--- /dev/null
+/*
+ * Mesa 3-D graphics library
+ *
+ * Copyright (C) 2014 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.
+ */
+
+#include "glheader.h"
+#include "context.h"
+#include "enums.h"
+#include "imports.h"
+#include "macros.h"
+#include "teximage.h"
+#include "texobj.h"
+#include "fbobject.h"
+#include "buffers.h"
+#include "state.h"
+#include "mtypes.h"
+#include "meta.h"
+
+/* This function makes a texture view without bothering with all of the API
+ * checks. Most of them are the same for CopyTexSubImage so checking would
+ * be redundant. The one major difference is that we don't check for
+ * whether the texture is immutable or not. However, since the view will
+ * be created and then immediately destroyed, this should not be a problem.
+ */
+static bool
+make_view(struct gl_context *ctx, struct gl_texture_image *tex_image,
+ struct gl_texture_image **view_tex_image, GLuint *view_tex_name,
+ GLenum internal_format)
+{
+ struct gl_texture_object *tex_obj = tex_image->TexObject;
+ struct gl_texture_object *view_tex_obj;
+ mesa_format tex_format;
+
+ /* Set up the new texture object */
+ _mesa_GenTextures(1, view_tex_name);
+ view_tex_obj = _mesa_lookup_texture(ctx, *view_tex_name);
+ if (!view_tex_obj)
+ return false;
+
+ tex_format = _mesa_choose_texture_format(ctx, view_tex_obj, tex_obj->Target,
+ 0, internal_format,
+ GL_NONE, GL_NONE);
+
+ if (!ctx->Driver.TestProxyTexImage(ctx, tex_obj->Target, 0, tex_format,
+ tex_image->Width, tex_image->Height,
+ tex_image->Depth, 0)) {
+ return false;
+ }
+
+ view_tex_obj->Target = tex_obj->Target;
+
+ *view_tex_image = _mesa_get_tex_image(ctx, view_tex_obj, tex_obj->Target, 0);
+ _mesa_init_teximage_fields(ctx, *view_tex_image,
+ tex_image->Width, tex_image->Height,
+ tex_image->Depth,
+ 0, internal_format, tex_format);
+
+ view_tex_obj->MinLevel = 0;
+ view_tex_obj->NumLevels = 1;
+ view_tex_obj->MinLayer = tex_obj->MinLayer;
+ view_tex_obj->NumLayers = tex_obj->NumLayers;
+ view_tex_obj->Immutable = tex_obj->Immutable;
+ view_tex_obj->ImmutableLevels = tex_obj->ImmutableLevels;
+ view_tex_obj->Target = tex_obj->Target;
+
+ if (ctx->Driver.TextureView != NULL &&
+ !ctx->Driver.TextureView(ctx, view_tex_obj, tex_obj)) {
+ _mesa_DeleteTextures(1, view_tex_name);
+ *view_tex_name = 0;
+ return false; /* driver recorded error */
+ }
+
+ return true;
+}
+
+/** A partial implementation of glCopyImageSubData
+ *
+ * This is a partial implementation of glCopyImageSubData that works only
+ * if both textures are uncompressed and the destination texture is
+ * renderable. It uses a slight abuse of a texture view (see make_view) to
+ * turn the source texture into the destination texture type and then uses
+ * _mesa_meta_BlitFramebuffers to do the copy.
+ */
+bool
+_mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx,
+ struct gl_texture_image *src_tex_image,
+ int src_x, int src_y, int src_z,
+ struct gl_texture_image *dst_tex_image,
+ int dst_x, int dst_y, int dst_z,
+ int src_width, int src_height)
+{
+ GLuint src_view_texture = 0;
+ struct gl_texture_image *src_view_tex_image;
+ GLuint fbos[2];
+ bool success = false;
+ GLbitfield mask;
+ GLenum status, attachment;
+
+ if (_mesa_is_format_compressed(dst_tex_image->TexFormat))
+ return false;
+
+ if (_mesa_is_format_compressed(src_tex_image->TexFormat))
+ return false;
+
+ if (src_tex_image->InternalFormat == dst_tex_image->InternalFormat) {
+ src_view_tex_image = src_tex_image;
+ } else {
+ if (!make_view(ctx, src_tex_image, &src_view_tex_image, &src_view_texture,
+ dst_tex_image->InternalFormat))
+ goto cleanup;
+ }
+
+ /* We really only need to stash the bound framebuffers. */
+ _mesa_meta_begin(ctx, 0);
+
+ _mesa_GenFramebuffers(2, fbos);
+ _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
+
+ switch (_mesa_get_format_base_format(src_tex_image->TexFormat)) {
+ case GL_DEPTH_COMPONENT:
+ attachment = GL_DEPTH_ATTACHMENT;
+ mask = GL_DEPTH_BUFFER_BIT;
+ break;
+ case GL_DEPTH_STENCIL:
+ attachment = GL_DEPTH_STENCIL_ATTACHMENT;
+ mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
+ break;
+ case GL_STENCIL_INDEX:
+ attachment = GL_STENCIL_ATTACHMENT;
+ mask = GL_STENCIL_BUFFER_BIT;
+ break;
+ default:
+ attachment = GL_COLOR_ATTACHMENT0;
+ mask = GL_COLOR_BUFFER_BIT;
+ _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
+ _mesa_ReadBuffer(GL_COLOR_ATTACHMENT0);
+ }
+
+ _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, attachment,
+ src_view_tex_image, src_z);
+
+ status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ goto meta_end;
+
+ _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, attachment,
+ dst_tex_image, dst_z);
+
+ status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ goto meta_end;
+
+ /* Since we've bound a new draw framebuffer, we need to update its
+ * derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
+ * be correct.
+ */
+ _mesa_update_state(ctx);
+
+ /* We skip the core BlitFramebuffer checks for format consistency.
+ * We have already created views to ensure that the texture formats
+ * match.
+ */
+ ctx->Driver.BlitFramebuffer(ctx, src_x, src_y,
+ src_x + src_width, src_y + src_height,
+ dst_x, dst_y,
+ dst_x + src_width, dst_y + src_height,
+ mask, GL_NEAREST);
+
+ success = true;
+
+meta_end:
+ _mesa_DeleteFramebuffers(2, fbos);
+ _mesa_meta_end(ctx);
+
+cleanup:
+ _mesa_DeleteTextures(1, &src_view_texture);
+
+ return success;
+}