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/*
* Copyright (C) 2008 Nicolai Haehnle.
*
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
*/
#include "radeon_mipmap_tree.h"
#include <errno.h>
#include <unistd.h>
#include "main/simple_list.h"
#include "main/texcompress.h"
#include "main/texformat.h"
static GLuint radeon_compressed_texture_size(GLcontext *ctx,
GLsizei width, GLsizei height, GLsizei depth,
GLuint mesaFormat)
{
GLuint size = _mesa_compressed_texture_size(ctx, width, height, depth, mesaFormat);
if (mesaFormat == MESA_FORMAT_RGB_DXT1 ||
mesaFormat == MESA_FORMAT_RGBA_DXT1) {
if (width + 3 < 8) /* width one block */
size = size * 4;
else if (width + 3 < 16)
size = size * 2;
} else {
/* DXT3/5, 16 bytes per block */
// WARN_ONCE("DXT 3/5 suffers from multitexturing problems!\n");
if (width + 3 < 8)
size = size * 2;
}
return size;
}
static int radeon_compressed_num_bytes(GLuint mesaFormat)
{
int bytes = 0;
switch(mesaFormat) {
case MESA_FORMAT_RGB_FXT1:
case MESA_FORMAT_RGBA_FXT1:
case MESA_FORMAT_RGB_DXT1:
case MESA_FORMAT_RGBA_DXT1:
bytes = 2;
break;
case MESA_FORMAT_RGBA_DXT3:
case MESA_FORMAT_RGBA_DXT5:
bytes = 4;
default:
break;
}
return bytes;
}
/**
* Compute sizes and fill in offset and blit information for the given
* image (determined by \p face and \p level).
*
* \param curOffset points to the offset at which the image is to be stored
* and is updated by this function according to the size of the image.
*/
static void compute_tex_image_offset(radeonContextPtr rmesa, radeon_mipmap_tree *mt,
GLuint face, GLuint level, GLuint* curOffset)
{
radeon_mipmap_level *lvl = &mt->levels[level];
uint32_t row_align = rmesa->texture_row_align - 1;
/* Find image size in bytes */
if (mt->compressed) {
/* TODO: Is this correct? Need test cases for compressed textures! */
lvl->rowstride = (lvl->width * mt->bpp + 63) & ~63;
lvl->size = radeon_compressed_texture_size(mt->radeon->glCtx,
lvl->width, lvl->height, lvl->depth, mt->compressed);
} else if (mt->target == GL_TEXTURE_RECTANGLE_NV) {
lvl->rowstride = (lvl->width * mt->bpp + 63) & ~63;
lvl->size = lvl->rowstride * lvl->height;
} else if (mt->tilebits & RADEON_TXO_MICRO_TILE) {
/* tile pattern is 16 bytes x2. mipmaps stay 32 byte aligned,
* though the actual offset may be different (if texture is less than
* 32 bytes width) to the untiled case */
lvl->rowstride = (lvl->width * mt->bpp * 2 + 31) & ~31;
lvl->size = lvl->rowstride * ((lvl->height + 1) / 2) * lvl->depth;
} else {
lvl->rowstride = (lvl->width * mt->bpp + row_align) & ~row_align;
lvl->size = lvl->rowstride * lvl->height * lvl->depth;
}
assert(lvl->size > 0);
/* All images are aligned to a 32-byte offset */
*curOffset = (*curOffset + 0x1f) & ~0x1f;
lvl->faces[face].offset = *curOffset;
*curOffset += lvl->size;
if (RADEON_DEBUG & DEBUG_TEXTURE)
fprintf(stderr,
"level %d, face %d: rs:%d %dx%d at %d\n",
level, face, lvl->rowstride, lvl->width, lvl->height, lvl->faces[face].offset);
}
static GLuint minify(GLuint size, GLuint levels)
{
size = size >> levels;
if (size < 1)
size = 1;
return size;
}
static void calculate_miptree_layout_r100(radeonContextPtr rmesa, radeon_mipmap_tree *mt)
{
GLuint curOffset;
GLuint numLevels;
GLuint i;
GLuint face;
numLevels = mt->lastLevel - mt->firstLevel + 1;
assert(numLevels <= RADEON_MAX_TEXTURE_LEVELS);
curOffset = 0;
for(face = 0; face < mt->faces; face++) {
for(i = 0; i < numLevels; i++) {
mt->levels[i].width = minify(mt->width0, i);
mt->levels[i].height = minify(mt->height0, i);
mt->levels[i].depth = minify(mt->depth0, i);
compute_tex_image_offset(rmesa, mt, face, i, &curOffset);
}
}
/* Note the required size in memory */
mt->totalsize = (curOffset + RADEON_OFFSET_MASK) & ~RADEON_OFFSET_MASK;
}
static void calculate_miptree_layout_r300(radeonContextPtr rmesa, radeon_mipmap_tree *mt)
{
GLuint curOffset;
GLuint numLevels;
GLuint i;
numLevels = mt->lastLevel - mt->firstLevel + 1;
assert(numLevels <= RADEON_MAX_TEXTURE_LEVELS);
curOffset = 0;
for(i = 0; i < numLevels; i++) {
GLuint face;
mt->levels[i].width = minify(mt->width0, i);
mt->levels[i].height = minify(mt->height0, i);
mt->levels[i].depth = minify(mt->depth0, i);
for(face = 0; face < mt->faces; face++)
compute_tex_image_offset(rmesa, mt, face, i, &curOffset);
}
/* Note the required size in memory */
mt->totalsize = (curOffset + RADEON_OFFSET_MASK) & ~RADEON_OFFSET_MASK;
}
/**
* Create a new mipmap tree, calculate its layout and allocate memory.
*/
radeon_mipmap_tree* radeon_miptree_create(radeonContextPtr rmesa, radeonTexObj *t,
GLenum target, GLuint firstLevel, GLuint lastLevel,
GLuint width0, GLuint height0, GLuint depth0,
GLuint bpp, GLuint tilebits, GLuint compressed)
{
radeon_mipmap_tree *mt = CALLOC_STRUCT(_radeon_mipmap_tree);
mt->radeon = rmesa;
mt->refcount = 1;
mt->t = t;
mt->target = target;
mt->faces = (target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
mt->firstLevel = firstLevel;
mt->lastLevel = lastLevel;
mt->width0 = width0;
mt->height0 = height0;
mt->depth0 = depth0;
mt->bpp = compressed ? radeon_compressed_num_bytes(compressed) : bpp;
mt->tilebits = tilebits;
mt->compressed = compressed;
if (rmesa->radeonScreen->chip_family >= CHIP_FAMILY_R300)
calculate_miptree_layout_r300(rmesa, mt);
else
calculate_miptree_layout_r100(rmesa, mt);
mt->bo = radeon_bo_open(rmesa->radeonScreen->bom,
0, mt->totalsize, 1024,
RADEON_GEM_DOMAIN_VRAM,
0);
return mt;
}
void radeon_miptree_reference(radeon_mipmap_tree *mt)
{
mt->refcount++;
assert(mt->refcount > 0);
}
void radeon_miptree_unreference(radeon_mipmap_tree *mt)
{
if (!mt)
return;
assert(mt->refcount > 0);
mt->refcount--;
if (!mt->refcount) {
radeon_bo_unref(mt->bo);
free(mt);
}
}
/**
* Calculate first and last mip levels for the given texture object,
* where the dimensions are taken from the given texture image at
* the given level.
*
* Note: level is the OpenGL level number, which is not necessarily the same
* as the first level that is actually present.
*
* The base level image of the given texture face must be non-null,
* or this will fail.
*/
static void calculate_first_last_level(struct gl_texture_object *tObj,
GLuint *pfirstLevel, GLuint *plastLevel,
GLuint face, GLuint level)
{
const struct gl_texture_image * const baseImage =
tObj->Image[face][level];
assert(baseImage);
/* 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 {
firstLevel = tObj->BaseLevel + (GLint)(tObj->MinLod + 0.5);
firstLevel = MAX2(firstLevel, tObj->BaseLevel);
firstLevel = MIN2(firstLevel, level + baseImage->MaxLog2);
lastLevel = tObj->BaseLevel + (GLint)(tObj->MaxLod + 0.5);
lastLevel = MAX2(lastLevel, tObj->BaseLevel);
lastLevel = MIN2(lastLevel, level + baseImage->MaxLog2);
lastLevel = MIN2(lastLevel, tObj->MaxLevel);
lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
}
break;
case GL_TEXTURE_RECTANGLE_NV:
case GL_TEXTURE_4D_SGIS:
firstLevel = lastLevel = 0;
break;
default:
return;
}
/* save these values */
*pfirstLevel = firstLevel;
*plastLevel = lastLevel;
}
/**
* Checks whether the given miptree can hold the given texture image at the
* given face and level.
*/
GLboolean radeon_miptree_matches_image(radeon_mipmap_tree *mt,
struct gl_texture_image *texImage, GLuint face, GLuint level)
{
radeon_mipmap_level *lvl;
if (face >= mt->faces || level < mt->firstLevel || level > mt->lastLevel)
return GL_FALSE;
if (texImage->IsCompressed != mt->compressed)
return GL_FALSE;
if (!texImage->IsCompressed &&
!mt->compressed &&
texImage->TexFormat->TexelBytes != mt->bpp)
return GL_FALSE;
lvl = &mt->levels[level - mt->firstLevel];
if (lvl->width != texImage->Width ||
lvl->height != texImage->Height ||
lvl->depth != texImage->Depth)
return GL_FALSE;
return GL_TRUE;
}
/**
* Checks whether the given miptree has the right format to store the given texture object.
*/
GLboolean radeon_miptree_matches_texture(radeon_mipmap_tree *mt, struct gl_texture_object *texObj)
{
struct gl_texture_image *firstImage;
GLuint compressed;
GLuint numfaces = 1;
GLuint firstLevel, lastLevel;
calculate_first_last_level(texObj, &firstLevel, &lastLevel, 0, texObj->BaseLevel);
if (texObj->Target == GL_TEXTURE_CUBE_MAP)
numfaces = 6;
firstImage = texObj->Image[0][firstLevel];
compressed = firstImage->IsCompressed ? firstImage->TexFormat->MesaFormat : 0;
return (mt->firstLevel == firstLevel &&
mt->lastLevel == lastLevel &&
mt->width0 == firstImage->Width &&
mt->height0 == firstImage->Height &&
mt->depth0 == firstImage->Depth &&
mt->bpp == firstImage->TexFormat->TexelBytes &&
mt->compressed == compressed);
}
/**
* Try to allocate a mipmap tree for the given texture that will fit the
* given image in the given position.
*/
void radeon_try_alloc_miptree(radeonContextPtr rmesa, radeonTexObj *t,
struct gl_texture_image *texImage, GLuint face, GLuint level)
{
GLuint compressed = texImage->IsCompressed ? texImage->TexFormat->MesaFormat : 0;
GLuint numfaces = 1;
GLuint firstLevel, lastLevel;
assert(!t->mt);
calculate_first_last_level(&t->base, &firstLevel, &lastLevel, face, level);
if (t->base.Target == GL_TEXTURE_CUBE_MAP)
numfaces = 6;
if (level != firstLevel || face >= numfaces)
return;
t->mt = radeon_miptree_create(rmesa, t, t->base.Target,
firstLevel, lastLevel,
texImage->Width, texImage->Height, texImage->Depth,
texImage->TexFormat->TexelBytes, t->tile_bits, compressed);
}
/* Although we use the image_offset[] array to store relative offsets
* to cube faces, Mesa doesn't know anything about this and expects
* each cube face to be treated as a separate image.
*
* These functions present that view to mesa:
*/
void
radeon_miptree_depth_offsets(radeon_mipmap_tree *mt, GLuint level, GLuint *offsets)
{
if (mt->target != GL_TEXTURE_3D || mt->faces == 1)
offsets[0] = 0;
else {
int i;
for (i = 0; i < 6; i++)
offsets[i] = mt->levels[level].faces[i].offset;
}
}
GLuint
radeon_miptree_image_offset(radeon_mipmap_tree *mt,
GLuint face, GLuint level)
{
if (mt->target == GL_TEXTURE_CUBE_MAP_ARB)
return (mt->levels[level].faces[face].offset);
else
return mt->levels[level].faces[0].offset;
}
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