st_cb_texture.c revision 3ccbaa977f96eaa849093875dd0944f744ee1e21
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 "util/p_tile.h" 51 52 53#define DBG if (0) printf 54 55 56static INLINE struct st_texture_image * 57st_texture_image(struct gl_texture_image *img) 58{ 59 return (struct st_texture_image *) img; 60} 61 62 63static enum pipe_texture_target 64gl_target_to_pipe(GLenum target) 65{ 66 switch (target) { 67 case GL_TEXTURE_1D: 68 return PIPE_TEXTURE_1D; 69 70 case GL_TEXTURE_2D: 71 case GL_TEXTURE_RECTANGLE_NV: 72 return PIPE_TEXTURE_2D; 73 74 case GL_TEXTURE_3D: 75 return PIPE_TEXTURE_3D; 76 77 case GL_TEXTURE_CUBE_MAP_ARB: 78 return PIPE_TEXTURE_CUBE; 79 80 default: 81 assert(0); 82 return 0; 83 } 84} 85 86 87/** 88 * Return nominal bytes per texel for a compressed format, 0 for non-compressed 89 * format. 90 */ 91static int 92compressed_num_bytes(GLuint mesaFormat) 93{ 94 switch(mesaFormat) { 95 case MESA_FORMAT_RGB_FXT1: 96 case MESA_FORMAT_RGBA_FXT1: 97 case MESA_FORMAT_RGB_DXT1: 98 case MESA_FORMAT_RGBA_DXT1: 99 return 2; 100 case MESA_FORMAT_RGBA_DXT3: 101 case MESA_FORMAT_RGBA_DXT5: 102 return 4; 103 default: 104 return 0; 105 } 106} 107 108 109static GLboolean 110st_IsTextureResident(GLcontext * ctx, struct gl_texture_object *texObj) 111{ 112#if 0 113 struct intel_context *intel = intel_context(ctx); 114 struct st_texture_object *stObj = st_texture_object(texObj); 115 116 return 117 stObj->pt && 118 stObj->pt->region && 119 intel_is_region_resident(intel, stObj->pt->region); 120#endif 121 return 1; 122} 123 124 125static struct gl_texture_image * 126st_NewTextureImage(GLcontext * ctx) 127{ 128 DBG("%s\n", __FUNCTION__); 129 (void) ctx; 130 return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image); 131} 132 133 134static struct gl_texture_object * 135st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target) 136{ 137 struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object); 138 139 DBG("%s\n", __FUNCTION__); 140 _mesa_initialize_texture_object(&obj->base, name, target); 141 142 return &obj->base; 143} 144 145static void 146st_DeleteTextureObject(GLcontext *ctx, 147 struct gl_texture_object *texObj) 148{ 149 struct st_texture_object *stObj = st_texture_object(texObj); 150 151 if (stObj->pt) 152 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 153 154 _mesa_delete_texture_object(ctx, texObj); 155} 156 157 158static void 159st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage) 160{ 161 struct st_texture_image *stImage = st_texture_image(texImage); 162 163 DBG("%s\n", __FUNCTION__); 164 165 if (stImage->pt) { 166 ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); 167 } 168 169 if (texImage->Data) { 170 free(texImage->Data); 171 texImage->Data = NULL; 172 } 173} 174 175 176/* ================================================================ 177 * From linux kernel i386 header files, copes with odd sizes better 178 * than COPY_DWORDS would: 179 * XXX Put this in src/mesa/main/imports.h ??? 180 */ 181#if defined(i386) || defined(__i386__) 182static INLINE void * 183__memcpy(void *to, const void *from, size_t n) 184{ 185 int d0, d1, d2; 186 __asm__ __volatile__("rep ; movsl\n\t" 187 "testb $2,%b4\n\t" 188 "je 1f\n\t" 189 "movsw\n" 190 "1:\ttestb $1,%b4\n\t" 191 "je 2f\n\t" 192 "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2) 193 :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from) 194 :"memory"); 195 return (to); 196} 197#else 198#define __memcpy(a,b,c) memcpy(a,b,c) 199#endif 200 201 202/* The system memcpy (at least on ubuntu 5.10) has problems copying 203 * to agp (writecombined) memory from a source which isn't 64-byte 204 * aligned - there is a 4x performance falloff. 205 * 206 * The x86 __memcpy is immune to this but is slightly slower 207 * (10%-ish) than the system memcpy. 208 * 209 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but 210 * isn't much faster than x86_memcpy for agp copies. 211 * 212 * TODO: switch dynamically. 213 */ 214static void * 215do_memcpy(void *dest, const void *src, size_t n) 216{ 217 if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) { 218 return __memcpy(dest, src, n); 219 } 220 else 221 return memcpy(dest, src, n); 222} 223 224 225/* Functions to store texture images. Where possible, textures 226 * will be created or further instantiated with image data, otherwise 227 * images will be stored in malloc'd memory. A validation step is 228 * required to pull those images into a texture, or otherwise 229 * decide a fallback is required. 230 */ 231 232 233static int 234logbase2(int n) 235{ 236 GLint i = 1; 237 GLint log2 = 0; 238 239 while (n > i) { 240 i *= 2; 241 log2++; 242 } 243 244 return log2; 245} 246 247 248/** 249 * Allocate a pipe_texture object for the given st_texture_object using 250 * the given st_texture_image to guess the mipmap size/levels. 251 * 252 * [comments...] 253 * Otherwise, store it in memory if (Border != 0) or (any dimension == 254 * 1). 255 * 256 * Otherwise, if max_level >= level >= min_level, create texture with 257 * space for images from min_level down to max_level. 258 * 259 * Otherwise, create texture with space for images from (level 0)..(1x1). 260 * Consider pruning this texture at a validation if the saving is worth it. 261 */ 262static void 263guess_and_alloc_texture(struct st_context *st, 264 struct st_texture_object *stObj, 265 const struct st_texture_image *stImage) 266{ 267 GLuint firstLevel; 268 GLuint lastLevel; 269 GLuint width = stImage->base.Width; 270 GLuint height = stImage->base.Height; 271 GLuint depth = stImage->base.Depth; 272 GLuint i, comp_byte = 0; 273 274 DBG("%s\n", __FUNCTION__); 275 276 assert(!stObj->pt); 277 278 if (stImage->base.Border) 279 return; 280 281 if (stImage->level > stObj->base.BaseLevel && 282 (stImage->base.Width == 1 || 283 (stObj->base.Target != GL_TEXTURE_1D && 284 stImage->base.Height == 1) || 285 (stObj->base.Target == GL_TEXTURE_3D && 286 stImage->base.Depth == 1))) 287 return; 288 289 /* If this image disrespects BaseLevel, allocate from level zero. 290 * Usually BaseLevel == 0, so it's unlikely to happen. 291 */ 292 if (stImage->level < stObj->base.BaseLevel) 293 firstLevel = 0; 294 else 295 firstLevel = stObj->base.BaseLevel; 296 297 298 /* Figure out image dimensions at start level. 299 */ 300 for (i = stImage->level; i > firstLevel; i--) { 301 width <<= 1; 302 if (height != 1) 303 height <<= 1; 304 if (depth != 1) 305 depth <<= 1; 306 } 307 308 /* Guess a reasonable value for lastLevel. This is probably going 309 * to be wrong fairly often and might mean that we have to look at 310 * resizable buffers, or require that buffers implement lazy 311 * pagetable arrangements. 312 */ 313 if ((stObj->base.MinFilter == GL_NEAREST || 314 stObj->base.MinFilter == GL_LINEAR) && 315 stImage->level == firstLevel) { 316 lastLevel = firstLevel; 317 } 318 else { 319 GLuint l2width = logbase2(width); 320 GLuint l2height = logbase2(height); 321 GLuint l2depth = logbase2(depth); 322 lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); 323 } 324 325 if (stImage->base.IsCompressed) 326 comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat); 327 328 stObj->pt = st_texture_create(st, 329 gl_target_to_pipe(stObj->base.Target), 330 st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat), 331 lastLevel, 332 width, 333 height, 334 depth, 335 comp_byte); 336 337 DBG("%s - success\n", __FUNCTION__); 338} 339 340 341/* There are actually quite a few combinations this will work for, 342 * more than what I've listed here. 343 */ 344static GLboolean 345check_pbo_format(GLint internalFormat, 346 GLenum format, GLenum type, 347 const struct gl_texture_format *mesa_format) 348{ 349 switch (internalFormat) { 350 case 4: 351 case GL_RGBA: 352 return (format == GL_BGRA && 353 (type == GL_UNSIGNED_BYTE || 354 type == GL_UNSIGNED_INT_8_8_8_8_REV) && 355 mesa_format == &_mesa_texformat_argb8888); 356 case 3: 357 case GL_RGB: 358 return (format == GL_RGB && 359 type == GL_UNSIGNED_SHORT_5_6_5 && 360 mesa_format == &_mesa_texformat_rgb565); 361 case GL_YCBCR_MESA: 362 return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE); 363 default: 364 return GL_FALSE; 365 } 366} 367 368 369/* XXX: Do this for TexSubImage also: 370 */ 371static GLboolean 372try_pbo_upload(GLcontext *ctx, 373 struct st_texture_image *stImage, 374 const struct gl_pixelstore_attrib *unpack, 375 GLint internalFormat, 376 GLint width, GLint height, 377 GLenum format, GLenum type, const void *pixels) 378{ 379 return GL_FALSE; /* XXX fix flushing/locking/blitting below */ 380#if 000 381 struct intel_context *intel = intel_context(ctx); 382 struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj); 383 GLuint src_offset, src_stride; 384 GLuint dst_offset, dst_stride; 385 386 if (!pbo || 387 ctx._ImageTransferState || 388 unpack->SkipPixels || unpack->SkipRows) { 389 _mesa_printf("%s: failure 1\n", __FUNCTION__); 390 return GL_FALSE; 391 } 392 393 src_offset = (GLuint) pixels; 394 395 if (unpack->RowLength > 0) 396 src_stride = unpack->RowLength; 397 else 398 src_stride = width; 399 400 dst_offset = st_texture_image_offset(stImage->pt, 401 stImage->face, 402 stImage->level); 403 404 dst_stride = stImage->pt->pitch; 405 406 { 407 struct _DriBufferObject *src_buffer = 408 intel_bufferobj_buffer(intel, pbo, INTEL_READ); 409 410 /* Temporary hack: cast to _DriBufferObject: 411 */ 412 struct _DriBufferObject *dst_buffer = 413 (struct _DriBufferObject *)stImage->pt->region->buffer; 414 415 416 intelEmitCopyBlit(intel, 417 stImage->pt->cpp, 418 src_stride, src_buffer, src_offset, 419 dst_stride, dst_buffer, dst_offset, 420 0, 0, 0, 0, width, height, 421 GL_COPY); 422 } 423 424 return GL_TRUE; 425#endif 426} 427 428 429/** 430 * Adjust pixel unpack params and image dimensions to strip off the 431 * texture border. 432 * Gallium doesn't support texture borders. They've seldem been used 433 * and seldom been implemented correctly anyway. 434 * \param unpackNew returns the new pixel unpack parameters 435 */ 436static void 437strip_texture_border(GLint border, 438 GLint *width, GLint *height, GLint *depth, 439 const struct gl_pixelstore_attrib *unpack, 440 struct gl_pixelstore_attrib *unpackNew) 441{ 442 assert(border > 0); /* sanity check */ 443 444 *unpackNew = *unpack; 445 446 if (unpackNew->RowLength == 0) 447 unpackNew->RowLength = *width; 448 449 if (depth && unpackNew->ImageHeight == 0) 450 unpackNew->ImageHeight = *height; 451 452 unpackNew->SkipPixels += border; 453 if (height) 454 unpackNew->SkipRows += border; 455 if (depth) 456 unpackNew->SkipImages += border; 457 458 assert(*width >= 3); 459 *width = *width - 2 * border; 460 if (height && *height >= 3) 461 *height = *height - 2 * border; 462 if (depth && *depth >= 3) 463 *depth = *depth - 2 * border; 464} 465 466 467static void 468st_TexImage(GLcontext * ctx, 469 GLint dims, 470 GLenum target, GLint level, 471 GLint internalFormat, 472 GLint width, GLint height, GLint depth, 473 GLint border, 474 GLenum format, GLenum type, const void *pixels, 475 const struct gl_pixelstore_attrib *unpack, 476 struct gl_texture_object *texObj, 477 struct gl_texture_image *texImage, 478 GLsizei imageSize, int compressed) 479{ 480 struct st_texture_object *stObj = st_texture_object(texObj); 481 struct st_texture_image *stImage = st_texture_image(texImage); 482 GLint postConvWidth, postConvHeight; 483 GLint texelBytes, sizeInBytes; 484 GLuint dstRowStride; 485 struct gl_pixelstore_attrib unpackNB; 486 487 DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__, 488 _mesa_lookup_enum_by_nr(target), level, width, height, depth, border); 489 490 /* gallium does not support texture borders, strip it off */ 491 if (border) { 492 strip_texture_border(border, &width, &height, &depth, 493 unpack, &unpackNB); 494 unpack = &unpackNB; 495 border = 0; 496 } 497 498 postConvWidth = width; 499 postConvHeight = height; 500 501 stImage->face = _mesa_tex_target_to_face(target); 502 stImage->level = level; 503 504 if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { 505 _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth, 506 &postConvHeight); 507 } 508 509 /* choose the texture format */ 510 texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat, 511 format, type); 512 513 _mesa_set_fetch_functions(texImage, dims); 514 515 if (texImage->TexFormat->TexelBytes == 0) { 516 /* must be a compressed format */ 517 texelBytes = 0; 518 texImage->IsCompressed = GL_TRUE; 519 texImage->CompressedSize = 520 ctx->Driver.CompressedTextureSize(ctx, texImage->Width, 521 texImage->Height, texImage->Depth, 522 texImage->TexFormat->MesaFormat); 523 } 524 else { 525 texelBytes = texImage->TexFormat->TexelBytes; 526 527 /* Minimum pitch of 32 bytes */ 528 if (postConvWidth * texelBytes < 32) { 529 postConvWidth = 32 / texelBytes; 530 texImage->RowStride = postConvWidth; 531 } 532 533 assert(texImage->RowStride == postConvWidth); 534 } 535 536 /* Release the reference to a potentially orphaned buffer. 537 * Release any old malloced memory. 538 */ 539 if (stImage->pt) { 540 ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); 541 assert(!texImage->Data); 542 } 543 else if (texImage->Data) { 544 _mesa_align_free(texImage->Data); 545 } 546 547 /* If this is the only mipmap level in the texture, could call 548 * bmBufferData with NULL data to free the old block and avoid 549 * waiting on any outstanding fences. 550 */ 551 if (stObj->pt && 552 /*stObj->pt->first_level == level &&*/ 553 stObj->pt->last_level == level && 554 stObj->pt->target != PIPE_TEXTURE_CUBE && 555 !st_texture_match_image(stObj->pt, &stImage->base, 556 stImage->face, stImage->level)) { 557 558 DBG("release it\n"); 559 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 560 assert(!stObj->pt); 561 } 562 563 if (!stObj->pt) { 564 guess_and_alloc_texture(ctx->st, stObj, stImage); 565 if (!stObj->pt) { 566 DBG("guess_and_alloc_texture: failed\n"); 567 } 568 } 569 570 assert(!stImage->pt); 571 572 if (stObj->pt && 573 st_texture_match_image(stObj->pt, &stImage->base, 574 stImage->face, stImage->level)) { 575 576 pipe_texture_reference(ctx->st->pipe, &stImage->pt, stObj->pt); 577 assert(stImage->pt); 578 } 579 580 if (!stImage->pt) 581 DBG("XXX: Image did not fit into texture - storing in local memory!\n"); 582 583#if 0 /* XXX FIX when st_buffer_objects are in place */ 584 /* PBO fastpaths: 585 */ 586 if (dims <= 2 && 587 stImage->pt && 588 intel_buffer_object(unpack->BufferObj) && 589 check_pbo_format(internalFormat, format, 590 type, texImage->TexFormat)) { 591 592 DBG("trying pbo upload\n"); 593 594 595 596 /* Otherwise, attempt to use the blitter for PBO image uploads. 597 */ 598 if (try_pbo_upload(intel, stImage, unpack, 599 internalFormat, 600 width, height, format, type, pixels)) { 601 DBG("pbo upload succeeded\n"); 602 return; 603 } 604 605 DBG("pbo upload failed\n"); 606 } 607#else 608 (void) try_pbo_upload; 609 (void) check_pbo_format; 610#endif 611 612 613 /* st_CopyTexImage calls this function with pixels == NULL, with 614 * the expectation that the texture will be set up but nothing 615 * more will be done. This is where those calls return: 616 */ 617 if (compressed) { 618 pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, 619 unpack, 620 "glCompressedTexImage"); 621 } else { 622 pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1, 623 format, type, 624 pixels, unpack, "glTexImage"); 625 } 626 if (!pixels) 627 return; 628 629 if (stImage->pt) { 630 texImage->Data = st_texture_image_map(ctx->st, stImage, 0); 631 dstRowStride = stImage->surface->pitch * stImage->surface->cpp; 632 } 633 else { 634 /* Allocate regular memory and store the image there temporarily. */ 635 if (texImage->IsCompressed) { 636 sizeInBytes = texImage->CompressedSize; 637 dstRowStride = 638 _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width); 639 assert(dims != 3); 640 } 641 else { 642 dstRowStride = postConvWidth * texelBytes; 643 sizeInBytes = depth * dstRowStride * postConvHeight; 644 } 645 646 texImage->Data = malloc(sizeInBytes); 647 } 648 649 DBG("Upload image %dx%dx%d row_len %x pitch %x\n", 650 width, height, depth, width * texelBytes, dstRowStride); 651 652 /* Copy data. Would like to know when it's ok for us to eg. use 653 * the blitter to copy. Or, use the hardware to do the format 654 * conversion and copy: 655 */ 656 if (compressed) { 657 memcpy(texImage->Data, pixels, imageSize); 658 } 659 else { 660 GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height, 661 format, type); 662 int i; 663 const GLubyte *src = (const GLubyte *) pixels; 664 665 for (i = 0; i++ < depth;) { 666 if (!texImage->TexFormat->StoreImage(ctx, dims, 667 texImage->_BaseFormat, 668 texImage->TexFormat, 669 texImage->Data, 670 0, 0, 0, /* dstX/Y/Zoffset */ 671 dstRowStride, 672 texImage->ImageOffsets, 673 width, height, 1, 674 format, type, src, unpack)) { 675 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 676 } 677 678 if (stImage->pt && i < depth) { 679 st_texture_image_unmap(stImage); 680 texImage->Data = st_texture_image_map(ctx->st, stImage, i); 681 src += srcImageStride; 682 } 683 } 684 } 685 686 _mesa_unmap_teximage_pbo(ctx, unpack); 687 688 if (stImage->pt) { 689 st_texture_image_unmap(stImage); 690 texImage->Data = NULL; 691 } 692 693 /* flag data as dirty */ 694 stObj->dirtyData = GL_TRUE; 695 696 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 697 ctx->Driver.GenerateMipmap(ctx, target, texObj); 698 } 699} 700 701 702static void 703st_TexImage3D(GLcontext * ctx, 704 GLenum target, GLint level, 705 GLint internalFormat, 706 GLint width, GLint height, GLint depth, 707 GLint border, 708 GLenum format, GLenum type, const void *pixels, 709 const struct gl_pixelstore_attrib *unpack, 710 struct gl_texture_object *texObj, 711 struct gl_texture_image *texImage) 712{ 713 st_TexImage(ctx, 3, target, level, 714 internalFormat, width, height, depth, border, 715 format, type, pixels, unpack, texObj, texImage, 0, 0); 716} 717 718 719static void 720st_TexImage2D(GLcontext * ctx, 721 GLenum target, GLint level, 722 GLint internalFormat, 723 GLint width, GLint height, GLint border, 724 GLenum format, GLenum type, const void *pixels, 725 const struct gl_pixelstore_attrib *unpack, 726 struct gl_texture_object *texObj, 727 struct gl_texture_image *texImage) 728{ 729 st_TexImage(ctx, 2, target, level, 730 internalFormat, width, height, 1, border, 731 format, type, pixels, unpack, texObj, texImage, 0, 0); 732} 733 734 735static void 736st_TexImage1D(GLcontext * ctx, 737 GLenum target, GLint level, 738 GLint internalFormat, 739 GLint width, GLint border, 740 GLenum format, GLenum type, const void *pixels, 741 const struct gl_pixelstore_attrib *unpack, 742 struct gl_texture_object *texObj, 743 struct gl_texture_image *texImage) 744{ 745 st_TexImage(ctx, 1, target, level, 746 internalFormat, width, 1, 1, border, 747 format, type, pixels, unpack, texObj, texImage, 0, 0); 748} 749 750 751static void 752st_CompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level, 753 GLint internalFormat, 754 GLint width, GLint height, GLint border, 755 GLsizei imageSize, const GLvoid *data, 756 struct gl_texture_object *texObj, 757 struct gl_texture_image *texImage ) 758{ 759 st_TexImage(ctx, 2, target, level, 760 internalFormat, width, height, 1, border, 761 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1); 762} 763 764 765/** 766 * Need to map texture image into memory before copying image data, 767 * then unmap it. 768 */ 769static void 770st_get_tex_image(GLcontext * ctx, GLenum target, GLint level, 771 GLenum format, GLenum type, GLvoid * pixels, 772 struct gl_texture_object *texObj, 773 struct gl_texture_image *texImage, int compressed) 774{ 775 struct st_texture_image *stImage = st_texture_image(texImage); 776 GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, texImage->Width, 777 texImage->Height, format, 778 type); 779 GLuint depth; 780 int i; 781 GLubyte *dest; 782 783 /* Map */ 784 if (stImage->pt) { 785 /* Image is stored in hardware format in a buffer managed by the 786 * kernel. Need to explicitly map and unmap it. 787 */ 788 texImage->Data = st_texture_image_map(ctx->st, stImage, 0); 789 texImage->RowStride = stImage->surface->pitch; 790 } 791 else { 792 /* Otherwise, the image should actually be stored in 793 * texImage->Data. This is pretty confusing for 794 * everybody, I'd much prefer to separate the two functions of 795 * texImage->Data - storage for texture images in main memory 796 * and access (ie mappings) of images. In other words, we'd 797 * create a new texImage->Map field and leave Data simply for 798 * storage. 799 */ 800 assert(texImage->Data); 801 } 802 803 depth = texImage->Depth; 804 texImage->Depth = 1; 805 806 dest = (GLubyte *) pixels; 807 808 for (i = 0; i++ < depth;) { 809 if (compressed) { 810 _mesa_get_compressed_teximage(ctx, target, level, dest, 811 texObj, texImage); 812 } else { 813 _mesa_get_teximage(ctx, target, level, format, type, dest, 814 texObj, texImage); 815 } 816 817 if (stImage->pt && i < depth) { 818 st_texture_image_unmap(stImage); 819 texImage->Data = st_texture_image_map(ctx->st, stImage, i); 820 dest += dstImageStride; 821 } 822 } 823 824 texImage->Depth = depth; 825 826 /* Unmap */ 827 if (stImage->pt) { 828 st_texture_image_unmap(stImage); 829 texImage->Data = NULL; 830 } 831} 832 833 834static void 835st_GetTexImage(GLcontext * ctx, GLenum target, GLint level, 836 GLenum format, GLenum type, GLvoid * pixels, 837 struct gl_texture_object *texObj, 838 struct gl_texture_image *texImage) 839{ 840 st_get_tex_image(ctx, target, level, format, type, pixels, 841 texObj, texImage, 0); 842} 843 844 845static void 846st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level, 847 GLvoid *pixels, 848 const struct gl_texture_object *texObj, 849 const struct gl_texture_image *texImage) 850{ 851 st_get_tex_image(ctx, target, level, 0, 0, pixels, 852 (struct gl_texture_object *) texObj, 853 (struct gl_texture_image *) texImage, 1); 854} 855 856 857 858static void 859st_TexSubimage(GLcontext * ctx, 860 GLint dims, 861 GLenum target, GLint level, 862 GLint xoffset, GLint yoffset, GLint zoffset, 863 GLint width, GLint height, GLint depth, 864 GLenum format, GLenum type, const void *pixels, 865 const struct gl_pixelstore_attrib *packing, 866 struct gl_texture_object *texObj, 867 struct gl_texture_image *texImage) 868{ 869 struct st_texture_object *stObj = st_texture_object(texObj); 870 struct st_texture_image *stImage = st_texture_image(texImage); 871 GLuint dstRowStride; 872 GLuint srcImageStride = _mesa_image_image_stride(packing, width, height, 873 format, type); 874 int i; 875 const GLubyte *src; 876 877 DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__, 878 _mesa_lookup_enum_by_nr(target), 879 level, xoffset, yoffset, width, height); 880 881 pixels = 882 _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format, 883 type, pixels, packing, "glTexSubImage2D"); 884 if (!pixels) 885 return; 886 887 /* Map buffer if necessary. Need to lock to prevent other contexts 888 * from uploading the buffer under us. 889 */ 890 if (stImage->pt) { 891 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset); 892 dstRowStride = stImage->surface->pitch * stImage->surface->cpp; 893 } 894 895 src = (const GLubyte *) pixels; 896 897 for (i = 0; i++ < depth;) { 898 if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, 899 texImage->TexFormat, 900 texImage->Data, 901 xoffset, yoffset, 0, 902 dstRowStride, 903 texImage->ImageOffsets, 904 width, height, 1, 905 format, type, src, packing)) { 906 _mesa_error(ctx, GL_OUT_OF_MEMORY, "st_TexSubImage"); 907 } 908 909 if (stImage->pt && i < depth) { 910 st_texture_image_unmap(stImage); 911 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i); 912 src += srcImageStride; 913 } 914 } 915 916 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 917 ctx->Driver.GenerateMipmap(ctx, target, texObj); 918 } 919 920 _mesa_unmap_teximage_pbo(ctx, packing); 921 922 if (stImage->pt) { 923 st_texture_image_unmap(stImage); 924 texImage->Data = NULL; 925 } 926 927 /* flag data as dirty */ 928 stObj->dirtyData = GL_TRUE; 929} 930 931 932 933static void 934st_TexSubImage3D(GLcontext * ctx, 935 GLenum target, 936 GLint level, 937 GLint xoffset, GLint yoffset, GLint zoffset, 938 GLsizei width, GLsizei height, GLsizei depth, 939 GLenum format, GLenum type, 940 const GLvoid * pixels, 941 const struct gl_pixelstore_attrib *packing, 942 struct gl_texture_object *texObj, 943 struct gl_texture_image *texImage) 944{ 945 st_TexSubimage(ctx, 3, target, level, 946 xoffset, yoffset, zoffset, 947 width, height, depth, 948 format, type, pixels, packing, texObj, texImage); 949} 950 951 952 953static void 954st_TexSubImage2D(GLcontext * ctx, 955 GLenum target, 956 GLint level, 957 GLint xoffset, GLint yoffset, 958 GLsizei width, GLsizei height, 959 GLenum format, GLenum type, 960 const GLvoid * pixels, 961 const struct gl_pixelstore_attrib *packing, 962 struct gl_texture_object *texObj, 963 struct gl_texture_image *texImage) 964{ 965 st_TexSubimage(ctx, 2, target, level, 966 xoffset, yoffset, 0, 967 width, height, 1, 968 format, type, pixels, packing, texObj, texImage); 969} 970 971 972static void 973st_TexSubImage1D(GLcontext * ctx, 974 GLenum target, 975 GLint level, 976 GLint xoffset, 977 GLsizei width, 978 GLenum format, GLenum type, 979 const GLvoid * pixels, 980 const struct gl_pixelstore_attrib *packing, 981 struct gl_texture_object *texObj, 982 struct gl_texture_image *texImage) 983{ 984 st_TexSubimage(ctx, 1, target, level, 985 xoffset, 0, 0, 986 width, 1, 1, 987 format, type, pixels, packing, texObj, texImage); 988} 989 990 991 992/** 993 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X, 994 * 1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 995 * etc. 996 * XXX duplicated from main/teximage.c 997 */ 998static uint 999texture_face(GLenum target) 1000{ 1001 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB && 1002 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB) 1003 return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X; 1004 else 1005 return 0; 1006} 1007 1008 1009 1010/** 1011 * Do a CopyTexSubImage operation by mapping the source surface and 1012 * dest surface and using get_tile()/put_tile() to access the pixels/texels. 1013 * 1014 * Note: srcY=0=TOP of renderbuffer 1015 */ 1016static void 1017fallback_copy_texsubimage(GLcontext *ctx, 1018 GLenum target, 1019 GLint level, 1020 struct st_renderbuffer *strb, 1021 struct st_texture_image *stImage, 1022 GLenum baseFormat, 1023 GLint destX, GLint destY, GLint destZ, 1024 GLint srcX, GLint srcY, 1025 GLsizei width, GLsizei height) 1026{ 1027 struct pipe_context *pipe = ctx->st->pipe; 1028 const uint face = texture_face(target); 1029 struct pipe_texture *pt = stImage->pt; 1030 struct pipe_surface *src_surf, *dest_surf; 1031 GLfloat *data; 1032 GLint row, yStep; 1033 1034 /* determine bottom-to-top vs. top-to-bottom order */ 1035 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 1036 destY = height - 1 - destY; 1037 yStep = -1; 1038 } 1039 else { 1040 yStep = 1; 1041 } 1042 1043 src_surf = strb->surface; 1044 1045 dest_surf = pipe->get_tex_surface(pipe, pt, 1046 face, level, destZ); 1047 1048 /* buffer for one row */ 1049 data = (GLfloat *) malloc(width * 4 * sizeof(GLfloat)); 1050 1051 /* do copy row by row */ 1052 for (row = 0; row < height; row++) { 1053 pipe_get_tile_rgba(pipe, src_surf, srcX, srcY + row, width, 1, data); 1054 1055 /* XXX we're ignoring convolution for now */ 1056 if (ctx->_ImageTransferState) { 1057 _mesa_apply_rgba_transfer_ops(ctx, 1058 ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT, 1059 width, (GLfloat (*)[4])data); 1060 } 1061 1062 pipe_put_tile_rgba(pipe, dest_surf, destX, destY, width, 1, data); 1063 destY += yStep; 1064 } 1065 1066 free(data); 1067} 1068 1069 1070 1071 1072/** 1073 * Do a CopyTex[Sub]Image using an optimized hardware (blit) path. 1074 * Note that the region to copy has already been clip tested. 1075 * 1076 * Note: srcY=0=Bottom of renderbuffer 1077 * 1078 * \return GL_TRUE if success, GL_FALSE if failure (use a fallback) 1079 */ 1080static void 1081do_copy_texsubimage(GLcontext *ctx, 1082 GLenum target, GLint level, 1083 GLint destX, GLint destY, GLint destZ, 1084 GLint srcX, GLint srcY, 1085 GLsizei width, GLsizei height) 1086{ 1087 struct gl_texture_unit *texUnit = 1088 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1089 struct gl_texture_object *texObj = 1090 _mesa_select_tex_object(ctx, texUnit, target); 1091 struct gl_texture_image *texImage = 1092 _mesa_select_tex_image(ctx, texObj, target, level); 1093 struct st_texture_image *stImage = st_texture_image(texImage); 1094 GLenum baseFormat = texImage->InternalFormat; 1095 struct gl_framebuffer *fb = ctx->ReadBuffer; 1096 struct st_renderbuffer *strb; 1097 struct pipe_context *pipe = ctx->st->pipe; 1098 struct pipe_surface *dest_surface; 1099 uint dest_format, src_format; 1100 uint do_flip = FALSE; 1101 1102 (void) texImage; 1103 1104 /* determine if copying depth or color data */ 1105 if (baseFormat == GL_DEPTH_COMPONENT) { 1106 strb = st_renderbuffer(fb->_DepthBuffer); 1107 } 1108 else if (baseFormat == GL_DEPTH_STENCIL_EXT) { 1109 strb = st_renderbuffer(fb->_StencilBuffer); 1110 } 1111 else { 1112 /* baseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */ 1113 strb = st_renderbuffer(fb->_ColorReadBuffer); 1114 } 1115 1116 assert(strb); 1117 assert(strb->surface); 1118 assert(stImage->pt); 1119 1120 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 1121 srcY = strb->Base.Height - srcY - height; 1122 do_flip = TRUE; 1123 } 1124 1125 src_format = strb->surface->format; 1126 dest_format = stImage->pt->format; 1127 1128 dest_surface = pipe->get_tex_surface(pipe, stImage->pt, stImage->face, 1129 stImage->level, destZ); 1130 1131 if (src_format == dest_format && 1132 ctx->_ImageTransferState == 0x0 && 1133 strb->surface->buffer && 1134 dest_surface->buffer && 1135 strb->surface->cpp == stImage->pt->cpp) { 1136 /* do blit-style copy */ 1137 1138 /* XXX may need to invert image depending on window 1139 * vs. user-created FBO 1140 */ 1141 1142#if 0 1143 /* A bit of fiddling to get the blitter to work with -ve 1144 * pitches. But we get a nice inverted blit this way, so it's 1145 * worth it: 1146 */ 1147 intelEmitCopyBlit(intel, 1148 stImage->pt->cpp, 1149 -src->pitch, 1150 src->buffer, 1151 src->height * src->pitch * src->cpp, 1152 stImage->pt->pitch, 1153 stImage->pt->region->buffer, 1154 dest_offset, 1155 x, y + height, dstx, dsty, width, height, 1156 GL_COPY); /* ? */ 1157#else 1158 1159 pipe->surface_copy(pipe, 1160 do_flip, 1161 /* dest */ 1162 dest_surface, 1163 destX, destY, 1164 /* src */ 1165 strb->surface, 1166 srcX, srcY, 1167 /* size */ 1168 width, height); 1169#endif 1170 } 1171 else { 1172 fallback_copy_texsubimage(ctx, target, level, 1173 strb, stImage, baseFormat, 1174 destX, destY, destZ, 1175 srcX, srcY, width, height); 1176 } 1177 1178 pipe_surface_reference(&dest_surface, NULL); 1179 1180 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 1181 ctx->Driver.GenerateMipmap(ctx, target, texObj); 1182 } 1183} 1184 1185 1186 1187static void 1188st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level, 1189 GLenum internalFormat, 1190 GLint x, GLint y, GLsizei width, GLint border) 1191{ 1192 struct gl_texture_unit *texUnit = 1193 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1194 struct gl_texture_object *texObj = 1195 _mesa_select_tex_object(ctx, texUnit, target); 1196 struct gl_texture_image *texImage = 1197 _mesa_select_tex_image(ctx, texObj, target, level); 1198 1199#if 0 1200 if (border) 1201 goto fail; 1202#endif 1203 1204 /* Setup or redefine the texture object, texture and texture 1205 * image. Don't populate yet. 1206 */ 1207 ctx->Driver.TexImage1D(ctx, target, level, internalFormat, 1208 width, border, 1209 GL_RGBA, CHAN_TYPE, NULL, 1210 &ctx->DefaultPacking, texObj, texImage); 1211 1212 do_copy_texsubimage(ctx, target, level, 1213 0, 0, 0, 1214 x, y, width, 1); 1215} 1216 1217 1218static void 1219st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level, 1220 GLenum internalFormat, 1221 GLint x, GLint y, GLsizei width, GLsizei height, 1222 GLint border) 1223{ 1224 struct gl_texture_unit *texUnit = 1225 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1226 struct gl_texture_object *texObj = 1227 _mesa_select_tex_object(ctx, texUnit, target); 1228 struct gl_texture_image *texImage = 1229 _mesa_select_tex_image(ctx, texObj, target, level); 1230 1231#if 0 1232 if (border) 1233 goto fail; 1234#endif 1235 1236 /* Setup or redefine the texture object, texture and texture 1237 * image. Don't populate yet. 1238 */ 1239 ctx->Driver.TexImage2D(ctx, target, level, internalFormat, 1240 width, height, border, 1241 GL_RGBA, CHAN_TYPE, NULL, 1242 &ctx->DefaultPacking, texObj, texImage); 1243 1244 1245 do_copy_texsubimage(ctx, target, level, 1246 0, 0, 0, 1247 x, y, width, height); 1248} 1249 1250 1251static void 1252st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level, 1253 GLint xoffset, GLint x, GLint y, GLsizei width) 1254{ 1255 const GLint yoffset = 0, zoffset = 0; 1256 const GLsizei height = 1; 1257 do_copy_texsubimage(ctx, target, level, 1258 xoffset, yoffset, zoffset, 1259 x, y, width, height); 1260} 1261 1262 1263static void 1264st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level, 1265 GLint xoffset, GLint yoffset, 1266 GLint x, GLint y, GLsizei width, GLsizei height) 1267{ 1268 const GLint zoffset = 0; 1269 do_copy_texsubimage(ctx, target, level, 1270 xoffset, yoffset, zoffset, 1271 x, y, width, height); 1272} 1273 1274 1275static void 1276st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level, 1277 GLint xoffset, GLint yoffset, GLint zoffset, 1278 GLint x, GLint y, GLsizei width, GLsizei height) 1279{ 1280 do_copy_texsubimage(ctx, target, level, 1281 xoffset, yoffset, zoffset, 1282 x, y, width, height); 1283} 1284 1285 1286 1287 1288/** 1289 * Compute which mipmap levels that really need to be sent to the hardware. 1290 * This depends on the base image size, GL_TEXTURE_MIN_LOD, 1291 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. 1292 */ 1293static void 1294calculate_first_last_level(struct st_texture_object *stObj) 1295{ 1296 struct gl_texture_object *tObj = &stObj->base; 1297 const struct gl_texture_image *const baseImage = 1298 tObj->Image[0][tObj->BaseLevel]; 1299 1300 /* These must be signed values. MinLod and MaxLod can be negative numbers, 1301 * and having firstLevel and lastLevel as signed prevents the need for 1302 * extra sign checks. 1303 */ 1304 int firstLevel; 1305 int lastLevel; 1306 1307 /* Yes, this looks overly complicated, but it's all needed. 1308 */ 1309 switch (tObj->Target) { 1310 case GL_TEXTURE_1D: 1311 case GL_TEXTURE_2D: 1312 case GL_TEXTURE_3D: 1313 case GL_TEXTURE_CUBE_MAP: 1314 if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { 1315 /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL. 1316 */ 1317 firstLevel = lastLevel = tObj->BaseLevel; 1318 } 1319 else { 1320 firstLevel = 0; 1321 lastLevel = MIN2(tObj->MaxLevel - tObj->BaseLevel, baseImage->MaxLog2); 1322 } 1323 break; 1324 case GL_TEXTURE_RECTANGLE_NV: 1325 case GL_TEXTURE_4D_SGIS: 1326 firstLevel = lastLevel = 0; 1327 break; 1328 default: 1329 return; 1330 } 1331 1332 stObj->lastLevel = lastLevel; 1333} 1334 1335 1336static void 1337copy_image_data_to_texture(struct st_context *st, 1338 struct st_texture_object *stObj, 1339 GLuint dstLevel, 1340 struct st_texture_image *stImage) 1341{ 1342 if (stImage->pt) { 1343 /* Copy potentially with the blitter: 1344 */ 1345 st_texture_image_copy(st->pipe, 1346 stObj->pt, dstLevel, /* dest texture, level */ 1347 stImage->pt, /* src texture */ 1348 stImage->face 1349 ); 1350 1351 st->pipe->texture_release(st->pipe, &stImage->pt); 1352 } 1353 else { 1354 assert(stImage->base.Data != NULL); 1355 1356 /* More straightforward upload. 1357 */ 1358 st_texture_image_data(st->pipe, 1359 stObj->pt, 1360 stImage->face, 1361 stImage->level, 1362 stImage->base.Data, 1363 stImage->base.RowStride, 1364 stImage->base.RowStride * 1365 stImage->base.Height); 1366 _mesa_align_free(stImage->base.Data); 1367 stImage->base.Data = NULL; 1368 } 1369 1370 pipe_texture_reference(st->pipe, &stImage->pt, stObj->pt); 1371} 1372 1373 1374/** 1375 * Called during state validation. When this function is finished, 1376 * the texture object should be ready for rendering. 1377 * \return GL_FALSE if a texture border is present, GL_TRUE otherwise 1378 */ 1379GLboolean 1380st_finalize_texture(GLcontext *ctx, 1381 struct pipe_context *pipe, 1382 struct gl_texture_object *tObj, 1383 GLboolean *needFlush) 1384{ 1385 struct st_texture_object *stObj = st_texture_object(tObj); 1386 const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 1387 int comp_byte = 0; 1388 int cpp; 1389 GLuint face; 1390 struct st_texture_image *firstImage; 1391 1392 *needFlush = GL_FALSE; 1393 1394 /* We know/require this is true by now: 1395 */ 1396 assert(stObj->base._Complete); 1397 1398 /* What levels must the texture include at a minimum? 1399 */ 1400 calculate_first_last_level(stObj); 1401 firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]); 1402 1403 /* Fallback case: 1404 */ 1405 if (firstImage->base.Border) { 1406 if (stObj->pt) { 1407 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1408 } 1409 return GL_FALSE; 1410 } 1411 1412 1413 /* If both firstImage and stObj point to a texture which can contain 1414 * all active images, favour firstImage. Note that because of the 1415 * completeness requirement, we know that the image dimensions 1416 * will match. 1417 */ 1418 if (firstImage->pt && 1419 firstImage->pt != stObj->pt && 1420 firstImage->pt->last_level >= stObj->lastLevel) { 1421 1422 if (stObj->pt) 1423 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1424 1425 pipe_texture_reference(ctx->st->pipe, &stObj->pt, firstImage->pt); 1426 } 1427 1428 if (firstImage->base.IsCompressed) { 1429 comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat); 1430 cpp = comp_byte; 1431 } 1432 else { 1433 cpp = firstImage->base.TexFormat->TexelBytes; 1434 } 1435 1436 /* Check texture can hold all active levels. Check texture matches 1437 * target, imageFormat, etc. 1438 */ 1439 if (stObj->pt && 1440 (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || 1441 stObj->pt->format != 1442 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) || 1443 stObj->pt->last_level != stObj->lastLevel || 1444 stObj->pt->width[0] != firstImage->base.Width || 1445 stObj->pt->height[0] != firstImage->base.Height || 1446 stObj->pt->depth[0] != firstImage->base.Depth || 1447 stObj->pt->cpp != cpp || 1448 stObj->pt->compressed != firstImage->base.IsCompressed)) { 1449 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1450 } 1451 1452 1453 /* May need to create a new texture: 1454 */ 1455 if (!stObj->pt) { 1456 stObj->pt = st_texture_create(ctx->st, 1457 gl_target_to_pipe(stObj->base.Target), 1458 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat), 1459 stObj->lastLevel, 1460 firstImage->base.Width, 1461 firstImage->base.Height, 1462 firstImage->base.Depth, 1463 comp_byte); 1464 } 1465 1466 /* Pull in any images not in the object's texture: 1467 */ 1468 for (face = 0; face < nr_faces; face++) { 1469 GLuint level; 1470 for (level = 0; level <= stObj->lastLevel; level++) { 1471 struct st_texture_image *stImage = 1472 st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]); 1473 1474 /* Need to import images in main memory or held in other textures. 1475 */ 1476 if (stImage && stObj->pt != stImage->pt) { 1477 copy_image_data_to_texture(ctx->st, stObj, level, stImage); 1478 *needFlush = GL_TRUE; 1479 } 1480 } 1481 } 1482 1483 1484 return GL_TRUE; 1485} 1486 1487 1488 1489 1490void 1491st_init_texture_functions(struct dd_function_table *functions) 1492{ 1493 functions->ChooseTextureFormat = st_ChooseTextureFormat; 1494 functions->TexImage1D = st_TexImage1D; 1495 functions->TexImage2D = st_TexImage2D; 1496 functions->TexImage3D = st_TexImage3D; 1497 functions->TexSubImage1D = st_TexSubImage1D; 1498 functions->TexSubImage2D = st_TexSubImage2D; 1499 functions->TexSubImage3D = st_TexSubImage3D; 1500 functions->CopyTexImage1D = st_CopyTexImage1D; 1501 functions->CopyTexImage2D = st_CopyTexImage2D; 1502 functions->CopyTexSubImage1D = st_CopyTexSubImage1D; 1503 functions->CopyTexSubImage2D = st_CopyTexSubImage2D; 1504 functions->CopyTexSubImage3D = st_CopyTexSubImage3D; 1505 functions->GenerateMipmap = st_generate_mipmap; 1506 1507 functions->GetTexImage = st_GetTexImage; 1508 1509 /* compressed texture functions */ 1510 functions->CompressedTexImage2D = st_CompressedTexImage2D; 1511 functions->GetCompressedTexImage = st_GetCompressedTexImage; 1512 1513 functions->NewTextureObject = st_NewTextureObject; 1514 functions->NewTextureImage = st_NewTextureImage; 1515 functions->DeleteTexture = st_DeleteTextureObject; 1516 functions->FreeTexImageData = st_FreeTextureImageData; 1517 functions->UpdateTexturePalette = 0; 1518 functions->IsTextureResident = st_IsTextureResident; 1519 1520 functions->TextureMemCpy = do_memcpy; 1521 1522 /* XXX Temporary until we can query pipe's texture sizes */ 1523 functions->TestProxyTexImage = _mesa_test_proxy_teximage; 1524} 1525