2b587a0848190f85675e8b9bb84940ce18f39958
[mesa.git] / src / mesa / state_tracker / st_cb_texture.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include "main/imports.h"
29 #include "main/convolve.h"
30 #include "main/enums.h"
31 #include "main/image.h"
32 #include "main/macros.h"
33 #include "main/mipmap.h"
34 #include "main/pixel.h"
35 #include "main/texcompress.h"
36 #include "main/texformat.h"
37 #include "main/teximage.h"
38 #include "main/texobj.h"
39 #include "main/texstore.h"
40
41 #include "state_tracker/st_context.h"
42 #include "state_tracker/st_cb_fbo.h"
43 #include "state_tracker/st_cb_texture.h"
44 #include "state_tracker/st_format.h"
45 #include "state_tracker/st_public.h"
46 #include "state_tracker/st_texture.h"
47 #include "state_tracker/st_gen_mipmap.h"
48
49 #include "pipe/p_context.h"
50 #include "pipe/p_defines.h"
51 #include "pipe/p_inlines.h"
52 #include "util/p_tile.h"
53 #include "util/u_blit.h"
54
55
56 #define DBG if (0) printf
57
58
59 static INLINE struct st_texture_image *
60 st_texture_image(struct gl_texture_image *img)
61 {
62 return (struct st_texture_image *) img;
63 }
64
65
66 static enum pipe_texture_target
67 gl_target_to_pipe(GLenum target)
68 {
69 switch (target) {
70 case GL_TEXTURE_1D:
71 return PIPE_TEXTURE_1D;
72
73 case GL_TEXTURE_2D:
74 case GL_TEXTURE_RECTANGLE_NV:
75 return PIPE_TEXTURE_2D;
76
77 case GL_TEXTURE_3D:
78 return PIPE_TEXTURE_3D;
79
80 case GL_TEXTURE_CUBE_MAP_ARB:
81 return PIPE_TEXTURE_CUBE;
82
83 default:
84 assert(0);
85 return 0;
86 }
87 }
88
89
90 /**
91 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
92 * format.
93 */
94 static int
95 compressed_num_bytes(GLuint mesaFormat)
96 {
97 switch(mesaFormat) {
98 case MESA_FORMAT_RGB_FXT1:
99 case MESA_FORMAT_RGBA_FXT1:
100 case MESA_FORMAT_RGB_DXT1:
101 case MESA_FORMAT_RGBA_DXT1:
102 return 2;
103 case MESA_FORMAT_RGBA_DXT3:
104 case MESA_FORMAT_RGBA_DXT5:
105 return 4;
106 default:
107 return 0;
108 }
109 }
110
111
112 static GLboolean
113 st_IsTextureResident(GLcontext * ctx, struct gl_texture_object *texObj)
114 {
115 #if 0
116 struct intel_context *intel = intel_context(ctx);
117 struct st_texture_object *stObj = st_texture_object(texObj);
118
119 return
120 stObj->pt &&
121 stObj->pt->region &&
122 intel_is_region_resident(intel, stObj->pt->region);
123 #endif
124 return 1;
125 }
126
127
128 static struct gl_texture_image *
129 st_NewTextureImage(GLcontext * ctx)
130 {
131 DBG("%s\n", __FUNCTION__);
132 (void) ctx;
133 return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image);
134 }
135
136
137 static struct gl_texture_object *
138 st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
139 {
140 struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object);
141
142 DBG("%s\n", __FUNCTION__);
143 _mesa_initialize_texture_object(&obj->base, name, target);
144
145 return &obj->base;
146 }
147
148 static void
149 st_DeleteTextureObject(GLcontext *ctx,
150 struct gl_texture_object *texObj)
151 {
152 struct st_texture_object *stObj = st_texture_object(texObj);
153 if (stObj->pt)
154 pipe_texture_release(&stObj->pt);
155
156 _mesa_delete_texture_object(ctx, texObj);
157 }
158
159
160 static void
161 st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
162 {
163 struct st_texture_image *stImage = st_texture_image(texImage);
164
165 DBG("%s\n", __FUNCTION__);
166
167 if (stImage->pt) {
168 pipe_texture_release(&stImage->pt);
169 }
170
171 if (texImage->Data) {
172 free(texImage->Data);
173 texImage->Data = NULL;
174 }
175 }
176
177
178 /* ================================================================
179 * From linux kernel i386 header files, copes with odd sizes better
180 * than COPY_DWORDS would:
181 * XXX Put this in src/mesa/main/imports.h ???
182 */
183 #if defined(i386) || defined(__i386__)
184 static INLINE void *
185 __memcpy(void *to, const void *from, size_t n)
186 {
187 int d0, d1, d2;
188 __asm__ __volatile__("rep ; movsl\n\t"
189 "testb $2,%b4\n\t"
190 "je 1f\n\t"
191 "movsw\n"
192 "1:\ttestb $1,%b4\n\t"
193 "je 2f\n\t"
194 "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
195 :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
196 :"memory");
197 return (to);
198 }
199 #else
200 #define __memcpy(a,b,c) memcpy(a,b,c)
201 #endif
202
203
204 /* The system memcpy (at least on ubuntu 5.10) has problems copying
205 * to agp (writecombined) memory from a source which isn't 64-byte
206 * aligned - there is a 4x performance falloff.
207 *
208 * The x86 __memcpy is immune to this but is slightly slower
209 * (10%-ish) than the system memcpy.
210 *
211 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
212 * isn't much faster than x86_memcpy for agp copies.
213 *
214 * TODO: switch dynamically.
215 */
216 static void *
217 do_memcpy(void *dest, const void *src, size_t n)
218 {
219 if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) {
220 return __memcpy(dest, src, n);
221 }
222 else
223 return memcpy(dest, src, n);
224 }
225
226
227 /* Functions to store texture images. Where possible, textures
228 * will be created or further instantiated with image data, otherwise
229 * images will be stored in malloc'd memory. A validation step is
230 * required to pull those images into a texture, or otherwise
231 * decide a fallback is required.
232 */
233
234
235 static int
236 logbase2(int n)
237 {
238 GLint i = 1;
239 GLint log2 = 0;
240
241 while (n > i) {
242 i *= 2;
243 log2++;
244 }
245
246 return log2;
247 }
248
249
250 /**
251 * Allocate a pipe_texture object for the given st_texture_object using
252 * the given st_texture_image to guess the mipmap size/levels.
253 *
254 * [comments...]
255 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
256 * 1).
257 *
258 * Otherwise, if max_level >= level >= min_level, create texture with
259 * space for images from min_level down to max_level.
260 *
261 * Otherwise, create texture with space for images from (level 0)..(1x1).
262 * Consider pruning this texture at a validation if the saving is worth it.
263 */
264 static void
265 guess_and_alloc_texture(struct st_context *st,
266 struct st_texture_object *stObj,
267 const struct st_texture_image *stImage)
268 {
269 GLuint firstLevel;
270 GLuint lastLevel;
271 GLuint width = stImage->base.Width2; /* size w/out border */
272 GLuint height = stImage->base.Height2;
273 GLuint depth = stImage->base.Depth2;
274 GLuint i, comp_byte = 0;
275
276 DBG("%s\n", __FUNCTION__);
277
278 assert(!stObj->pt);
279
280 if (stObj->pt &&
281 stImage->level > stObj->base.BaseLevel &&
282 (stImage->base.Width == 1 ||
283 (stObj->base.Target != GL_TEXTURE_1D &&
284 stImage->base.Height == 1) ||
285 (stObj->base.Target == GL_TEXTURE_3D &&
286 stImage->base.Depth == 1)))
287 return;
288
289 /* If this image disrespects BaseLevel, allocate from level zero.
290 * Usually BaseLevel == 0, so it's unlikely to happen.
291 */
292 if (stImage->level < stObj->base.BaseLevel)
293 firstLevel = 0;
294 else
295 firstLevel = stObj->base.BaseLevel;
296
297
298 /* Figure out image dimensions at start level.
299 */
300 for (i = stImage->level; i > firstLevel; i--) {
301 if (width != 1)
302 width <<= 1;
303 if (height != 1)
304 height <<= 1;
305 if (depth != 1)
306 depth <<= 1;
307 }
308
309 /* Guess a reasonable value for lastLevel. This is probably going
310 * to be wrong fairly often and might mean that we have to look at
311 * resizable buffers, or require that buffers implement lazy
312 * pagetable arrangements.
313 */
314 if ((stObj->base.MinFilter == GL_NEAREST ||
315 stObj->base.MinFilter == GL_LINEAR) &&
316 stImage->level == firstLevel) {
317 lastLevel = firstLevel;
318 }
319 else {
320 GLuint l2width = logbase2(width);
321 GLuint l2height = logbase2(height);
322 GLuint l2depth = logbase2(depth);
323 lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
324 }
325
326 if (stImage->base.IsCompressed)
327 comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat);
328
329 stObj->pt = st_texture_create(st,
330 gl_target_to_pipe(stObj->base.Target),
331 st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat),
332 lastLevel,
333 width,
334 height,
335 depth,
336 comp_byte,
337 ( PIPE_TEXTURE_USAGE_RENDER_TARGET |
338 PIPE_TEXTURE_USAGE_SAMPLER ));
339
340 DBG("%s - success\n", __FUNCTION__);
341 }
342
343
344 /* There are actually quite a few combinations this will work for,
345 * more than what I've listed here.
346 */
347 static GLboolean
348 check_pbo_format(GLint internalFormat,
349 GLenum format, GLenum type,
350 const struct gl_texture_format *mesa_format)
351 {
352 switch (internalFormat) {
353 case 4:
354 case GL_RGBA:
355 return (format == GL_BGRA &&
356 (type == GL_UNSIGNED_BYTE ||
357 type == GL_UNSIGNED_INT_8_8_8_8_REV) &&
358 mesa_format == &_mesa_texformat_argb8888);
359 case 3:
360 case GL_RGB:
361 return (format == GL_RGB &&
362 type == GL_UNSIGNED_SHORT_5_6_5 &&
363 mesa_format == &_mesa_texformat_rgb565);
364 case GL_YCBCR_MESA:
365 return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE);
366 default:
367 return GL_FALSE;
368 }
369 }
370
371
372 /* XXX: Do this for TexSubImage also:
373 */
374 static GLboolean
375 try_pbo_upload(GLcontext *ctx,
376 struct st_texture_image *stImage,
377 const struct gl_pixelstore_attrib *unpack,
378 GLint internalFormat,
379 GLint width, GLint height,
380 GLenum format, GLenum type, const void *pixels)
381 {
382 return GL_FALSE; /* XXX fix flushing/locking/blitting below */
383 #if 000
384 struct intel_context *intel = intel_context(ctx);
385 struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj);
386 GLuint src_offset, src_stride;
387 GLuint dst_offset, dst_stride;
388
389 if (!pbo ||
390 ctx._ImageTransferState ||
391 unpack->SkipPixels || unpack->SkipRows) {
392 _mesa_printf("%s: failure 1\n", __FUNCTION__);
393 return GL_FALSE;
394 }
395
396 src_offset = (GLuint) pixels;
397
398 if (unpack->RowLength > 0)
399 src_stride = unpack->RowLength;
400 else
401 src_stride = width;
402
403 dst_offset = st_texture_image_offset(stImage->pt,
404 stImage->face,
405 stImage->level);
406
407 dst_stride = stImage->pt->pitch;
408
409 {
410 struct _DriBufferObject *src_buffer =
411 intel_bufferobj_buffer(intel, pbo, INTEL_READ);
412
413 /* Temporary hack: cast to _DriBufferObject:
414 */
415 struct _DriBufferObject *dst_buffer =
416 (struct _DriBufferObject *)stImage->pt->region->buffer;
417
418
419 intelEmitCopyBlit(intel,
420 stImage->pt->cpp,
421 src_stride, src_buffer, src_offset,
422 dst_stride, dst_buffer, dst_offset,
423 0, 0, 0, 0, width, height,
424 GL_COPY);
425 }
426
427 return GL_TRUE;
428 #endif
429 }
430
431
432 /**
433 * Adjust pixel unpack params and image dimensions to strip off the
434 * texture border.
435 * Gallium doesn't support texture borders. They've seldem been used
436 * and seldom been implemented correctly anyway.
437 * \param unpackNew returns the new pixel unpack parameters
438 */
439 static void
440 strip_texture_border(GLint border,
441 GLint *width, GLint *height, GLint *depth,
442 const struct gl_pixelstore_attrib *unpack,
443 struct gl_pixelstore_attrib *unpackNew)
444 {
445 assert(border > 0); /* sanity check */
446
447 *unpackNew = *unpack;
448
449 if (unpackNew->RowLength == 0)
450 unpackNew->RowLength = *width;
451
452 if (depth && unpackNew->ImageHeight == 0)
453 unpackNew->ImageHeight = *height;
454
455 unpackNew->SkipPixels += border;
456 if (height)
457 unpackNew->SkipRows += border;
458 if (depth)
459 unpackNew->SkipImages += border;
460
461 assert(*width >= 3);
462 *width = *width - 2 * border;
463 if (height && *height >= 3)
464 *height = *height - 2 * border;
465 if (depth && *depth >= 3)
466 *depth = *depth - 2 * border;
467 }
468
469
470 static void
471 st_TexImage(GLcontext * ctx,
472 GLint dims,
473 GLenum target, GLint level,
474 GLint internalFormat,
475 GLint width, GLint height, GLint depth,
476 GLint border,
477 GLenum format, GLenum type, const void *pixels,
478 const struct gl_pixelstore_attrib *unpack,
479 struct gl_texture_object *texObj,
480 struct gl_texture_image *texImage,
481 GLsizei imageSize, int compressed)
482 {
483 struct st_texture_object *stObj = st_texture_object(texObj);
484 struct st_texture_image *stImage = st_texture_image(texImage);
485 GLint postConvWidth, postConvHeight;
486 GLint texelBytes, sizeInBytes;
487 GLuint dstRowStride;
488 struct gl_pixelstore_attrib unpackNB;
489
490 DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
491 _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
492
493 /* gallium does not support texture borders, strip it off */
494 if (border) {
495 strip_texture_border(border, &width, &height, &depth,
496 unpack, &unpackNB);
497 unpack = &unpackNB;
498 texImage->Width = width;
499 texImage->Height = height;
500 texImage->Depth = depth;
501 texImage->Border = 0;
502 border = 0;
503 }
504
505 postConvWidth = width;
506 postConvHeight = height;
507
508 stImage->face = _mesa_tex_target_to_face(target);
509 stImage->level = level;
510
511 if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
512 _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
513 &postConvHeight);
514 }
515
516 /* choose the texture format */
517 texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
518 format, type);
519
520 _mesa_set_fetch_functions(texImage, dims);
521
522 if (texImage->TexFormat->TexelBytes == 0) {
523 /* must be a compressed format */
524 texelBytes = 0;
525 texImage->IsCompressed = GL_TRUE;
526 texImage->CompressedSize =
527 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
528 texImage->Height, texImage->Depth,
529 texImage->TexFormat->MesaFormat);
530 }
531 else {
532 texelBytes = texImage->TexFormat->TexelBytes;
533
534 /* Minimum pitch of 32 bytes */
535 if (postConvWidth * texelBytes < 32) {
536 postConvWidth = 32 / texelBytes;
537 texImage->RowStride = postConvWidth;
538 }
539
540 /* we'll set RowStride elsewhere when the texture is a "mapped" state */
541 /*assert(texImage->RowStride == postConvWidth);*/
542 }
543
544 /* Release the reference to a potentially orphaned buffer.
545 * Release any old malloced memory.
546 */
547 if (stImage->pt) {
548 pipe_texture_release(&stImage->pt);
549 assert(!texImage->Data);
550 }
551 else if (texImage->Data) {
552 _mesa_align_free(texImage->Data);
553 }
554
555 /* If this is the only mipmap level in the texture, could call
556 * bmBufferData with NULL data to free the old block and avoid
557 * waiting on any outstanding fences.
558 */
559 if (stObj->pt &&
560 (stObj->teximage_realloc ||
561 (/*stObj->pt->first_level == level &&*/
562 stObj->pt->last_level == level &&
563 stObj->pt->target != PIPE_TEXTURE_CUBE &&
564 !st_texture_match_image(stObj->pt, &stImage->base,
565 stImage->face, stImage->level)))) {
566
567 DBG("release it\n");
568 pipe_texture_release(&stObj->pt);
569 assert(!stObj->pt);
570 stObj->teximage_realloc = FALSE;
571 }
572
573 if (!stObj->pt) {
574 guess_and_alloc_texture(ctx->st, stObj, stImage);
575 if (!stObj->pt) {
576 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
577 return;
578 }
579 }
580
581 assert(!stImage->pt);
582
583 if (stObj->pt &&
584 st_texture_match_image(stObj->pt, &stImage->base,
585 stImage->face, stImage->level)) {
586
587 pipe_texture_reference(&stImage->pt, stObj->pt);
588 assert(stImage->pt);
589 }
590
591 if (!stImage->pt)
592 DBG("XXX: Image did not fit into texture - storing in local memory!\n");
593
594 #if 0 /* XXX FIX when st_buffer_objects are in place */
595 /* PBO fastpaths:
596 */
597 if (dims <= 2 &&
598 stImage->pt &&
599 intel_buffer_object(unpack->BufferObj) &&
600 check_pbo_format(internalFormat, format,
601 type, texImage->TexFormat)) {
602
603 DBG("trying pbo upload\n");
604
605
606
607 /* Otherwise, attempt to use the blitter for PBO image uploads.
608 */
609 if (try_pbo_upload(intel, stImage, unpack,
610 internalFormat,
611 width, height, format, type, pixels)) {
612 DBG("pbo upload succeeded\n");
613 return;
614 }
615
616 DBG("pbo upload failed\n");
617 }
618 #else
619 (void) try_pbo_upload;
620 (void) check_pbo_format;
621 #endif
622
623
624 /* st_CopyTexImage calls this function with pixels == NULL, with
625 * the expectation that the texture will be set up but nothing
626 * more will be done. This is where those calls return:
627 */
628 if (compressed) {
629 pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
630 unpack,
631 "glCompressedTexImage");
632 } else {
633 pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
634 format, type,
635 pixels, unpack, "glTexImage");
636 }
637 if (!pixels)
638 return;
639
640 if (stImage->pt) {
641 texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
642 PIPE_BUFFER_USAGE_CPU_WRITE);
643 dstRowStride = stImage->surface->pitch * stImage->surface->cpp;
644 }
645 else {
646 /* Allocate regular memory and store the image there temporarily. */
647 if (texImage->IsCompressed) {
648 sizeInBytes = texImage->CompressedSize;
649 dstRowStride =
650 _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
651 assert(dims != 3);
652 }
653 else {
654 dstRowStride = postConvWidth * texelBytes;
655 sizeInBytes = depth * dstRowStride * postConvHeight;
656 }
657
658 texImage->Data = malloc(sizeInBytes);
659 }
660
661 DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
662 width, height, depth, width * texelBytes, dstRowStride);
663
664 /* Copy data. Would like to know when it's ok for us to eg. use
665 * the blitter to copy. Or, use the hardware to do the format
666 * conversion and copy:
667 */
668 if (compressed) {
669 memcpy(texImage->Data, pixels, imageSize);
670 }
671 else {
672 GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height,
673 format, type);
674 int i;
675 const GLubyte *src = (const GLubyte *) pixels;
676
677 for (i = 0; i++ < depth;) {
678 if (!texImage->TexFormat->StoreImage(ctx, dims,
679 texImage->_BaseFormat,
680 texImage->TexFormat,
681 texImage->Data,
682 0, 0, 0, /* dstX/Y/Zoffset */
683 dstRowStride,
684 texImage->ImageOffsets,
685 width, height, 1,
686 format, type, src, unpack)) {
687 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
688 }
689
690 if (stImage->pt && i < depth) {
691 st_texture_image_unmap(ctx->st, stImage);
692 texImage->Data = st_texture_image_map(ctx->st, stImage, i,
693 PIPE_BUFFER_USAGE_CPU_WRITE);
694 src += srcImageStride;
695 }
696 }
697 }
698
699 _mesa_unmap_teximage_pbo(ctx, unpack);
700
701 if (stImage->pt) {
702 st_texture_image_unmap(ctx->st, stImage);
703 texImage->Data = NULL;
704 }
705
706 if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
707 ctx->Driver.GenerateMipmap(ctx, target, texObj);
708 }
709 }
710
711
712 static void
713 st_TexImage3D(GLcontext * ctx,
714 GLenum target, GLint level,
715 GLint internalFormat,
716 GLint width, GLint height, GLint depth,
717 GLint border,
718 GLenum format, GLenum type, const void *pixels,
719 const struct gl_pixelstore_attrib *unpack,
720 struct gl_texture_object *texObj,
721 struct gl_texture_image *texImage)
722 {
723 st_TexImage(ctx, 3, target, level,
724 internalFormat, width, height, depth, border,
725 format, type, pixels, unpack, texObj, texImage, 0, 0);
726 }
727
728
729 static void
730 st_TexImage2D(GLcontext * ctx,
731 GLenum target, GLint level,
732 GLint internalFormat,
733 GLint width, GLint height, GLint border,
734 GLenum format, GLenum type, const void *pixels,
735 const struct gl_pixelstore_attrib *unpack,
736 struct gl_texture_object *texObj,
737 struct gl_texture_image *texImage)
738 {
739 st_TexImage(ctx, 2, target, level,
740 internalFormat, width, height, 1, border,
741 format, type, pixels, unpack, texObj, texImage, 0, 0);
742 }
743
744
745 static void
746 st_TexImage1D(GLcontext * ctx,
747 GLenum target, GLint level,
748 GLint internalFormat,
749 GLint width, GLint border,
750 GLenum format, GLenum type, const void *pixels,
751 const struct gl_pixelstore_attrib *unpack,
752 struct gl_texture_object *texObj,
753 struct gl_texture_image *texImage)
754 {
755 st_TexImage(ctx, 1, target, level,
756 internalFormat, width, 1, 1, border,
757 format, type, pixels, unpack, texObj, texImage, 0, 0);
758 }
759
760
761 static void
762 st_CompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level,
763 GLint internalFormat,
764 GLint width, GLint height, GLint border,
765 GLsizei imageSize, const GLvoid *data,
766 struct gl_texture_object *texObj,
767 struct gl_texture_image *texImage )
768 {
769 st_TexImage(ctx, 2, target, level,
770 internalFormat, width, height, 1, border,
771 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1);
772 }
773
774
775 /**
776 * Need to map texture image into memory before copying image data,
777 * then unmap it.
778 */
779 static void
780 st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
781 GLenum format, GLenum type, GLvoid * pixels,
782 struct gl_texture_object *texObj,
783 struct gl_texture_image *texImage, int compressed)
784 {
785 struct st_texture_image *stImage = st_texture_image(texImage);
786 GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, texImage->Width,
787 texImage->Height, format,
788 type);
789 GLuint depth;
790 int i;
791 GLubyte *dest;
792
793 /* Map */
794 if (stImage->pt) {
795 /* Image is stored in hardware format in a buffer managed by the
796 * kernel. Need to explicitly map and unmap it.
797 */
798 texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
799 PIPE_BUFFER_USAGE_CPU_READ);
800 texImage->RowStride = stImage->surface->pitch;
801 }
802 else {
803 /* Otherwise, the image should actually be stored in
804 * texImage->Data. This is pretty confusing for
805 * everybody, I'd much prefer to separate the two functions of
806 * texImage->Data - storage for texture images in main memory
807 * and access (ie mappings) of images. In other words, we'd
808 * create a new texImage->Map field and leave Data simply for
809 * storage.
810 */
811 assert(texImage->Data);
812 }
813
814 depth = texImage->Depth;
815 texImage->Depth = 1;
816
817 dest = (GLubyte *) pixels;
818
819 for (i = 0; i++ < depth;) {
820 if (compressed) {
821 _mesa_get_compressed_teximage(ctx, target, level, dest,
822 texObj, texImage);
823 } else {
824 _mesa_get_teximage(ctx, target, level, format, type, dest,
825 texObj, texImage);
826 }
827
828 if (stImage->pt && i < depth) {
829 st_texture_image_unmap(ctx->st, stImage);
830 texImage->Data = st_texture_image_map(ctx->st, stImage, i,
831 PIPE_BUFFER_USAGE_CPU_READ);
832 dest += dstImageStride;
833 }
834 }
835
836 texImage->Depth = depth;
837
838 /* Unmap */
839 if (stImage->pt) {
840 st_texture_image_unmap(ctx->st, stImage);
841 texImage->Data = NULL;
842 }
843 }
844
845
846 static void
847 st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
848 GLenum format, GLenum type, GLvoid * pixels,
849 struct gl_texture_object *texObj,
850 struct gl_texture_image *texImage)
851 {
852 st_get_tex_image(ctx, target, level, format, type, pixels,
853 texObj, texImage, 0);
854 }
855
856
857 static void
858 st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
859 GLvoid *pixels,
860 const struct gl_texture_object *texObj,
861 const struct gl_texture_image *texImage)
862 {
863 st_get_tex_image(ctx, target, level, 0, 0, pixels,
864 (struct gl_texture_object *) texObj,
865 (struct gl_texture_image *) texImage, 1);
866 }
867
868
869
870 static void
871 st_TexSubimage(GLcontext * ctx,
872 GLint dims,
873 GLenum target, GLint level,
874 GLint xoffset, GLint yoffset, GLint zoffset,
875 GLint width, GLint height, GLint depth,
876 GLenum format, GLenum type, const void *pixels,
877 const struct gl_pixelstore_attrib *packing,
878 struct gl_texture_object *texObj,
879 struct gl_texture_image *texImage)
880 {
881 struct st_texture_image *stImage = st_texture_image(texImage);
882 GLuint dstRowStride;
883 GLuint srcImageStride = _mesa_image_image_stride(packing, width, height,
884 format, type);
885 int i;
886 const GLubyte *src;
887
888 DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
889 _mesa_lookup_enum_by_nr(target),
890 level, xoffset, yoffset, width, height);
891
892 pixels =
893 _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
894 type, pixels, packing, "glTexSubImage2D");
895 if (!pixels)
896 return;
897
898 /* Map buffer if necessary. Need to lock to prevent other contexts
899 * from uploading the buffer under us.
900 */
901 if (stImage->pt) {
902 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
903 PIPE_BUFFER_USAGE_CPU_WRITE);
904 dstRowStride = stImage->surface->pitch * stImage->surface->cpp;
905 }
906
907 if (!texImage->Data) {
908 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
909 return;
910 }
911
912 src = (const GLubyte *) pixels;
913
914 for (i = 0; i++ < depth;) {
915 if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
916 texImage->TexFormat,
917 texImage->Data,
918 xoffset, yoffset, 0,
919 dstRowStride,
920 texImage->ImageOffsets,
921 width, height, 1,
922 format, type, src, packing)) {
923 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
924 }
925
926 if (stImage->pt && i < depth) {
927 /* map next slice of 3D texture */
928 st_texture_image_unmap(ctx->st, stImage);
929 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i,
930 PIPE_BUFFER_USAGE_CPU_WRITE);
931 src += srcImageStride;
932 }
933 }
934
935 if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
936 ctx->Driver.GenerateMipmap(ctx, target, texObj);
937 }
938
939 _mesa_unmap_teximage_pbo(ctx, packing);
940
941 if (stImage->pt) {
942 st_texture_image_unmap(ctx->st, stImage);
943 texImage->Data = NULL;
944 }
945 }
946
947
948
949 static void
950 st_TexSubImage3D(GLcontext * ctx,
951 GLenum target,
952 GLint level,
953 GLint xoffset, GLint yoffset, GLint zoffset,
954 GLsizei width, GLsizei height, GLsizei depth,
955 GLenum format, GLenum type,
956 const GLvoid * pixels,
957 const struct gl_pixelstore_attrib *packing,
958 struct gl_texture_object *texObj,
959 struct gl_texture_image *texImage)
960 {
961 st_TexSubimage(ctx, 3, target, level,
962 xoffset, yoffset, zoffset,
963 width, height, depth,
964 format, type, pixels, packing, texObj, texImage);
965 }
966
967
968
969 static void
970 st_TexSubImage2D(GLcontext * ctx,
971 GLenum target,
972 GLint level,
973 GLint xoffset, GLint yoffset,
974 GLsizei width, GLsizei height,
975 GLenum format, GLenum type,
976 const GLvoid * pixels,
977 const struct gl_pixelstore_attrib *packing,
978 struct gl_texture_object *texObj,
979 struct gl_texture_image *texImage)
980 {
981 st_TexSubimage(ctx, 2, target, level,
982 xoffset, yoffset, 0,
983 width, height, 1,
984 format, type, pixels, packing, texObj, texImage);
985 }
986
987
988 static void
989 st_TexSubImage1D(GLcontext * ctx,
990 GLenum target,
991 GLint level,
992 GLint xoffset,
993 GLsizei width,
994 GLenum format, GLenum type,
995 const GLvoid * pixels,
996 const struct gl_pixelstore_attrib *packing,
997 struct gl_texture_object *texObj,
998 struct gl_texture_image *texImage)
999 {
1000 st_TexSubimage(ctx, 1, target, level,
1001 xoffset, 0, 0,
1002 width, 1, 1,
1003 format, type, pixels, packing, texObj, texImage);
1004 }
1005
1006
1007
1008 /**
1009 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X,
1010 * 1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
1011 * etc.
1012 * XXX duplicated from main/teximage.c
1013 */
1014 static uint
1015 texture_face(GLenum target)
1016 {
1017 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
1018 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)
1019 return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X;
1020 else
1021 return 0;
1022 }
1023
1024
1025
1026 /**
1027 * Do a CopyTexSubImage operation by mapping the source surface and
1028 * dest surface and using get_tile()/put_tile() to access the pixels/texels.
1029 *
1030 * Note: srcY=0=TOP of renderbuffer
1031 */
1032 static void
1033 fallback_copy_texsubimage(GLcontext *ctx,
1034 GLenum target,
1035 GLint level,
1036 struct st_renderbuffer *strb,
1037 struct st_texture_image *stImage,
1038 GLenum baseFormat,
1039 GLint destX, GLint destY, GLint destZ,
1040 GLint srcX, GLint srcY,
1041 GLsizei width, GLsizei height)
1042 {
1043 struct pipe_context *pipe = ctx->st->pipe;
1044 struct pipe_screen *screen = pipe->screen;
1045 const uint face = texture_face(target);
1046 struct pipe_texture *pt = stImage->pt;
1047 struct pipe_surface *src_surf, *dest_surf;
1048 GLint row, yStep;
1049
1050 st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
1051
1052 /* determine bottom-to-top vs. top-to-bottom order */
1053 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1054 destY = height - 1 - destY;
1055 yStep = -1;
1056 }
1057 else {
1058 yStep = 1;
1059 }
1060
1061 src_surf = strb->surface;
1062
1063 dest_surf = screen->get_tex_surface(screen, pt, face, level, destZ,
1064 PIPE_BUFFER_USAGE_CPU_WRITE);
1065
1066 assert(width <= MAX_WIDTH);
1067
1068 /*
1069 * To avoid a large temp memory allocation, do copy row by row.
1070 */
1071 if (baseFormat == GL_DEPTH_COMPONENT) {
1072 const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
1073 ctx->Pixel.DepthBias != 0.0F);
1074
1075 for (row = 0; row < height; row++, srcY++, destY += yStep) {
1076 uint data[MAX_WIDTH];
1077 pipe_get_tile_z(pipe, src_surf, srcX, srcY, width, 1, data);
1078 if (scaleOrBias) {
1079 _mesa_scale_and_bias_depth_uint(ctx, width, data);
1080 }
1081 pipe_put_tile_z(pipe, dest_surf, destX, destY, width, 1, data);
1082 }
1083 }
1084 else {
1085 /* RGBA format */
1086 for (row = 0; row < height; row++, srcY++, destY += yStep) {
1087 float data[4 * MAX_WIDTH];
1088 pipe_get_tile_rgba(pipe, src_surf, srcX, srcY, width, 1, data);
1089 /* XXX we're ignoring convolution for now */
1090 if (ctx->_ImageTransferState) {
1091 _mesa_apply_rgba_transfer_ops(ctx,
1092 ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT,
1093 width, (GLfloat (*)[4]) data);
1094 }
1095 pipe_put_tile_rgba(pipe, dest_surf, destX, destY, width, 1, data);
1096 }
1097 }
1098 }
1099
1100
1101
1102
1103 /**
1104 * Do a CopyTex[Sub]Image using an optimized hardware (blit) path.
1105 * Note that the region to copy has already been clip tested.
1106 *
1107 * Note: srcY=0=Bottom of renderbuffer
1108 *
1109 * \return GL_TRUE if success, GL_FALSE if failure (use a fallback)
1110 */
1111 static void
1112 do_copy_texsubimage(GLcontext *ctx,
1113 GLenum target, GLint level,
1114 GLint destX, GLint destY, GLint destZ,
1115 GLint srcX, GLint srcY,
1116 GLsizei width, GLsizei height)
1117 {
1118 struct gl_texture_unit *texUnit =
1119 &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1120 struct gl_texture_object *texObj =
1121 _mesa_select_tex_object(ctx, texUnit, target);
1122 struct gl_texture_image *texImage =
1123 _mesa_select_tex_image(ctx, texObj, target, level);
1124 struct st_texture_image *stImage = st_texture_image(texImage);
1125 GLenum baseFormat = texImage->InternalFormat;
1126 struct gl_framebuffer *fb = ctx->ReadBuffer;
1127 struct st_renderbuffer *strb;
1128 struct pipe_context *pipe = ctx->st->pipe;
1129 struct pipe_screen *screen = pipe->screen;
1130 uint dest_format, src_format;
1131 uint do_flip = FALSE;
1132 GLboolean use_fallback = GL_TRUE;
1133
1134 (void) texImage;
1135
1136 /* determine if copying depth or color data */
1137 if (baseFormat == GL_DEPTH_COMPONENT) {
1138 strb = st_renderbuffer(fb->_DepthBuffer);
1139 }
1140 else if (baseFormat == GL_DEPTH_STENCIL_EXT) {
1141 strb = st_renderbuffer(fb->_StencilBuffer);
1142 }
1143 else {
1144 /* baseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1145 strb = st_renderbuffer(fb->_ColorReadBuffer);
1146 }
1147
1148 assert(strb);
1149 assert(strb->surface);
1150 assert(stImage->pt);
1151
1152 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1153 srcY = strb->Base.Height - srcY - height;
1154 do_flip = TRUE;
1155 }
1156
1157 src_format = strb->surface->format;
1158 dest_format = stImage->pt->format;
1159
1160 if (ctx->_ImageTransferState == 0x0) {
1161 /* do blit-style copy */
1162
1163 /* XXX may need to invert image depending on window
1164 * vs. user-created FBO
1165 */
1166
1167 #if 0
1168 /* A bit of fiddling to get the blitter to work with -ve
1169 * pitches. But we get a nice inverted blit this way, so it's
1170 * worth it:
1171 */
1172 intelEmitCopyBlit(intel,
1173 stImage->pt->cpp,
1174 -src->pitch,
1175 src->buffer,
1176 src->height * src->pitch * src->cpp,
1177 stImage->pt->pitch,
1178 stImage->pt->region->buffer,
1179 dest_offset,
1180 x, y + height, dstx, dsty, width, height,
1181 GL_COPY); /* ? */
1182 #else
1183 struct pipe_surface *dest_surface;
1184
1185 dest_surface = screen->get_tex_surface(screen, stImage->pt, stImage->face,
1186 stImage->level, destZ,
1187 PIPE_BUFFER_USAGE_GPU_WRITE);
1188
1189 assert(strb->surface->buffer);
1190 assert(dest_surface->buffer);
1191
1192 if (src_format == dest_format) {
1193 pipe->surface_copy(pipe,
1194 do_flip,
1195 /* dest */
1196 dest_surface,
1197 destX, destY,
1198 /* src */
1199 strb->surface,
1200 srcX, srcY,
1201 /* size */
1202 width, height);
1203 use_fallback = GL_FALSE;
1204 }
1205 else if (screen->is_format_supported(screen, strb->surface->format,
1206 PIPE_TEXTURE) &&
1207 screen->is_format_supported(screen, dest_surface->format,
1208 PIPE_SURFACE)) {
1209 util_blit_pixels(ctx->st->blit,
1210 strb->surface,
1211 srcX, do_flip ? srcY + height : srcY,
1212 srcX + width, do_flip ? srcY : srcY + height,
1213 dest_surface,
1214 destX, destY, destX + width, destY + height,
1215 0.0, PIPE_TEX_MIPFILTER_NEAREST);
1216 use_fallback = GL_FALSE;
1217 }
1218
1219 pipe_surface_reference(&dest_surface, NULL);
1220 #endif
1221 }
1222
1223 if (use_fallback) {
1224 fallback_copy_texsubimage(ctx, target, level,
1225 strb, stImage, baseFormat,
1226 destX, destY, destZ,
1227 srcX, srcY, width, height);
1228 }
1229
1230 if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1231 ctx->Driver.GenerateMipmap(ctx, target, texObj);
1232 }
1233 }
1234
1235
1236
1237 static void
1238 st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1239 GLenum internalFormat,
1240 GLint x, GLint y, GLsizei width, GLint border)
1241 {
1242 struct gl_texture_unit *texUnit =
1243 &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1244 struct gl_texture_object *texObj =
1245 _mesa_select_tex_object(ctx, texUnit, target);
1246 struct gl_texture_image *texImage =
1247 _mesa_select_tex_image(ctx, texObj, target, level);
1248
1249 #if 0
1250 if (border)
1251 goto fail;
1252 #endif
1253
1254 /* Setup or redefine the texture object, texture and texture
1255 * image. Don't populate yet.
1256 */
1257 ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1258 width, border,
1259 GL_RGBA, CHAN_TYPE, NULL,
1260 &ctx->DefaultPacking, texObj, texImage);
1261
1262 do_copy_texsubimage(ctx, target, level,
1263 0, 0, 0,
1264 x, y, width, 1);
1265 }
1266
1267
1268 static void
1269 st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1270 GLenum internalFormat,
1271 GLint x, GLint y, GLsizei width, GLsizei height,
1272 GLint border)
1273 {
1274 struct gl_texture_unit *texUnit =
1275 &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1276 struct gl_texture_object *texObj =
1277 _mesa_select_tex_object(ctx, texUnit, target);
1278 struct gl_texture_image *texImage =
1279 _mesa_select_tex_image(ctx, texObj, target, level);
1280
1281 #if 0
1282 if (border)
1283 goto fail;
1284 #endif
1285
1286 /* Setup or redefine the texture object, texture and texture
1287 * image. Don't populate yet.
1288 */
1289 ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1290 width, height, border,
1291 GL_RGBA, CHAN_TYPE, NULL,
1292 &ctx->DefaultPacking, texObj, texImage);
1293
1294
1295 do_copy_texsubimage(ctx, target, level,
1296 0, 0, 0,
1297 x, y, width, height);
1298 }
1299
1300
1301 static void
1302 st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1303 GLint xoffset, GLint x, GLint y, GLsizei width)
1304 {
1305 const GLint yoffset = 0, zoffset = 0;
1306 const GLsizei height = 1;
1307 do_copy_texsubimage(ctx, target, level,
1308 xoffset, yoffset, zoffset,
1309 x, y, width, height);
1310 }
1311
1312
1313 static void
1314 st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1315 GLint xoffset, GLint yoffset,
1316 GLint x, GLint y, GLsizei width, GLsizei height)
1317 {
1318 const GLint zoffset = 0;
1319 do_copy_texsubimage(ctx, target, level,
1320 xoffset, yoffset, zoffset,
1321 x, y, width, height);
1322 }
1323
1324
1325 static void
1326 st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1327 GLint xoffset, GLint yoffset, GLint zoffset,
1328 GLint x, GLint y, GLsizei width, GLsizei height)
1329 {
1330 do_copy_texsubimage(ctx, target, level,
1331 xoffset, yoffset, zoffset,
1332 x, y, width, height);
1333 }
1334
1335
1336
1337
1338 /**
1339 * Compute which mipmap levels that really need to be sent to the hardware.
1340 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1341 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1342 */
1343 static void
1344 calculate_first_last_level(struct st_texture_object *stObj)
1345 {
1346 struct gl_texture_object *tObj = &stObj->base;
1347
1348 /* These must be signed values. MinLod and MaxLod can be negative numbers,
1349 * and having firstLevel and lastLevel as signed prevents the need for
1350 * extra sign checks.
1351 */
1352 int firstLevel;
1353 int lastLevel;
1354
1355 /* Yes, this looks overly complicated, but it's all needed.
1356 */
1357 switch (tObj->Target) {
1358 case GL_TEXTURE_1D:
1359 case GL_TEXTURE_2D:
1360 case GL_TEXTURE_3D:
1361 case GL_TEXTURE_CUBE_MAP:
1362 if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1363 /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1364 */
1365 firstLevel = lastLevel = tObj->BaseLevel;
1366 }
1367 else {
1368 firstLevel = 0;
1369 lastLevel = MIN2(tObj->MaxLevel, tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1370 }
1371 break;
1372 case GL_TEXTURE_RECTANGLE_NV:
1373 case GL_TEXTURE_4D_SGIS:
1374 firstLevel = lastLevel = 0;
1375 break;
1376 default:
1377 return;
1378 }
1379
1380 stObj->lastLevel = lastLevel;
1381 }
1382
1383
1384 static void
1385 copy_image_data_to_texture(struct st_context *st,
1386 struct st_texture_object *stObj,
1387 GLuint dstLevel,
1388 struct st_texture_image *stImage)
1389 {
1390 if (stImage->pt) {
1391 /* Copy potentially with the blitter:
1392 */
1393 st_texture_image_copy(st->pipe,
1394 stObj->pt, dstLevel, /* dest texture, level */
1395 stImage->pt, /* src texture */
1396 stImage->face
1397 );
1398
1399 pipe_texture_release(&stImage->pt);
1400 }
1401 else if (stImage->base.Data) {
1402 assert(stImage->base.Data != NULL);
1403
1404 /* More straightforward upload.
1405 */
1406 st_texture_image_data(st->pipe,
1407 stObj->pt,
1408 stImage->face,
1409 dstLevel,
1410 stImage->base.Data,
1411 stImage->base.RowStride,
1412 stImage->base.RowStride *
1413 stImage->base.Height);
1414 _mesa_align_free(stImage->base.Data);
1415 stImage->base.Data = NULL;
1416 }
1417
1418 pipe_texture_reference(&stImage->pt, stObj->pt);
1419 }
1420
1421
1422 /**
1423 * Called during state validation. When this function is finished,
1424 * the texture object should be ready for rendering.
1425 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1426 */
1427 GLboolean
1428 st_finalize_texture(GLcontext *ctx,
1429 struct pipe_context *pipe,
1430 struct gl_texture_object *tObj,
1431 GLboolean *needFlush)
1432 {
1433 struct st_texture_object *stObj = st_texture_object(tObj);
1434 const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1435 int comp_byte = 0;
1436 int cpp;
1437 GLuint face;
1438 struct st_texture_image *firstImage;
1439
1440 *needFlush = GL_FALSE;
1441
1442 /* We know/require this is true by now:
1443 */
1444 assert(stObj->base._Complete);
1445
1446 /* What levels must the texture include at a minimum?
1447 */
1448 calculate_first_last_level(stObj);
1449 firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1450
1451 /* If both firstImage and stObj point to a texture which can contain
1452 * all active images, favour firstImage. Note that because of the
1453 * completeness requirement, we know that the image dimensions
1454 * will match.
1455 */
1456 if (firstImage->pt &&
1457 firstImage->pt != stObj->pt &&
1458 firstImage->pt->last_level >= stObj->lastLevel) {
1459
1460 if (stObj->pt)
1461 pipe_texture_release(&stObj->pt);
1462
1463 pipe_texture_reference(&stObj->pt, firstImage->pt);
1464 }
1465
1466 if (firstImage->base.IsCompressed) {
1467 comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1468 cpp = comp_byte;
1469 }
1470 else {
1471 cpp = firstImage->base.TexFormat->TexelBytes;
1472 }
1473
1474 /* If we already have a gallium texture, check that it matches the texture
1475 * object's format, target, size, num_levels, etc.
1476 */
1477 if (stObj->pt &&
1478 (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1479 stObj->pt->format !=
1480 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) ||
1481 stObj->pt->last_level < stObj->lastLevel ||
1482 stObj->pt->cpp != cpp ||
1483 stObj->pt->width[0] != firstImage->base.Width2 ||
1484 stObj->pt->height[0] != firstImage->base.Height2 ||
1485 stObj->pt->depth[0] != firstImage->base.Depth2 ||
1486 stObj->pt->compressed != firstImage->base.IsCompressed)) {
1487 pipe_texture_release(&stObj->pt);
1488 }
1489
1490 /* May need to create a new gallium texture:
1491 */
1492 if (!stObj->pt) {
1493 stObj->pt = st_texture_create(ctx->st,
1494 gl_target_to_pipe(stObj->base.Target),
1495 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat),
1496 stObj->lastLevel,
1497 firstImage->base.Width2,
1498 firstImage->base.Height2,
1499 firstImage->base.Depth2,
1500 comp_byte,
1501
1502 ( PIPE_TEXTURE_USAGE_RENDER_TARGET |
1503 PIPE_TEXTURE_USAGE_SAMPLER ));
1504
1505 if (!stObj->pt) {
1506 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1507 return GL_FALSE;
1508 }
1509 }
1510
1511 /* Pull in any images not in the object's texture:
1512 */
1513 for (face = 0; face < nr_faces; face++) {
1514 GLuint level;
1515 for (level = 0; level <= stObj->lastLevel; level++) {
1516 struct st_texture_image *stImage =
1517 st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1518
1519 /* Need to import images in main memory or held in other textures.
1520 */
1521 if (stImage && stObj->pt != stImage->pt) {
1522 copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1523 *needFlush = GL_TRUE;
1524 }
1525 }
1526 }
1527
1528 return GL_TRUE;
1529 }
1530
1531
1532
1533
1534 void
1535 st_init_texture_functions(struct dd_function_table *functions)
1536 {
1537 functions->ChooseTextureFormat = st_ChooseTextureFormat;
1538 functions->TexImage1D = st_TexImage1D;
1539 functions->TexImage2D = st_TexImage2D;
1540 functions->TexImage3D = st_TexImage3D;
1541 functions->TexSubImage1D = st_TexSubImage1D;
1542 functions->TexSubImage2D = st_TexSubImage2D;
1543 functions->TexSubImage3D = st_TexSubImage3D;
1544 functions->CopyTexImage1D = st_CopyTexImage1D;
1545 functions->CopyTexImage2D = st_CopyTexImage2D;
1546 functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1547 functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1548 functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1549 functions->GenerateMipmap = st_generate_mipmap;
1550
1551 functions->GetTexImage = st_GetTexImage;
1552
1553 /* compressed texture functions */
1554 functions->CompressedTexImage2D = st_CompressedTexImage2D;
1555 functions->GetCompressedTexImage = st_GetCompressedTexImage;
1556 functions->CompressedTextureSize = _mesa_compressed_texture_size;
1557
1558 functions->NewTextureObject = st_NewTextureObject;
1559 functions->NewTextureImage = st_NewTextureImage;
1560 functions->DeleteTexture = st_DeleteTextureObject;
1561 functions->FreeTexImageData = st_FreeTextureImageData;
1562 functions->UpdateTexturePalette = 0;
1563 functions->IsTextureResident = st_IsTextureResident;
1564
1565 functions->TextureMemCpy = do_memcpy;
1566
1567 /* XXX Temporary until we can query pipe's texture sizes */
1568 functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1569 }