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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/mfeatures.h"
#include "main/bufferobj.h"
#if FEATURE_convolve
#include "main/convolve.h"
#endif
#include "main/enums.h"
#include "main/fbobject.h"
#include "main/formats.h"
#include "main/image.h"
#include "main/imports.h"
#include "main/macros.h"
#include "main/mipmap.h"
#include "main/texcompress.h"
#include "main/texfetch.h"
#include "main/texgetimage.h"
#include "main/teximage.h"
#include "main/texobj.h"
#include "main/texstore.h"
#include "state_tracker/st_debug.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 "state_tracker/st_gen_mipmap.h"
#include "state_tracker/st_inlines.h"
#include "state_tracker/st_atom.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "pipe/p_shader_tokens.h"
#include "util/u_tile.h"
#include "util/u_blit.h"
#include "util/u_format.h"
#include "util/u_surface.h"
#include "util/u_sampler.h"
#include "util/u_math.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;
}
}
/** 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 *) ST_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 = ST_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_context *st = st_context(ctx);
struct st_texture_object *stObj = st_texture_object(texObj);
if (stObj->pt)
pipe_resource_reference(&stObj->pt, NULL);
if (stObj->sampler_view) {
if (stObj->sampler_view->context != st->pipe) {
/* Take "ownership" of this texture sampler view by setting
* its context pointer to this context. This avoids potential
* crashes when the texture object is shared among contexts
* and the original/owner context has already been destroyed.
*/
stObj->sampler_view->context = st->pipe;
}
pipe_sampler_view_reference(&stObj->sampler_view, 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_resource_reference(&stImage->pt, NULL);
}
if (texImage->Data) {
_mesa_align_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(PIPE_CC_GCC) && defined(PIPE_ARCH_X86)
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 long) src) & 63) || (((unsigned long) dest) & 63)) {
return __memcpy(dest, src, n);
}
else
return memcpy(dest, src, n);
}
/**
* Return default texture resource binding bitmask for the given format.
*/
static GLuint
default_bindings(struct st_context *st, enum pipe_format format)
{
struct pipe_screen *screen = st->pipe->screen;
const unsigned target = PIPE_TEXTURE_2D;
const unsigned geom = 0x0;
unsigned bindings;
if (util_format_is_depth_or_stencil(format))
bindings = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_DEPTH_STENCIL;
else
bindings = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET;
if (screen->is_format_supported(screen, format, target, bindings, geom))
return bindings;
else
return PIPE_BIND_SAMPLER_VIEW;
}
/** Return number of image dimensions (1, 2 or 3) for a texture target. */
static GLuint
get_texture_dims(GLenum target)
{
switch (target) {
case GL_TEXTURE_1D:
case GL_TEXTURE_1D_ARRAY_EXT:
return 1;
case GL_TEXTURE_2D:
case GL_TEXTURE_CUBE_MAP_ARB:
case GL_TEXTURE_RECTANGLE_NV:
case GL_TEXTURE_2D_ARRAY_EXT:
return 2;
case GL_TEXTURE_3D:
return 3;
default:
assert(0 && "invalid texture target in get_texture_dims()");
return 1;
}
}
/**
* Try to allocate a pipe_resource object for the given st_texture_object.
*
* We use the given st_texture_image as a clue to determine the size of the
* mipmap image at level=0.
*
*/
static void
guess_and_alloc_texture(struct st_context *st,
struct st_texture_object *stObj,
const struct st_texture_image *stImage)
{
const GLuint dims = get_texture_dims(stObj->base.Target);
GLuint level, lastLevel, width, height, depth;
GLuint bindings;
enum pipe_format fmt;
DBG("%s\n", __FUNCTION__);
assert(!stObj->pt);
level = stImage->level;
width = stImage->base.Width2; /* size w/out border */
height = stImage->base.Height2;
depth = stImage->base.Depth2;
assert(width > 0);
assert(height > 0);
assert(depth > 0);
/* Depending on the image's size, we can't always make a guess here.
*/
if (level > 0) {
if ( (dims >= 1 && width == 1) ||
(dims >= 2 && height == 1) ||
(dims >= 3 && depth == 1) ) {
/* we can't determine the image size at level=0 */
stObj->width0 = stObj->height0 = stObj->depth0 = 0;
return;
}
}
/* grow the image size until we hit level = 0 */
while (level > 0) {
if (width != 1)
width <<= 1;
if (height != 1)
height <<= 1;
if (depth != 1)
depth <<= 1;
level--;
}
assert(level == 0);
/* At this point, (width x height x depth) is the expected size of
* the level=0 mipmap image.
*/
/* 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->base._BaseFormat == GL_DEPTH_COMPONENT ||
stImage->base._BaseFormat == GL_DEPTH_STENCIL_EXT) &&
!stObj->base.GenerateMipmap &&
stImage->level == 0) {
/* only alloc space for a single mipmap level */
lastLevel = 0;
}
else {
/* alloc space for a full mipmap */
GLuint l2width = util_logbase2(width);
GLuint l2height = util_logbase2(height);
GLuint l2depth = util_logbase2(depth);
lastLevel = MAX2(MAX2(l2width, l2height), l2depth);
}
/* Save the level=0 dimensions */
stObj->width0 = width;
stObj->height0 = height;
stObj->depth0 = depth;
fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat);
bindings = default_bindings(st, fmt);
stObj->pt = st_texture_create(st,
gl_target_to_pipe(stObj->base.Target),
fmt,
lastLevel,
width,
height,
depth,
bindings);
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;
}
/**
* Try to do texture compression via rendering. If the Gallium driver
* can render into a compressed surface this will allow us to do texture
* compression.
* \return GL_TRUE for success, GL_FALSE for failure
*/
static GLboolean
compress_with_blit(GLcontext * ctx,
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 *unpack,
struct gl_texture_image *texImage)
{
const GLuint dstImageOffsets[1] = {0};
struct st_texture_image *stImage = st_texture_image(texImage);
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
gl_format mesa_format;
struct pipe_resource templ;
struct pipe_resource *src_tex;
struct pipe_sampler_view view_templ;
struct pipe_sampler_view *src_view;
struct pipe_surface *dst_surface;
struct pipe_transfer *tex_xfer;
void *map;
if (!stImage->pt) {
/* XXX: Can this happen? Should we assert? */
return GL_FALSE;
}
/* get destination surface (in the compressed texture) */
dst_surface = screen->get_tex_surface(screen, stImage->pt,
stImage->face, stImage->level, 0,
PIPE_BIND_BLIT_DESTINATION);
if (!dst_surface) {
/* can't render into this format (or other problem) */
return GL_FALSE;
}
/* Choose format for the temporary RGBA texture image.
*/
mesa_format = st_ChooseTextureFormat(ctx, GL_RGBA, format, type);
assert(mesa_format);
if (!mesa_format)
return GL_FALSE;
/* Create the temporary source texture
*/
memset(&templ, 0, sizeof(templ));
templ.target = PIPE_TEXTURE_2D;
templ.format = st_mesa_format_to_pipe_format(mesa_format);
templ.width0 = width;
templ.height0 = height;
templ.depth0 = 1;
templ.last_level = 0;
templ.usage = PIPE_USAGE_DEFAULT;
templ.bind = PIPE_BIND_SAMPLER_VIEW;
src_tex = screen->resource_create(screen, &templ);
if (!src_tex)
return GL_FALSE;
/* Put user's tex data into the temporary texture
*/
tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx), src_tex,
0, 0, 0, /* face, level are zero */
PIPE_TRANSFER_WRITE,
0, 0, width, height); /* x, y, w, h */
map = pipe_transfer_map(pipe, tex_xfer);
_mesa_texstore(ctx, 2, GL_RGBA, mesa_format,
map, /* dest ptr */
0, 0, 0, /* dest x/y/z offset */
tex_xfer->stride, /* dest row stride (bytes) */
dstImageOffsets, /* image offsets (for 3D only) */
width, height, 1, /* size */
format, type, /* source format/type */
pixels, /* source data */
unpack); /* source data packing */
pipe_transfer_unmap(pipe, tex_xfer);
pipe->transfer_destroy(pipe, tex_xfer);
/* Create temporary sampler view */
u_sampler_view_default_template(&view_templ,
src_tex,
src_tex->format);
src_view = pipe->create_sampler_view(pipe, src_tex, &view_templ);
/* copy / compress image */
util_blit_pixels_tex(st->blit,
src_view, /* sampler view (src) */
0, 0, /* src x0, y0 */
width, height, /* src x1, y1 */
dst_surface, /* pipe_surface (dst) */
xoffset, yoffset, /* dst x0, y0 */
xoffset + width, /* dst x1 */
yoffset + height, /* dst y1 */
0.0, /* z */
PIPE_TEX_MIPFILTER_NEAREST);
pipe_surface_reference(&dst_surface, NULL);
pipe_resource_reference(&src_tex, NULL);
pipe_sampler_view_reference(&src_view, NULL);
return GL_TRUE;
}
/**
* 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, GLboolean compressed_src)
{
struct st_context *st = st_context(ctx);
struct pipe_screen *screen = st->pipe->screen;
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 = 0;
struct gl_pixelstore_attrib unpackNB;
enum pipe_transfer_usage transfer_usage = 0;
DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
_mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
/* switch to "normal" */
if (stObj->surface_based) {
_mesa_clear_texture_object(ctx, texObj);
stObj->surface_based = GL_FALSE;
}
/* 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
_mesa_set_fetch_functions(texImage, dims);
if (_mesa_is_format_compressed(texImage->TexFormat)) {
/* must be a compressed format */
texelBytes = 0;
}
else {
texelBytes = _mesa_get_format_bytes(texImage->TexFormat);
/* 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_resource_reference(&stImage->pt, NULL);
assert(!texImage->Data);
}
else if (texImage->Data) {
_mesa_align_free(texImage->Data);
}
/*
* See if the new image is somehow incompatible with the existing
* mipmap. If so, free the old mipmap.
*/
if (stObj->pt) {
if (level > (GLint) stObj->pt->last_level ||
!st_texture_match_image(stObj->pt, &stImage->base,
stImage->face, stImage->level)) {
DBG("release it\n");
pipe_resource_reference(&stObj->pt, NULL);
assert(!stObj->pt);
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
}
}
if (width == 0 || height == 0 || depth == 0) {
/* stop after freeing old image */
return;
}
if (!stObj->pt) {
guess_and_alloc_texture(st, stObj, stImage);
if (!stObj->pt) {
/* Probably out of memory.
* Try flushing any pending rendering, then retry.
*/
st_finish(st);
guess_and_alloc_texture(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_resource_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_src) {
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");
}
/* Note: we can't check for pixels==NULL until after we've allocated
* memory for the texture.
*/
/* See if we can do texture compression with a blit/render.
*/
if (!compressed_src &&
!ctx->Mesa_DXTn &&
_mesa_is_format_compressed(texImage->TexFormat) &&
screen->is_format_supported(screen,
stImage->pt->format,
stImage->pt->target,
PIPE_BIND_RENDER_TARGET, 0)) {
if (!pixels)
goto done;
if (compress_with_blit(ctx, target, level, 0, 0, 0, width, height, depth,
format, type, pixels, unpack, texImage)) {
goto done;
}
}
if (stImage->pt) {
if (format == GL_DEPTH_COMPONENT &&
util_format_is_depth_and_stencil(stImage->pt->format))
transfer_usage = PIPE_TRANSFER_READ_WRITE;
else
transfer_usage = PIPE_TRANSFER_WRITE;
texImage->Data = st_texture_image_map(st, stImage, 0,
transfer_usage, 0, 0,
stImage->base.Width,
stImage->base.Height);
if(stImage->transfer)
dstRowStride = stImage->transfer->stride;
}
else {
/* Allocate regular memory and store the image there temporarily. */
if (_mesa_is_format_compressed(texImage->TexFormat)) {
sizeInBytes = _mesa_format_image_size(texImage->TexFormat,
texImage->Width,
texImage->Height,
texImage->Depth);
dstRowStride = _mesa_format_row_stride(texImage->TexFormat, width);
assert(dims != 3);
}
else {
dstRowStride = postConvWidth * texelBytes;
sizeInBytes = depth * dstRowStride * postConvHeight;
}
texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
}
if (!texImage->Data) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
return;
}
if (!pixels)
goto done;
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_src) {
const GLuint srcImageStride = _mesa_format_row_stride(texImage->TexFormat, width);
if(dstRowStride == srcImageStride)
memcpy(texImage->Data, pixels, imageSize);
else
{
char *dst = texImage->Data;
const char *src = pixels;
GLuint i, bw, bh, lines;
_mesa_get_format_block_size(texImage->TexFormat, &bw, &bh);
lines = (height + bh - 1) / bh;
for(i = 0; i < lines; ++i)
{
memcpy(dst, src, srcImageStride);
dst += dstRowStride;
src += srcImageStride;
}
}
}
else {
const GLuint srcImageStride =
_mesa_image_image_stride(unpack, width, height, format, type);
GLint i;
const GLubyte *src = (const GLubyte *) pixels;
for (i = 0; i < depth; i++) {
if (!_mesa_texstore(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 + 1 < depth) {
/* unmap this slice */
st_texture_image_unmap(st, stImage);
/* map next slice of 3D texture */
texImage->Data = st_texture_image_map(st, stImage, i + 1,
transfer_usage, 0, 0,
stImage->base.Width,
stImage->base.Height);
src += srcImageStride;
}
}
}
done:
_mesa_unmap_teximage_pbo(ctx, unpack);
if (stImage->pt && texImage->Data) {
st_texture_image_unmap(st, stImage);
texImage->Data = NULL;
}
}
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, GL_FALSE);
}
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, GL_FALSE);
}
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, GL_FALSE);
}
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, GL_TRUE);
}
/**
* glGetTexImage() helper: decompress a compressed texture by rendering
* a textured quad. Store the results in the user's buffer.
*/
static void
decompress_with_blit(GLcontext * ctx, GLenum target, GLint level,
GLenum format, GLenum type, GLvoid *pixels,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
struct st_texture_image *stImage = st_texture_image(texImage);
struct st_texture_object *stObj = st_texture_object(texObj);
struct pipe_sampler_view *src_view =
st_get_texture_sampler_view(stObj, pipe);
const GLuint width = texImage->Width;
const GLuint height = texImage->Height;
struct pipe_surface *dst_surface;
struct pipe_resource *dst_texture;
struct pipe_transfer *tex_xfer;
unsigned bind = (PIPE_BIND_BLIT_DESTINATION |
PIPE_BIND_RENDER_TARGET | /* util_blit may choose to render */
PIPE_BIND_TRANSFER_READ);
/* create temp / dest surface */
if (!util_create_rgba_surface(screen, width, height, bind,
&dst_texture, &dst_surface)) {
_mesa_problem(ctx, "util_create_rgba_surface() failed "
"in decompress_with_blit()");
return;
}
/* blit/render/decompress */
util_blit_pixels_tex(st->blit,
src_view, /* pipe_resource (src) */
0, 0, /* src x0, y0 */
width, height, /* src x1, y1 */
dst_surface, /* pipe_surface (dst) */
0, 0, /* dst x0, y0 */
width, height, /* dst x1, y1 */
0.0, /* z */
PIPE_TEX_MIPFILTER_NEAREST);
/* map the dst_surface so we can read from it */
tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx),
dst_texture, 0, 0, 0,
PIPE_TRANSFER_READ,
0, 0, width, height);
pixels = _mesa_map_pbo_dest(ctx, &ctx->Pack, pixels);
/* copy/pack data into user buffer */
if (st_equal_formats(stImage->pt->format, format, type)) {
/* memcpy */
const uint bytesPerRow = width * util_format_get_blocksize(stImage->pt->format);
ubyte *map = pipe_transfer_map(pipe, tex_xfer);
GLuint row;
for (row = 0; row < height; row++) {
GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
height, format, type, row, 0);
memcpy(dest, map, bytesPerRow);
map += tex_xfer->stride;
}
pipe_transfer_unmap(pipe, tex_xfer);
}
else {
/* format translation via floats */
GLuint row;
for (row = 0; row < height; row++) {
const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */
GLfloat rgba[4 * MAX_WIDTH];
GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
height, format, type, row, 0);
if (ST_DEBUG & DEBUG_FALLBACK)
debug_printf("%s: fallback format translation\n", __FUNCTION__);
/* get float[4] rgba row from surface */
pipe_get_tile_rgba(pipe, tex_xfer, 0, row, width, 1, rgba);
_mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format,
type, dest, &ctx->Pack, transferOps);
}
}
_mesa_unmap_pbo_dest(ctx, &ctx->Pack);
pipe->transfer_destroy(pipe, tex_xfer);
/* destroy the temp / dest surface */
util_destroy_rgba_surface(dst_texture, dst_surface);
}
/**
* 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, GLboolean compressed_dst)
{
struct st_context *st = st_context(ctx);
struct st_texture_image *stImage = st_texture_image(texImage);
const GLuint dstImageStride =
_mesa_image_image_stride(&ctx->Pack, texImage->Width, texImage->Height,
format, type);
GLuint depth, i;
GLubyte *dest;
if (stImage->pt &&
util_format_is_s3tc(stImage->pt->format) &&
!compressed_dst) {
/* Need to decompress the texture.
* We'll do this by rendering a textured quad.
* Note that we only expect RGBA formats (no Z/depth formats).
*/
decompress_with_blit(ctx, target, level, format, type, pixels,
texObj, texImage);
return;
}
/* Map */
if (stImage->pt) {
/* Image is stored in hardware format in a buffer managed by the
* kernel. Need to explicitly map and unmap it.
*/
unsigned face = _mesa_tex_target_to_face(target);
st_teximage_flush_before_map(st, stImage->pt, face, level,
PIPE_TRANSFER_READ);
texImage->Data = st_texture_image_map(st, stImage, 0,
PIPE_TRANSFER_READ, 0, 0,
stImage->base.Width,
stImage->base.Height);
/* compute stride in texels from stride in bytes */
texImage->RowStride = stImage->transfer->stride
* util_format_get_blockwidth(stImage->pt->format)
/ util_format_get_blocksize(stImage->pt->format);
}
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; i++) {
if (compressed_dst) {
_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 + 1 < depth) {
/* unmap this slice */
st_texture_image_unmap(st, stImage);
/* map next slice of 3D texture */
texImage->Data = st_texture_image_map(st, stImage, i + 1,
PIPE_TRANSFER_READ, 0, 0,
stImage->base.Width,
stImage->base.Height);
dest += dstImageStride;
}
}
texImage->Depth = depth;
/* Unmap */
if (stImage->pt) {
st_texture_image_unmap(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,
GL_FALSE);
}
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, texObj, texImage,
GL_TRUE);
}
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_context *st = st_context(ctx);
struct pipe_screen *screen = st->pipe->screen;
struct st_texture_image *stImage = st_texture_image(texImage);
GLuint dstRowStride;
const GLuint srcImageStride =
_mesa_image_image_stride(packing, width, height, format, type);
GLint i;
const GLubyte *src;
/* init to silence warning only: */
enum pipe_transfer_usage transfer_usage = PIPE_TRANSFER_WRITE;
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;
/* See if we can do texture compression with a blit/render.
*/
if (!ctx->Mesa_DXTn &&
_mesa_is_format_compressed(texImage->TexFormat) &&
screen->is_format_supported(screen,
stImage->pt->format,
stImage->pt->target,
PIPE_BIND_RENDER_TARGET, 0)) {
if (compress_with_blit(ctx, target, level,
xoffset, yoffset, zoffset,
width, height, depth,
format, type, pixels, packing, texImage)) {
goto done;
}
}
/* Map buffer if necessary. Need to lock to prevent other contexts
* from uploading the buffer under us.
*/
if (stImage->pt) {
unsigned face = _mesa_tex_target_to_face(target);
if (format == GL_DEPTH_COMPONENT &&
util_format_is_depth_and_stencil(stImage->pt->format))
transfer_usage = PIPE_TRANSFER_READ_WRITE;
else
transfer_usage = PIPE_TRANSFER_WRITE;
st_teximage_flush_before_map(st, stImage->pt, face, level,
transfer_usage);
texImage->Data = st_texture_image_map(st, stImage, zoffset,
transfer_usage,
xoffset, yoffset,
width, height);
}
if (!texImage->Data) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
goto done;
}
src = (const GLubyte *) pixels;
dstRowStride = stImage->transfer->stride;
for (i = 0; i < depth; i++) {
if (!_mesa_texstore(ctx, dims, texImage->_BaseFormat,
texImage->TexFormat,
texImage->Data,
0, 0, 0,
dstRowStride,
texImage->ImageOffsets,
width, height, 1,
format, type, src, packing)) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
}
if (stImage->pt && i + 1 < depth) {
/* unmap this slice */
st_texture_image_unmap(st, stImage);
/* map next slice of 3D texture */
texImage->Data = st_texture_image_map(st, stImage,
zoffset + i + 1,
transfer_usage,
xoffset, yoffset,
width, height);
src += srcImageStride;
}
}
done:
_mesa_unmap_teximage_pbo(ctx, packing);
if (stImage->pt && texImage->Data) {
st_texture_image_unmap(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);
}
static void
st_CompressedTexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
GLint xoffset, GLsizei width,
GLenum format,
GLsizei imageSize, const GLvoid *data,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
{
assert(0);
}
static void
st_CompressedTexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLint height,
GLenum format,
GLsizei imageSize, const GLvoid *data,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
{
struct st_context *st = st_context(ctx);
struct st_texture_image *stImage = st_texture_image(texImage);
int srcBlockStride;
int dstBlockStride;
int y;
enum pipe_format pformat;
if (stImage->pt) {
unsigned face = _mesa_tex_target_to_face(target);
pformat = stImage->pt->format;
st_teximage_flush_before_map(st, stImage->pt, face, level,
PIPE_TRANSFER_WRITE);
texImage->Data = st_texture_image_map(st, stImage, 0,
PIPE_TRANSFER_WRITE,
xoffset, yoffset,
width, height);
srcBlockStride = util_format_get_stride(pformat, width);
dstBlockStride = stImage->transfer->stride;
} else {
assert(stImage->pt);
/* TODO find good values for block and strides */
/* TODO also adjust texImage->data for yoffset/xoffset */
return;
}
if (!texImage->Data) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexSubImage");
return;
}
assert(xoffset % util_format_get_blockwidth(pformat) == 0);
assert(yoffset % util_format_get_blockheight(pformat) == 0);
assert(width % util_format_get_blockwidth(pformat) == 0);
assert(height % util_format_get_blockheight(pformat) == 0);
for (y = 0; y < height; y += util_format_get_blockheight(pformat)) {
/* don't need to adjust for xoffset and yoffset as st_texture_image_map does that */
const char *src = (const char*)data + srcBlockStride * util_format_get_nblocksy(pformat, y);
char *dst = (char*)texImage->Data + dstBlockStride * util_format_get_nblocksy(pformat, y);
memcpy(dst, src, util_format_get_stride(pformat, width));
}
if (stImage->pt) {
st_texture_image_unmap(st, stImage);
texImage->Data = NULL;
}
}
static void
st_CompressedTexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLint height, GLint depth,
GLenum format,
GLsizei imageSize, const GLvoid *data,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
{
assert(0);
}
/**
* Do a CopyTexSubImage operation using a read transfer from the source,
* a write transfer to the destination and 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 st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct pipe_transfer *src_trans;
GLvoid *texDest;
enum pipe_transfer_usage transfer_usage;
if (ST_DEBUG & DEBUG_FALLBACK)
debug_printf("%s: fallback processing\n", __FUNCTION__);
assert(width <= MAX_WIDTH);
if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
srcY = strb->Base.Height - srcY - height;
}
src_trans = st_cond_flush_get_tex_transfer( st_context(ctx),
strb->texture,
0, 0, 0,
PIPE_TRANSFER_READ,
srcX, srcY,
width, height);
if ((baseFormat == GL_DEPTH_COMPONENT ||
baseFormat == GL_DEPTH_STENCIL) &&
util_format_is_depth_and_stencil(stImage->pt->format))
transfer_usage = PIPE_TRANSFER_READ_WRITE;
else
transfer_usage = PIPE_TRANSFER_WRITE;
st_teximage_flush_before_map(st, stImage->pt, 0, 0,
transfer_usage);
texDest = st_texture_image_map(st, stImage, 0, transfer_usage,
destX, destY, width, height);
if (baseFormat == GL_DEPTH_COMPONENT ||
baseFormat == GL_DEPTH_STENCIL) {
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 = height - 1;
yStep = -1;
}
else {
srcY = 0;
yStep = 1;
}
/* To avoid a large temp memory allocation, do copy row by row */
for (row = 0; row < height; row++, srcY += yStep) {
uint data[MAX_WIDTH];
pipe_get_tile_z(pipe, src_trans, 0, srcY, width, 1, data);
if (scaleOrBias) {
_mesa_scale_and_bias_depth_uint(ctx, width, data);
}
pipe_put_tile_z(pipe, stImage->transfer, 0, row, width, 1, data);
}
}
else {
/* RGBA format */
GLfloat *tempSrc =
(GLfloat *) malloc(width * height * 4 * sizeof(GLfloat));
if (tempSrc && texDest) {
const GLint dims = 2;
const GLint dstRowStride = stImage->transfer->stride;
struct gl_texture_image *texImage = &stImage->base;
struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
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(pipe, src_trans, 0, 0, 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.
*/
_mesa_texstore(ctx, dims,
texImage->_BaseFormat,
texImage->TexFormat,
texDest,
0, 0, 0,
dstRowStride,
texImage->ImageOffsets,
width, height, 1,
GL_RGBA, GL_FLOAT, tempSrc, /* src */
&unpack);
}
else {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
}
if (tempSrc)
free(tempSrc);
}
st_texture_image_unmap(st, stImage);
pipe->transfer_destroy(pipe, src_trans);
}
/**
* If the format of the src renderbuffer and the format of the dest
* texture are compatible (in terms of blitting), return a TGSI writemask
* to be used during the blit.
* If the src/dest are incompatible, return 0.
*/
static unsigned
compatible_src_dst_formats(GLcontext *ctx,
const struct gl_renderbuffer *src,
const struct gl_texture_image *dst)
{
/* Get logical base formats for the src and dest.
* That is, use the user-requested formats and not the actual, device-
* chosen formats.
* For example, the user may have requested an A8 texture but the
* driver may actually be using an RGBA texture format. When we
* copy/blit to that texture, we only want to copy the Alpha channel
* and not the RGB channels.
*
* Similarly, when the src FBO was created an RGB format may have been
* requested but the driver actually chose an RGBA format. In that case,
* we don't want to copy the undefined Alpha channel to the dest texture
* (it should be 1.0).
*/
const GLenum srcFormat = _mesa_base_fbo_format(ctx, src->InternalFormat);
const GLenum dstFormat = _mesa_base_tex_format(ctx, dst->InternalFormat);
/**
* XXX when we have red-only and red/green renderbuffers we'll need
* to add more cases here (or implement a general-purpose routine that
* queries the existance of the R,G,B,A channels in the src and dest).
*/
if (srcFormat == dstFormat) {
/* This is the same as matching_base_formats, which should
* always pass, as it did previously.
*/
return TGSI_WRITEMASK_XYZW;
}
else if (srcFormat == GL_RGB && dstFormat == GL_RGBA) {
/* Make sure that A in the dest is 1. The actual src format
* may be RGBA and have undefined A values.
*/
return TGSI_WRITEMASK_XYZ;
}
else if (srcFormat == GL_RGBA && dstFormat == GL_RGB) {
/* Make sure that A in the dest is 1. The actual dst format
* may be RGBA and will need A=1 to provide proper alpha values
* when sampled later.
*/
return TGSI_WRITEMASK_XYZ;
}
else {
if (ST_DEBUG & DEBUG_FALLBACK)
debug_printf("%s failed for src %s, dst %s\n",
__FUNCTION__,
_mesa_lookup_enum_by_nr(srcFormat),
_mesa_lookup_enum_by_nr(dstFormat));
/* Otherwise fail.
*/
return 0;
}
}
/**
* 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->_BaseFormat;
struct gl_framebuffer *fb = ctx->ReadBuffer;
struct st_renderbuffer *strb;
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
enum pipe_format dest_format, src_format;
GLboolean use_fallback = GL_TRUE;
GLboolean matching_base_formats;
GLuint format_writemask;
struct pipe_surface *dest_surface = NULL;
GLboolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
/* any rendering in progress must flushed before we grab the fb image */
st_flush(st, PIPE_FLUSH_RENDER_CACHE, NULL);
/* make sure finalize_textures has been called?
*/
if (0) st_validate_state(st);
/* determine if copying depth or color data */
if (texBaseFormat == GL_DEPTH_COMPONENT ||
texBaseFormat == GL_DEPTH_STENCIL) {
strb = st_renderbuffer(fb->_DepthBuffer);
}
else {
/* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
strb = st_renderbuffer(fb->_ColorReadBuffer);
}
if (!strb || !strb->surface || !stImage->pt) {
debug_printf("%s: null strb or stImage\n", __FUNCTION__);
return;
}
if (srcX < 0) {
width -= -srcX;
destX += -srcX;
srcX = 0;
}
if (srcY < 0) {
height -= -srcY;
destY += -srcY;
srcY = 0;
}
if (destX < 0) {
width -= -destX;
srcX += -destX;
destX = 0;
}
if (destY < 0) {
height -= -destY;
srcY += -destY;
destY = 0;
}
if (width < 0 || height < 0)
return;
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 =
(_mesa_get_format_base_format(strb->Base.Format) ==
_mesa_get_format_base_format(texImage->TexFormat));
format_writemask = compatible_src_dst_formats(ctx, &strb->Base, texImage);
if (ctx->_ImageTransferState == 0x0) {
if (matching_base_formats &&
src_format == dest_format &&
!do_flip)
{
/* use surface_copy() / blit */
dest_surface = screen->get_tex_surface(screen, stImage->pt,
stImage->face, stImage->level,
destZ,
PIPE_BIND_BLIT_DESTINATION);
/* for surface_copy(), y=0=top, always */
pipe->surface_copy(pipe,
/* dest */
dest_surface,
destX, destY,
/* src */
strb->surface,
srcX, srcY,
/* size */
width, height);
use_fallback = GL_FALSE;
}
else if (format_writemask &&
texBaseFormat != GL_DEPTH_COMPONENT &&
texBaseFormat != GL_DEPTH_STENCIL &&
screen->is_format_supported(screen, src_format,
PIPE_TEXTURE_2D,
PIPE_BIND_SAMPLER_VIEW,
0) &&
screen->is_format_supported(screen, dest_format,
PIPE_TEXTURE_2D,
PIPE_BIND_RENDER_TARGET,
0)) {
/* draw textured quad to do the copy */
GLint srcY0, srcY1;
dest_surface = screen->get_tex_surface(screen, stImage->pt,
stImage->face, stImage->level,
destZ,
PIPE_BIND_BLIT_DESTINATION);
if (do_flip) {
srcY1 = strb->Base.Height - srcY - height;
srcY0 = srcY1 + height;
}
else {
srcY0 = srcY;
srcY1 = srcY0 + height;
}
util_blit_pixels_writemask(st->blit,
strb->surface,
st_get_renderbuffer_sampler_view(strb, pipe),
srcX, srcY0,
srcX + width, srcY1,
dest_surface,
destX, destY,
destX + width, destY + height,
0.0, PIPE_TEX_MIPFILTER_NEAREST,
format_writemask);
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);
}
}
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);
/* 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 */
}
/**
* Copy image data from stImage into the texture object 'stObj' at level
* 'dstLevel'.
*/
static void
copy_image_data_to_texture(struct st_context *st,
struct st_texture_object *stObj,
GLuint dstLevel,
struct st_texture_image *stImage)
{
/* debug checks */
{
const struct gl_texture_image *dstImage =
stObj->base.Image[stImage->face][stImage->level];
assert(dstImage);
assert(dstImage->Width == stImage->base.Width);
assert(dstImage->Height == stImage->base.Height);
assert(dstImage->Depth == stImage->base.Depth);
}
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_resource_reference(&stImage->pt, NULL);
}
else if (stImage->base.Data) {
/* More straightforward upload.
*/
st_teximage_flush_before_map(st, stObj->pt, stImage->face, dstLevel,
PIPE_TRANSFER_WRITE);
st_texture_image_data(st,
stObj->pt,
stImage->face,
dstLevel,
stImage->base.Data,
stImage->base.RowStride *
util_format_get_blocksize(stObj->pt->format),
stImage->base.RowStride *
stImage->base.Height *
util_format_get_blocksize(stObj->pt->format));
_mesa_align_free(stImage->base.Data);
stImage->base.Data = NULL;
}
pipe_resource_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_context *st = st_context(ctx);
struct st_texture_object *stObj = st_texture_object(tObj);
const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
GLuint face;
struct st_texture_image *firstImage;
enum pipe_format firstImageFormat;
*needFlush = GL_FALSE;
if (stObj->base._Complete) {
/* The texture is complete and we know exactly how many mipmap levels
* are present/needed. This is conditional because we may be called
* from the st_generate_mipmap() function when the texture object is
* incomplete. In that case, we'll have set stObj->lastLevel before
* we get here.
*/
if (stObj->base.MinFilter == GL_LINEAR ||
stObj->base.MinFilter == GL_NEAREST)
stObj->lastLevel = stObj->base.BaseLevel;
else
stObj->lastLevel = stObj->base._MaxLevel;
}
firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
assert(firstImage);
/* 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_resource_reference(&stObj->pt, firstImage->pt);
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
}
/* Find gallium format for the Mesa texture */
firstImageFormat = st_mesa_format_to_pipe_format(firstImage->base.TexFormat);
/* If we already have a gallium texture, check that it matches the texture
* object's format, target, size, num_levels, etc.
*/
if (stObj->pt) {
if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
stObj->pt->format != firstImageFormat ||
stObj->pt->last_level != stObj->lastLevel ||
stObj->pt->width0 != stObj->width0 ||
stObj->pt->height0 != stObj->height0 ||
stObj->pt->depth0 != stObj->depth0)
{
/* The gallium texture does not match the Mesa texture so delete the
* gallium texture now. We'll make a new one below.
*/
pipe_resource_reference(&stObj->pt, NULL);
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
st->dirty.st |= ST_NEW_FRAMEBUFFER;
}
}
/* May need to create a new gallium texture:
*/
if (!stObj->pt) {
GLuint bindings = default_bindings(st, firstImageFormat);
stObj->pt = st_texture_create(st,
gl_target_to_pipe(stObj->base.Target),
firstImageFormat,
stObj->lastLevel,
stObj->width0,
stObj->height0,
stObj->depth0,
bindings);
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][level]);
/* Need to import images in main memory or held in other textures.
*/
if (stImage && stObj->pt != stImage->pt) {
copy_image_data_to_texture(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;
GLuint i, j;
/* The ARB_fragment_program spec says (0,0,0,1) should be returned
* when attempting to sample incomplete textures.
*/
for (i = 0; i < 16; i++) {
for (j = 0; j < 16; j++) {
pixels[i][j][0] = 0;
pixels[i][j][1] = 0;
pixels[i][j][2] = 0;
pixels[i][j][3] = 255;
}
}
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->CompressedTexSubImage1D = st_CompressedTexSubImage1D;
functions->CompressedTexSubImage2D = st_CompressedTexSubImage2D;
functions->CompressedTexSubImage3D = st_CompressedTexSubImage3D;
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->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;
}
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