예제 #1
0
파일: intel_fbo.c 프로젝트: kaltsi/mesa
void
intel_renderbuffer_move_to_temp(struct brw_context *brw,
                                struct intel_renderbuffer *irb,
                                bool invalidate)
{
   struct gl_renderbuffer *rb =&irb->Base.Base;
   struct intel_texture_image *intel_image = intel_texture_image(rb->TexImage);
   struct intel_mipmap_tree *new_mt;
   int width, height, depth;

   intel_miptree_get_dimensions_for_image(rb->TexImage, &width, &height, &depth);

   new_mt = intel_miptree_create(brw, rb->TexImage->TexObject->Target,
                                 intel_image->base.Base.TexFormat,
                                 intel_image->base.Base.Level,
                                 intel_image->base.Base.Level,
                                 width, height, depth,
                                 true,
                                 irb->mt->num_samples,
                                 INTEL_MIPTREE_TILING_ANY);

   if (brw_is_hiz_depth_format(brw, new_mt->format)) {
      intel_miptree_alloc_hiz(brw, new_mt);
   }

   intel_miptree_copy_teximage(brw, intel_image, new_mt, invalidate);

   intel_miptree_reference(&irb->mt, intel_image->mt);
   intel_renderbuffer_set_draw_offset(irb);
   intel_miptree_release(&new_mt);
}
예제 #2
0
파일: intel_fbo.c 프로젝트: RAOF/mesa
void
intel_renderbuffer_move_to_temp(struct intel_context *intel,
                                struct intel_renderbuffer *irb)
{
   struct intel_texture_image *intel_image =
      intel_texture_image(irb->tex_image);
   struct intel_mipmap_tree *new_mt;
   int width, height, depth;

   intel_miptree_get_dimensions_for_image(irb->tex_image, &width, &height, &depth);

   new_mt = intel_miptree_create(intel, irb->tex_image->TexObject->Target,
                                 intel_image->base.Base.TexFormat,
                                 intel_image->base.Base.Level,
                                 intel_image->base.Base.Level,
                                 width, height, depth,
                                 true,
                                 irb->mt->num_samples,
                                 false /* force_y_tiling */);

   intel_miptree_copy_teximage(intel, intel_image, new_mt);
   intel_miptree_reference(&irb->mt, intel_image->mt);
   intel_renderbuffer_set_draw_offset(irb);
   intel_miptree_release(&new_mt);
}
예제 #3
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;
   int width, height, depth;

   /* TBOs require no validation -- they always just point to their BO. */
   if (tObj->Target == GL_TEXTURE_BUFFER)
      return true;

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

   /* What levels must the tree include at a minimum?
    */
   intel_update_max_level(intelObj, sampler);
   firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);

   /* 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 &&
       (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
	intelObj->mt->first_level != tObj->BaseLevel ||
	intelObj->mt->last_level < intelObj->_MaxLevel)) {
      intel_miptree_release(&intelObj->mt);
   }


   /* May need to create a new tree:
    */
   if (!intelObj->mt) {
      intel_miptree_get_dimensions_for_image(&firstImage->base.Base,
					     &width, &height, &depth);

      intelObj->mt = intel_miptree_create(intel,
                                          intelObj->base.Target,
					  firstImage->base.Base.TexFormat,
                                          tObj->BaseLevel,
                                          intelObj->_MaxLevel,
                                          width,
                                          height,
                                          depth,
					  true,
                                          0 /* num_samples */,
                                          false /* msaa_is_interleaved */);
      if (!intelObj->mt)
         return 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;

         if (intelObj->mt != intelImage->mt) {
            intel_miptree_copy_teximage(intel, intelImage, intelObj->mt);
         }
      }
   }

   return true;
}
예제 #4
0
/**
 * At rendering-from-a-texture time, make sure that the texture object has a
 * miptree that can hold the entire texture based on
 * BaseLevel/MaxLevel/filtering, and copy in any texture images that are
 * stored in other miptrees.
 */
GLuint
intel_finalize_mipmap_tree(struct brw_context *brw, GLuint unit)
{
   struct gl_context *ctx = &brw->ctx;
   struct gl_texture_object *tObj = 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;
   int width, height, depth;

   /* TBOs require no validation -- they always just point to their BO. */
   if (tObj->Target == GL_TEXTURE_BUFFER)
      return true;

   /* We know that this is true by now, and if it wasn't, we might have
    * mismatched level sizes and the copies would fail.
    */
   assert(intelObj->base._BaseComplete);

   intel_update_max_level(intelObj, sampler);

   /* What levels does this validated texture image require? */
   int validate_first_level = tObj->BaseLevel;
   int validate_last_level = intelObj->_MaxLevel;

   /* Skip the loop over images in the common case of no images having
    * changed.  But if the GL_BASE_LEVEL or GL_MAX_LEVEL change to something we
    * haven't looked at, then we do need to look at those new images.
    */
   if (!intelObj->needs_validate &&
       validate_first_level >= intelObj->validated_first_level &&
       validate_last_level <= intelObj->validated_last_level) {
      return true;
   }

   /* Immutable textures should not get this far -- they should have been
    * created in a validated state, and nothing can invalidate them.
    */
   assert(!tObj->Immutable);

   firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);

   /* 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 &&
       (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
	validate_first_level < intelObj->mt->first_level ||
	validate_last_level > intelObj->mt->last_level)) {
      intel_miptree_release(&intelObj->mt);
   }


   /* May need to create a new tree:
    */
   if (!intelObj->mt) {
      intel_miptree_get_dimensions_for_image(&firstImage->base.Base,
					     &width, &height, &depth);

      perf_debug("Creating new %s %dx%dx%d %d-level miptree to handle "
                 "finalized texture miptree.\n",
                 _mesa_get_format_name(firstImage->base.Base.TexFormat),
                 width, height, depth, validate_last_level + 1);

      intelObj->mt = intel_miptree_create(brw,
                                          intelObj->base.Target,
					  firstImage->base.Base.TexFormat,
                                          0, /* first_level */
                                          validate_last_level,
                                          width,
                                          height,
                                          depth,
					  true,
                                          0 /* num_samples */,
                                          INTEL_MIPTREE_TILING_ANY);
      if (!intelObj->mt)
         return false;
   }

   /* Pull in any images not in the object's tree:
    */
   nr_faces = _mesa_num_tex_faces(intelObj->base.Target);
   for (face = 0; face < nr_faces; face++) {
      for (i = validate_first_level; i <= validate_last_level; i++) {
         struct intel_texture_image *intelImage =
            intel_texture_image(intelObj->base.Image[face][i]);
	 /* skip too small size mipmap */
 	 if (intelImage == NULL)
		 break;

         if (intelObj->mt != intelImage->mt) {
            intel_miptree_copy_teximage(brw, intelImage, intelObj->mt,
                                        false /* invalidate */);
         }

         /* After we're done, we'd better agree that our layout is
          * appropriate, or we'll end up hitting this function again on the
          * next draw
          */
         assert(intel_miptree_match_image(intelObj->mt, &intelImage->base.Base));
      }
   }

   intelObj->validated_first_level = validate_first_level;
   intelObj->validated_last_level = validate_last_level;
   intelObj->_Format = intelObj->mt->format;
   intelObj->needs_validate = false;

   return true;
}
예제 #5
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;
   int width, height, depth;

   /* 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(intelObj, sampler);
   firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);

   /* 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 &&
       (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
	intelObj->mt->target != intelObj->base.Target ||
	intelObj->mt->first_level != tObj->BaseLevel ||
	intelObj->mt->last_level < intelObj->_MaxLevel)) {
      intel_miptree_release(&intelObj->mt);
   }


   /* May need to create a new tree:
    */
   if (!intelObj->mt) {
      intel_miptree_get_dimensions_for_image(&firstImage->base.Base,
					     &width, &height, &depth);

      intelObj->mt = intel_miptree_create(intel,
                                          intelObj->base.Target,
					  firstImage->base.Base.TexFormat,
                                          tObj->BaseLevel,
                                          intelObj->_MaxLevel,
                                          width,
                                          height,
                                          depth,
					  true);
      if (!intelObj->mt)
         return 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) {
            intel_miptree_copy_teximage(intel, intelImage, intelObj->mt);
         }
      }
   }

   return true;
}
예제 #6
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;
   int width, height, depth;

   /* TBOs require no validation -- they always just point to their BO. */
   if (tObj->Target == GL_TEXTURE_BUFFER)
      return true;

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

   /* What levels must the tree include at a minimum?
    */
   intel_update_max_level(intelObj, sampler);
   if (intelObj->mt && intelObj->mt->first_level != tObj->BaseLevel)
      intelObj->needs_validate = true;

   if (!intelObj->needs_validate)
      return true;

   firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);

   /* 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 &&
       (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
	intelObj->mt->first_level != tObj->BaseLevel ||
	intelObj->mt->last_level < intelObj->_MaxLevel)) {
      intel_miptree_release(&intelObj->mt);
   }


   /* May need to create a new tree:
    */
   if (!intelObj->mt) {
      intel_miptree_get_dimensions_for_image(&firstImage->base.Base,
					     &width, &height, &depth);

      perf_debug("Creating new %s %dx%dx%d %d..%d miptree to handle finalized "
                 "texture miptree.\n",
                 _mesa_get_format_name(firstImage->base.Base.TexFormat),
                 width, height, depth, tObj->BaseLevel, intelObj->_MaxLevel);

      intelObj->mt = intel_miptree_create(intel,
                                          intelObj->base.Target,
					  firstImage->base.Base.TexFormat,
                                          tObj->BaseLevel,
                                          intelObj->_MaxLevel,
                                          width,
                                          height,
                                          depth,
					  true,
                                          0 /* num_samples */,
                                          false /* force_y_tiling */);
      if (!intelObj->mt)
         return false;
   }

   /* Pull in any images not in the object's tree:
    */
   nr_faces = _mesa_num_tex_faces(intelObj->base.Target);
   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;

         if (intelObj->mt != intelImage->mt) {
            intel_miptree_copy_teximage(intel, intelImage, intelObj->mt,
                                        false /* invalidate */);
         }

         /* After we're done, we'd better agree that our layout is
          * appropriate, or we'll end up hitting this function again on the
          * next draw
          */
         assert(intel_miptree_match_image(intelObj->mt, &intelImage->base.Base));
      }
   }

   intelObj->needs_validate = false;

   return true;
}
예제 #7
0
/**
 * Called by glFramebufferTexture[123]DEXT() (and other places) to
 * prepare for rendering into texture memory.  This might be called
 * many times to choose different texture levels, cube faces, etc
 * before intel_finish_render_texture() is ever called.
 */
static void
intel_render_texture(struct gl_context * ctx,
                     struct gl_framebuffer *fb,
                     struct gl_renderbuffer_attachment *att)
{
    struct intel_context *intel = intel_context(ctx);
    struct gl_texture_image *image = _mesa_get_attachment_teximage(att);
    struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
    struct intel_texture_image *intel_image = intel_texture_image(image);
    struct intel_mipmap_tree *mt = intel_image->mt;
    int layer;

    (void) fb;

    if (att->CubeMapFace > 0) {
        assert(att->Zoffset == 0);
        layer = att->CubeMapFace;
    } else {
        layer = att->Zoffset;
    }

    if (!intel_image->mt) {
        /* Fallback on drawing to a texture that doesn't have a miptree
         * (has a border, width/height 0, etc.)
         */
        _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
        _swrast_render_texture(ctx, fb, att);
        return;
    }
    else if (!irb) {
        intel_miptree_check_level_layer(mt, att->TextureLevel, layer);

        irb = (struct intel_renderbuffer *)intel_new_renderbuffer(ctx, ~0);

        if (irb) {
            /* bind the wrapper to the attachment point */
            _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base.Base);
        }
        else {
            /* fallback to software rendering */
            _swrast_render_texture(ctx, fb, att);
            return;
        }
    }

    if (!intel_renderbuffer_update_wrapper(intel, irb, image, layer)) {
        _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
        _swrast_render_texture(ctx, fb, att);
        return;
    }

    DBG("Begin render %s texture tex=%u w=%d h=%d refcount=%d\n",
        _mesa_get_format_name(image->TexFormat),
        att->Texture->Name, image->Width, image->Height,
        irb->Base.Base.RefCount);

    intel_image->used_as_render_target = true;

#ifndef I915
    if (need_tile_offset_workaround(brw_context(ctx), irb)) {
        /* Original gen4 hardware couldn't draw to a non-tile-aligned
         * destination in a miptree unless you actually setup your
         * renderbuffer as a miptree and used the fragile
         * lod/array_index/etc. controls to select the image.  So,
         * instead, we just make a new single-level miptree and render
         * into that.
         */
        struct intel_context *intel = intel_context(ctx);
        struct intel_mipmap_tree *new_mt;
        int width, height, depth;

        intel_miptree_get_dimensions_for_image(image, &width, &height, &depth);

        new_mt = intel_miptree_create(intel, image->TexObject->Target,
                                      intel_image->base.Base.TexFormat,
                                      intel_image->base.Base.Level,
                                      intel_image->base.Base.Level,
                                      width, height, depth,
                                      true);

        intel_miptree_copy_teximage(intel, intel_image, new_mt);
        intel_renderbuffer_set_draw_offset(irb);

        intel_miptree_reference(&irb->mt, intel_image->mt);
        intel_miptree_release(&new_mt);
    }
#endif
    /* update drawing region, etc */
    intel_draw_buffer(ctx);
}