Don't cast the return value of malloc/realloc
[mesa.git] / src / mesa / swrast / s_texture.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2011 VMware, Inc.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
20 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * Functions for mapping/unmapping texture images.
26 */
27
28
29 #include "main/context.h"
30 #include "main/fbobject.h"
31 #include "main/teximage.h"
32 #include "main/texobj.h"
33 #include "swrast/swrast.h"
34 #include "swrast/s_context.h"
35
36
37 /**
38 * Allocate a new swrast_texture_image (a subclass of gl_texture_image).
39 * Called via ctx->Driver.NewTextureImage().
40 */
41 struct gl_texture_image *
42 _swrast_new_texture_image( struct gl_context *ctx )
43 {
44 (void) ctx;
45 return (struct gl_texture_image *) CALLOC_STRUCT(swrast_texture_image);
46 }
47
48
49 /**
50 * Free a swrast_texture_image (a subclass of gl_texture_image).
51 * Called via ctx->Driver.DeleteTextureImage().
52 */
53 void
54 _swrast_delete_texture_image(struct gl_context *ctx,
55 struct gl_texture_image *texImage)
56 {
57 /* Nothing special for the subclass yet */
58 _mesa_delete_texture_image(ctx, texImage);
59 }
60
61
62 /**
63 * Called via ctx->Driver.AllocTextureImageBuffer()
64 */
65 GLboolean
66 _swrast_alloc_texture_image_buffer(struct gl_context *ctx,
67 struct gl_texture_image *texImage)
68 {
69 struct swrast_texture_image *swImg = swrast_texture_image(texImage);
70 GLuint bytes = _mesa_format_image_size(texImage->TexFormat, texImage->Width,
71 texImage->Height, texImage->Depth);
72 GLuint i;
73
74 assert(!swImg->Buffer);
75 swImg->Buffer = _mesa_align_malloc(bytes, 512);
76 if (!swImg->Buffer)
77 return GL_FALSE;
78
79 /* RowStride and ImageOffsets[] describe how to address texels in 'Data' */
80 swImg->RowStride = texImage->Width;
81
82 /* Allocate the ImageOffsets array and initialize to typical values.
83 * We allocate the array for 1D/2D textures too in order to avoid special-
84 * case code in the texstore routines.
85 */
86 swImg->ImageOffsets = malloc(texImage->Depth * sizeof(GLuint));
87 if (!swImg->ImageOffsets)
88 return GL_FALSE;
89
90 for (i = 0; i < texImage->Depth; i++) {
91 swImg->ImageOffsets[i] = i * texImage->Width * texImage->Height;
92 }
93
94 _swrast_init_texture_image(texImage);
95
96 return GL_TRUE;
97 }
98
99
100 /**
101 * Code that overrides ctx->Driver.AllocTextureImageBuffer may use this to
102 * initialize the fields of swrast_texture_image without allocating the image
103 * buffer or initializing ImageOffsets or RowStride.
104 *
105 * Returns GL_TRUE on success, GL_FALSE on memory allocation failure.
106 */
107 void
108 _swrast_init_texture_image(struct gl_texture_image *texImage)
109 {
110 struct swrast_texture_image *swImg = swrast_texture_image(texImage);
111
112 if ((texImage->Width == 1 || _mesa_is_pow_two(texImage->Width2)) &&
113 (texImage->Height == 1 || _mesa_is_pow_two(texImage->Height2)) &&
114 (texImage->Depth == 1 || _mesa_is_pow_two(texImage->Depth2)))
115 swImg->_IsPowerOfTwo = GL_TRUE;
116 else
117 swImg->_IsPowerOfTwo = GL_FALSE;
118
119 /* Compute Width/Height/DepthScale for mipmap lod computation */
120 if (texImage->TexObject->Target == GL_TEXTURE_RECTANGLE_NV) {
121 /* scale = 1.0 since texture coords directly map to texels */
122 swImg->WidthScale = 1.0;
123 swImg->HeightScale = 1.0;
124 swImg->DepthScale = 1.0;
125 }
126 else {
127 swImg->WidthScale = (GLfloat) texImage->Width;
128 swImg->HeightScale = (GLfloat) texImage->Height;
129 swImg->DepthScale = (GLfloat) texImage->Depth;
130 }
131 }
132
133
134 /**
135 * Called via ctx->Driver.FreeTextureImageBuffer()
136 */
137 void
138 _swrast_free_texture_image_buffer(struct gl_context *ctx,
139 struct gl_texture_image *texImage)
140 {
141 struct swrast_texture_image *swImage = swrast_texture_image(texImage);
142 if (swImage->Buffer) {
143 _mesa_align_free(swImage->Buffer);
144 swImage->Buffer = NULL;
145 }
146
147 if (swImage->ImageOffsets) {
148 free(swImage->ImageOffsets);
149 swImage->ImageOffsets = NULL;
150 }
151 }
152
153
154 /**
155 * Error checking for debugging only.
156 */
157 static void
158 _mesa_check_map_teximage(struct gl_texture_image *texImage,
159 GLuint slice, GLuint x, GLuint y, GLuint w, GLuint h)
160 {
161
162 if (texImage->TexObject->Target == GL_TEXTURE_1D)
163 assert(y == 0 && h == 1);
164
165 assert(x < texImage->Width || texImage->Width == 0);
166 assert(y < texImage->Height || texImage->Height == 0);
167 assert(x + w <= texImage->Width);
168 assert(y + h <= texImage->Height);
169 }
170
171 /**
172 * Map a 2D slice of a texture image into user space.
173 * (x,y,w,h) defines a region of interest (ROI). Reading/writing texels
174 * outside of the ROI is undefined.
175 *
176 * \param texImage the texture image
177 * \param slice the 3D image slice or array texture slice
178 * \param x, y, w, h region of interest
179 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
180 * \param mapOut returns start of mapping of region of interest
181 * \param rowStrideOut returns row stride (in bytes)
182 */
183 void
184 _swrast_map_teximage(struct gl_context *ctx,
185 struct gl_texture_image *texImage,
186 GLuint slice,
187 GLuint x, GLuint y, GLuint w, GLuint h,
188 GLbitfield mode,
189 GLubyte **mapOut,
190 GLint *rowStrideOut)
191 {
192 struct swrast_texture_image *swImage = swrast_texture_image(texImage);
193 GLubyte *map;
194 GLint stride, texelSize;
195 GLuint bw, bh;
196
197 _mesa_check_map_teximage(texImage, slice, x, y, w, h);
198
199 texelSize = _mesa_get_format_bytes(texImage->TexFormat);
200 stride = _mesa_format_row_stride(texImage->TexFormat, texImage->Width);
201 _mesa_get_format_block_size(texImage->TexFormat, &bw, &bh);
202
203 assert(x % bw == 0);
204 assert(y % bh == 0);
205
206 if (!swImage->Buffer) {
207 /* probably ran out of memory when allocating tex mem */
208 *mapOut = NULL;
209 return;
210 }
211
212 map = swImage->Buffer;
213
214 if (texImage->TexObject->Target == GL_TEXTURE_3D ||
215 texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) {
216 GLuint sliceSize = _mesa_format_image_size(texImage->TexFormat,
217 texImage->Width,
218 texImage->Height,
219 1);
220 assert(slice < texImage->Depth);
221 map += slice * sliceSize;
222 } else if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
223 GLuint sliceSize = _mesa_format_image_size(texImage->TexFormat,
224 texImage->Width,
225 1,
226 1);
227 assert(slice < texImage->Height);
228 map += slice * sliceSize;
229 }
230
231 /* apply x/y offset to map address */
232 map += stride * (y / bh) + texelSize * (x / bw);
233
234 *mapOut = map;
235 *rowStrideOut = stride;
236 }
237
238 void
239 _swrast_unmap_teximage(struct gl_context *ctx,
240 struct gl_texture_image *texImage,
241 GLuint slice)
242 {
243 /* nop */
244 }
245
246
247 void
248 _swrast_map_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
249 {
250 const GLuint faces = _mesa_num_tex_faces(texObj->Target);
251 GLuint face, level;
252
253 for (face = 0; face < faces; face++) {
254 for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
255 struct gl_texture_image *texImage = texObj->Image[face][level];
256 if (texImage) {
257 struct swrast_texture_image *swImage =
258 swrast_texture_image(texImage);
259
260 /* XXX we'll eventually call _swrast_map_teximage() here */
261 swImage->Map = swImage->Buffer;
262 }
263 }
264 }
265 }
266
267
268 void
269 _swrast_unmap_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
270 {
271 const GLuint faces = _mesa_num_tex_faces(texObj->Target);
272 GLuint face, level;
273
274 for (face = 0; face < faces; face++) {
275 for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
276 struct gl_texture_image *texImage = texObj->Image[face][level];
277 if (texImage) {
278 struct swrast_texture_image *swImage
279 = swrast_texture_image(texImage);
280
281 /* XXX we'll eventually call _swrast_unmap_teximage() here */
282 swImage->Map = NULL;
283 }
284 }
285 }
286 }
287
288
289 /**
290 * Map all textures for reading prior to software rendering.
291 */
292 void
293 _swrast_map_textures(struct gl_context *ctx)
294 {
295 GLbitfield enabledUnits = ctx->Texture._EnabledUnits;
296
297 /* loop over enabled texture units */
298 while (enabledUnits) {
299 GLuint unit = ffs(enabledUnits) - 1;
300 struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
301
302 _swrast_map_texture(ctx, texObj);
303
304 enabledUnits &= ~(1 << unit);
305 }
306 }
307
308
309 /**
310 * Unmap all textures for reading prior to software rendering.
311 */
312 void
313 _swrast_unmap_textures(struct gl_context *ctx)
314 {
315 GLbitfield enabledUnits = ctx->Texture._EnabledUnits;
316
317 /* loop over enabled texture units */
318 while (enabledUnits) {
319 GLuint unit = ffs(enabledUnits) - 1;
320 struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
321
322 _swrast_unmap_texture(ctx, texObj);
323
324 enabledUnits &= ~(1 << unit);
325 }
326 }
327
328
329 /**
330 * Called via ctx->Driver.AllocTextureStorage()
331 * Just have to allocate memory for the texture images.
332 */
333 GLboolean
334 _swrast_AllocTextureStorage(struct gl_context *ctx,
335 struct gl_texture_object *texObj,
336 GLsizei levels, GLsizei width,
337 GLsizei height, GLsizei depth)
338 {
339 const GLint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
340 GLint face, level;
341
342 for (face = 0; face < numFaces; face++) {
343 for (level = 0; level < levels; level++) {
344 struct gl_texture_image *texImage = texObj->Image[face][level];
345 if (!_swrast_alloc_texture_image_buffer(ctx, texImage)) {
346 return GL_FALSE;
347 }
348 }
349 }
350
351 return GL_TRUE;
352 }
353