1 /*
2  * Copyright © 2013 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "main/mtypes.h"
25 #include "main/macros.h"
26 #include "main/samplerobj.h"
27 #include "main/teximage.h"
28 #include "main/texobj.h"
29 
30 #include "brw_context.h"
31 #include "intel_mipmap_tree.h"
32 #include "intel_tex.h"
33 
34 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
35 
36 /**
37  * Sets our driver-specific variant of tObj->_MaxLevel for later surface state
38  * upload.
39  *
40  * If we're only ensuring that there is storage for the first miplevel of a
41  * texture, then in texture setup we're going to have to make sure we don't
42  * allow sampling beyond level 0.
43  */
44 static void
intel_update_max_level(struct gl_texture_object * tObj,struct gl_sampler_object * sampler)45 intel_update_max_level(struct gl_texture_object *tObj,
46 		       struct gl_sampler_object *sampler)
47 {
48    struct intel_texture_object *intelObj = intel_texture_object(tObj);
49 
50    if (!tObj->_MipmapComplete ||
51        (tObj->_RenderToTexture &&
52         (sampler->MinFilter == GL_NEAREST ||
53          sampler->MinFilter == GL_LINEAR))) {
54       intelObj->_MaxLevel = tObj->BaseLevel;
55    } else {
56       intelObj->_MaxLevel = tObj->_MaxLevel;
57    }
58 }
59 
60 /**
61  * At rendering-from-a-texture time, make sure that the texture object has a
62  * miptree that can hold the entire texture based on
63  * BaseLevel/MaxLevel/filtering, and copy in any texture images that are
64  * stored in other miptrees.
65  */
66 void
intel_finalize_mipmap_tree(struct brw_context * brw,struct gl_texture_object * tObj)67 intel_finalize_mipmap_tree(struct brw_context *brw,
68                            struct gl_texture_object *tObj)
69 {
70    struct intel_texture_object *intelObj = intel_texture_object(tObj);
71    GLuint face, i;
72    GLuint nr_faces = 0;
73    struct intel_texture_image *firstImage;
74    int width, height, depth;
75 
76    /* TBOs require no validation -- they always just point to their BO. */
77    if (tObj->Target == GL_TEXTURE_BUFFER)
78       return;
79 
80    /* What levels does this validated texture image require? */
81    int validate_first_level = tObj->BaseLevel;
82    int validate_last_level = intelObj->_MaxLevel;
83 
84    /* Skip the loop over images in the common case of no images having
85     * changed.  But if the GL_BASE_LEVEL or GL_MAX_LEVEL change to something we
86     * haven't looked at, then we do need to look at those new images.
87     */
88    if (!intelObj->needs_validate &&
89        validate_first_level >= intelObj->validated_first_level &&
90        validate_last_level <= intelObj->validated_last_level) {
91       return;
92    }
93 
94    /* On recent generations, immutable textures should not get this far
95     * -- they should have been created in a validated state, and nothing
96     * can invalidate them.
97     *
98     * Unfortunately, this is not true on pre-Sandybridge hardware -- when
99     * rendering into an immutable-format depth texture we may have to rebase
100     * the rendered levels to meet alignment requirements.
101     *
102     * FINISHME: Avoid doing this.
103     */
104    assert(!tObj->Immutable || brw->screen->devinfo.gen < 6);
105 
106    firstImage = intel_texture_image(tObj->Image[0][tObj->BaseLevel]);
107 
108    /* Check tree can hold all active levels.  Check tree matches
109     * target, imageFormat, etc.
110     */
111    if (intelObj->mt &&
112        (!intel_miptree_match_image(intelObj->mt, &firstImage->base.Base) ||
113 	validate_first_level < intelObj->mt->first_level ||
114 	validate_last_level > intelObj->mt->last_level)) {
115       intel_miptree_release(&intelObj->mt);
116    }
117 
118 
119    /* May need to create a new tree:
120     */
121    if (!intelObj->mt) {
122       const unsigned level = firstImage->base.Base.Level;
123       intel_get_image_dims(&firstImage->base.Base, &width, &height, &depth);
124       /* Figure out image dimensions at start level. */
125       switch(intelObj->base.Target) {
126       case GL_TEXTURE_2D_MULTISAMPLE:
127       case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
128       case GL_TEXTURE_RECTANGLE:
129       case GL_TEXTURE_EXTERNAL_OES:
130           assert(level == 0);
131           break;
132       case GL_TEXTURE_3D:
133           depth = depth << level;
134           /* Fall through */
135       case GL_TEXTURE_2D:
136       case GL_TEXTURE_2D_ARRAY:
137       case GL_TEXTURE_CUBE_MAP:
138       case GL_TEXTURE_CUBE_MAP_ARRAY:
139           height = height << level;
140           /* Fall through */
141       case GL_TEXTURE_1D:
142       case GL_TEXTURE_1D_ARRAY:
143           width = width << level;
144           break;
145       default:
146           unreachable("Unexpected target");
147       }
148       perf_debug("Creating new %s %dx%dx%d %d-level miptree to handle "
149                  "finalized texture miptree.\n",
150                  _mesa_get_format_name(firstImage->base.Base.TexFormat),
151                  width, height, depth, validate_last_level + 1);
152 
153       intelObj->mt = intel_miptree_create(brw,
154                                           intelObj->base.Target,
155 					  firstImage->base.Base.TexFormat,
156                                           0, /* first_level */
157                                           validate_last_level,
158                                           width,
159                                           height,
160                                           depth,
161                                           1 /* num_samples */,
162                                           MIPTREE_CREATE_BUSY);
163       if (!intelObj->mt)
164          return;
165    }
166 
167    /* Pull in any images not in the object's tree:
168     */
169    nr_faces = _mesa_num_tex_faces(intelObj->base.Target);
170    for (face = 0; face < nr_faces; face++) {
171       for (i = validate_first_level; i <= validate_last_level; i++) {
172          struct intel_texture_image *intelImage =
173             intel_texture_image(intelObj->base.Image[face][i]);
174 	 /* skip too small size mipmap */
175  	 if (intelImage == NULL)
176 		 break;
177 
178          if (intelObj->mt != intelImage->mt)
179             intel_miptree_copy_teximage(brw, intelImage, intelObj->mt);
180 
181          /* After we're done, we'd better agree that our layout is
182           * appropriate, or we'll end up hitting this function again on the
183           * next draw
184           */
185          assert(intel_miptree_match_image(intelObj->mt, &intelImage->base.Base));
186       }
187    }
188 
189    intelObj->validated_first_level = validate_first_level;
190    intelObj->validated_last_level = validate_last_level;
191    intelObj->_Format = firstImage->base.Base.TexFormat,
192    intelObj->needs_validate = false;
193 }
194 
195 /**
196  * Finalizes all textures, completing any rendering that needs to be done
197  * to prepare them.
198  */
199 void
brw_validate_textures(struct brw_context * brw)200 brw_validate_textures(struct brw_context *brw)
201 {
202    struct gl_context *ctx = &brw->ctx;
203    const int max_enabled_unit = ctx->Texture._MaxEnabledTexImageUnit;
204 
205    for (int unit = 0; unit <= max_enabled_unit; unit++) {
206       struct gl_texture_object *tex_obj = ctx->Texture.Unit[unit]._Current;
207 
208       if (!tex_obj)
209          continue;
210 
211       struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
212 
213       /* We know that this is true by now, and if it wasn't, we might have
214        * mismatched level sizes and the copies would fail.
215        */
216       assert(tex_obj->_BaseComplete);
217 
218       intel_update_max_level(tex_obj, sampler);
219       intel_finalize_mipmap_tree(brw, tex_obj);
220    }
221 }
222