/************************************************************************** * * 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" #include "main/convolve.h" #include "main/enums.h" #include "main/image.h" #include "main/macros.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_texture.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_inlines.h" #define DBG if (0) printf struct st_texture_object { struct gl_texture_object base; /* The "parent" object */ /* The texture must include at least these levels once validated: */ GLuint firstLevel; GLuint lastLevel; /* Offset for firstLevel image: */ GLuint textureOffset; /* On validation any active images held in main memory or in other * textures will be copied to this texture and the old storage freed. */ struct pipe_texture *pt; GLboolean imageOverride; GLint depthOverride; GLuint pitchOverride; }; static INLINE struct st_texture_object * st_texture_object(struct gl_texture_object *obj) { return (struct st_texture_object *) obj; } static INLINE struct st_texture_image * st_texture_image(struct gl_texture_image *img) { return (struct st_texture_image *) img; } struct pipe_texture * st_get_texobj_texture(struct gl_texture_object *texObj) { struct st_texture_object *stObj = st_texture_object(texObj); return stObj->pt; } static unsigned 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; } } static int compressed_num_bytes(GLuint mesaFormat) { int bytes = 0; switch(mesaFormat) { case MESA_FORMAT_RGB_FXT1: case MESA_FORMAT_RGBA_FXT1: case MESA_FORMAT_RGB_DXT1: case MESA_FORMAT_RGBA_DXT1: bytes = 2; break; case MESA_FORMAT_RGBA_DXT3: case MESA_FORMAT_RGBA_DXT5: bytes = 4; default: break; } return bytes; } static GLboolean st_IsTextureResident(GLcontext * ctx, struct gl_texture_object *texObj) { #if 0 struct intel_context *intel = intel_context(ctx); struct st_texture_object *stObj = st_texture_object(texObj); return stObj->pt && stObj->pt->region && intel_is_region_resident(intel, stObj->pt->region); #endif return 1; } 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); } 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; } static void st_DeleteTextureObject(GLcontext *ctx, struct gl_texture_object *texObj) { struct st_texture_object *stObj = st_texture_object(texObj); if (stObj->pt) ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); _mesa_delete_texture_object(ctx, texObj); } 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) { ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); } 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); } /* Functions to store texture images. Where possible, textures * will be created or further instantiated with image data, otherwise * images will be stored in malloc'd memory. A validation step is * required to pull those images into a texture, or otherwise * decide a fallback is required. */ static int logbase2(int n) { GLint i = 1; GLint log2 = 0; while (n > i) { i *= 2; log2++; } return log2; } /* 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, struct st_texture_image *stImage) { GLuint firstLevel; GLuint lastLevel; GLuint width = stImage->base.Width; GLuint height = stImage->base.Height; GLuint depth = stImage->base.Depth; GLuint l2width, l2height, l2depth; GLuint i, comp_byte = 0; DBG("%s\n", __FUNCTION__); if (stImage->base.Border) return; if (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 (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--) { width <<= 1; if (height != 1) height <<= 1; if (depth != 1) depth <<= 1; } /* 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 { l2width = logbase2(width); l2height = logbase2(height); l2depth = logbase2(depth); lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); } assert(!stObj->pt); if (stImage->base.IsCompressed) comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat); stObj->pt = st_texture_create(st, gl_target_to_pipe(stObj->base.Target), st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat), stImage->base.InternalFormat, firstLevel, lastLevel, width, height, depth, comp_byte); DBG("%s - success\n", __FUNCTION__); } static GLuint target_to_face(GLenum target) { switch (target) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB: return ((GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X); default: return 0; } } /* There are actually quite a few combinations this will work for, * more than what I've listed here. */ static GLboolean check_pbo_format(GLint internalFormat, GLenum format, GLenum type, const struct gl_texture_format *mesa_format) { switch (internalFormat) { case 4: case GL_RGBA: return (format == GL_BGRA && (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) && mesa_format == &_mesa_texformat_argb8888); case 3: case GL_RGB: return (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5 && mesa_format == &_mesa_texformat_rgb565); case GL_YCBCR_MESA: return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE); default: return GL_FALSE; } } /* XXX: Do this for TexSubImage also: */ static GLboolean try_pbo_upload(GLcontext *ctx, struct st_texture_image *stImage, const struct gl_pixelstore_attrib *unpack, GLint internalFormat, GLint width, GLint height, GLenum format, GLenum type, const void *pixels) { return GL_FALSE; /* XXX fix flushing/locking/blitting below */ #if 000 struct intel_context *intel = intel_context(ctx); struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj); GLuint src_offset, src_stride; GLuint dst_offset, dst_stride; if (!pbo || ctx._ImageTransferState || unpack->SkipPixels || unpack->SkipRows) { _mesa_printf("%s: failure 1\n", __FUNCTION__); return GL_FALSE; } src_offset = (GLuint) pixels; if (unpack->RowLength > 0) src_stride = unpack->RowLength; else src_stride = width; dst_offset = st_texture_image_offset(stImage->pt, stImage->face, stImage->level); dst_stride = stImage->pt->pitch; { struct _DriBufferObject *src_buffer = intel_bufferobj_buffer(intel, pbo, INTEL_READ); /* Temporary hack: cast to _DriBufferObject: */ struct _DriBufferObject *dst_buffer = (struct _DriBufferObject *)stImage->pt->region->buffer; intelEmitCopyBlit(intel, stImage->pt->cpp, src_stride, src_buffer, src_offset, dst_stride, dst_buffer, dst_offset, 0, 0, 0, 0, width, height, GL_COPY); } return GL_TRUE; #endif } 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 = width; GLint postConvHeight = height; GLint texelBytes, sizeInBytes; GLuint dstRowStride; DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__, _mesa_lookup_enum_by_nr(target), level, width, height, depth, border); stImage->face = target_to_face(target); stImage->level = level; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth, &postConvHeight); } /* 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; } assert(texImage->RowStride == postConvWidth); } /* Release the reference to a potentially orphaned buffer. * Release any old malloced memory. */ if (stImage->pt) { ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); assert(!texImage->Data); } else if (texImage->Data) { _mesa_align_free(texImage->Data); } /* If this is the only texture image 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->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"); ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); assert(!stObj->pt); } if (!stObj->pt) { guess_and_alloc_texture(ctx->st, stObj, stImage); if (!stObj->pt) { DBG("guess_and_alloc_texture: failed\n"); } } assert(!stImage->pt); if (stObj->pt && st_texture_match_image(stObj->pt, &stImage->base, stImage->face, stImage->level)) { pipe_texture_reference(ctx->st->pipe, &stImage->pt, stObj->pt); assert(stImage->pt); } if (!stImage->pt) DBG("XXX: Image did not fit into texture - storing in local memory!\n"); #if 0 /* XXX FIX when st_buffer_objects are in place */ /* PBO fastpaths: */ if (dims <= 2 && stImage->pt && intel_buffer_object(unpack->BufferObj) && check_pbo_format(internalFormat, format, type, texImage->TexFormat)) { DBG("trying pbo upload\n"); /* Otherwise, attempt to use the blitter for PBO image uploads. */ if (try_pbo_upload(intel, stImage, unpack, internalFormat, width, height, format, type, pixels)) { DBG("pbo upload succeeded\n"); return; } DBG("pbo upload failed\n"); } #else (void) try_pbo_upload; (void) check_pbo_format; #endif /* 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); dstRowStride = stImage->surface->pitch * stImage->surface->cpp; } 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); } 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(stImage); texImage->Data = st_texture_image_map(ctx->st, stImage, i); src += srcImageStride; } } } _mesa_unmap_teximage_pbo(ctx, unpack); if (stImage->pt) { st_texture_image_unmap(stImage); texImage->Data = NULL; } #if 0 /* GL_SGIS_generate_mipmap -- this can be accelerated now. */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { intel_generate_mipmap(ctx, target, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } #endif } 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; int 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); texImage->RowStride = stImage->surface->pitch; } 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(stImage); texImage->Data = st_texture_image_map(ctx->st, stImage, i); dest += dstImageStride; } } texImage->Depth = depth; /* Unmap */ if (stImage->pt) { st_texture_image_unmap(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, const struct gl_texture_object *texObj, const 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); dstRowStride = stImage->surface->pitch * stImage->surface->cpp; } 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, "st_TexSubImage"); } if (stImage->pt && i < depth) { st_texture_image_unmap(stImage); texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i); src += srcImageStride; } } #if 0 /* GL_SGIS_generate_mipmap */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { _mesa_generate_mipmap(ctx, target, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } #endif _mesa_unmap_teximage_pbo(ctx, packing); if (stImage->pt) { st_texture_image_unmap(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; const uint face = texture_face(target); struct pipe_texture *pt = stImage->pt; struct pipe_surface *src_surf, *dest_surf; GLfloat *data; GLint row, yStep; /* determine bottom-to-top vs. top-to-bottom order */ if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { destY = height - 1 - destY; yStep = -1; } else { yStep = 1; } src_surf = strb->surface; dest_surf = pipe->get_tex_surface(pipe, pt, face, level, destZ); (void) pipe_surface_map(dest_surf); (void) pipe_surface_map(src_surf); /* buffer for one row */ data = (GLfloat *) malloc(width * 4 * sizeof(GLfloat)); /* do copy row by row */ for (row = 0; row < height; row++) { pipe->get_tile_rgba(pipe, src_surf, srcX, srcY + row, width, 1, data); /* XXX we're ignoring convolution for now */ if (ctx->_ImageTransferState) { _mesa_apply_rgba_transfer_ops(ctx, ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT, width, (GLfloat (*)[4])data); } pipe->put_tile_rgba(pipe, dest_surf, destX, destY, width, 1, data); destY += yStep; } (void) pipe_surface_unmap(dest_surf); (void) pipe_surface_unmap(src_surf); free(data); } /** * Do a CopyTex[Sub]Image using an optimized hardware (blit) path. * Note that the region to copy has already been clip tested. * * Note: srcY=0=Bottom of renderbuffer * * \return GL_TRUE if success, GL_FALSE if failure (use a fallback) */ static void do_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); GLenum baseFormat = texImage->InternalFormat; struct gl_framebuffer *fb = ctx->ReadBuffer; struct st_renderbuffer *strb; struct pipe_context *pipe = ctx->st->pipe; struct pipe_surface *dest_surface; uint dest_format, src_format; (void) texImage; /* determine if copying depth or color data */ if (baseFormat == GL_DEPTH_COMPONENT) { strb = st_renderbuffer(fb->_DepthBuffer); } else if (baseFormat == GL_DEPTH_STENCIL_EXT) { strb = st_renderbuffer(fb->_StencilBuffer); } else { /* baseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */ strb = st_renderbuffer(fb->_ColorReadBuffer); } assert(strb); assert(strb->surface); assert(stImage->pt); if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { srcY = strb->Base.Height - srcY - height; } src_format = strb->surface->format; dest_format = stImage->pt->format; dest_surface = pipe->get_tex_surface(pipe, stImage->pt, stImage->face, stImage->level, destZ); if (src_format == dest_format && ctx->_ImageTransferState == 0x0 && strb->surface->buffer && dest_surface->buffer && strb->surface->cpp == stImage->pt->cpp) { /* do blit-style copy */ /* XXX may need to invert image depending on window * vs. user-created FBO */ #if 0 /* A bit of fiddling to get the blitter to work with -ve * pitches. But we get a nice inverted blit this way, so it's * worth it: */ intelEmitCopyBlit(intel, stImage->pt->cpp, -src->pitch, src->buffer, src->height * src->pitch * src->cpp, stImage->pt->pitch, stImage->pt->region->buffer, dest_offset, x, y + height, dstx, dsty, width, height, GL_COPY); /* ? */ #else pipe->surface_copy(pipe, /* dest */ dest_surface, destX, destY, /* src */ strb->surface, srcX, srcY, /* size */ width, height); #endif } else { fallback_copy_texsubimage(ctx, target, level, strb, stImage, baseFormat, destX, destY, destZ, srcX, srcY, width, height); } pipe_surface_reference(&dest_surface, NULL); #if 0 /* GL_SGIS_generate_mipmap -- this can be accelerated now. * XXX Add a ctx->Driver.GenerateMipmaps() function? */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { intel_generate_mipmap(ctx, target, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } #endif } 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); do_copy_texsubimage(ctx, target, level, 0, 0, 0, x, y, width, 1); } 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); #if 0 if (border) goto fail; #endif /* 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); do_copy_texsubimage(ctx, target, level, 0, 0, 0, x, y, width, height); } 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; do_copy_texsubimage(ctx, target, level, xoffset, yoffset, zoffset, x, y, width, height); } 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; do_copy_texsubimage(ctx, target, level, xoffset, yoffset, zoffset, x, y, width, height); } static void st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { do_copy_texsubimage(ctx, target, level, xoffset, yoffset, zoffset, x, y, width, height); } /** * 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; const struct gl_texture_image *const baseImage = tObj->Image[0][tObj->BaseLevel]; /* 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 = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5); firstLevel = MAX2(firstLevel, tObj->BaseLevel); lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5); lastLevel = MAX2(lastLevel, tObj->BaseLevel); lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2); lastLevel = MIN2(lastLevel, tObj->MaxLevel); lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */ } break; case GL_TEXTURE_RECTANGLE_NV: case GL_TEXTURE_4D_SGIS: firstLevel = lastLevel = 0; break; default: return; } /* save these values */ stObj->firstLevel = firstLevel; stObj->lastLevel = lastLevel; } static void copy_image_data_to_texture(struct st_context *st, struct st_texture_object *stObj, struct st_texture_image *stImage) { if (stImage->pt) { /* Copy potentially with the blitter: */ st_texture_image_copy(st->pipe, stObj->pt, /* dest texture */ stImage->face, stImage->level, stImage->pt /* src texture */ ); st->pipe->texture_release(st->pipe, &stImage->pt); } else { assert(stImage->base.Data != NULL); /* More straightforward upload. */ st_texture_image_data(st->pipe, stObj->pt, stImage->face, stImage->level, stImage->base.Data, stImage->base.RowStride, stImage->base.RowStride * stImage->base.Height); _mesa_align_free(stImage->base.Data); stImage->base.Data = NULL; } pipe_texture_reference(st->pipe, &stImage->pt, stObj->pt); } /* */ GLboolean st_finalize_texture(GLcontext *ctx, struct pipe_context *pipe, GLuint unit, GLboolean *needFlush) { struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current; struct st_texture_object *stObj = st_texture_object(tObj); int comp_byte = 0; int cpp; GLuint face, i; GLuint nr_faces = 0; 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->firstLevel]); /* Fallback case: */ if (firstImage->base.Border) { if (stObj->pt) { ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); } return GL_FALSE; } /* 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->first_level <= stObj->firstLevel && firstImage->pt->last_level >= stObj->lastLevel) { if (stObj->pt) ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); pipe_texture_reference(ctx->st->pipe, &stObj->pt, firstImage->pt); } if (firstImage->base.IsCompressed) { comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat); cpp = comp_byte; } else { cpp = firstImage->base.TexFormat->TexelBytes; } /* Check texture can hold all active levels. Check texture matches * target, imageFormat, etc. * * XXX: For some layouts (eg i945?), the test might have to be * first_level == firstLevel, as the texture isn't valid except at the * original start level. Hope to get around this by * programming minLod, maxLod, baseLevel into the hardware and * leaving the texture alone. */ if (stObj->pt && (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || stObj->pt->internal_format != firstImage->base.InternalFormat || stObj->pt->first_level != stObj->firstLevel || stObj->pt->last_level != stObj->lastLevel || stObj->pt->width[0] != firstImage->base.Width || stObj->pt->height[0] != firstImage->base.Height || stObj->pt->depth[0] != firstImage->base.Depth || stObj->pt->cpp != cpp || stObj->pt->compressed != firstImage->base.IsCompressed)) { ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); } /* May need to create a new texture: */ if (!stObj->pt) { stObj->pt = st_texture_create(ctx->st, gl_target_to_pipe(stObj->base.Target), st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat), firstImage->base.InternalFormat, stObj->firstLevel, stObj->lastLevel, firstImage->base.Width, firstImage->base.Height, firstImage->base.Depth, comp_byte); } /* Pull in any images not in the object's texture: */ nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; for (face = 0; face < nr_faces; face++) { for (i = stObj->firstLevel; i <= stObj->lastLevel; i++) { struct st_texture_image *stImage = st_texture_image(stObj->base.Image[face][i]); /* Need to import images in main memory or held in other textures. */ if (stObj->pt != stImage->pt) { copy_image_data_to_texture(ctx->st, stObj, stImage); *needFlush = GL_TRUE; } } } return GL_TRUE; } 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->GetTexImage = st_GetTexImage; /* compressed texture functions */ functions->CompressedTexImage2D = st_CompressedTexImage2D; functions->GetCompressedTexImage = st_GetCompressedTexImage; functions->NewTextureObject = st_NewTextureObject; functions->NewTextureImage = st_NewTextureImage; functions->DeleteTexture = st_DeleteTextureObject; functions->FreeTexImageData = st_FreeTextureImageData; functions->UpdateTexturePalette = 0; functions->IsTextureResident = st_IsTextureResident; functions->TextureMemCpy = do_memcpy; /* XXX Temporary until we can query pipe's texture sizes */ functions->TestProxyTexImage = _mesa_test_proxy_teximage; }