示例#1
0
/* Copy mipmap image between trees
 */
void
intel_miptree_image_copy(struct intel_context *intel,
                         struct intel_mipmap_tree *dst,
                         GLuint face, GLuint level,
                         struct intel_mipmap_tree *src)
{
   GLuint width = src->level[level].width;
   GLuint height = src->level[level].height;
   GLuint depth = src->level[level].depth;
   GLuint dst_offset = intel_miptree_image_offset(dst, face, level);
   GLuint src_offset = intel_miptree_image_offset(src, face, level);
   const GLuint *dst_depth_offset = intel_miptree_depth_offsets(dst, level);
   const GLuint *src_depth_offset = intel_miptree_depth_offsets(src, level);
   GLuint i;

   if (dst->compressed) {
       GLuint alignment = intel_compressed_alignment(dst->internal_format);
       height = (height + 3) / 4;
       width = ((width + alignment - 1) & ~(alignment - 1));
   }

   for (i = 0; i < depth; i++) {
      intel_region_copy(intel,
                        dst->region, dst_offset + dst_depth_offset[i],
                        0,
                        0,
                        src->region, src_offset + src_depth_offset[i],
                        0, 0, width, height);
   }

}
示例#2
0
/* Copy mipmap image between trees
 */
void
intel_miptree_image_copy(struct intel_context *intel,
                         struct intel_mipmap_tree *dst,
                         GLuint face, GLuint level,
                         struct intel_mipmap_tree *src)
{
   GLuint width = src->level[level].width;
   GLuint height = src->level[level].height;
   GLuint depth = src->level[level].depth;
   GLuint dst_offset = intel_miptree_image_offset(dst, face, level);
   GLuint src_offset = intel_miptree_image_offset(src, face, level);
   const GLuint *dst_depth_offset = intel_miptree_depth_offsets(dst, level);
   const GLuint *src_depth_offset = intel_miptree_depth_offsets(src, level);
   GLuint i;

   if (dst->compressed)
      height /= 4;
   for (i = 0; i < depth; i++) {
      intel_region_copy(intel->intelScreen,
                        dst->region, dst_offset + dst_depth_offset[i],
                        0,
                        0,
                        src->region, src_offset + src_depth_offset[i],
                        0, 0, width, height);
   }

}
示例#3
0
/* Upload data for a particular image.
 */
void
intel_miptree_image_data(struct intel_context *intel,
			 struct intel_mipmap_tree *dst,
			 GLuint face,
			 GLuint level,
			 void *src,
			 GLuint src_row_pitch,
			 GLuint src_image_pitch)
{
   GLuint depth = dst->level[level].depth;
   GLuint dst_offset = intel_miptree_image_offset(dst, face, level);
   const GLuint *dst_depth_offset = intel_miptree_depth_offsets(dst, level);
   GLuint i;
   GLuint height = 0;

   DBG("%s: %d/%d\n", __FUNCTION__, face, level);
   for (i = 0; i < depth; i++) {
      height = dst->level[level].height;
      if(dst->compressed)
	 height = (height + 3) / 4;
      intel_region_data(intel,
			dst->region,
			dst_offset + dst_depth_offset[i], /* dst_offset */
			0, 0,                             /* dstx, dsty */
			src,
			src_row_pitch,
			0, 0,                             /* source x, y */
			dst->level[level].width, height); /* width, height */

      src += src_image_pitch * dst->cpp;
   }
}
示例#4
0
/**
 * Map a teximage in a mipmap tree.
 * \param row_stride  returns row stride in bytes
 * \param image_stride  returns image stride in bytes (for 3D textures).
 * \param image_offsets pointer to array of pixel offsets from the returned
 *	  pointer to each depth image
 * \return address of mapping
 */
GLubyte *
intel_miptree_image_map(struct intel_context * intel,
                        struct intel_mipmap_tree * mt,
                        GLuint face,
                        GLuint level,
                        GLuint * row_stride, GLuint * image_offsets)
{
   DBG("%s \n", __FUNCTION__);

   if (row_stride)
      *row_stride = mt->pitch * mt->cpp;

   if (mt->target == GL_TEXTURE_3D) {
      int i;

      for (i = 0; i < mt->level[level].depth; i++)
	 image_offsets[i] = mt->level[level].image_offset[i] / mt->cpp;
   } else {
      assert(mt->level[level].depth == 1);
      assert(mt->target == GL_TEXTURE_CUBE_MAP ||
	     mt->level[level].image_offset[0] == 0);
      image_offsets[0] = 0;
   }

   return (intel_region_map(intel, mt->region) +
           intel_miptree_image_offset(mt, face, level));
}
示例#5
0
/* XXX: Do this for TexSubImage also:
 */
static GLboolean
try_pbo_upload(struct intel_context *intel,
               struct intel_texture_image *intelImage,
               const struct gl_pixelstore_attrib *unpack,
               GLint internalFormat,
               GLint width, GLint height,
               GLenum format, GLenum type, const void *pixels)
{
   struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj);
   GLuint src_offset, src_stride;
   GLuint dst_offset, dst_stride;

   if (!pbo ||
       intel->ctx._ImageTransferState ||
       unpack->SkipPixels || unpack->SkipRows) {
      _mesa_printf("%s: failure 1\n", __FUNCTION__);
      return GL_FALSE;
   }

   src_offset = (GLuint) pixels;

   if (unpack->RowLength > 0)
      src_stride = unpack->RowLength;
   else
      src_stride = width;

   dst_offset = intel_miptree_image_offset(intelImage->mt,
                                           intelImage->face,
                                           intelImage->level);

   dst_stride = intelImage->mt->pitch;

   intelFlush(&intel->ctx);
   LOCK_HARDWARE(intel);
   {
      struct _DriBufferObject *src_buffer =
         intel_bufferobj_buffer(intel, pbo, INTEL_READ);
      struct _DriBufferObject *dst_buffer =
         intel_region_buffer(intel->intelScreen, intelImage->mt->region,
                             INTEL_WRITE_FULL);


      intelEmitCopyBlit(intel,
                        intelImage->mt->cpp,
                        src_stride, src_buffer, src_offset,
                        dst_stride, dst_buffer, dst_offset,
                        0, 0, 0, 0, width, height,
			GL_COPY);

      intel_batchbuffer_flush(intel->batch);
   }
   UNLOCK_HARDWARE(intel);

   return GL_TRUE;
}
示例#6
0
/**
 * Map a teximage in a mipmap tree.
 * \param row_stride  returns row stride in bytes
 * \param image_stride  returns image stride in bytes (for 3D textures).
 * \return address of mapping
 */
GLubyte *
intel_miptree_image_map(struct intel_context * intel,
                        struct intel_mipmap_tree * mt,
                        GLuint face,
                        GLuint level,
                        GLuint * row_stride, GLuint * image_offsets)
{
   DBG("%s \n", __FUNCTION__);

   if (row_stride)
      *row_stride = mt->pitch * mt->cpp;

   if (image_offsets)
      memcpy(image_offsets, mt->level[level].image_offset,
             mt->level[level].depth * sizeof(GLuint));

   return (intel_region_map(intel->intelScreen, mt->region) +
           intel_miptree_image_offset(mt, face, level));
}
static GLboolean
try_pbo_zcopy(struct intel_context *intel,
              struct intel_texture_image *intelImage,
              const struct gl_pixelstore_attrib *unpack,
              GLint internalFormat,
              GLint width, GLint height,
              GLenum format, GLenum type, const void *pixels)
{
   struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj);
   GLuint src_offset, src_stride;
   GLuint dst_offset, dst_stride;

   if (!pbo ||
       intel->ctx._ImageTransferState ||
       unpack->SkipPixels || unpack->SkipRows) {
      _mesa_printf("%s: failure 1\n", __FUNCTION__);
      return GL_FALSE;
   }

   src_offset = (GLuint) pixels;

   if (unpack->RowLength > 0)
      src_stride = unpack->RowLength;
   else
      src_stride = width;

   dst_offset = intel_miptree_image_offset(intelImage->mt,
                                           intelImage->face,
                                           intelImage->level);

   dst_stride = intelImage->mt->pitch;

   if (src_stride != dst_stride || dst_offset != 0 || src_offset != 0) {
      _mesa_printf("%s: failure 2\n", __FUNCTION__);
      return GL_FALSE;
   }

   intel_region_attach_pbo(intel->intelScreen, intelImage->mt->region, pbo);

   return GL_TRUE;
}
/* Recalculate all state from scratch.  Perhaps not the most
 * efficient, but this has gotten complex enough that we need
 * something which is understandable and reliable.
 */
static GLboolean
i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
{
   GLcontext *ctx = &intel->ctx;
   struct i830_context *i830 = i830_context(ctx);
   struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
   struct intel_texture_object *intelObj = intel_texture_object(tObj);
   struct gl_texture_image *firstImage;
   GLuint *state = i830->state.Tex[unit], format, pitch;

   memset(state, 0, sizeof(state));

   /*We need to refcount these. */

   if (i830->state.tex_buffer[unit] != NULL) {
       dri_bo_unreference(i830->state.tex_buffer[unit]);
       i830->state.tex_buffer[unit] = NULL;
   }

   if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit))
      return GL_FALSE;

   /* Get first image here, since intelObj->firstLevel will get set in
    * the intel_finalize_mipmap_tree() call above.
    */
   firstImage = tObj->Image[0][intelObj->firstLevel];

   if (intelObj->imageOverride) {
      i830->state.tex_buffer[unit] = NULL;
      i830->state.tex_offset[unit] = intelObj->textureOffset;

      switch (intelObj->depthOverride) {
      case 32:
	 format = MAPSURF_32BIT | MT_32BIT_ARGB8888;
	 break;
      case 24:
      default:
	 format = MAPSURF_32BIT | MT_32BIT_XRGB8888;
	 break;
      case 16:
	 format = MAPSURF_16BIT | MT_16BIT_RGB565;
	 break;
      }

      pitch = intelObj->pitchOverride;
   } else {
      dri_bo_reference(intelObj->mt->region->buffer);
      i830->state.tex_buffer[unit] = intelObj->mt->region->buffer;
      i830->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt,
								0, intelObj->
								firstLevel);

      format = translate_texture_format(firstImage->TexFormat->MesaFormat);
      pitch = intelObj->mt->pitch * intelObj->mt->cpp;
   }

   state[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 |
                               (LOAD_TEXTURE_MAP0 << unit) | 4);

/*    state[I830_TEXREG_TM0S0] = (TM0S0_USE_FENCE | */
/* 			       t->intel.TextureOffset); */


   state[I830_TEXREG_TM0S1] =
      (((firstImage->Height - 1) << TM0S1_HEIGHT_SHIFT) |
       ((firstImage->Width - 1) << TM0S1_WIDTH_SHIFT) | format);

   state[I830_TEXREG_TM0S2] =
      ((((pitch / 4) - 1) << TM0S2_PITCH_SHIFT) | TM0S2_CUBE_FACE_ENA_MASK);

   {
      if (tObj->Target == GL_TEXTURE_CUBE_MAP)
         state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit) |
                                    CUBE_NEGX_ENABLE |
                                    CUBE_POSX_ENABLE |
                                    CUBE_NEGY_ENABLE |
                                    CUBE_POSY_ENABLE |
                                    CUBE_NEGZ_ENABLE | CUBE_POSZ_ENABLE);
      else
         state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit));
   }




   {
      GLuint minFilt, mipFilt, magFilt;

      switch (tObj->MinFilter) {
      case GL_NEAREST:
         minFilt = FILTER_NEAREST;
         mipFilt = MIPFILTER_NONE;
         break;
      case GL_LINEAR:
         minFilt = FILTER_LINEAR;
         mipFilt = MIPFILTER_NONE;
         break;
      case GL_NEAREST_MIPMAP_NEAREST:
         minFilt = FILTER_NEAREST;
         mipFilt = MIPFILTER_NEAREST;
         break;
      case GL_LINEAR_MIPMAP_NEAREST:
         minFilt = FILTER_LINEAR;
         mipFilt = MIPFILTER_NEAREST;
         break;
      case GL_NEAREST_MIPMAP_LINEAR:
         minFilt = FILTER_NEAREST;
         mipFilt = MIPFILTER_LINEAR;
         break;
      case GL_LINEAR_MIPMAP_LINEAR:
         minFilt = FILTER_LINEAR;
         mipFilt = MIPFILTER_LINEAR;
         break;
      default:
         return GL_FALSE;
      }

      if (tObj->MaxAnisotropy > 1.0) {
         minFilt = FILTER_ANISOTROPIC;
         magFilt = FILTER_ANISOTROPIC;
      }
      else {
         switch (tObj->MagFilter) {
         case GL_NEAREST:
            magFilt = FILTER_NEAREST;
            break;
         case GL_LINEAR:
            magFilt = FILTER_LINEAR;
            break;
         default:
            return GL_FALSE;
         }
      }

      state[I830_TEXREG_TM0S3] = i830->lodbias_tm0s3[unit];

#if 0
      /* YUV conversion:
       */
      if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR ||
          firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV)
         state[I830_TEXREG_TM0S3] |= SS2_COLORSPACE_CONVERSION;
#endif

      state[I830_TEXREG_TM0S3] |= ((intelObj->lastLevel -
                                    intelObj->firstLevel) *
                                   4) << TM0S3_MIN_MIP_SHIFT;

      state[I830_TEXREG_TM0S3] |= ((minFilt << TM0S3_MIN_FILTER_SHIFT) |
                                   (mipFilt << TM0S3_MIP_FILTER_SHIFT) |
                                   (magFilt << TM0S3_MAG_FILTER_SHIFT));
   }

   {
      GLenum ws = tObj->WrapS;
      GLenum wt = tObj->WrapT;


      /* 3D textures not available on i830
       */
      if (tObj->Target == GL_TEXTURE_3D)
         return GL_FALSE;

      state[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD |
                                MAP_UNIT(unit) |
                                ENABLE_TEXCOORD_PARAMS |
                                ss3 |
                                ENABLE_ADDR_V_CNTL |
                                TEXCOORD_ADDR_V_MODE(translate_wrap_mode(wt))
                                | ENABLE_ADDR_U_CNTL |
                                TEXCOORD_ADDR_U_MODE(translate_wrap_mode
                                                     (ws)));
   }


   state[I830_TEXREG_TM0S4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0],
                                                  tObj->_BorderChan[1],
                                                  tObj->_BorderChan[2],
                                                  tObj->_BorderChan[3]);


   I830_ACTIVESTATE(i830, I830_UPLOAD_TEX(unit), GL_TRUE);
   /* memcmp was already disabled, but definitely won't work as the
    * region might now change and that wouldn't be detected:
    */
   I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit));
   return GL_TRUE;
}
示例#9
0
static GLboolean
do_copy_texsubimage(struct intel_context *intel,
                    struct intel_texture_image *intelImage,
                    GLenum internalFormat,
                    GLint dstx, GLint dsty,
                    GLint x, GLint y, GLsizei width, GLsizei height)
{
   GLcontext *ctx = &intel->ctx;
   const struct intel_region *src =
      get_teximage_source(intel, internalFormat);

   if (!intelImage->mt || !src) {
      DBG("%s fail %p %p\n", __FUNCTION__, intelImage->mt, src);
      return GL_FALSE;
   }

   intelFlush(ctx);
   LOCK_HARDWARE(intel);
   {
      GLuint image_offset = intel_miptree_image_offset(intelImage->mt,
                                                       intelImage->face,
                                                       intelImage->level);
      const GLint orig_x = x;
      const GLint orig_y = y;
      const struct gl_framebuffer *fb = ctx->DrawBuffer;

      if (_mesa_clip_to_region(fb->_Xmin, fb->_Ymin, fb->_Xmax, fb->_Ymax,
                               &x, &y, &width, &height)) {
         /* Update dst for clipped src.  Need to also clip the source rect.
          */
         dstx += x - orig_x;
         dsty += y - orig_y;

         if (ctx->ReadBuffer->Name == 0) {
            /* reading from a window, adjust x, y */
            __DRIdrawablePrivate *dPriv = intel->driDrawable;
            GLuint window_y;
            /* window_y = position of window on screen if y=0=bottom */
            window_y = intel->intelScreen->height - (dPriv->y + dPriv->h);
            y = window_y + y;
            x += dPriv->x;
         }
         else {
            /* reading from a FBO */
            /* invert Y */
            y = ctx->ReadBuffer->Height - y - 1;
         }


         /* A bit of fiddling to get the blitter to work with -ve
          * pitches.  But we get a nice inverted blit this way, so it's
          * worth it:
          */
         intelEmitCopyBlit(intel,
                           intelImage->mt->cpp,
                           -src->pitch,
                           src->buffer,
                           src->height * src->pitch * src->cpp,
                           intelImage->mt->pitch,
                           intelImage->mt->region->buffer,
                           image_offset,
                           x, y + height, dstx, dsty, width, height,
			   GL_COPY); /* ? */

         intel_batchbuffer_flush(intel->batch);
      }
   }


   UNLOCK_HARDWARE(intel);

#if 0
   /* GL_SGIS_generate_mipmap -- this can be accelerated now.
    * XXX Add a ctx->Driver.GenerateMipmaps() function?
    */
   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
      intel_generate_mipmap(ctx, target,
                            &ctx->Texture.Unit[ctx->Texture.CurrentUnit],
                            texObj);
   }
#endif

   return GL_TRUE;
}
/**
 * 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(GLcontext * ctx,
                     struct gl_framebuffer *fb,
                     struct gl_renderbuffer_attachment *att)
{
   struct gl_texture_image *newImage
      = att->Texture->Image[att->CubeMapFace][att->TextureLevel];
   struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer);
   struct intel_texture_image *intel_image;
   GLuint imageOffset;

   (void) fb;

   ASSERT(newImage);

   if (!irb) {
      irb = intel_wrap_texture(ctx, newImage);
      if (irb) {
         /* bind the wrapper to the attachment point */
         _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base);
      }
      else {
         /* fallback to software rendering */
         _mesa_render_texture(ctx, fb, att);
         return;
      }
   } if (!intel_update_wrapper(ctx, irb, newImage)) {
       _mesa_reference_renderbuffer(&att->Renderbuffer, NULL);
       _mesa_render_texture(ctx, fb, att);
       return;
   }

   DBG("Begin render texture tid %x tex=%u w=%d h=%d refcount=%d\n",
       _glthread_GetID(),
       att->Texture->Name, newImage->Width, newImage->Height,
       irb->Base.RefCount);

   /* point the renderbufer's region to the texture image region */
   intel_image = intel_texture_image(newImage);
   if (irb->region != intel_image->mt->region) {
      if (irb->region)
	 intel_region_release(&irb->region);
      intel_region_reference(&irb->region, intel_image->mt->region);
   }

   /* compute offset of the particular 2D image within the texture region */
   imageOffset = intel_miptree_image_offset(intel_image->mt,
                                            att->CubeMapFace,
                                            att->TextureLevel);

   if (att->Texture->Target == GL_TEXTURE_3D) {
      const GLuint *offsets = intel_miptree_depth_offsets(intel_image->mt,
                                                          att->TextureLevel);
      imageOffset += offsets[att->Zoffset];
   }

   /* store that offset in the region */
   intel_image->mt->region->draw_offset = imageOffset;

   /* update drawing region, etc */
   intel_draw_buffer(ctx, fb);
}