/* Otherwise, store it in memory if (Border != 0) or (any dimension ==
 * 1).
 *    
 * Otherwise, if max_level >= level >= min_level, create tree with
 * space for textures from min_level down to max_level.
 *
 * Otherwise, create tree with space for textures from (level
 * 0)..(1x1).  Consider pruning this tree at a validation if the
 * saving is worth it.
 */
static void
guess_and_alloc_mipmap_tree(struct intel_context *intel,
                            struct intel_texture_object *intelObj,
                            struct intel_texture_image *intelImage)
{
   GLuint firstLevel;
   GLuint lastLevel;
   GLuint width = intelImage->base.Width;
   GLuint height = intelImage->base.Height;
   GLuint depth = intelImage->base.Depth;
   GLuint l2width, l2height, l2depth;
   GLuint i, comp_byte = 0;

   DBG("%s\n", __FUNCTION__);

   if (intelImage->base.Border)
      return;

   if (intelImage->level > intelObj->base.BaseLevel &&
       (intelImage->base.Width == 1 ||
        (intelObj->base.Target != GL_TEXTURE_1D &&
         intelImage->base.Height == 1) ||
        (intelObj->base.Target == GL_TEXTURE_3D &&
         intelImage->base.Depth == 1)))
      return;

   /* If this image disrespects BaseLevel, allocate from level zero.
    * Usually BaseLevel == 0, so it's unlikely to happen.
    */
   if (intelImage->level < intelObj->base.BaseLevel)
      firstLevel = 0;
   else
      firstLevel = intelObj->base.BaseLevel;


   /* Figure out image dimensions at start level. 
    */
   for (i = intelImage->level; i > firstLevel; i--) {
      width <<= 1;
      if (height != 1)
         height <<= 1;
      if (depth != 1)
         depth <<= 1;
   }

   /* Guess a reasonable value for lastLevel.  This is probably going
    * to be wrong fairly often and might mean that we have to look at
    * resizable buffers, or require that buffers implement lazy
    * pagetable arrangements.
    */
   if ((intelObj->base.MinFilter == GL_NEAREST ||
        intelObj->base.MinFilter == GL_LINEAR) &&
       intelImage->level == firstLevel) {
      lastLevel = firstLevel;
   }
   else {
      l2width = logbase2(width);
      l2height = logbase2(height);
      l2depth = logbase2(depth);
      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
   }

   assert(!intelObj->mt);
   if (intelImage->base.IsCompressed)
      comp_byte = intel_compressed_num_bytes(intelImage->base.TexFormat->MesaFormat);
   intelObj->mt = intel_miptree_create(intel,
                                       intelObj->base.Target,
                                       intelImage->base.InternalFormat,
                                       firstLevel,
                                       lastLevel,
                                       width,
                                       height,
                                       depth,
                                       intelImage->base.TexFormat->TexelBytes,
                                       comp_byte);

   DBG("%s - success\n", __FUNCTION__);
}
Example #2
0
GLuint
intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
{
   struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
   struct intel_texture_object *intelObj = intel_texture_object(tObj);
   int comp_byte = 0;
   int cpp;
   GLuint face, i;
   GLuint nr_faces = 0;
   struct intel_texture_image *firstImage;

   /* We know/require this is true by now: 
    */
   assert(intelObj->base._Complete);

   /* What levels must the tree include at a minimum?
    */
   intel_calculate_first_last_level(intelObj);
   firstImage =
      intel_texture_image(intelObj->base.Image[0][intelObj->firstLevel]);

   /* Fallback case:
    */
   if (firstImage->base.Border) {
      if (intelObj->mt) {
         intel_miptree_release(intel, &intelObj->mt);
      }
      return GL_FALSE;
   }


   /* If both firstImage and intelObj have a tree which can contain
    * all active images, favour firstImage.  Note that because of the
    * completeness requirement, we know that the image dimensions
    * will match.
    */
   if (firstImage->mt &&
       firstImage->mt != intelObj->mt &&
       firstImage->mt->first_level <= intelObj->firstLevel &&
       firstImage->mt->last_level >= intelObj->lastLevel) {

      if (intelObj->mt)
         intel_miptree_release(intel, &intelObj->mt);

      intel_miptree_reference(&intelObj->mt, firstImage->mt);
   }

   if (firstImage->base.IsCompressed) {
      comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
      cpp = comp_byte;
   }
   else cpp = firstImage->base.TexFormat->TexelBytes;

   /* Check tree can hold all active levels.  Check tree matches
    * target, imageFormat, etc.
    * 
    * XXX: For some layouts (eg i945?), the test might have to be
    * first_level == firstLevel, as the tree isn't valid except at the
    * original start level.  Hope to get around this by
    * programming minLod, maxLod, baseLevel into the hardware and
    * leaving the tree alone.
    */
   if (intelObj->mt &&
       (intelObj->mt->target != intelObj->base.Target ||
	intelObj->mt->internal_format != firstImage->base.InternalFormat ||
	intelObj->mt->first_level != intelObj->firstLevel ||
	intelObj->mt->last_level != intelObj->lastLevel ||
	intelObj->mt->width0 != firstImage->base.Width ||
	intelObj->mt->height0 != firstImage->base.Height ||
	intelObj->mt->depth0 != firstImage->base.Depth ||
	intelObj->mt->cpp != cpp ||
	intelObj->mt->compressed != firstImage->base.IsCompressed)) {
      intel_miptree_release(intel, &intelObj->mt);
   }


   /* May need to create a new tree:
    */
   if (!intelObj->mt) {
      intelObj->mt = intel_miptree_create(intel,
                                          intelObj->base.Target,
                                          firstImage->base.InternalFormat,
                                          intelObj->firstLevel,
                                          intelObj->lastLevel,
                                          firstImage->base.Width,
                                          firstImage->base.Height,
                                          firstImage->base.Depth,
                                          cpp,
                                          comp_byte,
					  GL_TRUE);
   }

   /* Pull in any images not in the object's tree:
    */
   nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
   for (face = 0; face < nr_faces; face++) {
      for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
         struct intel_texture_image *intelImage =
            intel_texture_image(intelObj->base.Image[face][i]);

         /* Need to import images in main memory or held in other trees.
          */
         if (intelObj->mt != intelImage->mt) {
            copy_image_data_to_tree(intel, intelObj, intelImage);
         }
      }
   }

   return GL_TRUE;
}
Example #3
0
GLuint intel_finalize_mipmap_tree( struct intel_context *intel,
				   struct gl_texture_object *tObj )
{
   struct intel_texture_object *intelObj = intel_texture_object(tObj);
   GLuint face, i;
   GLuint nr_faces = 0;
   struct gl_texture_image *firstImage;
   GLuint cpp = 0;
   
   if( tObj == intel->frame_buffer_texobj )
      return GL_FALSE;
   
   /* We know/require this is true by now: 
    */
   assert(intelObj->base.Complete);

   /* What levels must the tree include at a minimum?
    */
   if (intelObj->dirty) {
      intel_calculate_first_last_level( intelObj );
/*       intel_miptree_destroy(intel, intelObj->mt); */
/*       intelObj->mt = NULL; */
   }

   firstImage = intelObj->base.Image[0][intelObj->firstLevel];

   /* Fallback case:
    */
   if (firstImage->Border ||
       ((firstImage->_BaseFormat == GL_DEPTH_COMPONENT) &&
        ((tObj->WrapS == GL_CLAMP_TO_BORDER) ||
         (tObj->WrapT == GL_CLAMP_TO_BORDER)))) {
      if (intelObj->mt) {
	 intel_miptree_destroy(intel, intelObj->mt);
	 intelObj->mt = NULL;
	 /* Set all images dirty:
	  */
	 intel_texture_invalidate(intelObj);
      }
      return GL_FALSE;
   }



   if (firstImage->IsCompressed) {
       cpp = intel_compressed_num_bytes(firstImage->TexFormat->MesaFormat);
   } else {
       cpp = firstImage->TexFormat->TexelBytes;
   }
       
   /* Check tree can hold all active levels.  Check tree matches
    * target, imageFormat, etc.
    */
   if (intelObj->mt &&
       (intelObj->mt->target != intelObj->base.Target ||
	intelObj->mt->internal_format != firstImage->InternalFormat ||
	intelObj->mt->first_level != intelObj->firstLevel ||
	intelObj->mt->last_level != intelObj->lastLevel ||
	intelObj->mt->width0 != firstImage->Width ||
	intelObj->mt->height0 != firstImage->Height ||
	intelObj->mt->depth0 != firstImage->Depth ||
	intelObj->mt->cpp != cpp ||
	intelObj->mt->compressed != firstImage->IsCompressed)) 
   {
      intel_miptree_destroy(intel, intelObj->mt);
      intelObj->mt = NULL;
      
      /* Set all images dirty:
       */
      intel_texture_invalidate(intelObj);
   }
      

   /* May need to create a new tree:
    */
   if (!intelObj->mt) {
      intelObj->mt = intel_miptree_create(intel,
					  intelObj->base.Target,
					  firstImage->InternalFormat,
					  intelObj->firstLevel,
					  intelObj->lastLevel,
					  firstImage->Width,
					  firstImage->Height,
					  firstImage->Depth,
					  cpp,
					  firstImage->IsCompressed);

      /* Tell the buffer manager that we will manage the backing
       * store, but we still want it to do fencing for us.
       */
      bmBufferSetInvalidateCB(intel, 
			      intelObj->mt->region->buffer,
			      intel_texture_invalidate_cb,
			      intelObj,
			      GL_FALSE);
   }

   /* Pull in any images not in the object's tree:
    */
   if (intelObj->dirty) {
      nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
      for (face = 0; face < nr_faces; face++) {
	 if (intelObj->dirty_images[face]) {
	    for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++) {
	       struct gl_texture_image *texImage = intelObj->base.Image[face][i];

	       /* Need to import images in main memory or held in other trees.
		*/
	       if (intelObj->dirty_images[face] & (1<<i) &&
		   texImage) {

		  if (INTEL_DEBUG & DEBUG_TEXTURE)
		     _mesa_printf("copy data from image %d (%p) into object miptree\n",
				  i,
				  texImage->Data);

		  if (!copy_image_data_to_tree(intel,
					       intelObj,
					       texImage,
					       face,
					       i))
		     return GL_FALSE;

	       }
	    }
	 }
      }

      /* Only clear the dirty flags if everything went ok:
       */
      for (face = 0; face < nr_faces; face++) {
	 intelObj->dirty_images[face] = 0;
      }

      intelObj->dirty = 0;
   }

   return GL_TRUE;
}