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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) {
_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(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 = _mesa_align_malloc(sizeInBytes, 16);
}
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,
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,
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;
}
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