/************************************************************************** * * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS 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. * **************************************************************************/ /* Code to layout images in a mipmap tree for i915 and i945 * respectively. */ #include "intel_mipmap_tree.h" #include "macros.h" static GLint initial_offsets[6][2] = { {0,0}, {0,2}, {1,0}, {1,2}, {1,1}, {1,3} }; static GLint step_offsets[6][2] = { {0,2}, {0,2}, {-1,2}, {-1,2}, {-1,1}, {-1,1} }; static GLuint minify( GLuint d ) { return MAX2(1, d>>1); } GLboolean i915_miptree_layout( struct intel_mipmap_tree *mt ) { GLint i; switch (mt->target) { case GL_TEXTURE_CUBE_MAP: { const GLuint dim = mt->width0; GLuint face; /* double pitch for cube layouts */ mt->pitch = ((dim * mt->cpp * 2 + 3) & ~3) / mt->cpp; mt->total_height = dim * 4; for ( face = 0 ; face < 6 ; face++) { GLuint x = initial_offsets[face][0] * dim; GLuint y = initial_offsets[face][1] * dim; GLuint d = dim; for (i = mt->first_level; i <= mt->last_level; i++) { intel_miptree_set_image_offset(mt, face, i, x, y, d, d, 1); if (d == 0) _mesa_printf("cube mipmap %d/%d (%d..%d) is 0x0\n", face, i, mt->first_level, mt->last_level); d >>= 1; x += step_offsets[face][0] * d; y += step_offsets[face][1] * d; } } break; } case GL_TEXTURE_3D: { GLuint width = mt->width0; GLuint height = mt->height0; GLuint depth = mt->depth0; /* Calculate the size of a single slice. */ mt->pitch = ((mt->width0 * mt->cpp + 3) & ~3) / mt->cpp; mt->total_height = 0; /* XXX: hardware expects/requires 9 levels at minimum. */ for ( i = mt->first_level ; i <= MAX2(8, mt->last_level) ; i++ ) { intel_miptree_set_image_offset(mt, 0, i, 0, mt->total_height, width, height, depth); mt->total_height += MAX2(2, height); width = minify(width); height = minify(height); depth = minify(depth); } /* Fixup depth_image_stride: */ for ( i = mt->first_level ; i <= mt->last_level ; i++ ) { mt->offset[0][i].depth_image_stride = mt->total_height * mt->pitch * mt->cpp; } /* Multiply slice size by texture depth for total size. It's * remarkable how wasteful of memory the i915 texture layouts * are. They are largely fixed in the i945. */ mt->total_height *= mt->depth0; break; } default: { GLuint width = mt->width0; GLuint height = mt->height0; mt->pitch = ((mt->width0 * mt->cpp + 3) & ~3) / mt->cpp; mt->total_height = 0; for ( i = mt->first_level ; i <= mt->last_level ; i++ ) { intel_miptree_set_image_offset(mt, 0, i, 0, mt->total_height, width, height, 1); if (mt->compressed) mt->total_height += MAX2(1, height/4); else mt->total_height += MAX2(2, height); width = minify(width); height = minify(height); } break; } } DBG("%s: %dx%dx%d - sz 0x%x\n", __FUNCTION__, mt->pitch, mt->total_height, mt->cpp, mt->pitch * mt->total_height * mt->cpp ); return GL_TRUE; } GLboolean i945_miptree_layout( struct intel_mipmap_tree *mt ) { GLint i; switch (mt->target) { case GL_TEXTURE_CUBE_MAP: { const GLuint dim = mt->width0; GLuint face; /* Depending on the size of the largest images, pitch can be * determined either by the old-style packing of cubemap faces, * or the final row of 4x4, 2x2 and 1x1 faces below this. */ if (dim > 32) mt->pitch = ((dim * mt->cpp * 2 + 3) & ~3) / mt->cpp; else mt->pitch = 14 * 8; mt->total_height = dim * 4 + 4; for ( face = 0 ; face < 6 ; face++) { GLuint x = initial_offsets[face][0] * dim; GLuint y = initial_offsets[face][1] * dim; GLuint d = dim; if (dim == 4 && face >= 4) { y = mt->total_height - 4; x = (face - 4) * 8; } else if (dim < 4) { y = mt->total_height - 4; x = face * 8; } for ( i = mt->first_level ; i <= mt->last_level ; i++ ) { intel_miptree_set_image_offset(mt, face, i, x, y, d, d, 1); d >>= 1; switch (d) { case 4: switch (face) { case FACE_POS_X: case FACE_NEG_X: x += step_offsets[face][0] * d; y += step_offsets[face][1] * d; break; case FACE_POS_Y: case FACE_NEG_Y: y += 12; x -= 8; break; case FACE_POS_Z: case FACE_NEG_Z: y = mt->total_height - 4; x = (face - 4) * 8; break; } case 2: y = mt->total_height - 4; x = 16 + face * 8; break; case 1: x += 48; break; default: x += step_offsets[face][0] * d; y += step_offsets[face][1] * d; break; } } } break; } case GL_TEXTURE_3D: { GLuint width = mt->width0; GLuint height = mt->height0; GLuint depth = mt->depth0; GLuint depth_pack_pitch; GLuint depth_packing = 0; mt->pitch = ((mt->width0 * mt->cpp + 3) & ~3) / mt->cpp; mt->total_height = 0; depth_pack_pitch = mt->pitch * mt->cpp; for ( i = mt->first_level ; i <= mt->last_level ; i++ ) { intel_miptree_set_image_offset(mt, 0, i, 0, mt->total_height, width, height, depth); mt->total_height += MAX2(2, height) * MAX2((depth >> depth_packing), 1); /* When alignment dominates, can't increase depth packing? * Or does pitch grow??? What are the alignment constraints, * anyway? */ if (depth_pack_pitch > 4) { depth_packing++; depth_pack_pitch >>= 2; /* KW: is this right?? */ } width = minify(width); height = minify(height); depth = minify(depth); /* XXX: Not sure how 3d textures work on i945 - where did * t->depth_pitch get set in the old code. Did it ever work? * Fix up later. */ } break; } default: { GLuint x = 0; GLuint y = 0; GLuint width = mt->width0; GLuint height = mt->height0; mt->pitch = ((mt->width0 * mt->cpp + 3) & ~3) / mt->cpp; mt->total_height = 0; for ( i = mt->first_level ; i <= mt->last_level ; i++ ) { intel_miptree_set_image_offset(mt, 0, i, x, y, width, height, 1); /* LPT change: step right after second mipmap. */ if (i == 1) x += mt->pitch / 2; else { GLuint img_height; if (mt->compressed) img_height = MAX2(1, height/4); else img_height = MAX2(2, height); y += img_height; } /* Because the images are packed better, the final offset * might not be the maximal one: */ mt->total_height = MAX2(mt->total_height, y); width = minify(width); height = minify(height); } break; } } DBG("%s: %dx%dx%d - sz 0x%x\n", __FUNCTION__, mt->pitch, mt->total_height, mt->cpp, mt->pitch * mt->total_height * mt->cpp ); return GL_TRUE; }