2 * Mesa 3-D graphics library
4 * Copyright (C) 2011 VMware, Inc.
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:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
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.
25 * Functions for mapping/unmapping texture images.
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"
37 * Allocate a new swrast_texture_image (a subclass of gl_texture_image).
38 * Called via ctx->Driver.NewTextureImage().
40 struct gl_texture_image
*
41 _swrast_new_texture_image( struct gl_context
*ctx
)
44 return (struct gl_texture_image
*) CALLOC_STRUCT(swrast_texture_image
);
49 * Free a swrast_texture_image (a subclass of gl_texture_image).
50 * Called via ctx->Driver.DeleteTextureImage().
53 _swrast_delete_texture_image(struct gl_context
*ctx
,
54 struct gl_texture_image
*texImage
)
56 /* Nothing special for the subclass yet */
57 _mesa_delete_texture_image(ctx
, texImage
);
62 * Called via ctx->Driver.AllocTextureImageBuffer()
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
)
70 struct swrast_texture_image
*swImg
= swrast_texture_image(texImage
);
71 GLuint bytes
= _mesa_format_image_size(format
, width
, height
, depth
);
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
);
79 assert(!swImg
->Buffer
);
80 swImg
->Buffer
= _mesa_align_malloc(bytes
, 512);
84 /* RowStride and ImageOffsets[] describe how to address texels in 'Data' */
85 swImg
->RowStride
= width
;
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.
91 swImg
->ImageOffsets
= (GLuint
*) malloc(depth
* sizeof(GLuint
));
92 if (!swImg
->ImageOffsets
)
95 for (i
= 0; i
< depth
; i
++) {
96 swImg
->ImageOffsets
[i
] = i
* width
* height
;
99 _swrast_init_texture_image(texImage
, width
, height
, depth
);
106 * Code that overrides ctx->Driver.AllocTextureImageBuffer may use this to
107 * initialize the fields of swrast_texture_image without allocating the image
108 * buffer or initializing ImageOffsets or RowStride.
110 * Returns GL_TRUE on success, GL_FALSE on memory allocation failure.
113 _swrast_init_texture_image(struct gl_texture_image
*texImage
, GLsizei width
,
114 GLsizei height
, GLsizei depth
)
116 struct swrast_texture_image
*swImg
= swrast_texture_image(texImage
);
118 if ((width
== 1 || _mesa_is_pow_two(texImage
->Width2
)) &&
119 (height
== 1 || _mesa_is_pow_two(texImage
->Height2
)) &&
120 (depth
== 1 || _mesa_is_pow_two(texImage
->Depth2
)))
121 swImg
->_IsPowerOfTwo
= GL_TRUE
;
123 swImg
->_IsPowerOfTwo
= GL_FALSE
;
125 /* Compute Width/Height/DepthScale for mipmap lod computation */
126 if (texImage
->TexObject
->Target
== GL_TEXTURE_RECTANGLE_NV
) {
127 /* scale = 1.0 since texture coords directly map to texels */
128 swImg
->WidthScale
= 1.0;
129 swImg
->HeightScale
= 1.0;
130 swImg
->DepthScale
= 1.0;
133 swImg
->WidthScale
= (GLfloat
) texImage
->Width
;
134 swImg
->HeightScale
= (GLfloat
) texImage
->Height
;
135 swImg
->DepthScale
= (GLfloat
) texImage
->Depth
;
141 * Called via ctx->Driver.FreeTextureImageBuffer()
144 _swrast_free_texture_image_buffer(struct gl_context
*ctx
,
145 struct gl_texture_image
*texImage
)
147 struct swrast_texture_image
*swImage
= swrast_texture_image(texImage
);
148 if (swImage
->Buffer
) {
149 _mesa_align_free(swImage
->Buffer
);
150 swImage
->Buffer
= NULL
;
153 if (swImage
->ImageOffsets
) {
154 free(swImage
->ImageOffsets
);
155 swImage
->ImageOffsets
= NULL
;
161 * Error checking for debugging only.
164 _mesa_check_map_teximage(struct gl_texture_image
*texImage
,
165 GLuint slice
, GLuint x
, GLuint y
, GLuint w
, GLuint h
)
168 if (texImage
->TexObject
->Target
== GL_TEXTURE_1D
)
169 assert(y
== 0 && h
== 1);
171 assert(x
< texImage
->Width
|| texImage
->Width
== 0);
172 assert(y
< texImage
->Height
|| texImage
->Height
== 0);
173 assert(x
+ w
<= texImage
->Width
);
174 assert(y
+ h
<= texImage
->Height
);
178 * Map a 2D slice of a texture image into user space.
179 * (x,y,w,h) defines a region of interest (ROI). Reading/writing texels
180 * outside of the ROI is undefined.
182 * \param texImage the texture image
183 * \param slice the 3D image slice or array texture slice
184 * \param x, y, w, h region of interest
185 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
186 * \param mapOut returns start of mapping of region of interest
187 * \param rowStrideOut returns row stride (in bytes)
190 _swrast_map_teximage(struct gl_context
*ctx
,
191 struct gl_texture_image
*texImage
,
193 GLuint x
, GLuint y
, GLuint w
, GLuint h
,
198 struct swrast_texture_image
*swImage
= swrast_texture_image(texImage
);
200 GLint stride
, texelSize
;
203 _mesa_check_map_teximage(texImage
, slice
, x
, y
, w
, h
);
205 texelSize
= _mesa_get_format_bytes(texImage
->TexFormat
);
206 stride
= _mesa_format_row_stride(texImage
->TexFormat
, texImage
->Width
);
207 _mesa_get_format_block_size(texImage
->TexFormat
, &bw
, &bh
);
212 if (!swImage
->Buffer
) {
213 /* probably ran out of memory when allocating tex mem */
218 map
= swImage
->Buffer
;
220 if (texImage
->TexObject
->Target
== GL_TEXTURE_3D
||
221 texImage
->TexObject
->Target
== GL_TEXTURE_2D_ARRAY
) {
222 GLuint sliceSize
= _mesa_format_image_size(texImage
->TexFormat
,
226 assert(slice
< texImage
->Depth
);
227 map
+= slice
* sliceSize
;
228 } else if (texImage
->TexObject
->Target
== GL_TEXTURE_1D_ARRAY
) {
229 GLuint sliceSize
= _mesa_format_image_size(texImage
->TexFormat
,
233 assert(slice
< texImage
->Height
);
234 map
+= slice
* sliceSize
;
237 /* apply x/y offset to map address */
238 map
+= stride
* (y
/ bh
) + texelSize
* (x
/ bw
);
241 *rowStrideOut
= stride
;
245 _swrast_unmap_teximage(struct gl_context
*ctx
,
246 struct gl_texture_image
*texImage
,
254 _swrast_map_texture(struct gl_context
*ctx
, struct gl_texture_object
*texObj
)
256 const GLuint faces
= texObj
->Target
== GL_TEXTURE_CUBE_MAP
? 6 : 1;
259 for (face
= 0; face
< faces
; face
++) {
260 for (level
= texObj
->BaseLevel
; level
< MAX_TEXTURE_LEVELS
; level
++) {
261 struct gl_texture_image
*texImage
= texObj
->Image
[face
][level
];
263 struct swrast_texture_image
*swImage
=
264 swrast_texture_image(texImage
);
266 /* XXX we'll eventually call _swrast_map_teximage() here */
267 swImage
->Map
= swImage
->Buffer
;
275 _swrast_unmap_texture(struct gl_context
*ctx
, struct gl_texture_object
*texObj
)
277 const GLuint faces
= texObj
->Target
== GL_TEXTURE_CUBE_MAP
? 6 : 1;
280 for (face
= 0; face
< faces
; face
++) {
281 for (level
= texObj
->BaseLevel
; level
< MAX_TEXTURE_LEVELS
; level
++) {
282 struct gl_texture_image
*texImage
= texObj
->Image
[face
][level
];
284 struct swrast_texture_image
*swImage
285 = swrast_texture_image(texImage
);
287 /* XXX we'll eventually call _swrast_unmap_teximage() here */
296 * Map all textures for reading prior to software rendering.
299 _swrast_map_textures(struct gl_context
*ctx
)
301 GLbitfield enabledUnits
= ctx
->Texture
._EnabledUnits
;
303 /* loop over enabled texture units */
304 while (enabledUnits
) {
305 GLuint unit
= ffs(enabledUnits
) - 1;
306 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[unit
]._Current
;
308 _swrast_map_texture(ctx
, texObj
);
310 enabledUnits
&= ~(1 << unit
);
316 * Unmap all textures for reading prior to software rendering.
319 _swrast_unmap_textures(struct gl_context
*ctx
)
321 GLbitfield enabledUnits
= ctx
->Texture
._EnabledUnits
;
323 /* loop over enabled texture units */
324 while (enabledUnits
) {
325 GLuint unit
= ffs(enabledUnits
) - 1;
326 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[unit
]._Current
;
328 _swrast_unmap_texture(ctx
, texObj
);
330 enabledUnits
&= ~(1 << unit
);
336 * Called via ctx->Driver.AllocTextureStorage()
337 * Just have to allocate memory for the texture images.
340 _swrast_AllocTextureStorage(struct gl_context
*ctx
,
341 struct gl_texture_object
*texObj
,
342 GLsizei levels
, GLsizei width
,
343 GLsizei height
, GLsizei depth
)
345 const GLint numFaces
= (texObj
->Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
348 for (face
= 0; face
< numFaces
; face
++) {
349 for (level
= 0; level
< levels
; level
++) {
350 struct gl_texture_image
*texImage
= texObj
->Image
[face
][level
];
351 if (!_swrast_alloc_texture_image_buffer(ctx
, texImage
,