st_cb_texture.c revision 1d62a057bcb3ee4ef6ebedd93f62ed2e0d8061ba
1/************************************************************************** 2 * 3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sub license, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 **************************************************************************/ 27 28#include "main/imports.h" 29#include "main/convolve.h" 30#include "main/enums.h" 31#include "main/image.h" 32#include "main/macros.h" 33#include "main/mipmap.h" 34#include "main/texcompress.h" 35#include "main/texformat.h" 36#include "main/teximage.h" 37#include "main/texobj.h" 38#include "main/texstore.h" 39 40#include "state_tracker/st_context.h" 41#include "state_tracker/st_cb_fbo.h" 42#include "state_tracker/st_cb_texture.h" 43#include "state_tracker/st_format.h" 44#include "state_tracker/st_texture.h" 45#include "state_tracker/st_gen_mipmap.h" 46 47#include "pipe/p_context.h" 48#include "pipe/p_defines.h" 49#include "pipe/p_inlines.h" 50#include "pipe/util/p_tile.h" 51 52 53#define DBG if (0) printf 54 55 56struct st_texture_object 57{ 58 struct gl_texture_object base; /* The "parent" object */ 59 60 /* The texture must include at levels [0..lastLevel] once validated: 61 */ 62 GLuint lastLevel; 63 64 /* On validation any active images held in main memory or in other 65 * textures will be copied to this texture and the old storage freed. 66 */ 67 struct pipe_texture *pt; 68 69 GLboolean imageOverride; 70 GLint depthOverride; 71 GLuint pitchOverride; 72}; 73 74 75 76static INLINE struct st_texture_object * 77st_texture_object(struct gl_texture_object *obj) 78{ 79 return (struct st_texture_object *) obj; 80} 81 82 83static INLINE struct st_texture_image * 84st_texture_image(struct gl_texture_image *img) 85{ 86 return (struct st_texture_image *) img; 87} 88 89 90struct pipe_texture * 91st_get_texobj_texture(struct gl_texture_object *texObj) 92{ 93 struct st_texture_object *stObj = st_texture_object(texObj); 94 return stObj->pt; 95} 96 97 98static enum pipe_texture_target 99gl_target_to_pipe(GLenum target) 100{ 101 switch (target) { 102 case GL_TEXTURE_1D: 103 return PIPE_TEXTURE_1D; 104 105 case GL_TEXTURE_2D: 106 case GL_TEXTURE_RECTANGLE_NV: 107 return PIPE_TEXTURE_2D; 108 109 case GL_TEXTURE_3D: 110 return PIPE_TEXTURE_3D; 111 112 case GL_TEXTURE_CUBE_MAP_ARB: 113 return PIPE_TEXTURE_CUBE; 114 115 default: 116 assert(0); 117 return 0; 118 } 119} 120 121 122/** 123 * Return nominal bytes per texel for a compressed format, 0 for non-compressed 124 * format. 125 */ 126static int 127compressed_num_bytes(GLuint mesaFormat) 128{ 129 switch(mesaFormat) { 130 case MESA_FORMAT_RGB_FXT1: 131 case MESA_FORMAT_RGBA_FXT1: 132 case MESA_FORMAT_RGB_DXT1: 133 case MESA_FORMAT_RGBA_DXT1: 134 return 2; 135 case MESA_FORMAT_RGBA_DXT3: 136 case MESA_FORMAT_RGBA_DXT5: 137 return 4; 138 default: 139 return 0; 140 } 141} 142 143 144static GLboolean 145st_IsTextureResident(GLcontext * ctx, struct gl_texture_object *texObj) 146{ 147#if 0 148 struct intel_context *intel = intel_context(ctx); 149 struct st_texture_object *stObj = st_texture_object(texObj); 150 151 return 152 stObj->pt && 153 stObj->pt->region && 154 intel_is_region_resident(intel, stObj->pt->region); 155#endif 156 return 1; 157} 158 159 160static struct gl_texture_image * 161st_NewTextureImage(GLcontext * ctx) 162{ 163 DBG("%s\n", __FUNCTION__); 164 (void) ctx; 165 return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image); 166} 167 168 169static struct gl_texture_object * 170st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target) 171{ 172 struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object); 173 174 DBG("%s\n", __FUNCTION__); 175 _mesa_initialize_texture_object(&obj->base, name, target); 176 177 return &obj->base; 178} 179 180static void 181st_DeleteTextureObject(GLcontext *ctx, 182 struct gl_texture_object *texObj) 183{ 184 struct st_texture_object *stObj = st_texture_object(texObj); 185 186 if (stObj->pt) 187 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 188 189 _mesa_delete_texture_object(ctx, texObj); 190} 191 192 193static void 194st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage) 195{ 196 struct st_texture_image *stImage = st_texture_image(texImage); 197 198 DBG("%s\n", __FUNCTION__); 199 200 if (stImage->pt) { 201 ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); 202 } 203 204 if (texImage->Data) { 205 free(texImage->Data); 206 texImage->Data = NULL; 207 } 208} 209 210 211/* ================================================================ 212 * From linux kernel i386 header files, copes with odd sizes better 213 * than COPY_DWORDS would: 214 * XXX Put this in src/mesa/main/imports.h ??? 215 */ 216#if defined(i386) || defined(__i386__) 217static INLINE void * 218__memcpy(void *to, const void *from, size_t n) 219{ 220 int d0, d1, d2; 221 __asm__ __volatile__("rep ; movsl\n\t" 222 "testb $2,%b4\n\t" 223 "je 1f\n\t" 224 "movsw\n" 225 "1:\ttestb $1,%b4\n\t" 226 "je 2f\n\t" 227 "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2) 228 :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from) 229 :"memory"); 230 return (to); 231} 232#else 233#define __memcpy(a,b,c) memcpy(a,b,c) 234#endif 235 236 237/* The system memcpy (at least on ubuntu 5.10) has problems copying 238 * to agp (writecombined) memory from a source which isn't 64-byte 239 * aligned - there is a 4x performance falloff. 240 * 241 * The x86 __memcpy is immune to this but is slightly slower 242 * (10%-ish) than the system memcpy. 243 * 244 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but 245 * isn't much faster than x86_memcpy for agp copies. 246 * 247 * TODO: switch dynamically. 248 */ 249static void * 250do_memcpy(void *dest, const void *src, size_t n) 251{ 252 if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) { 253 return __memcpy(dest, src, n); 254 } 255 else 256 return memcpy(dest, src, n); 257} 258 259 260/* Functions to store texture images. Where possible, textures 261 * will be created or further instantiated with image data, otherwise 262 * images will be stored in malloc'd memory. A validation step is 263 * required to pull those images into a texture, or otherwise 264 * decide a fallback is required. 265 */ 266 267 268static int 269logbase2(int n) 270{ 271 GLint i = 1; 272 GLint log2 = 0; 273 274 while (n > i) { 275 i *= 2; 276 log2++; 277 } 278 279 return log2; 280} 281 282 283/** 284 * Allocate a pipe_texture object for the given st_texture_object using 285 * the given st_texture_image to guess the mipmap size/levels. 286 * 287 * [comments...] 288 * Otherwise, store it in memory if (Border != 0) or (any dimension == 289 * 1). 290 * 291 * Otherwise, if max_level >= level >= min_level, create texture with 292 * space for images from min_level down to max_level. 293 * 294 * Otherwise, create texture with space for images from (level 0)..(1x1). 295 * Consider pruning this texture at a validation if the saving is worth it. 296 */ 297static void 298guess_and_alloc_texture(struct st_context *st, 299 struct st_texture_object *stObj, 300 const struct st_texture_image *stImage) 301{ 302 GLuint firstLevel; 303 GLuint lastLevel; 304 GLuint width = stImage->base.Width; 305 GLuint height = stImage->base.Height; 306 GLuint depth = stImage->base.Depth; 307 GLuint i, comp_byte = 0; 308 309 DBG("%s\n", __FUNCTION__); 310 311 assert(!stObj->pt); 312 313 if (stImage->base.Border) 314 return; 315 316 if (stImage->level > stObj->base.BaseLevel && 317 (stImage->base.Width == 1 || 318 (stObj->base.Target != GL_TEXTURE_1D && 319 stImage->base.Height == 1) || 320 (stObj->base.Target == GL_TEXTURE_3D && 321 stImage->base.Depth == 1))) 322 return; 323 324 /* If this image disrespects BaseLevel, allocate from level zero. 325 * Usually BaseLevel == 0, so it's unlikely to happen. 326 */ 327 if (stImage->level < stObj->base.BaseLevel) 328 firstLevel = 0; 329 else 330 firstLevel = stObj->base.BaseLevel; 331 332 333 /* Figure out image dimensions at start level. 334 */ 335 for (i = stImage->level; i > firstLevel; i--) { 336 width <<= 1; 337 if (height != 1) 338 height <<= 1; 339 if (depth != 1) 340 depth <<= 1; 341 } 342 343 /* Guess a reasonable value for lastLevel. This is probably going 344 * to be wrong fairly often and might mean that we have to look at 345 * resizable buffers, or require that buffers implement lazy 346 * pagetable arrangements. 347 */ 348 if ((stObj->base.MinFilter == GL_NEAREST || 349 stObj->base.MinFilter == GL_LINEAR) && 350 stImage->level == firstLevel) { 351 lastLevel = firstLevel; 352 } 353 else { 354 GLuint l2width = logbase2(width); 355 GLuint l2height = logbase2(height); 356 GLuint l2depth = logbase2(depth); 357 lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); 358 } 359 360 if (stImage->base.IsCompressed) 361 comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat); 362 363 stObj->pt = st_texture_create(st, 364 gl_target_to_pipe(stObj->base.Target), 365 st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat), 366 lastLevel, 367 width, 368 height, 369 depth, 370 comp_byte); 371 372 DBG("%s - success\n", __FUNCTION__); 373} 374 375 376/* There are actually quite a few combinations this will work for, 377 * more than what I've listed here. 378 */ 379static GLboolean 380check_pbo_format(GLint internalFormat, 381 GLenum format, GLenum type, 382 const struct gl_texture_format *mesa_format) 383{ 384 switch (internalFormat) { 385 case 4: 386 case GL_RGBA: 387 return (format == GL_BGRA && 388 (type == GL_UNSIGNED_BYTE || 389 type == GL_UNSIGNED_INT_8_8_8_8_REV) && 390 mesa_format == &_mesa_texformat_argb8888); 391 case 3: 392 case GL_RGB: 393 return (format == GL_RGB && 394 type == GL_UNSIGNED_SHORT_5_6_5 && 395 mesa_format == &_mesa_texformat_rgb565); 396 case GL_YCBCR_MESA: 397 return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE); 398 default: 399 return GL_FALSE; 400 } 401} 402 403 404/* XXX: Do this for TexSubImage also: 405 */ 406static GLboolean 407try_pbo_upload(GLcontext *ctx, 408 struct st_texture_image *stImage, 409 const struct gl_pixelstore_attrib *unpack, 410 GLint internalFormat, 411 GLint width, GLint height, 412 GLenum format, GLenum type, const void *pixels) 413{ 414 return GL_FALSE; /* XXX fix flushing/locking/blitting below */ 415#if 000 416 struct intel_context *intel = intel_context(ctx); 417 struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj); 418 GLuint src_offset, src_stride; 419 GLuint dst_offset, dst_stride; 420 421 if (!pbo || 422 ctx._ImageTransferState || 423 unpack->SkipPixels || unpack->SkipRows) { 424 _mesa_printf("%s: failure 1\n", __FUNCTION__); 425 return GL_FALSE; 426 } 427 428 src_offset = (GLuint) pixels; 429 430 if (unpack->RowLength > 0) 431 src_stride = unpack->RowLength; 432 else 433 src_stride = width; 434 435 dst_offset = st_texture_image_offset(stImage->pt, 436 stImage->face, 437 stImage->level); 438 439 dst_stride = stImage->pt->pitch; 440 441 { 442 struct _DriBufferObject *src_buffer = 443 intel_bufferobj_buffer(intel, pbo, INTEL_READ); 444 445 /* Temporary hack: cast to _DriBufferObject: 446 */ 447 struct _DriBufferObject *dst_buffer = 448 (struct _DriBufferObject *)stImage->pt->region->buffer; 449 450 451 intelEmitCopyBlit(intel, 452 stImage->pt->cpp, 453 src_stride, src_buffer, src_offset, 454 dst_stride, dst_buffer, dst_offset, 455 0, 0, 0, 0, width, height, 456 GL_COPY); 457 } 458 459 return GL_TRUE; 460#endif 461} 462 463 464/** 465 * Adjust pixel unpack params and image dimensions to strip off the 466 * texture border. 467 * Gallium doesn't support texture borders. They've seldem been used 468 * and seldom been implemented correctly anyway. 469 * \param unpackNew returns the new pixel unpack parameters 470 */ 471static void 472strip_texture_border(GLint border, 473 GLint *width, GLint *height, GLint *depth, 474 const struct gl_pixelstore_attrib *unpack, 475 struct gl_pixelstore_attrib *unpackNew) 476{ 477 assert(border > 0); /* sanity check */ 478 479 *unpackNew = *unpack; 480 481 if (unpackNew->RowLength == 0) 482 unpackNew->RowLength = *width; 483 484 if (depth && unpackNew->ImageHeight == 0) 485 unpackNew->ImageHeight = *height; 486 487 unpackNew->SkipPixels += border; 488 if (height) 489 unpackNew->SkipRows += border; 490 if (depth) 491 unpackNew->SkipImages += border; 492 493 assert(*width >= 3); 494 *width = *width - 2 * border; 495 if (height && *height >= 3) 496 *height = *height - 2 * border; 497 if (depth && *depth >= 3) 498 *depth = *depth - 2 * border; 499} 500 501 502static void 503st_TexImage(GLcontext * ctx, 504 GLint dims, 505 GLenum target, GLint level, 506 GLint internalFormat, 507 GLint width, GLint height, GLint depth, 508 GLint border, 509 GLenum format, GLenum type, const void *pixels, 510 const struct gl_pixelstore_attrib *unpack, 511 struct gl_texture_object *texObj, 512 struct gl_texture_image *texImage, 513 GLsizei imageSize, int compressed) 514{ 515 struct st_texture_object *stObj = st_texture_object(texObj); 516 struct st_texture_image *stImage = st_texture_image(texImage); 517 GLint postConvWidth, postConvHeight; 518 GLint texelBytes, sizeInBytes; 519 GLuint dstRowStride; 520 struct gl_pixelstore_attrib unpackNB; 521 522 DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__, 523 _mesa_lookup_enum_by_nr(target), level, width, height, depth, border); 524 525 /* gallium does not support texture borders, strip it off */ 526 if (border) { 527 strip_texture_border(border, &width, &height, &depth, 528 unpack, &unpackNB); 529 unpack = &unpackNB; 530 border = 0; 531 } 532 533 postConvWidth = width; 534 postConvHeight = height; 535 536 stImage->face = _mesa_tex_target_to_face(target); 537 stImage->level = level; 538 539 if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { 540 _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth, 541 &postConvHeight); 542 } 543 544 /* choose the texture format */ 545 texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat, 546 format, type); 547 548 _mesa_set_fetch_functions(texImage, dims); 549 550 if (texImage->TexFormat->TexelBytes == 0) { 551 /* must be a compressed format */ 552 texelBytes = 0; 553 texImage->IsCompressed = GL_TRUE; 554 texImage->CompressedSize = 555 ctx->Driver.CompressedTextureSize(ctx, texImage->Width, 556 texImage->Height, texImage->Depth, 557 texImage->TexFormat->MesaFormat); 558 } 559 else { 560 texelBytes = texImage->TexFormat->TexelBytes; 561 562 /* Minimum pitch of 32 bytes */ 563 if (postConvWidth * texelBytes < 32) { 564 postConvWidth = 32 / texelBytes; 565 texImage->RowStride = postConvWidth; 566 } 567 568 assert(texImage->RowStride == postConvWidth); 569 } 570 571 /* Release the reference to a potentially orphaned buffer. 572 * Release any old malloced memory. 573 */ 574 if (stImage->pt) { 575 ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); 576 assert(!texImage->Data); 577 } 578 else if (texImage->Data) { 579 _mesa_align_free(texImage->Data); 580 } 581 582 /* If this is the only mipmap level in the texture, could call 583 * bmBufferData with NULL data to free the old block and avoid 584 * waiting on any outstanding fences. 585 */ 586 if (stObj->pt && 587 /*stObj->pt->first_level == level &&*/ 588 stObj->pt->last_level == level && 589 stObj->pt->target != PIPE_TEXTURE_CUBE && 590 !st_texture_match_image(stObj->pt, &stImage->base, 591 stImage->face, stImage->level)) { 592 593 DBG("release it\n"); 594 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 595 assert(!stObj->pt); 596 } 597 598 if (!stObj->pt) { 599 guess_and_alloc_texture(ctx->st, stObj, stImage); 600 if (!stObj->pt) { 601 DBG("guess_and_alloc_texture: failed\n"); 602 } 603 } 604 605 assert(!stImage->pt); 606 607 if (stObj->pt && 608 st_texture_match_image(stObj->pt, &stImage->base, 609 stImage->face, stImage->level)) { 610 611 pipe_texture_reference(ctx->st->pipe, &stImage->pt, stObj->pt); 612 assert(stImage->pt); 613 } 614 615 if (!stImage->pt) 616 DBG("XXX: Image did not fit into texture - storing in local memory!\n"); 617 618#if 0 /* XXX FIX when st_buffer_objects are in place */ 619 /* PBO fastpaths: 620 */ 621 if (dims <= 2 && 622 stImage->pt && 623 intel_buffer_object(unpack->BufferObj) && 624 check_pbo_format(internalFormat, format, 625 type, texImage->TexFormat)) { 626 627 DBG("trying pbo upload\n"); 628 629 630 631 /* Otherwise, attempt to use the blitter for PBO image uploads. 632 */ 633 if (try_pbo_upload(intel, stImage, unpack, 634 internalFormat, 635 width, height, format, type, pixels)) { 636 DBG("pbo upload succeeded\n"); 637 return; 638 } 639 640 DBG("pbo upload failed\n"); 641 } 642#else 643 (void) try_pbo_upload; 644 (void) check_pbo_format; 645#endif 646 647 648 /* st_CopyTexImage calls this function with pixels == NULL, with 649 * the expectation that the texture will be set up but nothing 650 * more will be done. This is where those calls return: 651 */ 652 if (compressed) { 653 pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, 654 unpack, 655 "glCompressedTexImage"); 656 } else { 657 pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1, 658 format, type, 659 pixels, unpack, "glTexImage"); 660 } 661 if (!pixels) 662 return; 663 664 if (stImage->pt) { 665 texImage->Data = st_texture_image_map(ctx->st, stImage, 0); 666 dstRowStride = stImage->surface->pitch * stImage->surface->cpp; 667 } 668 else { 669 /* Allocate regular memory and store the image there temporarily. */ 670 if (texImage->IsCompressed) { 671 sizeInBytes = texImage->CompressedSize; 672 dstRowStride = 673 _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width); 674 assert(dims != 3); 675 } 676 else { 677 dstRowStride = postConvWidth * texelBytes; 678 sizeInBytes = depth * dstRowStride * postConvHeight; 679 } 680 681 texImage->Data = malloc(sizeInBytes); 682 } 683 684 DBG("Upload image %dx%dx%d row_len %x pitch %x\n", 685 width, height, depth, width * texelBytes, dstRowStride); 686 687 /* Copy data. Would like to know when it's ok for us to eg. use 688 * the blitter to copy. Or, use the hardware to do the format 689 * conversion and copy: 690 */ 691 if (compressed) { 692 memcpy(texImage->Data, pixels, imageSize); 693 } 694 else { 695 GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height, 696 format, type); 697 int i; 698 const GLubyte *src = (const GLubyte *) pixels; 699 700 for (i = 0; i++ < depth;) { 701 if (!texImage->TexFormat->StoreImage(ctx, dims, 702 texImage->_BaseFormat, 703 texImage->TexFormat, 704 texImage->Data, 705 0, 0, 0, /* dstX/Y/Zoffset */ 706 dstRowStride, 707 texImage->ImageOffsets, 708 width, height, 1, 709 format, type, src, unpack)) { 710 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 711 } 712 713 if (stImage->pt && i < depth) { 714 st_texture_image_unmap(stImage); 715 texImage->Data = st_texture_image_map(ctx->st, stImage, i); 716 src += srcImageStride; 717 } 718 } 719 } 720 721 _mesa_unmap_teximage_pbo(ctx, unpack); 722 723 if (stImage->pt) { 724 st_texture_image_unmap(stImage); 725 texImage->Data = NULL; 726 } 727 728#if 01 729 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 730 ctx->Driver.GenerateMipmap(ctx, target, texObj); 731 } 732#endif 733} 734 735 736static void 737st_TexImage3D(GLcontext * ctx, 738 GLenum target, GLint level, 739 GLint internalFormat, 740 GLint width, GLint height, GLint depth, 741 GLint border, 742 GLenum format, GLenum type, const void *pixels, 743 const struct gl_pixelstore_attrib *unpack, 744 struct gl_texture_object *texObj, 745 struct gl_texture_image *texImage) 746{ 747 st_TexImage(ctx, 3, target, level, 748 internalFormat, width, height, depth, border, 749 format, type, pixels, unpack, texObj, texImage, 0, 0); 750} 751 752 753static void 754st_TexImage2D(GLcontext * ctx, 755 GLenum target, GLint level, 756 GLint internalFormat, 757 GLint width, GLint height, GLint border, 758 GLenum format, GLenum type, const void *pixels, 759 const struct gl_pixelstore_attrib *unpack, 760 struct gl_texture_object *texObj, 761 struct gl_texture_image *texImage) 762{ 763 st_TexImage(ctx, 2, target, level, 764 internalFormat, width, height, 1, border, 765 format, type, pixels, unpack, texObj, texImage, 0, 0); 766} 767 768 769static void 770st_TexImage1D(GLcontext * ctx, 771 GLenum target, GLint level, 772 GLint internalFormat, 773 GLint width, GLint border, 774 GLenum format, GLenum type, const void *pixels, 775 const struct gl_pixelstore_attrib *unpack, 776 struct gl_texture_object *texObj, 777 struct gl_texture_image *texImage) 778{ 779 st_TexImage(ctx, 1, target, level, 780 internalFormat, width, 1, 1, border, 781 format, type, pixels, unpack, texObj, texImage, 0, 0); 782} 783 784 785static void 786st_CompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level, 787 GLint internalFormat, 788 GLint width, GLint height, GLint border, 789 GLsizei imageSize, const GLvoid *data, 790 struct gl_texture_object *texObj, 791 struct gl_texture_image *texImage ) 792{ 793 st_TexImage(ctx, 2, target, level, 794 internalFormat, width, height, 1, border, 795 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1); 796} 797 798 799/** 800 * Need to map texture image into memory before copying image data, 801 * then unmap it. 802 */ 803static void 804st_get_tex_image(GLcontext * ctx, GLenum target, GLint level, 805 GLenum format, GLenum type, GLvoid * pixels, 806 struct gl_texture_object *texObj, 807 struct gl_texture_image *texImage, int compressed) 808{ 809 struct st_texture_image *stImage = st_texture_image(texImage); 810 GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, texImage->Width, 811 texImage->Height, format, 812 type); 813 GLuint depth; 814 int i; 815 GLubyte *dest; 816 817 /* Map */ 818 if (stImage->pt) { 819 /* Image is stored in hardware format in a buffer managed by the 820 * kernel. Need to explicitly map and unmap it. 821 */ 822 texImage->Data = st_texture_image_map(ctx->st, stImage, 0); 823 texImage->RowStride = stImage->surface->pitch; 824 } 825 else { 826 /* Otherwise, the image should actually be stored in 827 * texImage->Data. This is pretty confusing for 828 * everybody, I'd much prefer to separate the two functions of 829 * texImage->Data - storage for texture images in main memory 830 * and access (ie mappings) of images. In other words, we'd 831 * create a new texImage->Map field and leave Data simply for 832 * storage. 833 */ 834 assert(texImage->Data); 835 } 836 837 depth = texImage->Depth; 838 texImage->Depth = 1; 839 840 dest = (GLubyte *) pixels; 841 842 for (i = 0; i++ < depth;) { 843 if (compressed) { 844 _mesa_get_compressed_teximage(ctx, target, level, dest, 845 texObj, texImage); 846 } else { 847 _mesa_get_teximage(ctx, target, level, format, type, dest, 848 texObj, texImage); 849 } 850 851 if (stImage->pt && i < depth) { 852 st_texture_image_unmap(stImage); 853 texImage->Data = st_texture_image_map(ctx->st, stImage, i); 854 dest += dstImageStride; 855 } 856 } 857 858 texImage->Depth = depth; 859 860 /* Unmap */ 861 if (stImage->pt) { 862 st_texture_image_unmap(stImage); 863 texImage->Data = NULL; 864 } 865} 866 867 868static void 869st_GetTexImage(GLcontext * ctx, GLenum target, GLint level, 870 GLenum format, GLenum type, GLvoid * pixels, 871 struct gl_texture_object *texObj, 872 struct gl_texture_image *texImage) 873{ 874 st_get_tex_image(ctx, target, level, format, type, pixels, 875 texObj, texImage, 0); 876} 877 878 879static void 880st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level, 881 GLvoid *pixels, 882 const struct gl_texture_object *texObj, 883 const struct gl_texture_image *texImage) 884{ 885 st_get_tex_image(ctx, target, level, 0, 0, pixels, 886 (struct gl_texture_object *) texObj, 887 (struct gl_texture_image *) texImage, 1); 888} 889 890 891 892static void 893st_TexSubimage(GLcontext * ctx, 894 GLint dims, 895 GLenum target, GLint level, 896 GLint xoffset, GLint yoffset, GLint zoffset, 897 GLint width, GLint height, GLint depth, 898 GLenum format, GLenum type, const void *pixels, 899 const struct gl_pixelstore_attrib *packing, 900 struct gl_texture_object *texObj, 901 struct gl_texture_image *texImage) 902{ 903 struct st_texture_image *stImage = st_texture_image(texImage); 904 GLuint dstRowStride; 905 GLuint srcImageStride = _mesa_image_image_stride(packing, width, height, 906 format, type); 907 int i; 908 const GLubyte *src; 909 910 DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__, 911 _mesa_lookup_enum_by_nr(target), 912 level, xoffset, yoffset, width, height); 913 914 pixels = 915 _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format, 916 type, pixels, packing, "glTexSubImage2D"); 917 if (!pixels) 918 return; 919 920 /* Map buffer if necessary. Need to lock to prevent other contexts 921 * from uploading the buffer under us. 922 */ 923 if (stImage->pt) { 924 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset); 925 dstRowStride = stImage->surface->pitch * stImage->surface->cpp; 926 } 927 928 src = (const GLubyte *) pixels; 929 930 for (i = 0; i++ < depth;) { 931 if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, 932 texImage->TexFormat, 933 texImage->Data, 934 xoffset, yoffset, 0, 935 dstRowStride, 936 texImage->ImageOffsets, 937 width, height, 1, 938 format, type, src, packing)) { 939 _mesa_error(ctx, GL_OUT_OF_MEMORY, "st_TexSubImage"); 940 } 941 942 if (stImage->pt && i < depth) { 943 st_texture_image_unmap(stImage); 944 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i); 945 src += srcImageStride; 946 } 947 } 948 949#if 0 950 /* GL_SGIS_generate_mipmap */ 951 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 952 _mesa_generate_mipmap(ctx, target, 953 &ctx->Texture.Unit[ctx->Texture.CurrentUnit], 954 texObj); 955 } 956#endif 957 958 _mesa_unmap_teximage_pbo(ctx, packing); 959 960 if (stImage->pt) { 961 st_texture_image_unmap(stImage); 962 texImage->Data = NULL; 963 } 964} 965 966 967 968static void 969st_TexSubImage3D(GLcontext * ctx, 970 GLenum target, 971 GLint level, 972 GLint xoffset, GLint yoffset, GLint zoffset, 973 GLsizei width, GLsizei height, GLsizei depth, 974 GLenum format, GLenum type, 975 const GLvoid * pixels, 976 const struct gl_pixelstore_attrib *packing, 977 struct gl_texture_object *texObj, 978 struct gl_texture_image *texImage) 979{ 980 st_TexSubimage(ctx, 3, target, level, 981 xoffset, yoffset, zoffset, 982 width, height, depth, 983 format, type, pixels, packing, texObj, texImage); 984} 985 986 987 988static void 989st_TexSubImage2D(GLcontext * ctx, 990 GLenum target, 991 GLint level, 992 GLint xoffset, GLint yoffset, 993 GLsizei width, GLsizei height, 994 GLenum format, GLenum type, 995 const GLvoid * pixels, 996 const struct gl_pixelstore_attrib *packing, 997 struct gl_texture_object *texObj, 998 struct gl_texture_image *texImage) 999{ 1000 st_TexSubimage(ctx, 2, target, level, 1001 xoffset, yoffset, 0, 1002 width, height, 1, 1003 format, type, pixels, packing, texObj, texImage); 1004} 1005 1006 1007static void 1008st_TexSubImage1D(GLcontext * ctx, 1009 GLenum target, 1010 GLint level, 1011 GLint xoffset, 1012 GLsizei width, 1013 GLenum format, GLenum type, 1014 const GLvoid * pixels, 1015 const struct gl_pixelstore_attrib *packing, 1016 struct gl_texture_object *texObj, 1017 struct gl_texture_image *texImage) 1018{ 1019 st_TexSubimage(ctx, 1, target, level, 1020 xoffset, 0, 0, 1021 width, 1, 1, 1022 format, type, pixels, packing, texObj, texImage); 1023} 1024 1025 1026 1027/** 1028 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1029 * 1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1030 * etc. 1031 * XXX duplicated from main/teximage.c 1032 */ 1033static uint 1034texture_face(GLenum target) 1035{ 1036 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB && 1037 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB) 1038 return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X; 1039 else 1040 return 0; 1041} 1042 1043 1044 1045/** 1046 * Do a CopyTexSubImage operation by mapping the source surface and 1047 * dest surface and using get_tile()/put_tile() to access the pixels/texels. 1048 * 1049 * Note: srcY=0=TOP of renderbuffer 1050 */ 1051static void 1052fallback_copy_texsubimage(GLcontext *ctx, 1053 GLenum target, 1054 GLint level, 1055 struct st_renderbuffer *strb, 1056 struct st_texture_image *stImage, 1057 GLenum baseFormat, 1058 GLint destX, GLint destY, GLint destZ, 1059 GLint srcX, GLint srcY, 1060 GLsizei width, GLsizei height) 1061{ 1062 struct pipe_context *pipe = ctx->st->pipe; 1063 const uint face = texture_face(target); 1064 struct pipe_texture *pt = stImage->pt; 1065 struct pipe_surface *src_surf, *dest_surf; 1066 GLfloat *data; 1067 GLint row, yStep; 1068 1069 /* determine bottom-to-top vs. top-to-bottom order */ 1070 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 1071 destY = height - 1 - destY; 1072 yStep = -1; 1073 } 1074 else { 1075 yStep = 1; 1076 } 1077 1078 src_surf = strb->surface; 1079 1080 dest_surf = pipe->get_tex_surface(pipe, pt, 1081 face, level, destZ); 1082 1083 /* buffer for one row */ 1084 data = (GLfloat *) malloc(width * 4 * sizeof(GLfloat)); 1085 1086 /* do copy row by row */ 1087 for (row = 0; row < height; row++) { 1088 pipe_get_tile_rgba(pipe, src_surf, srcX, srcY + row, width, 1, data); 1089 1090 /* XXX we're ignoring convolution for now */ 1091 if (ctx->_ImageTransferState) { 1092 _mesa_apply_rgba_transfer_ops(ctx, 1093 ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT, 1094 width, (GLfloat (*)[4])data); 1095 } 1096 1097 pipe_put_tile_rgba(pipe, dest_surf, destX, destY, width, 1, data); 1098 destY += yStep; 1099 } 1100 1101 free(data); 1102} 1103 1104 1105 1106 1107/** 1108 * Do a CopyTex[Sub]Image using an optimized hardware (blit) path. 1109 * Note that the region to copy has already been clip tested. 1110 * 1111 * Note: srcY=0=Bottom of renderbuffer 1112 * 1113 * \return GL_TRUE if success, GL_FALSE if failure (use a fallback) 1114 */ 1115static void 1116do_copy_texsubimage(GLcontext *ctx, 1117 GLenum target, GLint level, 1118 GLint destX, GLint destY, GLint destZ, 1119 GLint srcX, GLint srcY, 1120 GLsizei width, GLsizei height) 1121{ 1122 struct gl_texture_unit *texUnit = 1123 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1124 struct gl_texture_object *texObj = 1125 _mesa_select_tex_object(ctx, texUnit, target); 1126 struct gl_texture_image *texImage = 1127 _mesa_select_tex_image(ctx, texObj, target, level); 1128 struct st_texture_image *stImage = st_texture_image(texImage); 1129 GLenum baseFormat = texImage->InternalFormat; 1130 struct gl_framebuffer *fb = ctx->ReadBuffer; 1131 struct st_renderbuffer *strb; 1132 struct pipe_context *pipe = ctx->st->pipe; 1133 struct pipe_surface *dest_surface; 1134 uint dest_format, src_format; 1135 1136 (void) texImage; 1137 1138 /* determine if copying depth or color data */ 1139 if (baseFormat == GL_DEPTH_COMPONENT) { 1140 strb = st_renderbuffer(fb->_DepthBuffer); 1141 } 1142 else if (baseFormat == GL_DEPTH_STENCIL_EXT) { 1143 strb = st_renderbuffer(fb->_StencilBuffer); 1144 } 1145 else { 1146 /* baseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */ 1147 strb = st_renderbuffer(fb->_ColorReadBuffer); 1148 } 1149 1150 assert(strb); 1151 assert(strb->surface); 1152 assert(stImage->pt); 1153 1154 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 1155 srcY = strb->Base.Height - srcY - height; 1156 } 1157 1158 src_format = strb->surface->format; 1159 dest_format = stImage->pt->format; 1160 1161 dest_surface = pipe->get_tex_surface(pipe, stImage->pt, stImage->face, 1162 stImage->level, destZ); 1163 1164 if (src_format == dest_format && 1165 ctx->_ImageTransferState == 0x0 && 1166 strb->surface->buffer && 1167 dest_surface->buffer && 1168 strb->surface->cpp == stImage->pt->cpp) { 1169 /* do blit-style copy */ 1170 1171 /* XXX may need to invert image depending on window 1172 * vs. user-created FBO 1173 */ 1174 1175#if 0 1176 /* A bit of fiddling to get the blitter to work with -ve 1177 * pitches. But we get a nice inverted blit this way, so it's 1178 * worth it: 1179 */ 1180 intelEmitCopyBlit(intel, 1181 stImage->pt->cpp, 1182 -src->pitch, 1183 src->buffer, 1184 src->height * src->pitch * src->cpp, 1185 stImage->pt->pitch, 1186 stImage->pt->region->buffer, 1187 dest_offset, 1188 x, y + height, dstx, dsty, width, height, 1189 GL_COPY); /* ? */ 1190#else 1191 1192 pipe->surface_copy(pipe, 1193 /* dest */ 1194 dest_surface, 1195 destX, destY, 1196 /* src */ 1197 strb->surface, 1198 srcX, srcY, 1199 /* size */ 1200 width, height); 1201#endif 1202 } 1203 else { 1204 fallback_copy_texsubimage(ctx, target, level, 1205 strb, stImage, baseFormat, 1206 destX, destY, destZ, 1207 srcX, srcY, width, height); 1208 } 1209 1210 pipe_surface_reference(&dest_surface, NULL); 1211 1212#if 0 1213 /* GL_SGIS_generate_mipmap -- this can be accelerated now. 1214 * XXX Add a ctx->Driver.GenerateMipmaps() function? 1215 */ 1216 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 1217 intel_generate_mipmap(ctx, target, 1218 &ctx->Texture.Unit[ctx->Texture.CurrentUnit], 1219 texObj); 1220 } 1221#endif 1222 1223} 1224 1225 1226 1227static void 1228st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level, 1229 GLenum internalFormat, 1230 GLint x, GLint y, GLsizei width, GLint border) 1231{ 1232 struct gl_texture_unit *texUnit = 1233 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1234 struct gl_texture_object *texObj = 1235 _mesa_select_tex_object(ctx, texUnit, target); 1236 struct gl_texture_image *texImage = 1237 _mesa_select_tex_image(ctx, texObj, target, level); 1238 1239#if 0 1240 if (border) 1241 goto fail; 1242#endif 1243 1244 /* Setup or redefine the texture object, texture and texture 1245 * image. Don't populate yet. 1246 */ 1247 ctx->Driver.TexImage1D(ctx, target, level, internalFormat, 1248 width, border, 1249 GL_RGBA, CHAN_TYPE, NULL, 1250 &ctx->DefaultPacking, texObj, texImage); 1251 1252 do_copy_texsubimage(ctx, target, level, 1253 0, 0, 0, 1254 x, y, width, 1); 1255} 1256 1257 1258static void 1259st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level, 1260 GLenum internalFormat, 1261 GLint x, GLint y, GLsizei width, GLsizei height, 1262 GLint border) 1263{ 1264 struct gl_texture_unit *texUnit = 1265 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1266 struct gl_texture_object *texObj = 1267 _mesa_select_tex_object(ctx, texUnit, target); 1268 struct gl_texture_image *texImage = 1269 _mesa_select_tex_image(ctx, texObj, target, level); 1270 1271#if 0 1272 if (border) 1273 goto fail; 1274#endif 1275 1276 /* Setup or redefine the texture object, texture and texture 1277 * image. Don't populate yet. 1278 */ 1279 ctx->Driver.TexImage2D(ctx, target, level, internalFormat, 1280 width, height, border, 1281 GL_RGBA, CHAN_TYPE, NULL, 1282 &ctx->DefaultPacking, texObj, texImage); 1283 1284 1285 do_copy_texsubimage(ctx, target, level, 1286 0, 0, 0, 1287 x, y, width, height); 1288} 1289 1290 1291static void 1292st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level, 1293 GLint xoffset, GLint x, GLint y, GLsizei width) 1294{ 1295 const GLint yoffset = 0, zoffset = 0; 1296 const GLsizei height = 1; 1297 do_copy_texsubimage(ctx, target, level, 1298 xoffset, yoffset, zoffset, 1299 x, y, width, height); 1300} 1301 1302 1303static void 1304st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level, 1305 GLint xoffset, GLint yoffset, 1306 GLint x, GLint y, GLsizei width, GLsizei height) 1307{ 1308 const GLint zoffset = 0; 1309 do_copy_texsubimage(ctx, target, level, 1310 xoffset, yoffset, zoffset, 1311 x, y, width, height); 1312} 1313 1314 1315static void 1316st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level, 1317 GLint xoffset, GLint yoffset, GLint zoffset, 1318 GLint x, GLint y, GLsizei width, GLsizei height) 1319{ 1320 do_copy_texsubimage(ctx, target, level, 1321 xoffset, yoffset, zoffset, 1322 x, y, width, height); 1323} 1324 1325 1326 1327 1328/** 1329 * Compute which mipmap levels that really need to be sent to the hardware. 1330 * This depends on the base image size, GL_TEXTURE_MIN_LOD, 1331 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. 1332 */ 1333static void 1334calculate_first_last_level(struct st_texture_object *stObj) 1335{ 1336 struct gl_texture_object *tObj = &stObj->base; 1337 const struct gl_texture_image *const baseImage = 1338 tObj->Image[0][tObj->BaseLevel]; 1339 1340 /* These must be signed values. MinLod and MaxLod can be negative numbers, 1341 * and having firstLevel and lastLevel as signed prevents the need for 1342 * extra sign checks. 1343 */ 1344 int firstLevel; 1345 int lastLevel; 1346 1347 /* Yes, this looks overly complicated, but it's all needed. 1348 */ 1349 switch (tObj->Target) { 1350 case GL_TEXTURE_1D: 1351 case GL_TEXTURE_2D: 1352 case GL_TEXTURE_3D: 1353 case GL_TEXTURE_CUBE_MAP: 1354 if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { 1355 /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL. 1356 */ 1357 firstLevel = lastLevel = tObj->BaseLevel; 1358 } 1359 else { 1360 firstLevel = 0; 1361 lastLevel = MIN2(tObj->MaxLevel - tObj->BaseLevel, baseImage->MaxLog2); 1362 } 1363 break; 1364 case GL_TEXTURE_RECTANGLE_NV: 1365 case GL_TEXTURE_4D_SGIS: 1366 firstLevel = lastLevel = 0; 1367 break; 1368 default: 1369 return; 1370 } 1371 1372 stObj->lastLevel = lastLevel; 1373} 1374 1375 1376static void 1377copy_image_data_to_texture(struct st_context *st, 1378 struct st_texture_object *stObj, 1379 GLuint dstLevel, 1380 struct st_texture_image *stImage) 1381{ 1382 if (stImage->pt) { 1383 /* Copy potentially with the blitter: 1384 */ 1385 st_texture_image_copy(st->pipe, 1386 stObj->pt, dstLevel, /* dest texture, level */ 1387 stImage->pt, /* src texture */ 1388 stImage->face 1389 ); 1390 1391 st->pipe->texture_release(st->pipe, &stImage->pt); 1392 } 1393 else { 1394 assert(stImage->base.Data != NULL); 1395 1396 /* More straightforward upload. 1397 */ 1398 st_texture_image_data(st->pipe, 1399 stObj->pt, 1400 stImage->face, 1401 stImage->level, 1402 stImage->base.Data, 1403 stImage->base.RowStride, 1404 stImage->base.RowStride * 1405 stImage->base.Height); 1406 _mesa_align_free(stImage->base.Data); 1407 stImage->base.Data = NULL; 1408 } 1409 1410 pipe_texture_reference(st->pipe, &stImage->pt, stObj->pt); 1411} 1412 1413 1414/** 1415 * Called during state validation. When this function is finished, 1416 * the texture object should be ready for rendering. 1417 * \return GL_FALSE if a texture border is present, GL_TRUE otherwise 1418 */ 1419GLboolean 1420st_finalize_texture(GLcontext *ctx, 1421 struct pipe_context *pipe, 1422 struct gl_texture_object *tObj, 1423 GLboolean *needFlush) 1424{ 1425 struct st_texture_object *stObj = st_texture_object(tObj); 1426 const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 1427 int comp_byte = 0; 1428 int cpp; 1429 GLuint face; 1430 struct st_texture_image *firstImage; 1431 1432 *needFlush = GL_FALSE; 1433 1434 /* We know/require this is true by now: 1435 */ 1436 assert(stObj->base._Complete); 1437 1438 /* What levels must the texture include at a minimum? 1439 */ 1440 calculate_first_last_level(stObj); 1441 firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]); 1442 1443 /* Fallback case: 1444 */ 1445 if (firstImage->base.Border) { 1446 if (stObj->pt) { 1447 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1448 } 1449 return GL_FALSE; 1450 } 1451 1452 1453 /* If both firstImage and stObj point to a texture which can contain 1454 * all active images, favour firstImage. Note that because of the 1455 * completeness requirement, we know that the image dimensions 1456 * will match. 1457 */ 1458 if (firstImage->pt && 1459 firstImage->pt != stObj->pt && 1460 firstImage->pt->last_level >= stObj->lastLevel) { 1461 1462 if (stObj->pt) 1463 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1464 1465 pipe_texture_reference(ctx->st->pipe, &stObj->pt, firstImage->pt); 1466 } 1467 1468 if (firstImage->base.IsCompressed) { 1469 comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat); 1470 cpp = comp_byte; 1471 } 1472 else { 1473 cpp = firstImage->base.TexFormat->TexelBytes; 1474 } 1475 1476 /* Check texture can hold all active levels. Check texture matches 1477 * target, imageFormat, etc. 1478 */ 1479 if (stObj->pt && 1480 (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || 1481 stObj->pt->format != 1482 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) || 1483 stObj->pt->last_level != stObj->lastLevel || 1484 stObj->pt->width[0] != firstImage->base.Width || 1485 stObj->pt->height[0] != firstImage->base.Height || 1486 stObj->pt->depth[0] != firstImage->base.Depth || 1487 stObj->pt->cpp != cpp || 1488 stObj->pt->compressed != firstImage->base.IsCompressed)) { 1489 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1490 } 1491 1492 1493 /* May need to create a new texture: 1494 */ 1495 if (!stObj->pt) { 1496 stObj->pt = st_texture_create(ctx->st, 1497 gl_target_to_pipe(stObj->base.Target), 1498 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat), 1499 stObj->lastLevel, 1500 firstImage->base.Width, 1501 firstImage->base.Height, 1502 firstImage->base.Depth, 1503 comp_byte); 1504 } 1505 1506 /* Pull in any images not in the object's texture: 1507 */ 1508 for (face = 0; face < nr_faces; face++) { 1509 GLuint level; 1510 for (level = 0; level <= stObj->lastLevel; level++) { 1511 struct st_texture_image *stImage = 1512 //st_texture_image(stObj->base.Image[face][level]); 1513 st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]); 1514 1515 /* Need to import images in main memory or held in other textures. 1516 */ 1517 if (stObj->pt != stImage->pt) { 1518 copy_image_data_to_texture(ctx->st, stObj, level, stImage); 1519 *needFlush = GL_TRUE; 1520 } 1521 } 1522 } 1523 1524 1525 return GL_TRUE; 1526} 1527 1528 1529 1530 1531void 1532st_init_texture_functions(struct dd_function_table *functions) 1533{ 1534 functions->ChooseTextureFormat = st_ChooseTextureFormat; 1535 functions->TexImage1D = st_TexImage1D; 1536 functions->TexImage2D = st_TexImage2D; 1537 functions->TexImage3D = st_TexImage3D; 1538 functions->TexSubImage1D = st_TexSubImage1D; 1539 functions->TexSubImage2D = st_TexSubImage2D; 1540 functions->TexSubImage3D = st_TexSubImage3D; 1541 functions->CopyTexImage1D = st_CopyTexImage1D; 1542 functions->CopyTexImage2D = st_CopyTexImage2D; 1543 functions->CopyTexSubImage1D = st_CopyTexSubImage1D; 1544 functions->CopyTexSubImage2D = st_CopyTexSubImage2D; 1545 functions->CopyTexSubImage3D = st_CopyTexSubImage3D; 1546 functions->GenerateMipmap = st_generate_mipmap; 1547 1548 functions->GetTexImage = st_GetTexImage; 1549 1550 /* compressed texture functions */ 1551 functions->CompressedTexImage2D = st_CompressedTexImage2D; 1552 functions->GetCompressedTexImage = st_GetCompressedTexImage; 1553 1554 functions->NewTextureObject = st_NewTextureObject; 1555 functions->NewTextureImage = st_NewTextureImage; 1556 functions->DeleteTexture = st_DeleteTextureObject; 1557 functions->FreeTexImageData = st_FreeTextureImageData; 1558 functions->UpdateTexturePalette = 0; 1559 functions->IsTextureResident = st_IsTextureResident; 1560 1561 functions->TextureMemCpy = do_memcpy; 1562 1563 /* XXX Temporary until we can query pipe's texture sizes */ 1564 functions->TestProxyTexImage = _mesa_test_proxy_teximage; 1565} 1566