st/mesa: directly compute level=0 texture size in st_finalize_texture

The width0/height0/depth0 on stObj may not have been set at this point.
Observed in a trace that set up levels 2..9 of a 2d texture, and set the base
level to 2, with height 1. This made the guess logic always bail.

Originally investigated by Ilia Mirkin, this patch gets rid of the somewhat
redundant storage of width0/height0/depth0 and makes sure we always compute
pipe texture sizes that are compatible with the base level image of the
GL texture.

Fixes the gl-1.2-texture-base-level piglit test provided by Brian Paul.

v2:
- try to re-use an existing pipe texture when possible
- handle a corner case where the base level is not level 0 and it is of
  size 1x1x1

v3:
- ptHeight = ptWidth in cube map 1x1 case (suggested by Brian)

Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Nicolai Hähnle 2016-06-07 22:40:49 +02:00
parent 8c3ecde0e1
commit bd5c41fe5f
5 changed files with 48 additions and 53 deletions

View File

@ -128,9 +128,6 @@ st_bind_surface(struct gl_context *ctx, GLenum target,
st_texture_release_all_sampler_views(st, stObj);
pipe_resource_reference(&stImage->pt, stObj->pt);
stObj->width0 = ps->width;
stObj->height0 = ps->height;
stObj->depth0 = 1;
stObj->surface_format = ps->format;
_mesa_dirty_texobj(ctx, texObj);

View File

@ -472,7 +472,6 @@ guess_and_alloc_texture(struct st_context *st,
stImage->base.Level,
&width, &height, &depth)) {
/* we can't determine the image size at level=0 */
stObj->width0 = stObj->height0 = stObj->depth0 = 0;
/* this is not an out of memory error */
return GL_TRUE;
}
@ -497,11 +496,6 @@ guess_and_alloc_texture(struct st_context *st,
lastLevel = 0;
}
/* Save the level=0 dimensions */
stObj->width0 = width;
stObj->height0 = height;
stObj->depth0 = depth;
fmt = st_mesa_format_to_pipe_format(st, stImage->base.TexFormat);
bindings = default_bindings(st, fmt);
@ -2422,9 +2416,6 @@ st_finalize_texture(struct gl_context *ctx,
if (st_obj->buffer != stObj->pt) {
pipe_resource_reference(&stObj->pt, st_obj->buffer);
st_texture_release_all_sampler_views(st, stObj);
stObj->width0 = stObj->pt->width0 / _mesa_get_format_bytes(tObj->_BufferObjectFormat);
stObj->height0 = 1;
stObj->depth0 = 1;
}
return GL_TRUE;
@ -2457,25 +2448,44 @@ st_finalize_texture(struct gl_context *ctx,
/* Find size of level=0 Gallium mipmap image, plus number of texture layers */
{
GLuint width, height, depth;
if (!guess_base_level_size(stObj->base.Target,
firstImage->base.Width2,
firstImage->base.Height2,
firstImage->base.Depth2,
firstImage->base.Level,
&width, &height, &depth)) {
width = stObj->width0;
height = stObj->height0;
depth = stObj->depth0;
st_gl_texture_dims_to_pipe_dims(stObj->base.Target,
firstImage->base.Width2,
firstImage->base.Height2,
firstImage->base.Depth2,
&width, &height, &depth, &ptLayers);
/* If we previously allocated a pipe texture and its sizes are
* compatible, use them.
*/
if (stObj->pt &&
u_minify(stObj->pt->width0, firstImage->base.Level) == width &&
u_minify(stObj->pt->height0, firstImage->base.Level) == height &&
u_minify(stObj->pt->depth0, firstImage->base.Level) == depth) {
ptWidth = stObj->pt->width0;
ptHeight = stObj->pt->height0;
ptDepth = stObj->pt->depth0;
} else {
/* The width/height/depth may have been previously reset in
* guess_and_alloc_texture. */
stObj->width0 = width;
stObj->height0 = height;
stObj->depth0 = depth;
/* Otherwise, compute a new level=0 size that is compatible with the
* base level image.
*/
ptWidth = width > 1 ? width << firstImage->base.Level : 1;
ptHeight = height > 1 ? height << firstImage->base.Level : 1;
ptDepth = depth > 1 ? depth << firstImage->base.Level : 1;
/* If the base level image is 1x1x1, we still need to ensure that the
* resulting pipe texture ends up with the required number of levels
* in total.
*/
if (ptWidth == 1 && ptHeight == 1 && ptDepth == 1) {
ptWidth <<= firstImage->base.Level;
if (stObj->base.Target == GL_TEXTURE_CUBE_MAP ||
stObj->base.Target == GL_TEXTURE_CUBE_MAP_ARRAY)
ptHeight = ptWidth;
}
}
/* convert GL dims to Gallium dims */
st_gl_texture_dims_to_pipe_dims(stObj->base.Target, width, height, depth,
&ptWidth, &ptHeight, &ptDepth, &ptLayers);
ptNumSamples = firstImage->base.NumSamples;
}
@ -2533,16 +2543,23 @@ st_finalize_texture(struct gl_context *ctx,
/* Need to import images in main memory or held in other textures.
*/
if (stImage && stObj->pt != stImage->pt) {
GLuint height = stObj->height0;
GLuint depth = stObj->depth0;
GLuint height;
GLuint depth;
if (stObj->base.Target != GL_TEXTURE_1D_ARRAY)
height = u_minify(height, level);
height = u_minify(ptHeight, level);
else
height = ptLayers;
if (stObj->base.Target == GL_TEXTURE_3D)
depth = u_minify(depth, level);
depth = u_minify(ptDepth, level);
else if (stObj->base.Target == GL_TEXTURE_CUBE_MAP)
depth = 1;
else
depth = ptLayers;
if (level == 0 ||
(stImage->base.Width == u_minify(stObj->width0, level) &&
(stImage->base.Width == u_minify(ptWidth, level) &&
stImage->base.Height == height &&
stImage->base.Depth == depth)) {
/* src image fits expected dest mipmap level size */
@ -2578,10 +2595,6 @@ st_AllocTextureStorage(struct gl_context *ctx,
assert(levels > 0);
/* Save the level=0 dimensions */
stObj->width0 = width;
stObj->height0 = height;
stObj->depth0 = depth;
stObj->lastLevel = levels - 1;
fmt = st_mesa_format_to_pipe_format(st, texImage->TexFormat);
@ -2719,9 +2732,6 @@ st_TextureView(struct gl_context *ctx,
tex->surface_format =
st_mesa_format_to_pipe_format(st_context(ctx), image->TexFormat);
tex->width0 = image->Width;
tex->height0 = image->Height;
tex->depth0 = image->Depth;
tex->lastLevel = numLevels - 1;
return GL_TRUE;

View File

@ -587,9 +587,6 @@ st_context_teximage(struct st_context_iface *stctxi,
}
pipe_resource_reference(&stImage->pt, tex);
stObj->width0 = width;
stObj->height0 = height;
stObj->depth0 = depth;
stObj->surface_format = pipe_format;
_mesa_dirty_texobj(ctx, texObj);

View File

@ -79,12 +79,6 @@ struct st_texture_object
*/
GLuint lastLevel;
/** The size of the level=0 mipmap image.
* Note that the number of 1D array layers will be in height0 and the
* number of 2D array layers will be in depth0, as in GL.
*/
GLuint width0, height0, depth0;
/* On validation any active images held in main memory or in other
* textures will be copied to this texture and the old storage freed.
*/

View File

@ -238,9 +238,6 @@ st_vdpau_map_surface(struct gl_context *ctx, GLenum target, GLenum access,
sampler_view = st_texture_get_sampler_view(st, stObj);
*sampler_view = st->pipe->create_sampler_view(st->pipe, res, &templ);
stObj->width0 = res->width0;
stObj->height0 = res->height0;
stObj->depth0 = 1;
stObj->surface_format = res->format;
_mesa_dirty_texobj(ctx, texObj);