예제 #1
0
GLuint
intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
{
   struct gl_context *ctx = &intel->ctx;
   struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
   struct intel_texture_object *intelObj = intel_texture_object(tObj);
   struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
   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_update_max_level(intel, intelObj, sampler);
   firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);

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

   /* Check tree can hold all active levels.  Check tree matches
    * target, imageFormat, etc.
    *
    * For pre-gen4, we have to match first_level == tObj->BaseLevel,
    * because we don't have the control that gen4 does to make min/mag
    * determination happen at a nonzero (hardware) baselevel.  Because
    * of that, we just always relayout on baselevel change.
    */
   if (intelObj->mt &&
       (intelObj->mt->target != intelObj->base.Target ||
	intelObj->mt->format != firstImage->base.TexFormat ||
	intelObj->mt->first_level != tObj->BaseLevel ||
	intelObj->mt->last_level < intelObj->_MaxLevel ||
	intelObj->mt->width0 != firstImage->base.Width ||
	intelObj->mt->height0 != firstImage->base.Height ||
	intelObj->mt->depth0 != firstImage->base.Depth)) {
      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.TexFormat,
                                          tObj->BaseLevel,
                                          intelObj->_MaxLevel,
                                          firstImage->base.Width,
                                          firstImage->base.Height,
                                          firstImage->base.Depth,
					  GL_TRUE);
      if (!intelObj->mt)
         return GL_FALSE;
   }

   /* 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 = tObj->BaseLevel; i <= intelObj->_MaxLevel; i++) {
         struct intel_texture_image *intelImage =
            intel_texture_image(intelObj->base.Image[face][i]);
	 /* skip too small size mipmap */
 	 if (intelImage == NULL)
		 break;
	 /* Need to import images in main memory or held in other trees.
	  * If it's a render target, then its data isn't needed to be in
	  * the object tree (otherwise we'd be FBO incomplete), and we need
	  * to keep track of the image's MT as needing to be pulled in still,
	  * or we'll lose the rendering that's done to it.
          */
         if (intelObj->mt != intelImage->mt &&
	     !intelImage->used_as_render_target) {
            copy_image_data_to_tree(intel, intelObj, intelImage);
         }
      }
   }

   return GL_TRUE;
}
예제 #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;
}
예제 #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;
}