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3 * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
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28 /** @file i915_tex_layout.c
29 * Code to layout images in a mipmap tree for i830M-GM915 and G945 and beyond.
32 #include "intel_mipmap_tree.h"
33 #include "intel_tex_layout.h"
34 #include "main/macros.h"
35 #include "intel_context.h"
37 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
39 static GLint initial_offsets[6][2] = {
40 [FACE_POS_X] = {0, 0},
41 [FACE_POS_Y] = {1, 0},
42 [FACE_POS_Z] = {1, 1},
43 [FACE_NEG_X] = {0, 2},
44 [FACE_NEG_Y] = {1, 2},
45 [FACE_NEG_Z] = {1, 3},
49 static GLint step_offsets[6][2] = {
50 [FACE_POS_X] = {0, 2},
51 [FACE_POS_Y] = {-1, 2},
52 [FACE_POS_Z] = {-1, 1},
53 [FACE_NEG_X] = {0, 2},
54 [FACE_NEG_Y] = {-1, 2},
55 [FACE_NEG_Z] = {-1, 1},
59 static GLint bottom_offsets[6] = {
60 [FACE_POS_X] = 16 + 0 * 8,
61 [FACE_POS_Y] = 16 + 1 * 8,
62 [FACE_POS_Z] = 16 + 2 * 8,
63 [FACE_NEG_X] = 16 + 3 * 8,
64 [FACE_NEG_Y] = 16 + 4 * 8,
65 [FACE_NEG_Z] = 16 + 5 * 8,
70 * Cube texture map layout for i830M-GM915 and
71 * non-compressed cube texture map on GM945.
73 * Hardware layout looks like:
115 i915_miptree_layout_cube(struct intel_mipmap_tree * mt)
117 const GLuint dim = mt->physical_width0;
119 GLuint lvlWidth = mt->physical_width0, lvlHeight = mt->physical_height0;
122 assert(lvlWidth == lvlHeight); /* cubemap images are square */
124 /* double pitch for cube layouts */
125 mt->total_width = dim * 2;
126 mt->total_height = dim * 4;
128 for (level = mt->first_level; level <= mt->last_level; level++) {
129 intel_miptree_set_level_info(mt, level,
137 for (face = 0; face < 6; face++) {
138 GLuint x = initial_offsets[face][0] * dim;
139 GLuint y = initial_offsets[face][1] * dim;
142 for (level = mt->first_level; level <= mt->last_level; level++) {
143 intel_miptree_set_image_offset(mt, level, face, x, y);
146 printf("cube mipmap %d/%d (%d..%d) is 0x0\n",
147 face, level, mt->first_level, mt->last_level);
150 x += step_offsets[face][0] * d;
151 y += step_offsets[face][1] * d;
157 i915_miptree_layout_3d(struct intel_mipmap_tree * mt)
159 GLuint width = mt->physical_width0;
160 GLuint height = mt->physical_height0;
161 GLuint depth = mt->physical_depth0;
162 GLuint stack_height = 0;
165 /* Calculate the size of a single slice. */
166 mt->total_width = mt->physical_width0;
168 /* XXX: hardware expects/requires 9 levels at minimum. */
169 for (level = mt->first_level; level <= MAX2(8, mt->last_level); level++) {
170 intel_miptree_set_level_info(mt, level, 0, mt->total_height,
171 width, height, depth);
173 stack_height += MAX2(2, height);
175 width = minify(width);
176 height = minify(height);
177 depth = minify(depth);
180 /* Fixup depth image_offsets: */
181 depth = mt->physical_depth0;
182 for (level = mt->first_level; level <= mt->last_level; level++) {
184 for (i = 0; i < depth; i++) {
185 intel_miptree_set_image_offset(mt, level, i,
186 0, i * stack_height);
189 depth = minify(depth);
192 /* Multiply slice size by texture depth for total size. It's
193 * remarkable how wasteful of memory the i915 texture layouts
194 * are. They are largely fixed in the i945.
196 mt->total_height = stack_height * mt->physical_depth0;
200 i915_miptree_layout_2d(struct intel_mipmap_tree * mt)
202 GLuint width = mt->physical_width0;
203 GLuint height = mt->physical_height0;
207 mt->total_width = mt->physical_width0;
208 mt->total_height = 0;
210 for (level = mt->first_level; level <= mt->last_level; level++) {
211 intel_miptree_set_level_info(mt, level,
216 img_height = ALIGN(height, 4) / 4;
218 img_height = ALIGN(height, 2);
220 mt->total_height += img_height;
222 width = minify(width);
223 height = minify(height);
228 i915_miptree_layout(struct intel_mipmap_tree * mt)
230 switch (mt->target) {
231 case GL_TEXTURE_CUBE_MAP:
232 i915_miptree_layout_cube(mt);
235 i915_miptree_layout_3d(mt);
239 case GL_TEXTURE_RECTANGLE_ARB:
240 i915_miptree_layout_2d(mt);
243 _mesa_problem(NULL, "Unexpected tex target in i915_miptree_layout()");
247 DBG("%s: %dx%dx%d\n", __FUNCTION__,
248 mt->total_width, mt->total_height, mt->cpp);
253 * Compressed cube texture map layout for GM945 and later.
255 * The hardware layout looks like the 830-915 layout, except for the small
256 * sizes. A zoomed in view of the layout for 945 is:
298 * +---+ +---+---+---+---+---+---+---+---+---+
299 * |4x4| |4x4| |2x2| |2x2| |2x2| |2x2|
300 * | +z| | -z| | +x| | +y| | +z| | -x| ...
301 * | | | | | | | | | | | |
302 * +---+ +---+ +---+ +---+ +---+ +---+
304 * The bottom row continues with the remaining 2x2 then the 1x1 mip contents
305 * in order, with each of them aligned to a 8x8 block boundary. Thus, for
306 * 32x32 cube maps and smaller, the bottom row layout is going to dictate the
307 * pitch of the tree. For a tree with 4x4 images, the pitch is at least
308 * 14 * 8 = 112 texels, for 2x2 it is at least 12 * 8 texels, and for 1x1
309 * it is 6 * 8 texels.
313 i945_miptree_layout_cube(struct intel_mipmap_tree * mt)
315 const GLuint dim = mt->physical_width0;
317 GLuint lvlWidth = mt->physical_width0, lvlHeight = mt->physical_height0;
320 assert(lvlWidth == lvlHeight); /* cubemap images are square */
322 /* Depending on the size of the largest images, pitch can be
323 * determined either by the old-style packing of cubemap faces,
324 * or the final row of 4x4, 2x2 and 1x1 faces below this.
327 mt->total_width = dim * 2;
329 mt->total_width = 14 * 8;
332 mt->total_height = dim * 4 + 4;
334 mt->total_height = 4;
336 /* Set all the levels to effectively occupy the whole rectangular region. */
337 for (level = mt->first_level; level <= mt->last_level; level++) {
338 intel_miptree_set_level_info(mt, level,
340 lvlWidth, lvlHeight, 6);
345 for (face = 0; face < 6; face++) {
346 GLuint x = initial_offsets[face][0] * dim;
347 GLuint y = initial_offsets[face][1] * dim;
350 if (dim == 4 && face >= 4) {
351 y = mt->total_height - 4;
353 } else if (dim < 4 && (face > 0 || mt->first_level > 0)) {
354 y = mt->total_height - 4;
358 for (level = mt->first_level; level <= mt->last_level; level++) {
359 intel_miptree_set_image_offset(mt, level, face, x, y);
368 x += step_offsets[face][0] * d;
369 y += step_offsets[face][1] * d;
378 y = mt->total_height - 4;
385 y = mt->total_height - 4;
386 x = bottom_offsets[face];
394 x += step_offsets[face][0] * d;
395 y += step_offsets[face][1] * d;
403 i945_miptree_layout_3d(struct intel_mipmap_tree * mt)
405 GLuint width = mt->physical_width0;
406 GLuint height = mt->physical_height0;
407 GLuint depth = mt->physical_depth0;
408 GLuint pack_x_pitch, pack_x_nr;
412 mt->total_width = mt->physical_width0;
413 mt->total_height = 0;
415 pack_y_pitch = MAX2(mt->physical_height0, 2);
416 pack_x_pitch = mt->total_width;
419 for (level = mt->first_level; level <= mt->last_level; level++) {
424 intel_miptree_set_level_info(mt, level,
426 width, height, depth);
428 for (q = 0; q < depth;) {
429 for (j = 0; j < pack_x_nr && q < depth; j++, q++) {
430 intel_miptree_set_image_offset(mt, level, q, x, y);
438 mt->total_height += y;
440 if (pack_x_pitch > 4) {
443 assert(pack_x_pitch * pack_x_nr <= mt->total_width);
446 if (pack_y_pitch > 2) {
450 width = minify(width);
451 height = minify(height);
452 depth = minify(depth);
457 i945_miptree_layout(struct intel_mipmap_tree * mt)
459 switch (mt->target) {
460 case GL_TEXTURE_CUBE_MAP:
462 i945_miptree_layout_cube(mt);
464 i915_miptree_layout_cube(mt);
467 i945_miptree_layout_3d(mt);
471 case GL_TEXTURE_RECTANGLE_ARB:
472 i945_miptree_layout_2d(mt);
475 _mesa_problem(NULL, "Unexpected tex target in i945_miptree_layout()");
479 DBG("%s: %dx%dx%d\n", __FUNCTION__,
480 mt->total_width, mt->total_height, mt->cpp);