fix miptree comparison with compressed textures
TexelBytes is always 0 with compressed textures, thus would never match mt->cpp. This caused constant blitting around of textures, and it fixes at least the horrible performance of Q3 if compressed textures are enabled.
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@@ -105,6 +105,8 @@ intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
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{
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struct gl_texture_object *tObj = intel->ctx.Texture.Unit[unit]._Current;
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struct intel_texture_object *intelObj = intel_texture_object(tObj);
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int comp_byte = 0;
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int cpp;
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GLuint face, i;
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GLuint nr_faces = 0;
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@@ -148,6 +150,12 @@ intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
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intel_miptree_reference(&intelObj->mt, firstImage->mt);
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}
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if (firstImage->base.IsCompressed) {
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comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
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cpp = comp_byte;
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}
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else cpp = firstImage->base.TexFormat->TexelBytes;
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/* Check tree can hold all active levels. Check tree matches
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* target, imageFormat, etc.
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*
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@@ -165,7 +173,7 @@ intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
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intelObj->mt->width0 != firstImage->base.Width ||
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intelObj->mt->height0 != firstImage->base.Height ||
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intelObj->mt->depth0 != firstImage->base.Depth ||
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intelObj->mt->cpp != firstImage->base.TexFormat->TexelBytes ||
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intelObj->mt->cpp != cpp ||
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intelObj->mt->compressed != firstImage->base.IsCompressed)) {
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intel_miptree_release(intel, &intelObj->mt);
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}
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@@ -174,10 +182,6 @@ intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
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/* May need to create a new tree:
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*/
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if (!intelObj->mt) {
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int comp_byte = 0;
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if (firstImage->base.IsCompressed)
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comp_byte = intel_compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
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intelObj->mt = intel_miptree_create(intel,
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intelObj->base.Target,
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firstImage->base.InternalFormat,
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@@ -186,8 +190,7 @@ intel_finalize_mipmap_tree(struct intel_context *intel, GLuint unit)
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firstImage->base.Width,
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firstImage->base.Height,
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firstImage->base.Depth,
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firstImage->base.TexFormat->
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TexelBytes,
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cpp,
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comp_byte);
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}
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