346 lines
11 KiB
C
346 lines
11 KiB
C
/**************************************************************************
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*
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* Copyright 2006 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#ifndef INTEL_MIPMAP_TREE_H
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#define INTEL_MIPMAP_TREE_H
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#include <assert.h>
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#include "intel_screen.h"
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#include "intel_regions.h"
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#include "GL/internal/dri_interface.h"
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/* A layer on top of the intel_regions code which adds:
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*
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* - Code to size and layout a region to hold a set of mipmaps.
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* - Query to determine if a new image fits in an existing tree.
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* - More refcounting
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* - maybe able to remove refcounting from intel_region?
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* - ?
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*
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* The fixed mipmap layout of intel hardware where one offset
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* specifies the position of all images in a mipmap hierachy
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* complicates the implementation of GL texture image commands,
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* compared to hardware where each image is specified with an
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* independent offset.
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*
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* In an ideal world, each texture object would be associated with a
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* single bufmgr buffer or 2d intel_region, and all the images within
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* the texture object would slot into the tree as they arrive. The
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* reality can be a little messier, as images can arrive from the user
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* with sizes that don't fit in the existing tree, or in an order
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* where the tree layout cannot be guessed immediately.
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*
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* This structure encodes an idealized mipmap tree. The GL image
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* commands build these where possible, otherwise store the images in
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* temporary system buffers.
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*/
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struct intel_texture_image;
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struct intel_miptree_map {
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/** Bitfield of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT, GL_MAP_INVALIDATE_BIT */
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GLbitfield mode;
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/** Region of interest for the map. */
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int x, y, w, h;
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/** Possibly malloced temporary buffer for the mapping. */
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void *buffer;
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/** Possible pointer to a temporary linear miptree for the mapping. */
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struct intel_mipmap_tree *mt;
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/** Pointer to the start of (map_x, map_y) returned by the mapping. */
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void *ptr;
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/** Stride of the mapping. */
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int stride;
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};
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/**
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* Describes the location of each texture image within a texture region.
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*/
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struct intel_mipmap_level
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{
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/** Offset to this miptree level, used in computing x_offset. */
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GLuint level_x;
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/** Offset to this miptree level, used in computing y_offset. */
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GLuint level_y;
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GLuint width;
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GLuint height;
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/**
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* \brief Number of 2D slices in this miplevel.
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*
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* The exact semantics of depth varies according to the texture target:
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* - For GL_TEXTURE_CUBE_MAP, depth is 6.
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* - For GL_TEXTURE_3D, it is the texture's depth at this miplevel. Its
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* value, like width and height, varies with miplevel.
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* - For other texture types, depth is 1.
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*/
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GLuint depth;
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/**
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* \brief List of 2D images in this mipmap level.
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*
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* This may be a list of cube faces, array slices in 2D array texture, or
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* layers in a 3D texture. The list's length is \c depth.
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*/
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struct intel_mipmap_slice {
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/**
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* \name Offset to slice
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* \{
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*
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* Hardware formats are so diverse that that there is no unified way to
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* compute the slice offsets, so we store them in this table.
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*
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* The (x, y) offset to slice \c s at level \c l relative the miptrees
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* base address is
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* \code
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* x = mt->level[l].slice[s].x_offset
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* y = mt->level[l].slice[s].y_offset
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*/
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GLuint x_offset;
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GLuint y_offset;
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/** \} */
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/**
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* Mapping information. Persistent for the duration of
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* intel_miptree_map/unmap on this slice.
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*/
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struct intel_miptree_map *map;
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} *slice;
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};
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struct intel_mipmap_tree
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{
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/* Effectively the key:
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*/
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GLenum target;
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/**
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* This is just the same as the gl_texture_image->TexFormat or
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* gl_renderbuffer->Format.
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*/
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mesa_format format;
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/**
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* The X offset of each image in the miptree must be aligned to this. See
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* the "Alignment Unit Size" section of the BSpec.
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*/
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unsigned int align_w;
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unsigned int align_h; /**< \see align_w */
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GLuint first_level;
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GLuint last_level;
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/**
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* Level zero image dimensions. These dimensions correspond to the
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* physical layout of data in memory. Accordingly, they account for the
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* extra factor of 6 in depth that must be allocated in order to
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* accommodate cubemap textures.
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*/
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GLuint physical_width0, physical_height0, physical_depth0;
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GLuint cpp;
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bool compressed;
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/* Derived from the above:
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*/
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GLuint total_width;
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GLuint total_height;
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/* Includes image offset tables:
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*/
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struct intel_mipmap_level level[MAX_TEXTURE_LEVELS];
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/* The data is held here:
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*/
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struct intel_region *region;
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/* Offset into region bo where miptree starts:
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*/
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uint32_t offset;
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/* These are also refcounted:
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*/
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GLuint refcount;
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};
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enum intel_miptree_tiling_mode {
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INTEL_MIPTREE_TILING_ANY,
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INTEL_MIPTREE_TILING_Y,
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INTEL_MIPTREE_TILING_NONE,
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};
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struct intel_mipmap_tree *intel_miptree_create(struct intel_context *intel,
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GLenum target,
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mesa_format format,
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GLuint first_level,
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GLuint last_level,
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GLuint width0,
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GLuint height0,
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GLuint depth0,
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bool expect_accelerated_upload,
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enum intel_miptree_tiling_mode);
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struct intel_mipmap_tree *
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intel_miptree_create_layout(struct intel_context *intel,
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GLenum target,
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mesa_format format,
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GLuint first_level,
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GLuint last_level,
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GLuint width0,
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GLuint height0,
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GLuint depth0);
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struct intel_mipmap_tree *
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intel_miptree_create_for_bo(struct intel_context *intel,
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drm_intel_bo *bo,
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mesa_format format,
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uint32_t offset,
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uint32_t width,
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uint32_t height,
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int pitch,
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uint32_t tiling);
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struct intel_mipmap_tree*
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intel_miptree_create_for_dri2_buffer(struct intel_context *intel,
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unsigned dri_attachment,
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mesa_format format,
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struct intel_region *region);
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struct intel_mipmap_tree*
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intel_miptree_create_for_image_buffer(struct intel_context *intel,
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enum __DRIimageBufferMask buffer_type,
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mesa_format format,
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uint32_t num_samples,
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struct intel_region *region);
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/**
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* Create a miptree appropriate as the storage for a non-texture renderbuffer.
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* The miptree has the following properties:
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* - The target is GL_TEXTURE_2D.
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* - There are no levels other than the base level 0.
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* - Depth is 1.
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*/
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struct intel_mipmap_tree*
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intel_miptree_create_for_renderbuffer(struct intel_context *intel,
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mesa_format format,
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uint32_t width,
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uint32_t height);
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/** \brief Assert that the level and layer are valid for the miptree. */
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static inline void
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intel_miptree_check_level_layer(struct intel_mipmap_tree *mt,
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uint32_t level,
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uint32_t layer)
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{
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(void) mt;
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(void) level;
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(void) layer;
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assert(level >= mt->first_level);
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assert(level <= mt->last_level);
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assert(layer < mt->level[level].depth);
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}
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int intel_miptree_pitch_align (struct intel_context *intel,
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struct intel_mipmap_tree *mt,
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uint32_t tiling,
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int pitch);
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void intel_miptree_reference(struct intel_mipmap_tree **dst,
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struct intel_mipmap_tree *src);
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void intel_miptree_release(struct intel_mipmap_tree **mt);
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/* Check if an image fits an existing mipmap tree layout
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*/
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bool intel_miptree_match_image(struct intel_mipmap_tree *mt,
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struct gl_texture_image *image);
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void
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intel_miptree_get_image_offset(struct intel_mipmap_tree *mt,
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GLuint level, GLuint slice,
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GLuint *x, GLuint *y);
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void
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intel_miptree_get_dimensions_for_image(struct gl_texture_image *image,
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int *width, int *height, int *depth);
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uint32_t
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intel_miptree_get_tile_offsets(struct intel_mipmap_tree *mt,
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GLuint level, GLuint slice,
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uint32_t *tile_x,
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uint32_t *tile_y);
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void intel_miptree_set_level_info(struct intel_mipmap_tree *mt,
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GLuint level,
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GLuint x, GLuint y,
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GLuint w, GLuint h, GLuint d);
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void intel_miptree_set_image_offset(struct intel_mipmap_tree *mt,
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GLuint level,
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GLuint img, GLuint x, GLuint y);
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void
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intel_miptree_copy_teximage(struct intel_context *intel,
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struct intel_texture_image *intelImage,
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struct intel_mipmap_tree *dst_mt, bool invalidate);
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/**\}*/
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/* i915_mipmap_tree.c:
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*/
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void i915_miptree_layout(struct intel_mipmap_tree *mt);
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void i945_miptree_layout(struct intel_mipmap_tree *mt);
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void *intel_miptree_map_raw(struct intel_context *intel,
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struct intel_mipmap_tree *mt);
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void intel_miptree_unmap_raw(struct intel_mipmap_tree *mt);
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void
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intel_miptree_map(struct intel_context *intel,
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struct intel_mipmap_tree *mt,
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unsigned int level,
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unsigned int slice,
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unsigned int x,
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unsigned int y,
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unsigned int w,
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unsigned int h,
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GLbitfield mode,
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void **out_ptr,
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int *out_stride);
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void
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intel_miptree_unmap(struct intel_context *intel,
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struct intel_mipmap_tree *mt,
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unsigned int level,
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unsigned int slice);
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#endif
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