}
-/**
- * Return nominal bytes per texel for a compressed format, 0 for non-compressed
- * format.
- */
-static GLuint
-compressed_num_bytes(gl_format format)
-{
- switch (format) {
-#if FEATURE_texture_fxt1
- case MESA_FORMAT_RGB_FXT1:
- case MESA_FORMAT_RGBA_FXT1:
-#endif
-#if FEATURE_texture_s3tc
- case MESA_FORMAT_RGB_DXT1:
- case MESA_FORMAT_RGBA_DXT1:
- return 2;
- case MESA_FORMAT_RGBA_DXT3:
- case MESA_FORMAT_RGBA_DXT5:
- return 4;
-#endif
- default:
- return 0;
- }
-}
-
-
-static GLboolean
-is_compressed_mesa_format(gl_format format)
-{
- switch (format) {
- case MESA_FORMAT_RGB_DXT1:
- case MESA_FORMAT_RGBA_DXT1:
- case MESA_FORMAT_RGBA_DXT3:
- case MESA_FORMAT_RGBA_DXT5:
- case MESA_FORMAT_SRGB_DXT1:
- case MESA_FORMAT_SRGBA_DXT1:
- case MESA_FORMAT_SRGBA_DXT3:
- case MESA_FORMAT_SRGBA_DXT5:
- return GL_TRUE;
- default:
- return GL_FALSE;
- }
-}
-
-
/** called via ctx->Driver.NewTextureImage() */
static struct gl_texture_image *
st_NewTextureImage(GLcontext * ctx)
*/
if (!compressed_src &&
!ctx->Mesa_DXTn &&
- is_compressed_mesa_format(texImage->TexFormat) &&
+ _mesa_is_format_compressed(texImage->TexFormat) &&
screen->is_format_supported(screen,
stImage->pt->format,
stImage->pt->target,
/* See if we can do texture compression with a blit/render.
*/
if (!ctx->Mesa_DXTn &&
- is_compressed_mesa_format(texImage->TexFormat) &&
+ _mesa_is_format_compressed(texImage->TexFormat) &&
screen->is_format_supported(screen,
stImage->pt->format,
stImage->pt->target,
done:
_mesa_unmap_teximage_pbo(ctx, packing);
- if (stImage->pt) {
+ if (stImage->pt && texImage->Data) {
st_texture_image_unmap(ctx->st, stImage);
texImage->Data = NULL;
}
srcX, srcY,
width, height);
- if (baseFormat == GL_DEPTH_COMPONENT &&
+ if ((baseFormat == GL_DEPTH_COMPONENT ||
+ baseFormat == GL_DEPTH_STENCIL) &&
pf_is_depth_and_stencil(stImage->pt->format))
transfer_usage = PIPE_TRANSFER_READ_WRITE;
else
destX, destY, width, height);
if (baseFormat == GL_DEPTH_COMPONENT ||
- baseFormat == GL_DEPTH24_STENCIL8) {
+ baseFormat == GL_DEPTH_STENCIL) {
const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
ctx->Pixel.DepthBias != 0.0F);
GLint row, yStep;
struct gl_texture_image *texImage =
_mesa_select_tex_image(ctx, texObj, target, level);
struct st_texture_image *stImage = st_texture_image(texImage);
- const GLenum texBaseFormat = texImage->InternalFormat;
+ const GLenum texBaseFormat = texImage->_BaseFormat;
struct gl_framebuffer *fb = ctx->ReadBuffer;
struct st_renderbuffer *strb;
struct pipe_context *pipe = ctx->st->pipe;
/* determine if copying depth or color data */
if (texBaseFormat == GL_DEPTH_COMPONENT ||
- texBaseFormat == GL_DEPTH24_STENCIL8) {
+ texBaseFormat == GL_DEPTH_STENCIL) {
strb = st_renderbuffer(fb->_DepthBuffer);
}
- else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
- strb = st_renderbuffer(fb->_StencilBuffer);
- }
else {
/* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
strb = st_renderbuffer(fb->_ColorReadBuffer);
use_fallback = GL_FALSE;
}
else if (format_writemask &&
+ texBaseFormat != GL_DEPTH_COMPONENT &&
+ texBaseFormat != GL_DEPTH_STENCIL &&
screen->is_format_supported(screen, src_format,
PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_SAMPLER,
pipe_texture_reference(&stImage->pt, NULL);
}
else if (stImage->base.Data) {
- assert(stImage->base.Data != NULL);
-
/* More straightforward upload.
*/
{
struct st_texture_object *stObj = st_texture_object(tObj);
const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- GLuint cpp, face;
+ GLuint blockSize, face;
struct st_texture_image *firstImage;
*needFlush = GL_FALSE;
pipe_texture_reference(&stObj->pt, firstImage->pt);
}
- /* FIXME: determine format block instead of cpp */
- if (_mesa_is_format_compressed(firstImage->base.TexFormat)) {
- cpp = compressed_num_bytes(firstImage->base.TexFormat);
- }
- else {
- cpp = _mesa_get_format_bytes(firstImage->base.TexFormat);
- }
+ /* bytes per pixel block (blocks are usually 1x1) */
+ blockSize = _mesa_get_format_bytes(firstImage->base.TexFormat);
/* If we already have a gallium texture, check that it matches the texture
* object's format, target, size, num_levels, etc.
stObj->pt->width[0] != firstImage->base.Width2 ||
stObj->pt->height[0] != firstImage->base.Height2 ||
stObj->pt->depth[0] != firstImage->base.Depth2 ||
- /* Nominal bytes per pixel: */
- stObj->pt->block.size / stObj->pt->block.width != cpp)
+ stObj->pt->block.size != blockSize)
{
pipe_texture_reference(&stObj->pt, NULL);
ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;