From: Brian Paul Date: Mon, 3 May 2010 22:03:19 +0000 (-0600) Subject: st/mesa: updated comments and fix some formatting in texture storage code X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=013b332cbcad2b9d113e00c467a65d072eb61cec;p=mesa.git st/mesa: updated comments and fix some formatting in texture storage code --- diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c index 434fbc301fe..5021dcbcb60 100644 --- a/src/mesa/state_tracker/st_cb_texture.c +++ b/src/mesa/state_tracker/st_cb_texture.c @@ -255,7 +255,6 @@ get_texture_dims(GLenum target) * * We use the given st_texture_image as a clue to determine the size of the * mipmap image at level=0. - * */ static void guess_and_alloc_texture(struct st_context *st, @@ -614,9 +613,13 @@ st_TexImage(GLcontext * ctx, assert(!stImage->pt); + /* Check if this texture image can live inside the texture object's buffer. + * If so, store the image there. Otherwise the image will temporarily live + * in its own buffer. + */ if (stObj->pt && st_texture_match_image(stObj->pt, &stImage->base, - stImage->face, stImage->level)) { + stImage->face, stImage->level)) { pipe_resource_reference(&stImage->pt, stObj->pt); assert(stImage->pt); @@ -625,9 +628,11 @@ st_TexImage(GLcontext * ctx, if (!stImage->pt) DBG("XXX: Image did not fit into texture - storing in local memory!\n"); - /* st_CopyTexImage calls this function with pixels == NULL, with - * the expectation that the texture will be set up but nothing - * more will be done. This is where those calls return: + /* Pixel data may come from regular user memory or a PBO. For the later, + * do bounds checking and map the PBO to read pixels data from it. + * + * XXX we should try to use a GPU-accelerated path to copy the image data + * from the PBO to the texture. */ if (compressed_src) { pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, @@ -640,10 +645,6 @@ st_TexImage(GLcontext * ctx, pixels, unpack, "glTexImage"); } - /* Note: we can't check for pixels==NULL until after we've allocated - * memory for the texture. - */ - /* See if we can do texture compression with a blit/render. */ if (!compressed_src && @@ -662,6 +663,10 @@ st_TexImage(GLcontext * ctx, } } + /* + * Prepare to store the texture data. Either map the gallium texture buffer + * memory or malloc space for it. + */ if (stImage->pt) { /* Store the image in the gallium texture memory buffer */ if (format == GL_DEPTH_COMPONENT && @@ -689,15 +694,15 @@ st_TexImage(GLcontext * ctx, return; } - if (!pixels) + if (!pixels) { + /* We've allocated texture memory, but have no pixel data - all done. */ goto done; + } DBG("Upload image %dx%dx%d row_len %x pitch %x\n", width, height, depth, width, dstRowStride); - /* Copy data. Would like to know when it's ok for us to eg. use - * the blitter to copy. Or, use the hardware to do the format - * conversion and copy: + /* Copy user texture image into the texture buffer. */ if (compressed_src) { const GLuint srcRowStride =