#include "intel_context.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
+#include "intel_fbo.h"
#define FILE_DEBUG_FLAG DEBUG_TEXTURE
(void) ctx;
DBG("%s\n", __FUNCTION__);
+
+ if (obj == NULL)
+ return NULL;
+
_mesa_initialize_texture_object(&obj->base, name, target);
+ obj->needs_validate = true;
+
return &obj->base;
}
static GLboolean
intel_alloc_texture_image_buffer(struct gl_context *ctx,
- struct gl_texture_image *image,
- gl_format format, GLsizei width,
- GLsizei height, GLsizei depth)
+ struct gl_texture_image *image)
{
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(image);
struct gl_texture_object *texobj = image->TexObject;
struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
- GLuint slices;
assert(image->Border == 0);
+ /* Quantize sample count */
+ if (image->NumSamples) {
+ image->NumSamples = intel_quantize_num_samples(intel->intelScreen, image->NumSamples);
+ if (!image->NumSamples)
+ return false;
+ }
+
/* Because the driver uses AllocTextureImageBuffer() internally, it may end
* up mismatched with FreeTextureImageBuffer(), but that is safe to call
* multiple times.
*/
ctx->Driver.FreeTextureImageBuffer(ctx, image);
- /* Allocate the swrast_texture_image::ImageOffsets array now */
- switch (texobj->Target) {
- case GL_TEXTURE_3D:
- case GL_TEXTURE_2D_ARRAY:
- slices = image->Depth;
- break;
- case GL_TEXTURE_1D_ARRAY:
- slices = image->Height;
- break;
- default:
- slices = 1;
- }
- assert(!intel_image->base.ImageOffsets);
- intel_image->base.ImageOffsets = malloc(slices * sizeof(GLuint));
+ if (!_swrast_init_texture_image(image))
+ return false;
if (intel_texobj->mt &&
intel_miptree_match_image(intel_texobj->mt, image)) {
intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
__FUNCTION__, texobj, image->Level,
- width, height, depth, intel_texobj->mt);
+ image->Width, image->Height, image->Depth, intel_texobj->mt);
} else {
intel_image->mt = intel_miptree_create_for_teximage(intel, intel_texobj,
intel_image,
DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
__FUNCTION__, texobj, image->Level,
- width, height, depth, intel_image->mt);
+ image->Width, image->Height, image->Depth, intel_image->mt);
}
+ intel_texobj->needs_validate = true;
+
return true;
}
intel_miptree_release(&intelImage->mt);
- if (intelImage->base.Buffer) {
- _mesa_align_free(intelImage->base.Buffer);
- intelImage->base.Buffer = NULL;
- }
-
- if (intelImage->base.ImageOffsets) {
- free(intelImage->base.ImageOffsets);
- intelImage->base.ImageOffsets = NULL;
- }
+ _swrast_free_texture_image_buffer(ctx, texImage);
}
/**
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(tex_image);
struct intel_mipmap_tree *mt = intel_image->mt;
- unsigned int bw, bh;
- void *base;
- unsigned int image_x, image_y;
/* Our texture data is always stored in a miptree. */
assert(mt);
assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
h == 1);
- if (mt->stencil_mt) {
- /* The miptree has depthstencil format, but uses separate stencil. The
- * embedded stencil miptree contains the real stencil data, so gather
- * that into the depthstencil miptree.
- *
- * FIXME: Avoid the gather if the texture is mapped as write-only.
- */
- intel_miptree_s8z24_gather(intel, mt, tex_image->Level, slice);
- }
-
- intel_miptree_slice_resolve_depth(intel, mt, tex_image->Level, slice);
- if (mode & GL_MAP_WRITE_BIT) {
- intel_miptree_slice_set_needs_hiz_resolve(mt, tex_image->Level, slice);
- }
-
- /* For compressed formats, the stride is the number of bytes per
- * row of blocks. intel_miptree_get_image_offset() already does
- * the divide.
+ /* intel_miptree_map operates on a unified "slice" number that references the
+ * cube face, since it's all just slices to the miptree code.
*/
- _mesa_get_format_block_size(tex_image->TexFormat, &bw, &bh);
- assert(y % bh == 0);
- y /= bh;
-
- base = intel_region_map(intel, mt->region, mode);
- intel_miptree_get_image_offset(mt, tex_image->Level, tex_image->Face,
- slice, &image_x, &image_y);
- x += image_x;
- y += image_y;
-
- *stride = mt->region->pitch * mt->cpp;
- *map = base + y * *stride + x * mt->cpp;
-
- DBG("%s: %d,%d %dx%d from mt %p %d,%d = %p/%d\n", __FUNCTION__,
- x - image_x, y - image_y, w, h,
- mt, x, y, *map, *stride);
+ if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
+ slice = tex_image->Face;
+
+ intel_miptree_map(intel, mt, tex_image->Level, slice, x, y, w, h, mode,
+ (void **)map, stride);
}
static void
struct intel_texture_image *intel_image = intel_texture_image(tex_image);
struct intel_mipmap_tree *mt = intel_image->mt;
- intel_region_unmap(intel, intel_image->mt->region);
+ if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
+ slice = tex_image->Face;
- if (mt->stencil_mt) {
- /* The miptree has depthstencil format, but uses separate stencil. The
- * embedded stencil miptree must contain the real stencil data after
- * unmapping, so copy it from the depthstencil miptree into the stencil
- * miptree.
- *
- * FIXME: Avoid the scatter if the texture was mapped as read-only.
- */
- intel_miptree_s8z24_scatter(intel, mt, tex_image->Level, slice);
- }
+ intel_miptree_unmap(intel, mt, tex_image->Level, slice);
}
void