1 #include "swrast/swrast.h"
2 #include "main/renderbuffer.h"
3 #include "main/texobj.h"
4 #include "main/teximage.h"
5 #include "main/mipmap.h"
6 #include "drivers/common/meta.h"
7 #include "intel_context.h"
8 #include "intel_mipmap_tree.h"
11 #define FILE_DEBUG_FLAG DEBUG_TEXTURE
13 static struct gl_texture_image
*
14 intelNewTextureImage(struct gl_context
* ctx
)
16 DBG("%s\n", __FUNCTION__
);
18 return (struct gl_texture_image
*) CALLOC_STRUCT(intel_texture_image
);
22 intelDeleteTextureImage(struct gl_context
* ctx
, struct gl_texture_image
*img
)
24 /* nothing special (yet) for intel_texture_image */
25 _mesa_delete_texture_image(ctx
, img
);
29 static struct gl_texture_object
*
30 intelNewTextureObject(struct gl_context
* ctx
, GLuint name
, GLenum target
)
32 struct intel_texture_object
*obj
= CALLOC_STRUCT(intel_texture_object
);
36 DBG("%s\n", __FUNCTION__
);
37 _mesa_initialize_texture_object(&obj
->base
, name
, target
);
43 intelDeleteTextureObject(struct gl_context
*ctx
,
44 struct gl_texture_object
*texObj
)
46 struct intel_texture_object
*intelObj
= intel_texture_object(texObj
);
48 intel_miptree_release(&intelObj
->mt
);
49 _mesa_delete_texture_object(ctx
, texObj
);
53 intel_alloc_texture_image_buffer(struct gl_context
*ctx
,
54 struct gl_texture_image
*image
)
56 struct intel_context
*intel
= intel_context(ctx
);
57 struct intel_texture_image
*intel_image
= intel_texture_image(image
);
58 struct gl_texture_object
*texobj
= image
->TexObject
;
59 struct intel_texture_object
*intel_texobj
= intel_texture_object(texobj
);
62 assert(image
->Border
== 0);
64 /* Because the driver uses AllocTextureImageBuffer() internally, it may end
65 * up mismatched with FreeTextureImageBuffer(), but that is safe to call
68 ctx
->Driver
.FreeTextureImageBuffer(ctx
, image
);
70 /* Allocate the swrast_texture_image::ImageOffsets array now */
71 switch (texobj
->Target
) {
73 case GL_TEXTURE_2D_ARRAY
:
74 slices
= image
->Depth
;
76 case GL_TEXTURE_1D_ARRAY
:
77 slices
= image
->Height
;
82 assert(!intel_image
->base
.ImageOffsets
);
83 intel_image
->base
.ImageOffsets
= malloc(slices
* sizeof(GLuint
));
85 _swrast_init_texture_image(image
);
87 if (intel_texobj
->mt
&&
88 intel_miptree_match_image(intel_texobj
->mt
, image
)) {
89 intel_miptree_reference(&intel_image
->mt
, intel_texobj
->mt
);
90 DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
91 __FUNCTION__
, texobj
, image
->Level
,
92 image
->Width
, image
->Height
, image
->Depth
, intel_texobj
->mt
);
94 intel_image
->mt
= intel_miptree_create_for_teximage(intel
, intel_texobj
,
98 /* Even if the object currently has a mipmap tree associated
99 * with it, this one is a more likely candidate to represent the
100 * whole object since our level didn't fit what was there
101 * before, and any lower levels would fit into our miptree.
103 intel_miptree_reference(&intel_texobj
->mt
, intel_image
->mt
);
105 DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
106 __FUNCTION__
, texobj
, image
->Level
,
107 image
->Width
, image
->Height
, image
->Depth
, intel_image
->mt
);
114 * Called via ctx->Driver.AllocTextureStorage()
115 * Just have to allocate memory for the texture images.
118 intel_alloc_texture_storage(struct gl_context
*ctx
,
119 struct gl_texture_object
*texObj
,
120 GLsizei levels
, GLsizei width
,
121 GLsizei height
, GLsizei depth
)
123 const int numFaces
= _mesa_num_tex_faces(texObj
->Target
);
127 for (face
= 0; face
< numFaces
; face
++) {
128 for (level
= 0; level
< levels
; level
++) {
129 struct gl_texture_image
*const texImage
= texObj
->Image
[face
][level
];
130 if (!intel_alloc_texture_image_buffer(ctx
, texImage
))
139 intel_free_texture_image_buffer(struct gl_context
* ctx
,
140 struct gl_texture_image
*texImage
)
142 struct intel_texture_image
*intelImage
= intel_texture_image(texImage
);
144 DBG("%s\n", __FUNCTION__
);
146 intel_miptree_release(&intelImage
->mt
);
148 if (intelImage
->base
.Buffer
) {
149 _mesa_align_free(intelImage
->base
.Buffer
);
150 intelImage
->base
.Buffer
= NULL
;
153 if (intelImage
->base
.ImageOffsets
) {
154 free(intelImage
->base
.ImageOffsets
);
155 intelImage
->base
.ImageOffsets
= NULL
;
160 * Map texture memory/buffer into user space.
161 * Note: the region of interest parameters are ignored here.
162 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
163 * \param mapOut returns start of mapping of region of interest
164 * \param rowStrideOut returns row stride in bytes
167 intel_map_texture_image(struct gl_context
*ctx
,
168 struct gl_texture_image
*tex_image
,
170 GLuint x
, GLuint y
, GLuint w
, GLuint h
,
175 struct intel_context
*intel
= intel_context(ctx
);
176 struct intel_texture_image
*intel_image
= intel_texture_image(tex_image
);
177 struct intel_mipmap_tree
*mt
= intel_image
->mt
;
179 /* Our texture data is always stored in a miptree. */
182 /* Check that our caller wasn't confused about how to map a 1D texture. */
183 assert(tex_image
->TexObject
->Target
!= GL_TEXTURE_1D_ARRAY
||
186 /* intel_miptree_map operates on a unified "slice" number that references the
187 * cube face, since it's all just slices to the miptree code.
189 if (tex_image
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP
)
190 slice
= tex_image
->Face
;
192 intel_miptree_map(intel
, mt
, tex_image
->Level
, slice
, x
, y
, w
, h
, mode
,
193 (void **)map
, stride
);
197 intel_unmap_texture_image(struct gl_context
*ctx
,
198 struct gl_texture_image
*tex_image
, GLuint slice
)
200 struct intel_context
*intel
= intel_context(ctx
);
201 struct intel_texture_image
*intel_image
= intel_texture_image(tex_image
);
202 struct intel_mipmap_tree
*mt
= intel_image
->mt
;
204 if (tex_image
->TexObject
->Target
== GL_TEXTURE_CUBE_MAP
)
205 slice
= tex_image
->Face
;
207 intel_miptree_unmap(intel
, mt
, tex_image
->Level
, slice
);
211 intelInitTextureFuncs(struct dd_function_table
*functions
)
213 functions
->NewTextureObject
= intelNewTextureObject
;
214 functions
->NewTextureImage
= intelNewTextureImage
;
215 functions
->DeleteTextureImage
= intelDeleteTextureImage
;
216 functions
->DeleteTexture
= intelDeleteTextureObject
;
217 functions
->AllocTextureImageBuffer
= intel_alloc_texture_image_buffer
;
218 functions
->FreeTextureImageBuffer
= intel_free_texture_image_buffer
;
219 functions
->AllocTextureStorage
= intel_alloc_texture_storage
;
220 functions
->MapTextureImage
= intel_map_texture_image
;
221 functions
->UnmapTextureImage
= intel_unmap_texture_image
;