swrast: implement GL_ARB_texture_storage
[mesa.git] / src / mesa / swrast / s_texture.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2011 VMware, Inc.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
20 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * Functions for mapping/unmapping texture images.
26 */
27
28
29 #include "main/context.h"
30 #include "main/fbobject.h"
31 #include "main/teximage.h"
32 #include "swrast/swrast.h"
33 #include "swrast/s_context.h"
34
35
36 /**
37 * Allocate a new swrast_texture_image (a subclass of gl_texture_image).
38 * Called via ctx->Driver.NewTextureImage().
39 */
40 struct gl_texture_image *
41 _swrast_new_texture_image( struct gl_context *ctx )
42 {
43 (void) ctx;
44 return (struct gl_texture_image *) CALLOC_STRUCT(swrast_texture_image);
45 }
46
47
48 /**
49 * Free a swrast_texture_image (a subclass of gl_texture_image).
50 * Called via ctx->Driver.DeleteTextureImage().
51 */
52 void
53 _swrast_delete_texture_image(struct gl_context *ctx,
54 struct gl_texture_image *texImage)
55 {
56 /* Nothing special for the subclass yet */
57 _mesa_delete_texture_image(ctx, texImage);
58 }
59
60
61 /**
62 * Called via ctx->Driver.AllocTextureImageBuffer()
63 */
64 GLboolean
65 _swrast_alloc_texture_image_buffer(struct gl_context *ctx,
66 struct gl_texture_image *texImage,
67 gl_format format, GLsizei width,
68 GLsizei height, GLsizei depth)
69 {
70 struct swrast_texture_image *swImg = swrast_texture_image(texImage);
71 GLuint bytes = _mesa_format_image_size(format, width, height, depth);
72 GLuint i;
73
74 /* This _should_ be true (revisit if these ever fail) */
75 assert(texImage->Width == width);
76 assert(texImage->Height == height);
77 assert(texImage->Depth == depth);
78
79 assert(!swImg->Buffer);
80 swImg->Buffer = _mesa_align_malloc(bytes, 512);
81 if (!swImg->Buffer)
82 return GL_FALSE;
83
84 /* RowStride and ImageOffsets[] describe how to address texels in 'Data' */
85 swImg->RowStride = width;
86
87 /* Allocate the ImageOffsets array and initialize to typical values.
88 * We allocate the array for 1D/2D textures too in order to avoid special-
89 * case code in the texstore routines.
90 */
91 swImg->ImageOffsets = (GLuint *) malloc(depth * sizeof(GLuint));
92 if (!swImg->ImageOffsets)
93 return GL_FALSE;
94
95 for (i = 0; i < depth; i++) {
96 swImg->ImageOffsets[i] = i * width * height;
97 }
98
99 if ((width == 1 || _mesa_is_pow_two(texImage->Width2)) &&
100 (height == 1 || _mesa_is_pow_two(texImage->Height2)) &&
101 (depth == 1 || _mesa_is_pow_two(texImage->Depth2)))
102 swImg->_IsPowerOfTwo = GL_TRUE;
103 else
104 swImg->_IsPowerOfTwo = GL_FALSE;
105
106 /* Compute Width/Height/DepthScale for mipmap lod computation */
107 if (texImage->TexObject->Target == GL_TEXTURE_RECTANGLE_NV) {
108 /* scale = 1.0 since texture coords directly map to texels */
109 swImg->WidthScale = 1.0;
110 swImg->HeightScale = 1.0;
111 swImg->DepthScale = 1.0;
112 }
113 else {
114 swImg->WidthScale = (GLfloat) texImage->Width;
115 swImg->HeightScale = (GLfloat) texImage->Height;
116 swImg->DepthScale = (GLfloat) texImage->Depth;
117 }
118
119 return GL_TRUE;
120 }
121
122
123 /**
124 * Called via ctx->Driver.FreeTextureImageBuffer()
125 */
126 void
127 _swrast_free_texture_image_buffer(struct gl_context *ctx,
128 struct gl_texture_image *texImage)
129 {
130 struct swrast_texture_image *swImage = swrast_texture_image(texImage);
131 if (swImage->Buffer) {
132 _mesa_align_free(swImage->Buffer);
133 swImage->Buffer = NULL;
134 }
135
136 if (swImage->ImageOffsets) {
137 free(swImage->ImageOffsets);
138 swImage->ImageOffsets = NULL;
139 }
140 }
141
142
143 /**
144 * Error checking for debugging only.
145 */
146 static void
147 _mesa_check_map_teximage(struct gl_texture_image *texImage,
148 GLuint slice, GLuint x, GLuint y, GLuint w, GLuint h)
149 {
150
151 if (texImage->TexObject->Target == GL_TEXTURE_1D)
152 assert(y == 0 && h == 1);
153
154 assert(x < texImage->Width || texImage->Width == 0);
155 assert(y < texImage->Height || texImage->Height == 0);
156 assert(x + w <= texImage->Width);
157 assert(y + h <= texImage->Height);
158 }
159
160 /**
161 * Map a 2D slice of a texture image into user space.
162 * (x,y,w,h) defines a region of interest (ROI). Reading/writing texels
163 * outside of the ROI is undefined.
164 *
165 * \param texImage the texture image
166 * \param slice the 3D image slice or array texture slice
167 * \param x, y, w, h region of interest
168 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
169 * \param mapOut returns start of mapping of region of interest
170 * \param rowStrideOut returns row stride (in bytes)
171 */
172 void
173 _swrast_map_teximage(struct gl_context *ctx,
174 struct gl_texture_image *texImage,
175 GLuint slice,
176 GLuint x, GLuint y, GLuint w, GLuint h,
177 GLbitfield mode,
178 GLubyte **mapOut,
179 GLint *rowStrideOut)
180 {
181 struct swrast_texture_image *swImage = swrast_texture_image(texImage);
182 GLubyte *map;
183 GLint stride, texelSize;
184 GLuint bw, bh;
185
186 _mesa_check_map_teximage(texImage, slice, x, y, w, h);
187
188 texelSize = _mesa_get_format_bytes(texImage->TexFormat);
189 stride = _mesa_format_row_stride(texImage->TexFormat, texImage->Width);
190 _mesa_get_format_block_size(texImage->TexFormat, &bw, &bh);
191
192 assert(swImage->Buffer);
193
194 map = swImage->Buffer;
195
196 if (texImage->TexObject->Target == GL_TEXTURE_3D ||
197 texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) {
198 GLuint sliceSize = _mesa_format_image_size(texImage->TexFormat,
199 texImage->Width,
200 texImage->Height,
201 1);
202 assert(slice < texImage->Depth);
203 map += slice * sliceSize;
204 } else if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
205 GLuint sliceSize = _mesa_format_image_size(texImage->TexFormat,
206 texImage->Width,
207 1,
208 1);
209 assert(slice < texImage->Height);
210 map += slice * sliceSize;
211 }
212
213 /* apply x/y offset to map address */
214 map += stride * (y / bh) + texelSize * (x / bw);
215
216 *mapOut = map;
217 *rowStrideOut = stride;
218 }
219
220 void
221 _swrast_unmap_teximage(struct gl_context *ctx,
222 struct gl_texture_image *texImage,
223 GLuint slice)
224 {
225 /* nop */
226 }
227
228
229 void
230 _swrast_map_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
231 {
232 const GLuint faces = texObj->Target == GL_TEXTURE_CUBE_MAP ? 6 : 1;
233 GLuint face, level;
234
235 for (face = 0; face < faces; face++) {
236 for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
237 struct gl_texture_image *texImage = texObj->Image[face][level];
238 if (texImage) {
239 struct swrast_texture_image *swImage =
240 swrast_texture_image(texImage);
241
242 /* XXX we'll eventually call _swrast_map_teximage() here */
243 swImage->Data = swImage->Buffer;
244 assert(swImage->Buffer);
245 }
246 }
247 }
248 }
249
250
251 void
252 _swrast_unmap_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
253 {
254 const GLuint faces = texObj->Target == GL_TEXTURE_CUBE_MAP ? 6 : 1;
255 GLuint face, level;
256
257 for (face = 0; face < faces; face++) {
258 for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
259 struct gl_texture_image *texImage = texObj->Image[face][level];
260 if (texImage) {
261 struct swrast_texture_image *swImage
262 = swrast_texture_image(texImage);
263
264 /* XXX we'll eventually call _swrast_unmap_teximage() here */
265 swImage->Data = NULL;
266 }
267 }
268 }
269 }
270
271
272 /**
273 * Map all textures for reading prior to software rendering.
274 */
275 void
276 _swrast_map_textures(struct gl_context *ctx)
277 {
278 GLbitfield enabledUnits = ctx->Texture._EnabledUnits;
279
280 /* loop over enabled texture units */
281 while (enabledUnits) {
282 GLuint unit = _mesa_ffs(enabledUnits) - 1;
283 struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
284
285 _swrast_map_texture(ctx, texObj);
286
287 enabledUnits &= ~(1 << unit);
288 }
289 }
290
291
292 /**
293 * Unmap all textures for reading prior to software rendering.
294 */
295 void
296 _swrast_unmap_textures(struct gl_context *ctx)
297 {
298 GLbitfield enabledUnits = ctx->Texture._EnabledUnits;
299
300 /* loop over enabled texture units */
301 while (enabledUnits) {
302 GLuint unit = _mesa_ffs(enabledUnits) - 1;
303 struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
304
305 _swrast_unmap_texture(ctx, texObj);
306
307 enabledUnits &= ~(1 << unit);
308 }
309 }
310
311
312 /**
313 * Map or unmap any textures that we may be rendering to as renderbuffers.
314 */
315 static void
316 map_unmap_renderbuffers(struct gl_context *ctx,
317 struct gl_framebuffer *fb,
318 GLboolean map)
319 {
320 GLuint i;
321
322 for (i = 0; i < Elements(fb->Attachment); i++) {
323 struct gl_texture_object *texObj = fb->Attachment[i].Texture;
324 if (texObj) {
325 const GLuint level = fb->Attachment[i].TextureLevel;
326 const GLuint face = fb->Attachment[i].CubeMapFace;
327 struct gl_texture_image *texImage = texObj->Image[face][level];
328 if (texImage) {
329 struct swrast_texture_image *swImage
330 = swrast_texture_image(texImage);
331
332 if (map) {
333 /* XXX we'll eventually call _swrast_map_teximage() here */
334 swImage->Data = swImage->Buffer;
335 }
336 else {
337 /* XXX we'll eventually call _swrast_unmap_teximage() here */
338 swImage->Data = NULL;
339 }
340 }
341 }
342 }
343 }
344
345
346 void
347 _swrast_map_renderbuffers(struct gl_context *ctx)
348 {
349 map_unmap_renderbuffers(ctx, ctx->DrawBuffer, GL_TRUE);
350 if (ctx->ReadBuffer != ctx->DrawBuffer)
351 map_unmap_renderbuffers(ctx, ctx->ReadBuffer, GL_TRUE);
352 }
353
354
355 void
356 _swrast_unmap_renderbuffers(struct gl_context *ctx)
357 {
358 map_unmap_renderbuffers(ctx, ctx->DrawBuffer, GL_FALSE);
359 if (ctx->ReadBuffer != ctx->DrawBuffer)
360 map_unmap_renderbuffers(ctx, ctx->ReadBuffer, GL_FALSE);
361 }
362
363
364
365 /**
366 * Called via ctx->Driver.AllocTextureStorage()
367 * Just have to allocate memory for the texture images.
368 */
369 GLboolean
370 _swrast_AllocTextureStorage(struct gl_context *ctx,
371 struct gl_texture_object *texObj,
372 GLsizei levels, GLsizei width,
373 GLsizei height, GLsizei depth)
374 {
375 const GLint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
376 GLint face, level;
377
378 for (face = 0; face < numFaces; face++) {
379 for (level = 0; level < levels; level++) {
380 struct gl_texture_image *texImage = texObj->Image[face][level];
381 if (!_swrast_alloc_texture_image_buffer(ctx, texImage,
382 texImage->TexFormat,
383 texImage->Width,
384 texImage->Height,
385 texImage->Depth)) {
386 return GL_FALSE;
387 }
388 }
389 }
390
391 return GL_TRUE;
392 }
393