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-rw-r--r--src/mesa/state_tracker/st_cb_texture.c1551
1 files changed, 1551 insertions, 0 deletions
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
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+++ b/src/mesa/state_tracker/st_cb_texture.c
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+/**************************************************************************
+ *
+ * Copyright 2007 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.
+ *
+ **************************************************************************/
+
+#include "main/imports.h"
+#if FEATURE_convolve
+#include "main/convolve.h"
+#endif
+#include "main/enums.h"
+#include "main/image.h"
+#include "main/macros.h"
+#include "main/mipmap.h"
+#include "main/pixel.h"
+#include "main/texcompress.h"
+#include "main/texformat.h"
+#include "main/teximage.h"
+#include "main/texobj.h"
+#include "main/texstore.h"
+
+#include "state_tracker/st_context.h"
+#include "state_tracker/st_cb_fbo.h"
+#include "state_tracker/st_cb_texture.h"
+#include "state_tracker/st_format.h"
+#include "state_tracker/st_public.h"
+#include "state_tracker/st_texture.h"
+#include "state_tracker/st_gen_mipmap.h"
+
+#include "pipe/p_context.h"
+#include "pipe/p_defines.h"
+#include "pipe/p_inlines.h"
+#include "util/u_tile.h"
+#include "util/u_blit.h"
+
+
+#define DBG if (0) printf
+
+
+static enum pipe_texture_target
+gl_target_to_pipe(GLenum target)
+{
+ switch (target) {
+ case GL_TEXTURE_1D:
+ return PIPE_TEXTURE_1D;
+
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_RECTANGLE_NV:
+ return PIPE_TEXTURE_2D;
+
+ case GL_TEXTURE_3D:
+ return PIPE_TEXTURE_3D;
+
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ return PIPE_TEXTURE_CUBE;
+
+ default:
+ assert(0);
+ return 0;
+ }
+}
+
+
+/**
+ * Return nominal bytes per texel for a compressed format, 0 for non-compressed
+ * format.
+ */
+static int
+compressed_num_bytes(GLuint mesaFormat)
+{
+ switch(mesaFormat) {
+#if FEATURE_texture_fxt1
+ case MESA_FORMAT_RGB_FXT1:
+ case MESA_FORMAT_RGBA_FXT1:
+#endif
+#if FEATURE_texture_s3tc
+ case MESA_FORMAT_RGB_DXT1:
+ case MESA_FORMAT_RGBA_DXT1:
+ return 2;
+ case MESA_FORMAT_RGBA_DXT3:
+ case MESA_FORMAT_RGBA_DXT5:
+ return 4;
+#endif
+ default:
+ return 0;
+ }
+}
+
+
+/** called via ctx->Driver.NewTextureImage() */
+static struct gl_texture_image *
+st_NewTextureImage(GLcontext * ctx)
+{
+ DBG("%s\n", __FUNCTION__);
+ (void) ctx;
+ return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image);
+}
+
+
+/** called via ctx->Driver.NewTextureObject() */
+static struct gl_texture_object *
+st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
+{
+ struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object);
+
+ DBG("%s\n", __FUNCTION__);
+ _mesa_initialize_texture_object(&obj->base, name, target);
+
+ return &obj->base;
+}
+
+/** called via ctx->Driver.DeleteTextureImage() */
+static void
+st_DeleteTextureObject(GLcontext *ctx,
+ struct gl_texture_object *texObj)
+{
+ struct st_texture_object *stObj = st_texture_object(texObj);
+ if (stObj->pt)
+ pipe_texture_reference(&stObj->pt, NULL);
+
+ _mesa_delete_texture_object(ctx, texObj);
+}
+
+
+/** called via ctx->Driver.FreeTexImageData() */
+static void
+st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
+{
+ struct st_texture_image *stImage = st_texture_image(texImage);
+
+ DBG("%s\n", __FUNCTION__);
+
+ if (stImage->pt) {
+ pipe_texture_reference(&stImage->pt, NULL);
+ }
+
+ if (texImage->Data) {
+ free(texImage->Data);
+ texImage->Data = NULL;
+ }
+}
+
+
+/**
+ * From linux kernel i386 header files, copes with odd sizes better
+ * than COPY_DWORDS would:
+ * XXX Put this in src/mesa/main/imports.h ???
+ */
+#if defined(i386) || defined(__i386__)
+static INLINE void *
+__memcpy(void *to, const void *from, size_t n)
+{
+ int d0, d1, d2;
+ __asm__ __volatile__("rep ; movsl\n\t"
+ "testb $2,%b4\n\t"
+ "je 1f\n\t"
+ "movsw\n"
+ "1:\ttestb $1,%b4\n\t"
+ "je 2f\n\t"
+ "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
+ :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
+ :"memory");
+ return (to);
+}
+#else
+#define __memcpy(a,b,c) memcpy(a,b,c)
+#endif
+
+
+/**
+ * The system memcpy (at least on ubuntu 5.10) has problems copying
+ * to agp (writecombined) memory from a source which isn't 64-byte
+ * aligned - there is a 4x performance falloff.
+ *
+ * The x86 __memcpy is immune to this but is slightly slower
+ * (10%-ish) than the system memcpy.
+ *
+ * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
+ * isn't much faster than x86_memcpy for agp copies.
+ *
+ * TODO: switch dynamically.
+ */
+static void *
+do_memcpy(void *dest, const void *src, size_t n)
+{
+ if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) {
+ return __memcpy(dest, src, n);
+ }
+ else
+ return memcpy(dest, src, n);
+}
+
+
+static int
+logbase2(int n)
+{
+ GLint i = 1, log2 = 0;
+ while (n > i) {
+ i *= 2;
+ log2++;
+ }
+ return log2;
+}
+
+
+/**
+ * Allocate a pipe_texture object for the given st_texture_object using
+ * the given st_texture_image to guess the mipmap size/levels.
+ *
+ * [comments...]
+ * Otherwise, store it in memory if (Border != 0) or (any dimension ==
+ * 1).
+ *
+ * Otherwise, if max_level >= level >= min_level, create texture with
+ * space for images from min_level down to max_level.
+ *
+ * Otherwise, create texture with space for images from (level 0)..(1x1).
+ * Consider pruning this texture at a validation if the saving is worth it.
+ */
+static void
+guess_and_alloc_texture(struct st_context *st,
+ struct st_texture_object *stObj,
+ const struct st_texture_image *stImage)
+{
+ GLuint firstLevel;
+ GLuint lastLevel;
+ GLuint width = stImage->base.Width2; /* size w/out border */
+ GLuint height = stImage->base.Height2;
+ GLuint depth = stImage->base.Depth2;
+ GLuint i, comp_byte = 0;
+ enum pipe_format fmt;
+
+ DBG("%s\n", __FUNCTION__);
+
+ assert(!stObj->pt);
+
+ if (stObj->pt &&
+ (GLint) stImage->level > stObj->base.BaseLevel &&
+ (stImage->base.Width == 1 ||
+ (stObj->base.Target != GL_TEXTURE_1D &&
+ stImage->base.Height == 1) ||
+ (stObj->base.Target == GL_TEXTURE_3D &&
+ stImage->base.Depth == 1)))
+ return;
+
+ /* If this image disrespects BaseLevel, allocate from level zero.
+ * Usually BaseLevel == 0, so it's unlikely to happen.
+ */
+ if ((GLint) stImage->level < stObj->base.BaseLevel)
+ firstLevel = 0;
+ else
+ firstLevel = stObj->base.BaseLevel;
+
+
+ /* Figure out image dimensions at start level.
+ */
+ for (i = stImage->level; i > firstLevel; i--) {
+ if (width != 1)
+ width <<= 1;
+ if (height != 1)
+ height <<= 1;
+ if (depth != 1)
+ depth <<= 1;
+ }
+
+ if (width == 0 || height == 0 || depth == 0) {
+ /* no texture needed */
+ return;
+ }
+
+ /* Guess a reasonable value for lastLevel. This is probably going
+ * to be wrong fairly often and might mean that we have to look at
+ * resizable buffers, or require that buffers implement lazy
+ * pagetable arrangements.
+ */
+ if ((stObj->base.MinFilter == GL_NEAREST ||
+ stObj->base.MinFilter == GL_LINEAR) &&
+ stImage->level == firstLevel) {
+ lastLevel = firstLevel;
+ }
+ else {
+ GLuint l2width = logbase2(width);
+ GLuint l2height = logbase2(height);
+ GLuint l2depth = logbase2(depth);
+ lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
+ }
+
+ if (stImage->base.IsCompressed)
+ comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
+
+ fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
+ stObj->pt = st_texture_create(st,
+ gl_target_to_pipe(stObj->base.Target),
+ fmt,
+ lastLevel,
+ width,
+ height,
+ depth,
+ comp_byte,
+ ( (pf_is_depth_stencil(fmt) ?
+ PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
+ PIPE_TEXTURE_USAGE_RENDER_TARGET) |
+ PIPE_TEXTURE_USAGE_SAMPLER ));
+
+ DBG("%s - success\n", __FUNCTION__);
+}
+
+
+/**
+ * Adjust pixel unpack params and image dimensions to strip off the
+ * texture border.
+ * Gallium doesn't support texture borders. They've seldem been used
+ * and seldom been implemented correctly anyway.
+ * \param unpackNew returns the new pixel unpack parameters
+ */
+static void
+strip_texture_border(GLint border,
+ GLint *width, GLint *height, GLint *depth,
+ const struct gl_pixelstore_attrib *unpack,
+ struct gl_pixelstore_attrib *unpackNew)
+{
+ assert(border > 0); /* sanity check */
+
+ *unpackNew = *unpack;
+
+ if (unpackNew->RowLength == 0)
+ unpackNew->RowLength = *width;
+
+ if (depth && unpackNew->ImageHeight == 0)
+ unpackNew->ImageHeight = *height;
+
+ unpackNew->SkipPixels += border;
+ if (height)
+ unpackNew->SkipRows += border;
+ if (depth)
+ unpackNew->SkipImages += border;
+
+ assert(*width >= 3);
+ *width = *width - 2 * border;
+ if (height && *height >= 3)
+ *height = *height - 2 * border;
+ if (depth && *depth >= 3)
+ *depth = *depth - 2 * border;
+}
+
+
+/**
+ * Do glTexImage1/2/3D().
+ */
+static void
+st_TexImage(GLcontext * ctx,
+ GLint dims,
+ GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint depth,
+ GLint border,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *unpack,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage,
+ GLsizei imageSize, int compressed)
+{
+ struct st_texture_object *stObj = st_texture_object(texObj);
+ struct st_texture_image *stImage = st_texture_image(texImage);
+ GLint postConvWidth, postConvHeight;
+ GLint texelBytes, sizeInBytes;
+ GLuint dstRowStride;
+ struct gl_pixelstore_attrib unpackNB;
+
+ DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
+ _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
+
+ /* gallium does not support texture borders, strip it off */
+ if (border) {
+ strip_texture_border(border, &width, &height, &depth,
+ unpack, &unpackNB);
+ unpack = &unpackNB;
+ texImage->Width = width;
+ texImage->Height = height;
+ texImage->Depth = depth;
+ texImage->Border = 0;
+ border = 0;
+ }
+
+ postConvWidth = width;
+ postConvHeight = height;
+
+ stImage->face = _mesa_tex_target_to_face(target);
+ stImage->level = level;
+
+#if FEATURE_convolve
+ if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
+ _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
+ &postConvHeight);
+ }
+#endif
+
+ /* choose the texture format */
+ texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
+ format, type);
+
+ _mesa_set_fetch_functions(texImage, dims);
+
+ if (texImage->TexFormat->TexelBytes == 0) {
+ /* must be a compressed format */
+ texelBytes = 0;
+ texImage->IsCompressed = GL_TRUE;
+ texImage->CompressedSize =
+ ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
+ texImage->Height, texImage->Depth,
+ texImage->TexFormat->MesaFormat);
+ }
+ else {
+ texelBytes = texImage->TexFormat->TexelBytes;
+
+ /* Minimum pitch of 32 bytes */
+ if (postConvWidth * texelBytes < 32) {
+ postConvWidth = 32 / texelBytes;
+ texImage->RowStride = postConvWidth;
+ }
+
+ /* we'll set RowStride elsewhere when the texture is a "mapped" state */
+ /*assert(texImage->RowStride == postConvWidth);*/
+ }
+
+ /* Release the reference to a potentially orphaned buffer.
+ * Release any old malloced memory.
+ */
+ if (stImage->pt) {
+ pipe_texture_reference(&stImage->pt, NULL);
+ assert(!texImage->Data);
+ }
+ else if (texImage->Data) {
+ _mesa_align_free(texImage->Data);
+ }
+
+ if (width == 0 || height == 0 || depth == 0) {
+ /* stop after freeing old image */
+ return;
+ }
+
+ /* If this is the only mipmap level in the texture, could call
+ * bmBufferData with NULL data to free the old block and avoid
+ * waiting on any outstanding fences.
+ */
+ if (stObj->pt &&
+ (stObj->teximage_realloc ||
+ (/*stObj->pt->first_level == level &&*/
+ stObj->pt->last_level == level &&
+ stObj->pt->target != PIPE_TEXTURE_CUBE &&
+ !st_texture_match_image(stObj->pt, &stImage->base,
+ stImage->face, stImage->level)))) {
+
+ DBG("release it\n");
+ pipe_texture_reference(&stObj->pt, NULL);
+ assert(!stObj->pt);
+ stObj->teximage_realloc = FALSE;
+ }
+
+ if (!stObj->pt) {
+ guess_and_alloc_texture(ctx->st, stObj, stImage);
+ if (!stObj->pt) {
+ /* Probably out of memory.
+ * Try flushing any pending rendering, then retry.
+ */
+ st_finish(ctx->st);
+ guess_and_alloc_texture(ctx->st, stObj, stImage);
+ if (!stObj->pt) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
+ return;
+ }
+ }
+ }
+
+ assert(!stImage->pt);
+
+ if (stObj->pt &&
+ st_texture_match_image(stObj->pt, &stImage->base,
+ stImage->face, stImage->level)) {
+
+ pipe_texture_reference(&stImage->pt, stObj->pt);
+ assert(stImage->pt);
+ }
+
+ if (!stImage->pt)
+ DBG("XXX: Image did not fit into texture - storing in local memory!\n");
+
+ /* st_CopyTexImage calls this function with pixels == NULL, with
+ * the expectation that the texture will be set up but nothing
+ * more will be done. This is where those calls return:
+ */
+ if (compressed) {
+ pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
+ unpack,
+ "glCompressedTexImage");
+ } else {
+ pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
+ format, type,
+ pixels, unpack, "glTexImage");
+ }
+ if (!pixels)
+ return;
+
+ if (stImage->pt) {
+ texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
+ PIPE_BUFFER_USAGE_CPU_WRITE);
+ if (stImage->surface)
+ dstRowStride = stImage->surface->stride;
+ }
+ else {
+ /* Allocate regular memory and store the image there temporarily. */
+ if (texImage->IsCompressed) {
+ sizeInBytes = texImage->CompressedSize;
+ dstRowStride =
+ _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
+ assert(dims != 3);
+ }
+ else {
+ dstRowStride = postConvWidth * texelBytes;
+ sizeInBytes = depth * dstRowStride * postConvHeight;
+ }
+
+ texImage->Data = malloc(sizeInBytes);
+ }
+
+ if (!texImage->Data) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
+ return;
+ }
+
+ DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
+ width, height, depth, width * texelBytes, dstRowStride);
+
+ /* Copy data. Would like to know when it's ok for us to eg. use
+ * the blitter to copy. Or, use the hardware to do the format
+ * conversion and copy:
+ */
+ if (compressed) {
+ memcpy(texImage->Data, pixels, imageSize);
+ }
+ else {
+ GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
+ format, type);
+ int i;
+ const GLubyte *src = (const GLubyte *) pixels;
+
+ for (i = 0; i++ < depth;) {
+ if (!texImage->TexFormat->StoreImage(ctx, dims,
+ texImage->_BaseFormat,
+ texImage->TexFormat,
+ texImage->Data,
+ 0, 0, 0, /* dstX/Y/Zoffset */
+ dstRowStride,
+ texImage->ImageOffsets,
+ width, height, 1,
+ format, type, src, unpack)) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
+ }
+
+ if (stImage->pt && i < depth) {
+ st_texture_image_unmap(ctx->st, stImage);
+ texImage->Data = st_texture_image_map(ctx->st, stImage, i,
+ PIPE_BUFFER_USAGE_CPU_WRITE);
+ src += srcImageStride;
+ }
+ }
+ }
+
+ _mesa_unmap_teximage_pbo(ctx, unpack);
+
+ if (stImage->pt) {
+ st_texture_image_unmap(ctx->st, stImage);
+ texImage->Data = NULL;
+ }
+
+ if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
+ ctx->Driver.GenerateMipmap(ctx, target, texObj);
+ }
+}
+
+
+static void
+st_TexImage3D(GLcontext * ctx,
+ GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint depth,
+ GLint border,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *unpack,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ st_TexImage(ctx, 3, target, level,
+ internalFormat, width, height, depth, border,
+ format, type, pixels, unpack, texObj, texImage, 0, 0);
+}
+
+
+static void
+st_TexImage2D(GLcontext * ctx,
+ GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint border,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *unpack,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ st_TexImage(ctx, 2, target, level,
+ internalFormat, width, height, 1, border,
+ format, type, pixels, unpack, texObj, texImage, 0, 0);
+}
+
+
+static void
+st_TexImage1D(GLcontext * ctx,
+ GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint border,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *unpack,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ st_TexImage(ctx, 1, target, level,
+ internalFormat, width, 1, 1, border,
+ format, type, pixels, unpack, texObj, texImage, 0, 0);
+}
+
+
+static void
+st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint border,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ st_TexImage(ctx, 2, target, level,
+ internalFormat, width, height, 1, border,
+ 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
+}
+
+
+/**
+ * Need to map texture image into memory before copying image data,
+ * then unmap it.
+ */
+static void
+st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
+ GLenum format, GLenum type, GLvoid * pixels,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage, int compressed)
+{
+ struct st_texture_image *stImage = st_texture_image(texImage);
+ GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack,
+ texImage->Width,
+ texImage->Height,
+ format, type);
+ GLuint depth;
+ GLuint i;
+ GLubyte *dest;
+
+ /* Map */
+ if (stImage->pt) {
+ /* Image is stored in hardware format in a buffer managed by the
+ * kernel. Need to explicitly map and unmap it.
+ */
+ texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
+ PIPE_BUFFER_USAGE_CPU_READ);
+ texImage->RowStride = stImage->surface->stride / stImage->pt->block.size;
+ }
+ else {
+ /* Otherwise, the image should actually be stored in
+ * texImage->Data. This is pretty confusing for
+ * everybody, I'd much prefer to separate the two functions of
+ * texImage->Data - storage for texture images in main memory
+ * and access (ie mappings) of images. In other words, we'd
+ * create a new texImage->Map field and leave Data simply for
+ * storage.
+ */
+ assert(texImage->Data);
+ }
+
+ depth = texImage->Depth;
+ texImage->Depth = 1;
+
+ dest = (GLubyte *) pixels;
+
+ for (i = 0; i++ < depth;) {
+ if (compressed) {
+ _mesa_get_compressed_teximage(ctx, target, level, dest,
+ texObj, texImage);
+ } else {
+ _mesa_get_teximage(ctx, target, level, format, type, dest,
+ texObj, texImage);
+ }
+
+ if (stImage->pt && i < depth) {
+ st_texture_image_unmap(ctx->st, stImage);
+ texImage->Data = st_texture_image_map(ctx->st, stImage, i,
+ PIPE_BUFFER_USAGE_CPU_READ);
+ dest += dstImageStride;
+ }
+ }
+
+ texImage->Depth = depth;
+
+ /* Unmap */
+ if (stImage->pt) {
+ st_texture_image_unmap(ctx->st, stImage);
+ texImage->Data = NULL;
+ }
+}
+
+
+static void
+st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
+ GLenum format, GLenum type, GLvoid * pixels,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ st_get_tex_image(ctx, target, level, format, type, pixels,
+ texObj, texImage, 0);
+}
+
+
+static void
+st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
+ GLvoid *pixels,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ st_get_tex_image(ctx, target, level, 0, 0, pixels,
+ (struct gl_texture_object *) texObj,
+ (struct gl_texture_image *) texImage, 1);
+}
+
+
+
+static void
+st_TexSubimage(GLcontext * ctx,
+ GLint dims,
+ GLenum target, GLint level,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLint width, GLint height, GLint depth,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ struct st_texture_image *stImage = st_texture_image(texImage);
+ GLuint dstRowStride;
+ GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
+ format, type);
+ int i;
+ const GLubyte *src;
+
+ DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
+ _mesa_lookup_enum_by_nr(target),
+ level, xoffset, yoffset, width, height);
+
+ pixels =
+ _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
+ type, pixels, packing, "glTexSubImage2D");
+ if (!pixels)
+ return;
+
+ /* Map buffer if necessary. Need to lock to prevent other contexts
+ * from uploading the buffer under us.
+ */
+ if (stImage->pt) {
+ texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
+ PIPE_BUFFER_USAGE_CPU_WRITE);
+ if (stImage->surface)
+ dstRowStride = stImage->surface->stride;
+ }
+
+ if (!texImage->Data) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
+ return;
+ }
+
+ src = (const GLubyte *) pixels;
+
+ for (i = 0; i++ < depth;) {
+ if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
+ texImage->TexFormat,
+ texImage->Data,
+ xoffset, yoffset, 0,
+ dstRowStride,
+ texImage->ImageOffsets,
+ width, height, 1,
+ format, type, src, packing)) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
+ }
+
+ if (stImage->pt && i < depth) {
+ /* map next slice of 3D texture */
+ st_texture_image_unmap(ctx->st, stImage);
+ texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i,
+ PIPE_BUFFER_USAGE_CPU_WRITE);
+ src += srcImageStride;
+ }
+ }
+
+ if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
+ ctx->Driver.GenerateMipmap(ctx, target, texObj);
+ }
+
+ _mesa_unmap_teximage_pbo(ctx, packing);
+
+ if (stImage->pt) {
+ st_texture_image_unmap(ctx->st, stImage);
+ texImage->Data = NULL;
+ }
+}
+
+
+
+static void
+st_TexSubImage3D(GLcontext * ctx,
+ GLenum target,
+ GLint level,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLenum type,
+ const GLvoid * pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ st_TexSubimage(ctx, 3, target, level,
+ xoffset, yoffset, zoffset,
+ width, height, depth,
+ format, type, pixels, packing, texObj, texImage);
+}
+
+
+static void
+st_TexSubImage2D(GLcontext * ctx,
+ GLenum target,
+ GLint level,
+ GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const GLvoid * pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ st_TexSubimage(ctx, 2, target, level,
+ xoffset, yoffset, 0,
+ width, height, 1,
+ format, type, pixels, packing, texObj, texImage);
+}
+
+
+static void
+st_TexSubImage1D(GLcontext * ctx,
+ GLenum target,
+ GLint level,
+ GLint xoffset,
+ GLsizei width,
+ GLenum format, GLenum type,
+ const GLvoid * pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ st_TexSubimage(ctx, 1, target, level,
+ xoffset, 0, 0,
+ width, 1, 1,
+ format, type, pixels, packing, texObj, texImage);
+}
+
+
+
+/**
+ * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ * 1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ * etc.
+ * XXX duplicated from main/teximage.c
+ */
+static uint
+texture_face(GLenum target)
+{
+ if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
+ target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)
+ return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X;
+ else
+ return 0;
+}
+
+
+
+/**
+ * Do a CopyTexSubImage operation by mapping the source surface and
+ * dest surface and using get_tile()/put_tile() to access the pixels/texels.
+ *
+ * Note: srcY=0=TOP of renderbuffer
+ */
+static void
+fallback_copy_texsubimage(GLcontext *ctx,
+ GLenum target,
+ GLint level,
+ struct st_renderbuffer *strb,
+ struct st_texture_image *stImage,
+ GLenum baseFormat,
+ GLint destX, GLint destY, GLint destZ,
+ GLint srcX, GLint srcY,
+ GLsizei width, GLsizei height)
+{
+ struct pipe_context *pipe = ctx->st->pipe;
+ struct pipe_screen *screen = pipe->screen;
+ const uint face = texture_face(target);
+ struct pipe_texture *pt = stImage->pt;
+ struct pipe_surface *src_surf, *dest_surf;
+
+ /* We'd use strb->surface, here but it's created for GPU read/write only */
+ src_surf = pipe->screen->get_tex_surface( pipe->screen,
+ strb->texture,
+ 0, 0, 0,
+ PIPE_BUFFER_USAGE_CPU_READ);
+
+ dest_surf = screen->get_tex_surface(screen, pt, face, level, destZ,
+ PIPE_BUFFER_USAGE_CPU_WRITE);
+
+ assert(width <= MAX_WIDTH);
+
+ if (baseFormat == GL_DEPTH_COMPONENT) {
+ const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
+ ctx->Pixel.DepthBias != 0.0F);
+ GLint row, yStep;
+
+ /* determine bottom-to-top vs. top-to-bottom order for src buffer */
+ if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
+ srcY = strb->Base.Height - 1 - srcY;
+ yStep = -1;
+ }
+ else {
+ yStep = 1;
+ }
+
+ /* To avoid a large temp memory allocation, do copy row by row */
+ for (row = 0; row < height; row++, srcY += yStep, destY++) {
+ uint data[MAX_WIDTH];
+ pipe_get_tile_z(src_surf, srcX, srcY, width, 1, data);
+ if (scaleOrBias) {
+ _mesa_scale_and_bias_depth_uint(ctx, width, data);
+ }
+ pipe_put_tile_z(dest_surf, destX, destY, width, 1, data);
+ }
+ }
+ else {
+ /* RGBA format */
+ GLfloat *tempSrc =
+ (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
+ GLvoid *texDest =
+ st_texture_image_map(ctx->st, stImage, 0,PIPE_BUFFER_USAGE_CPU_WRITE);
+
+ if (tempSrc && texDest) {
+ const GLint dims = 2;
+ struct gl_texture_image *texImage = &stImage->base;
+ GLint dstRowStride = stImage->surface->stride;
+ struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
+
+ if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
+ /* need to invert src */
+ srcY = strb->Base.Height - srcY - height;
+ unpack.Invert = GL_TRUE;
+ }
+
+ /* get float/RGBA image from framebuffer */
+ /* XXX this usually involves a lot of int/float conversion.
+ * try to avoid that someday.
+ */
+ pipe_get_tile_rgba(src_surf, srcX, srcY, width, height, tempSrc);
+
+ /* Store into texture memory.
+ * Note that this does some special things such as pixel transfer
+ * ops and format conversion. In particular, if the dest tex format
+ * is actually RGBA but the user created the texture as GL_RGB we
+ * need to fill-in/override the alpha channel with 1.0.
+ */
+ texImage->TexFormat->StoreImage(ctx, dims,
+ texImage->_BaseFormat,
+ texImage->TexFormat,
+ texDest,
+ destX, destY, destZ,
+ dstRowStride,
+ texImage->ImageOffsets,
+ width, height, 1,
+ GL_RGBA, GL_FLOAT, tempSrc, /* src */
+ &unpack);
+ }
+ else {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
+ }
+
+ if (tempSrc)
+ _mesa_free(tempSrc);
+ if (texDest)
+ st_texture_image_unmap(ctx->st, stImage);
+ }
+
+ screen->tex_surface_release(screen, &dest_surf);
+ screen->tex_surface_release(screen, &src_surf);
+}
+
+
+/**
+ * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
+ * Note that the region to copy has already been clipped so we know we
+ * won't read from outside the source renderbuffer's bounds.
+ *
+ * Note: srcY=0=Bottom of renderbuffer (GL convention)
+ */
+static void
+st_copy_texsubimage(GLcontext *ctx,
+ GLenum target, GLint level,
+ GLint destX, GLint destY, GLint destZ,
+ GLint srcX, GLint srcY,
+ GLsizei width, GLsizei height)
+{
+ struct gl_texture_unit *texUnit =
+ &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ struct gl_texture_object *texObj =
+ _mesa_select_tex_object(ctx, texUnit, target);
+ struct gl_texture_image *texImage =
+ _mesa_select_tex_image(ctx, texObj, target, level);
+ struct st_texture_image *stImage = st_texture_image(texImage);
+ const GLenum texBaseFormat = texImage->InternalFormat;
+ struct gl_framebuffer *fb = ctx->ReadBuffer;
+ struct st_renderbuffer *strb;
+ struct pipe_context *pipe = ctx->st->pipe;
+ struct pipe_screen *screen = pipe->screen;
+ enum pipe_format dest_format, src_format;
+ GLboolean use_fallback = GL_TRUE;
+ GLboolean matching_base_formats;
+
+ /* any rendering in progress must complete before we grab the fb image */
+ st_finish(ctx->st);
+
+ /* determine if copying depth or color data */
+ if (texBaseFormat == GL_DEPTH_COMPONENT) {
+ strb = st_renderbuffer(fb->_DepthBuffer);
+ }
+ else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
+ strb = st_renderbuffer(fb->_StencilBuffer);
+ }
+ else {
+ /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
+ strb = st_renderbuffer(fb->_ColorReadBuffer);
+ }
+
+ assert(strb);
+ assert(strb->surface);
+ assert(stImage->pt);
+
+ src_format = strb->surface->format;
+ dest_format = stImage->pt->format;
+
+ /*
+ * Determine if the src framebuffer and dest texture have the same
+ * base format. We need this to detect a case such as the framebuffer
+ * being GL_RGBA but the texture being GL_RGB. If the actual hardware
+ * texture format stores RGBA we need to set A=1 (overriding the
+ * framebuffer's alpha values). We can't do that with the blit or
+ * textured-quad paths.
+ */
+ matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat);
+
+ if (matching_base_formats && ctx->_ImageTransferState == 0x0) {
+ /* try potential hardware path */
+ struct pipe_surface *dest_surface = NULL;
+
+ if (src_format == dest_format) {
+ /* use surface_copy() / blit */
+ boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
+
+ dest_surface = screen->get_tex_surface(screen, stImage->pt,
+ stImage->face, stImage->level,
+ destZ,
+ PIPE_BUFFER_USAGE_GPU_WRITE);
+ if (do_flip)
+ srcY = strb->surface->height - srcY - height;
+
+ /* for surface_copy(), y=0=top, always */
+ pipe->surface_copy(pipe,
+ do_flip,
+ /* dest */
+ dest_surface,
+ destX, destY,
+ /* src */
+ strb->surface,
+ srcX, srcY,
+ /* size */
+ width, height);
+ use_fallback = GL_FALSE;
+ }
+ else if (screen->is_format_supported(screen, src_format,
+ PIPE_TEXTURE_2D,
+ PIPE_TEXTURE_USAGE_SAMPLER,
+ 0) &&
+ screen->is_format_supported(screen, dest_format,
+ PIPE_TEXTURE_2D,
+ PIPE_TEXTURE_USAGE_RENDER_TARGET,
+ 0)) {
+ /* draw textured quad to do the copy */
+ boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
+ int srcY0, srcY1;
+
+ dest_surface = screen->get_tex_surface(screen, stImage->pt,
+ stImage->face, stImage->level,
+ destZ,
+ PIPE_BUFFER_USAGE_GPU_WRITE);
+
+ if (do_flip) {
+ srcY1 = strb->Base.Height - srcY - height;
+ srcY0 = srcY1 + height;
+ }
+ else {
+ srcY0 = srcY;
+ srcY1 = srcY0 + height;
+ }
+ util_blit_pixels(ctx->st->blit,
+ strb->surface,
+ srcX, srcY0,
+ srcX + width, srcY1,
+ dest_surface,
+ destX, destY,
+ destX + width, destY + height,
+ 0.0, PIPE_TEX_MIPFILTER_NEAREST);
+ use_fallback = GL_FALSE;
+ }
+
+ if (dest_surface)
+ pipe_surface_reference(&dest_surface, NULL);
+ }
+
+ if (use_fallback) {
+ /* software fallback */
+ fallback_copy_texsubimage(ctx, target, level,
+ strb, stImage, texBaseFormat,
+ destX, destY, destZ,
+ srcX, srcY, width, height);
+ }
+
+ if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
+ ctx->Driver.GenerateMipmap(ctx, target, texObj);
+ }
+}
+
+
+
+static void
+st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width, GLint border)
+{
+ struct gl_texture_unit *texUnit =
+ &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ struct gl_texture_object *texObj =
+ _mesa_select_tex_object(ctx, texUnit, target);
+ struct gl_texture_image *texImage =
+ _mesa_select_tex_image(ctx, texObj, target, level);
+
+#if 0
+ if (border)
+ goto fail;
+#endif
+
+ /* Setup or redefine the texture object, texture and texture
+ * image. Don't populate yet.
+ */
+ ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
+ width, border,
+ GL_RGBA, CHAN_TYPE, NULL,
+ &ctx->DefaultPacking, texObj, texImage);
+
+ st_copy_texsubimage(ctx, target, level,
+ 0, 0, 0, /* destX,Y,Z */
+ x, y, width, 1); /* src X, Y, size */
+}
+
+
+static void
+st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLint border)
+{
+ struct gl_texture_unit *texUnit =
+ &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ struct gl_texture_object *texObj =
+ _mesa_select_tex_object(ctx, texUnit, target);
+ struct gl_texture_image *texImage =
+ _mesa_select_tex_image(ctx, texObj, target, level);
+
+ /* Setup or redefine the texture object, texture and texture
+ * image. Don't populate yet.
+ */
+ ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
+ width, height, border,
+ GL_RGBA, CHAN_TYPE, NULL,
+ &ctx->DefaultPacking, texObj, texImage);
+
+ st_copy_texsubimage(ctx, target, level,
+ 0, 0, 0, /* destX,Y,Z */
+ x, y, width, height); /* src X, Y, size */
+}
+
+
+static void
+st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
+ GLint xoffset, GLint x, GLint y, GLsizei width)
+{
+ const GLint yoffset = 0, zoffset = 0;
+ const GLsizei height = 1;
+ st_copy_texsubimage(ctx, target, level,
+ xoffset, yoffset, zoffset, /* destX,Y,Z */
+ x, y, width, height); /* src X, Y, size */
+}
+
+
+static void
+st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ const GLint zoffset = 0;
+ st_copy_texsubimage(ctx, target, level,
+ xoffset, yoffset, zoffset, /* destX,Y,Z */
+ x, y, width, height); /* src X, Y, size */
+}
+
+
+static void
+st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ st_copy_texsubimage(ctx, target, level,
+ xoffset, yoffset, zoffset, /* destX,Y,Z */
+ x, y, width, height); /* src X, Y, size */
+}
+
+
+/**
+ * Compute which mipmap levels that really need to be sent to the hardware.
+ * This depends on the base image size, GL_TEXTURE_MIN_LOD,
+ * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
+ */
+static void
+calculate_first_last_level(struct st_texture_object *stObj)
+{
+ struct gl_texture_object *tObj = &stObj->base;
+
+ /* 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 = 0;
+ lastLevel = MIN2(tObj->MaxLevel,
+ (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
+ }
+ break;
+ case GL_TEXTURE_RECTANGLE_NV:
+ case GL_TEXTURE_4D_SGIS:
+ firstLevel = lastLevel = 0;
+ break;
+ default:
+ return;
+ }
+
+ stObj->lastLevel = lastLevel;
+}
+
+
+static void
+copy_image_data_to_texture(struct st_context *st,
+ struct st_texture_object *stObj,
+ GLuint dstLevel,
+ struct st_texture_image *stImage)
+{
+ if (stImage->pt) {
+ /* Copy potentially with the blitter:
+ */
+ st_texture_image_copy(st->pipe,
+ stObj->pt, dstLevel, /* dest texture, level */
+ stImage->pt, /* src texture */
+ stImage->face
+ );
+
+ pipe_texture_reference(&stImage->pt, NULL);
+ }
+ else if (stImage->base.Data) {
+ assert(stImage->base.Data != NULL);
+
+ /* More straightforward upload.
+ */
+ st_texture_image_data(st->pipe,
+ stObj->pt,
+ stImage->face,
+ dstLevel,
+ stImage->base.Data,
+ stImage->base.RowStride *
+ stObj->pt->block.size,
+ stImage->base.RowStride *
+ stImage->base.Height *
+ stObj->pt->block.size);
+ _mesa_align_free(stImage->base.Data);
+ stImage->base.Data = NULL;
+ }
+
+ pipe_texture_reference(&stImage->pt, stObj->pt);
+}
+
+
+/**
+ * Called during state validation. When this function is finished,
+ * the texture object should be ready for rendering.
+ * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
+ */
+GLboolean
+st_finalize_texture(GLcontext *ctx,
+ struct pipe_context *pipe,
+ struct gl_texture_object *tObj,
+ GLboolean *needFlush)
+{
+ struct st_texture_object *stObj = st_texture_object(tObj);
+ const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
+ int comp_byte = 0;
+ int cpp;
+ GLuint face;
+ struct st_texture_image *firstImage;
+
+ *needFlush = GL_FALSE;
+
+ /* We know/require this is true by now:
+ */
+ assert(stObj->base._Complete);
+
+ /* What levels must the texture include at a minimum?
+ */
+ calculate_first_last_level(stObj);
+ firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
+
+ /* If both firstImage and stObj point to a texture which can contain
+ * all active images, favour firstImage. Note that because of the
+ * completeness requirement, we know that the image dimensions
+ * will match.
+ */
+ if (firstImage->pt &&
+ firstImage->pt != stObj->pt &&
+ firstImage->pt->last_level >= stObj->lastLevel) {
+
+ pipe_texture_reference(&stObj->pt, firstImage->pt);
+ }
+
+ /* FIXME: determine format block instead of cpp */
+ if (firstImage->base.IsCompressed) {
+ comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
+ cpp = comp_byte;
+ }
+ else {
+ cpp = firstImage->base.TexFormat->TexelBytes;
+ }
+
+ /* If we already have a gallium texture, check that it matches the texture
+ * object's format, target, size, num_levels, etc.
+ */
+ if (stObj->pt) {
+ const enum pipe_format fmt =
+ st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
+ if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
+ stObj->pt->format != fmt ||
+ stObj->pt->last_level < stObj->lastLevel ||
+ stObj->pt->width[0] != firstImage->base.Width2 ||
+ stObj->pt->height[0] != firstImage->base.Height2 ||
+ stObj->pt->depth[0] != firstImage->base.Depth2 ||
+ stObj->pt->block.size != cpp ||
+ stObj->pt->block.width != 1 ||
+ stObj->pt->block.height != 1 ||
+ stObj->pt->compressed != firstImage->base.IsCompressed) {
+ pipe_texture_release(&stObj->pt);
+ ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
+ }
+ }
+
+ /* May need to create a new gallium texture:
+ */
+ if (!stObj->pt) {
+ const enum pipe_format fmt =
+ st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
+ stObj->pt = st_texture_create(ctx->st,
+ gl_target_to_pipe(stObj->base.Target),
+ fmt,
+ stObj->lastLevel,
+ firstImage->base.Width2,
+ firstImage->base.Height2,
+ firstImage->base.Depth2,
+ comp_byte,
+ ( (pf_is_depth_stencil(fmt) ?
+ PIPE_TEXTURE_USAGE_DEPTH_STENCIL :
+ PIPE_TEXTURE_USAGE_RENDER_TARGET) |
+ PIPE_TEXTURE_USAGE_SAMPLER ));
+
+ if (!stObj->pt) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
+ return GL_FALSE;
+ }
+ }
+
+ /* Pull in any images not in the object's texture:
+ */
+ for (face = 0; face < nr_faces; face++) {
+ GLuint level;
+ for (level = 0; level <= stObj->lastLevel; level++) {
+ struct st_texture_image *stImage =
+ st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
+
+ /* Need to import images in main memory or held in other textures.
+ */
+ if (stImage && stObj->pt != stImage->pt) {
+ copy_image_data_to_texture(ctx->st, stObj, level, stImage);
+ *needFlush = GL_TRUE;
+ }
+ }
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Returns pointer to a default/dummy texture.
+ * This is typically used when the current shader has tex/sample instructions
+ * but the user has not provided a (any) texture(s).
+ */
+struct gl_texture_object *
+st_get_default_texture(struct st_context *st)
+{
+ if (!st->default_texture) {
+ static const GLenum target = GL_TEXTURE_2D;
+ GLubyte pixels[16][16][4];
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImg;
+
+ /* init image to gray */
+ memset(pixels, 127, sizeof(pixels));
+
+ texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
+
+ texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
+
+ _mesa_init_teximage_fields(st->ctx, target, texImg,
+ 16, 16, 1, 0, /* w, h, d, border */
+ GL_RGBA);
+
+ st_TexImage(st->ctx, 2, target,
+ 0, GL_RGBA, /* level, intformat */
+ 16, 16, 1, 0, /* w, h, d, border */
+ GL_RGBA, GL_UNSIGNED_BYTE, pixels,
+ &st->ctx->DefaultPacking,
+ texObj, texImg,
+ 0, 0);
+
+ texObj->MinFilter = GL_NEAREST;
+ texObj->MagFilter = GL_NEAREST;
+ texObj->_Complete = GL_TRUE;
+
+ st->default_texture = texObj;
+ }
+ return st->default_texture;
+}
+
+
+void
+st_init_texture_functions(struct dd_function_table *functions)
+{
+ functions->ChooseTextureFormat = st_ChooseTextureFormat;
+ functions->TexImage1D = st_TexImage1D;
+ functions->TexImage2D = st_TexImage2D;
+ functions->TexImage3D = st_TexImage3D;
+ functions->TexSubImage1D = st_TexSubImage1D;
+ functions->TexSubImage2D = st_TexSubImage2D;
+ functions->TexSubImage3D = st_TexSubImage3D;
+ functions->CopyTexImage1D = st_CopyTexImage1D;
+ functions->CopyTexImage2D = st_CopyTexImage2D;
+ functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
+ functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
+ functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
+ functions->GenerateMipmap = st_generate_mipmap;
+
+ functions->GetTexImage = st_GetTexImage;
+
+ /* compressed texture functions */
+ functions->CompressedTexImage2D = st_CompressedTexImage2D;
+ functions->GetCompressedTexImage = st_GetCompressedTexImage;
+ functions->CompressedTextureSize = _mesa_compressed_texture_size;
+
+ functions->NewTextureObject = st_NewTextureObject;
+ functions->NewTextureImage = st_NewTextureImage;
+ functions->DeleteTexture = st_DeleteTextureObject;
+ functions->FreeTexImageData = st_FreeTextureImageData;
+ functions->UpdateTexturePalette = 0;
+
+ functions->TextureMemCpy = do_memcpy;
+
+ /* XXX Temporary until we can query pipe's texture sizes */
+ functions->TestProxyTexImage = _mesa_test_proxy_teximage;
+}