INTEL_NEED_DEPTH_RESOLVE,
intel->vtbl.resolve_depth_slice);
}
+
+void
+intel_miptree_map(struct intel_context *intel,
+ struct intel_mipmap_tree *mt,
+ unsigned int level,
+ unsigned int slice,
+ unsigned int x,
+ unsigned int y,
+ unsigned int w,
+ unsigned int h,
+ GLbitfield mode,
+ void **out_ptr,
+ int *out_stride)
+{
+ unsigned int bw, bh;
+ void *base;
+ unsigned int image_x, image_y;
+
+ 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, level, slice);
+ }
+
+ intel_miptree_slice_resolve_depth(intel, mt, level, slice);
+ if (mode & GL_MAP_WRITE_BIT) {
+ intel_miptree_slice_set_needs_hiz_resolve(mt, 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.
+ */
+ _mesa_get_format_block_size(mt->format, &bw, &bh);
+ assert(y % bh == 0);
+ y /= bh;
+
+ base = intel_region_map(intel, mt->region, mode);
+ /* Note that in the case of cube maps, the caller must have passed the slice
+ * number referencing the face.
+ */
+ intel_miptree_get_image_offset(mt, level, 0, slice, &image_x, &image_y);
+ x += image_x;
+ y += image_y;
+
+ *out_stride = mt->region->pitch * mt->cpp;
+ *out_ptr = base + y * *out_stride + x * mt->cpp;
+
+ DBG("%s: %d,%d %dx%d from mt %p (%s) %d,%d = %p/%d\n", __FUNCTION__,
+ x - image_x, y - image_y, w, h,
+ mt, _mesa_get_format_name(mt->format),
+ x, y, *out_ptr, *out_stride);
+}
+
+void
+intel_miptree_unmap(struct intel_context *intel,
+ struct intel_mipmap_tree *mt,
+ unsigned int level,
+ unsigned int slice)
+{
+ DBG("%s: mt %p (%s) level %d slice %d\n", __FUNCTION__,
+ mt, _mesa_get_format_name(mt->format), level, slice);
+
+ intel_region_unmap(intel, mt->region);
+
+ 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, level, slice);
+ }
+}
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