Finish unifying the surface and texture tile caches.
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@@ -129,7 +129,15 @@ void
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sp_tile_cache_set_texture(struct softpipe_tile_cache *tc,
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struct pipe_mipmap_tree *texture)
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{
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uint i;
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tc->texture = texture;
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/* mark as entries as invalid/empty */
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/* XXX we should try to avoid this when the teximage hasn't changed */
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for (i = 0; i < NUM_ENTRIES; i++) {
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tc->entries[i].x = -1;
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}
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}
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@@ -263,10 +271,10 @@ sp_get_cached_tile(struct softpipe_tile_cache *tc, int x, int y)
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* This is basically a direct-map cache.
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* XXX There's probably lots of ways in which we can improve this.
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*/
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static uint
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static INLINE uint
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tex_cache_pos(int x, int y, int z, int face, int level)
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{
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uint entry = x + y * 2 + z * 4 + face + level;
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uint entry = x + y * 5 + z * 4 + face + level;
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return entry % NUM_ENTRIES;
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}
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@@ -275,19 +283,17 @@ tex_cache_pos(int x, int y, int z, int face, int level)
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* Similar to sp_get_cached_tile() but for textures.
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* Tiles are read-only and indexed with more params.
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*/
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struct softpipe_cached_tile *
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sp_get_cached_tile_tex(struct softpipe_tile_cache *tc, int x, int y, int z,
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const struct softpipe_cached_tile *
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sp_get_cached_tile_tex(struct pipe_context *pipe,
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struct softpipe_tile_cache *tc, int x, int y, int z,
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int face, int level)
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{
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struct pipe_context *pipe; /* XXX need this */
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/* tile pos in framebuffer: */
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const int tile_x = x & ~(TILE_SIZE - 1);
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const int tile_y = y & ~(TILE_SIZE - 1);
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/* cache pos/entry: */
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const int pos = tex_cache_pos(x / TILE_SIZE, y / TILE_SIZE,
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z, face, level);
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const uint pos = tex_cache_pos(x / TILE_SIZE, y / TILE_SIZE, z,
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face, level);
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struct softpipe_cached_tile *tile = tc->entries + pos;
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if (tile_x != tile->x ||
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@@ -295,6 +301,7 @@ sp_get_cached_tile_tex(struct softpipe_tile_cache *tc, int x, int y, int z,
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z != tile->z ||
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face != tile->face ||
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level != tile->level) {
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/* XXX this call is a bit heavier than we'd like: */
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struct pipe_surface *ps
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= pipe->get_tex_surface(pipe, tc->texture, face, level, z);
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@@ -303,6 +310,12 @@ sp_get_cached_tile_tex(struct softpipe_tile_cache *tc, int x, int y, int z,
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(float *) tile->data.color);
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pipe_surface_reference(&ps, NULL);
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tile->x = tile_x;
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tile->y = tile_y;
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tile->z = z;
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tile->face = face;
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tile->level = level;
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}
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return tile;
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