--- /dev/null
+/*
+ * Mesa 3-D graphics library
+ *
+ * Copyright (C) 2015 Intel Corporation. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Jason Ekstrand <jason.ekstrand@intel.com>
+ */
+
+#include "bufferobj.h"
+#include "buffers.h"
+#include "fbobject.h"
+#include "glformats.h"
+#include "glheader.h"
+#include "image.h"
+#include "macros.h"
+#include "meta.h"
+#include "pbo.h"
+#include "shaderapi.h"
+#include "state.h"
+#include "teximage.h"
+#include "texobj.h"
+#include "texstate.h"
+#include "uniforms.h"
+#include "varray.h"
+
+static struct gl_texture_image *
+create_texture_for_pbo(struct gl_context *ctx, bool create_pbo,
+ GLenum pbo_target, int width, int height, int depth,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ GLuint *tmp_pbo, GLuint *tmp_tex)
+{
+ uint32_t pbo_format;
+ GLenum internal_format;
+ unsigned row_stride;
+ struct gl_buffer_object *buffer_obj;
+ struct gl_texture_object *tex_obj;
+ struct gl_texture_image *tex_image;
+ bool read_only;
+
+ if ((packing->ImageHeight != 0 && packing->ImageHeight != height) ||
+ packing->SwapBytes ||
+ packing->LsbFirst ||
+ packing->Invert)
+ return NULL;
+
+ pbo_format = _mesa_format_from_format_and_type(format, type);
+ if (_mesa_format_is_mesa_array_format(pbo_format))
+ pbo_format = _mesa_format_from_array_format(pbo_format);
+
+ if (!pbo_format || !ctx->TextureFormatSupported[pbo_format])
+ return NULL;
+
+ /* Account for SKIP_PIXELS, SKIP_ROWS, ALIGNMENT, and SKIP_IMAGES */
+ pixels = _mesa_image_address3d(packing, pixels,
+ width, height, format, type, 0, 0, 0);
+ row_stride = _mesa_image_row_stride(packing, width, format, type);
+
+ if (_mesa_is_bufferobj(packing->BufferObj)) {
+ *tmp_pbo = 0;
+ buffer_obj = packing->BufferObj;
+ } else {
+ assert(create_pbo);
+
+ _mesa_GenBuffers(1, tmp_pbo);
+
+ /* We are not doing this inside meta_begin/end. However, we know the
+ * client doesn't have the given target bound, so we can go ahead and
+ * squash it. We'll set it back when we're done.
+ */
+ _mesa_BindBuffer(pbo_target, *tmp_pbo);
+
+ _mesa_BufferData(pbo_target, row_stride * height, pixels, GL_STREAM_DRAW);
+
+ buffer_obj = ctx->Unpack.BufferObj;
+ pixels = NULL;
+
+ _mesa_BindBuffer(pbo_target, 0);
+ }
+
+ _mesa_GenTextures(1, tmp_tex);
+ tex_obj = _mesa_lookup_texture(ctx, *tmp_tex);
+ tex_obj->Target = depth > 1 ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
+ tex_obj->Immutable = GL_TRUE;
+ _mesa_initialize_texture_object(ctx, tex_obj, *tmp_tex, GL_TEXTURE_2D);
+
+ internal_format = _mesa_get_format_base_format(pbo_format);
+
+ tex_image = _mesa_get_tex_image(ctx, tex_obj, tex_obj->Target, 0);
+ _mesa_init_teximage_fields(ctx, tex_image, width, height, depth,
+ 0, internal_format, pbo_format);
+
+ read_only = pbo_target == GL_PIXEL_UNPACK_BUFFER;
+ if (!ctx->Driver.SetTextureStorageForBufferObject(ctx, tex_obj,
+ buffer_obj,
+ (intptr_t)pixels,
+ row_stride,
+ read_only)) {
+ _mesa_DeleteTextures(1, tmp_tex);
+ _mesa_DeleteBuffers(1, tmp_pbo);
+ return NULL;
+ }
+
+ return tex_image;
+}
+
+bool
+_mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
+ struct gl_texture_image *tex_image,
+ int xoffset, int yoffset, int zoffset,
+ int width, int height, int depth,
+ GLenum format, GLenum type, const void *pixels,
+ bool allocate_storage, bool create_pbo,
+ const struct gl_pixelstore_attrib *packing)
+{
+ GLuint pbo = 0, pbo_tex = 0, fbos[2] = { 0, 0 };
+ struct gl_texture_image *pbo_tex_image;
+ GLenum status;
+ bool success = false;
+
+ /* XXX: This should probably be passed in from somewhere */
+ const char *where = "_mesa_meta_pbo_TexSubImage";
+
+ if (!_mesa_is_bufferobj(packing->BufferObj) && !create_pbo)
+ return false;
+
+ if (format == GL_DEPTH_COMPONENT ||
+ format == GL_DEPTH_STENCIL ||
+ format == GL_STENCIL_INDEX ||
+ format == GL_COLOR_INDEX)
+ return false;
+
+ if (ctx->_ImageTransferState)
+ return false;
+
+ if (!_mesa_validate_pbo_access(dims, packing, width, height, depth,
+ format, type, INT_MAX, pixels)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(out of bounds PBO access)", where);
+ return true;
+ }
+
+ if (_mesa_check_disallowed_mapping(packing->BufferObj)) {
+ /* buffer is mapped - that's an error */
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(PBO is mapped)", where);
+ return true;
+ }
+
+ pbo_tex_image = create_texture_for_pbo(ctx, create_pbo,
+ GL_PIXEL_UNPACK_BUFFER,
+ width, height, depth,
+ format, type, pixels, packing,
+ &pbo, &pbo_tex);
+ if (!pbo_tex_image)
+ return false;
+
+ if (allocate_storage)
+ ctx->Driver.AllocTextureImageBuffer(ctx, tex_image);
+
+ /* Only stash the current FBO */
+ _mesa_meta_begin(ctx, 0);
+
+ _mesa_GenFramebuffers(2, fbos);
+ _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
+
+ if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
+ assert(depth == 1);
+ depth = height;
+ height = 1;
+ }
+
+ _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ pbo_tex_image, 0);
+ /* If this passes on the first layer it should pass on the others */
+ status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ goto fail;
+
+ _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ tex_image, zoffset);
+ /* If this passes on the first layer it should pass on the others */
+ status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ goto fail;
+
+ _mesa_update_state(ctx);
+
+ if (_mesa_meta_BlitFramebuffer(ctx, 0, 0, width, height,
+ xoffset, yoffset,
+ xoffset + width, yoffset + height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST))
+ goto fail;
+
+ for (int z = 1; z < depth; z++) {
+ _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ pbo_tex_image, z);
+ _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ tex_image, zoffset + z);
+
+ _mesa_update_state(ctx);
+
+ _mesa_meta_BlitFramebuffer(ctx, 0, 0, width, height,
+ xoffset, yoffset,
+ xoffset + width, yoffset + height,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+
+ success = true;
+
+fail:
+ _mesa_DeleteFramebuffers(2, fbos);
+ _mesa_DeleteTextures(1, &pbo_tex);
+ _mesa_DeleteBuffers(1, &pbo);
+
+ _mesa_meta_end(ctx);
+
+ return success;
+}