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📄 intel_tex_validate.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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#include "mtypes.h"#include "macros.h"#include "intel_context.h"#include "intel_batchbuffer.h"#include "intel_mipmap_tree.h"#include "intel_tex.h"#define FILE_DEBUG_FLAG DEBUG_TEXTURE/** * Compute which mipmap levels that really need to be sent to the hardware. * This depends on the base image size, GL_TEXTURE_MIN_LOD, * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. */static voidintel_calculate_first_last_level(struct intel_texture_object *intelObj){   struct gl_texture_object *tObj = &intelObj->base;   const struct gl_texture_image *const baseImage =      tObj->Image[0][tObj->BaseLevel];   /* These must be signed values.  MinLod and MaxLod can be negative numbers,    * and having firstLevel and lastLevel as signed prevents the need for    * extra sign checks.    */   int firstLevel;   int lastLevel;   /* Yes, this looks overly complicated, but it's all needed.    */   switch (tObj->Target) {   case GL_TEXTURE_1D:   case GL_TEXTURE_2D:   case GL_TEXTURE_3D:   case GL_TEXTURE_CUBE_MAP:      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.          */         firstLevel = lastLevel = tObj->BaseLevel;      }      else {#ifdef I915         firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);         firstLevel = MAX2(firstLevel, tObj->BaseLevel);         firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2);         lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);         lastLevel = MAX2(lastLevel, tObj->BaseLevel);         lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);         lastLevel = MIN2(lastLevel, tObj->MaxLevel);         lastLevel = MAX2(firstLevel, lastLevel);       /* need at least one level */#else	 /* Currently not taking min/max lod into account here, those	  * values are programmed as sampler state elsewhere and we	  * upload the same mipmap levels regardless.  Not sure if	  * this makes sense as it means it isn't possible for the app	  * to use min/max lod to reduce texture memory pressure:	  */	 firstLevel = tObj->BaseLevel;	 lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,			  tObj->MaxLevel);	 lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */#endif      }      break;   case GL_TEXTURE_RECTANGLE_NV:   case GL_TEXTURE_4D_SGIS:      firstLevel = lastLevel = 0;      break;   default:      return;   }   /* save these values */   intelObj->firstLevel = firstLevel;   intelObj->lastLevel = lastLevel;}/** * Copies the image's contents at its level into the object's miptree, * and updates the image to point at the object's miptree. */static voidcopy_image_data_to_tree(struct intel_context *intel,                        struct intel_texture_object *intelObj,                        struct intel_texture_image *intelImage){   if (intelImage->mt) {      /* Copy potentially with the blitter:       */      intel_miptree_image_copy(intel,                               intelObj->mt,                               intelImage->face,                               intelImage->level, intelImage->mt);      intel_miptree_release(intel, &intelImage->mt);   }   else {      assert(intelImage->base.Data != NULL);      /* More straightforward upload.         */      intel_miptree_image_data(intel,                               intelObj->mt,                               intelImage->face,                               intelImage->level,                               intelImage->base.Data,                               intelImage->base.RowStride,                               intelImage->base.RowStride *                               intelImage->base.Height);      _mesa_align_free(intelImage->base.Data);      intelImage->base.Data = NULL;   }   intel_miptree_reference(&intelImage->mt, intelObj->mt);}/*   */GLuintintel_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;   GLboolean need_flush = GL_FALSE;   /* 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 ||       ((firstImage->base._BaseFormat == GL_DEPTH_COMPONENT) &&        ((tObj->WrapS == GL_CLAMP_TO_BORDER) ||         (tObj->WrapT == GL_CLAMP_TO_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);   }   /* 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);	    need_flush = GL_TRUE;         }      }   }#ifdef I915   /* XXX: what is this flush about?    * On 965, it causes a batch flush in the middle of the state relocation    * emits, which means that the eventual rendering doesn't have all of the    * required relocations in place.    */   if (need_flush)      intel_batchbuffer_flush(intel->batch);#endif   return GL_TRUE;}voidintel_tex_map_level_images(struct intel_context *intel,			   struct intel_texture_object *intelObj,			   int level){   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;   GLuint face;   for (face = 0; face < nr_faces; face++) {      struct intel_texture_image *intelImage =	 intel_texture_image(intelObj->base.Image[face][level]);      if (intelImage->mt) {	 intelImage->base.Data =	    intel_miptree_image_map(intel,				    intelImage->mt,				    intelImage->face,				    intelImage->level,				    &intelImage->base.RowStride,				    intelImage->base.ImageOffsets);	 /* convert stride to texels, not bytes */	 intelImage->base.RowStride /= intelImage->mt->cpp;	 /* intelImage->base.ImageStride /= intelImage->mt->cpp; */      }   }}voidintel_tex_unmap_level_images(struct intel_context *intel,			     struct intel_texture_object *intelObj,			     int level){   GLuint nr_faces = (intelObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;   GLuint face;   for (face = 0; face < nr_faces; face++) {      struct intel_texture_image *intelImage =	 intel_texture_image(intelObj->base.Image[face][level]);      if (intelImage->mt) {	 intel_miptree_image_unmap(intel, intelImage->mt);	 intelImage->base.Data = NULL;      }   }}voidintel_tex_map_images(struct intel_context *intel,                     struct intel_texture_object *intelObj){   int i;   DBG("%s\n", __FUNCTION__);   for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)      intel_tex_map_level_images(intel, intelObj, i);}voidintel_tex_unmap_images(struct intel_context *intel,                       struct intel_texture_object *intelObj){   int i;   for (i = intelObj->firstLevel; i <= intelObj->lastLevel; i++)      intel_tex_unmap_level_images(intel, intelObj, i);}

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