}
-/* Although we use the image_offset[] array to store relative offsets
- * to cube faces, Mesa doesn't know anything about this and expects
- * each cube face to be treated as a separate image.
- *
- * These functions present that view to mesa:
+/**
+ * Return offset to the start of a 2D slice of a texture (a mipmap level,
+ * cube face, 3D Z slice).
+ * \param mt the texture object/miptree
+ * \param face cube map face in [0,5] or zero for non-cube textures
+ * \param level mipmap level
+ * \param zslice Z slice of a 3D texture, or zero for non-3D textures
*/
-const GLuint *
-intel_miptree_depth_offsets(struct intel_mipmap_tree *mt, GLuint level)
-{
- static const GLuint zero = 0;
-
- if (mt->target != GL_TEXTURE_3D || mt->level[level].nr_images == 1)
- return &zero;
- else
- return mt->level[level].image_offset;
-}
-
-
GLuint
-intel_miptree_image_offset(struct intel_mipmap_tree *mt,
- GLuint face, GLuint level)
+intel_miptree_image_offset(const struct intel_mipmap_tree *mt,
+ GLuint face, GLuint level, GLuint zslice)
{
+ GLuint offset = mt->level[level].level_offset;
+
if (mt->target == GL_TEXTURE_CUBE_MAP_ARB)
- return (mt->level[level].level_offset +
- mt->level[level].image_offset[face]);
- else
- return mt->level[level].level_offset;
+ offset += mt->level[level].image_offset[face];
+ else if (mt->target == GL_TEXTURE_3D)
+ offset += mt->level[level].image_offset[zslice];
+
+ return offset;
}
}
return (intel_region_map(intel, mt->region) +
- intel_miptree_image_offset(mt, face, level));
+ intel_miptree_image_offset(mt, face, level, 0));
}
void
GLuint src_image_pitch)
{
GLuint depth = dst->level[level].depth;
- GLuint dst_offset = intel_miptree_image_offset(dst, face, level);
- const GLuint *dst_depth_offset = intel_miptree_depth_offsets(dst, level);
GLuint i;
GLuint height = 0;
DBG("%s: %d/%d\n", __FUNCTION__, face, level);
for (i = 0; i < depth; i++) {
+ GLuint dst_offset = intel_miptree_image_offset(dst, face, level, i);
height = dst->level[level].height;
if(dst->compressed)
height = (height + 3) / 4;
intel_region_data(intel,
dst->region,
- dst_offset + dst_depth_offset[i], /* dst_offset */
+ dst_offset,
0, 0, /* dstx, dsty */
src,
src_row_pitch,
GLuint width = src->level[level].width;
GLuint height = src->level[level].height;
GLuint depth = src->level[level].depth;
- GLuint dst_offset = intel_miptree_image_offset(dst, face, level);
- GLuint src_offset = intel_miptree_image_offset(src, face, level);
- const GLuint *dst_depth_offset = intel_miptree_depth_offsets(dst, level);
- const GLuint *src_depth_offset = intel_miptree_depth_offsets(src, level);
GLuint i;
GLboolean success;
}
for (i = 0; i < depth; i++) {
+ GLuint dst_offset = intel_miptree_image_offset(dst, face, level, i);
+ GLuint src_offset = intel_miptree_image_offset(src, face, level, i);
+
success = intel_region_copy(intel,
- dst->region, dst_offset + dst_depth_offset[i],
+ dst->region, dst_offset,
0, 0,
- src->region, src_offset + src_depth_offset[i],
+ src->region, src_offset,
0, 0, width, height, GL_COPY);
if (!success) {
GLubyte *src_ptr, *dst_ptr;
src_ptr = intel_region_map(intel, src->region);
dst_ptr = intel_region_map(intel, dst->region);
- _mesa_copy_rect(dst_ptr + dst_offset + dst_depth_offset[i],
+ _mesa_copy_rect(dst_ptr + dst_offset,
dst->cpp,
dst->pitch,
0, 0, width, height,
- src_ptr + src_offset + src_depth_offset[i],
+ src_ptr + src_offset,
src->pitch,
0, 0);
intel_region_unmap(intel, src->region);