return;
}
- _mesa_decompress_image(texFormat, texImage->Width, texImage->Height,
- texImage->Data, texImage->RowStride, tempImage);
+ /* Decompress the texture image - results in 'tempImage' */
+ {
+ GLubyte *srcMap;
+ GLint srcRowStride;
+ GLuint bytes, bw, bh;
+
+ bytes = _mesa_get_format_bytes(texImage->TexFormat);
+ _mesa_get_format_block_size(texImage->TexFormat, &bw, &bh);
+
+ ctx->Driver.MapTextureImage(ctx, texImage, 0,
+ 0, 0, width, height,
+ GL_MAP_READ_BIT,
+ &srcMap, &srcRowStride);
+
+ /* XXX This line is a bit of a hack to work around the
+ * mismatch of compressed row strides as returned by
+ * MapTextureImage() vs. what the texture decompression code
+ * uses. This will be fixed in the future.
+ */
+ srcRowStride = srcRowStride * bh / bytes;
+
+ _mesa_decompress_image(texFormat, width, height,
+ srcMap, srcRowStride, tempImage);
+
+ ctx->Driver.UnmapTextureImage(ctx, texImage, 0);
+ }
if (baseFormat == GL_LUMINANCE ||
baseFormat == GL_LUMINANCE_ALPHA) {
}
else {
/* No decompression needed */
- const GLint texelSize = _mesa_get_format_bytes(texFormat);
GLuint img, row;
GLfloat (*rgba)[4];
}
for (img = 0; img < depth; img++) {
+ GLubyte *srcMap;
+ GLint rowstride;
+
+ /* map src texture buffer */
+ ctx->Driver.MapTextureImage(ctx, texImage, img,
+ 0, 0, width, height, GL_MAP_READ_BIT,
+ &srcMap, &rowstride);
+
for (row = 0; row < height; row++) {
+ const GLubyte *src = srcMap + row * rowstride;
void *dest = _mesa_image_address(dimensions, &ctx->Pack, pixels,
width, height, format, type,
img, row, 0);
- const GLubyte *src = (const GLubyte *) texImage->Data +
- (texImage->ImageOffsets[img] +
- texImage->RowStride * row) * texelSize;
_mesa_unpack_rgba_row(texFormat, width, src, rgba);
format, type, dest,
&ctx->Pack, transferOps);
}
+
+ /* Unmap the src texture buffer */
+ ctx->Driver.UnmapTextureImage(ctx, texImage, img);
}
free(rgba);
format, type);
GLuint depth, i;
GLubyte *dest;
- GLboolean do_map = GL_TRUE;
if (stImage->pt && util_format_is_s3tc(stImage->pt->format)) {
/* Need to decompress the texture.
return;
}
- if (format == GL_DEPTH_STENCIL ||
- format == GL_DEPTH_COMPONENT) {
- do_map = GL_FALSE;
- }
-
- /* Map */
- if (do_map && stImage->pt) {
- /* Image is stored in hardware format in a buffer managed by the
- * kernel. Need to explicitly map and unmap it.
- */
- texImage->Data = st_texture_image_map(st, stImage, 0,
- PIPE_TRANSFER_READ, 0, 0,
- stImage->base.Width,
- stImage->base.Height);
- /* compute stride in texels from stride in bytes */
- texImage->RowStride = stImage->transfer->stride
- * util_format_get_blockwidth(stImage->pt->format)
- / util_format_get_blocksize(stImage->pt->format);
- }
- else if (do_map) {
- /* Otherwise, the image should actually be stored in
- * texImage->Data. This is pretty confusing for
- * everybody, I'd much prefer to separate the two functions of
- * texImage->Data - storage for texture images in main memory
- * and access (ie mappings) of images. In other words, we'd
- * create a new texImage->Map field and leave Data simply for
- * storage.
- */
- assert(texImage->Data);
- }
-
depth = texImage->Depth;
texImage->Depth = 1;
}
texImage->Depth = depth;
-
- /* Unmap */
- if (do_map && stImage->pt) {
- st_texture_image_unmap(st, stImage);
- texImage->Data = NULL;
- }
}