st_cb_texture.c revision 212b27d33f94eeb25ba9cbc58f9e41295a29d2c9
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 least these levels once validated: 61 */ 62 GLuint firstLevel; 63 GLuint lastLevel; 64 65 /* Offset for firstLevel image: 66 */ 67 GLuint textureOffset; 68 69 /* On validation any active images held in main memory or in other 70 * textures will be copied to this texture and the old storage freed. 71 */ 72 struct pipe_texture *pt; 73 74 GLboolean imageOverride; 75 GLint depthOverride; 76 GLuint pitchOverride; 77}; 78 79 80 81static INLINE struct st_texture_object * 82st_texture_object(struct gl_texture_object *obj) 83{ 84 return (struct st_texture_object *) obj; 85} 86 87 88static INLINE struct st_texture_image * 89st_texture_image(struct gl_texture_image *img) 90{ 91 return (struct st_texture_image *) img; 92} 93 94 95struct pipe_texture * 96st_get_texobj_texture(struct gl_texture_object *texObj) 97{ 98 struct st_texture_object *stObj = st_texture_object(texObj); 99 return stObj->pt; 100} 101 102 103static enum pipe_texture_target 104gl_target_to_pipe(GLenum target) 105{ 106 switch (target) { 107 case GL_TEXTURE_1D: 108 return PIPE_TEXTURE_1D; 109 110 case GL_TEXTURE_2D: 111 case GL_TEXTURE_RECTANGLE_NV: 112 return PIPE_TEXTURE_2D; 113 114 case GL_TEXTURE_3D: 115 return PIPE_TEXTURE_3D; 116 117 case GL_TEXTURE_CUBE_MAP_ARB: 118 return PIPE_TEXTURE_CUBE; 119 120 default: 121 assert(0); 122 return 0; 123 } 124} 125 126 127/** 128 * Return nominal bytes per texel for a compressed format, 0 for non-compressed 129 * format. 130 */ 131static int 132compressed_num_bytes(GLuint mesaFormat) 133{ 134 switch(mesaFormat) { 135 case MESA_FORMAT_RGB_FXT1: 136 case MESA_FORMAT_RGBA_FXT1: 137 case MESA_FORMAT_RGB_DXT1: 138 case MESA_FORMAT_RGBA_DXT1: 139 return 2; 140 case MESA_FORMAT_RGBA_DXT3: 141 case MESA_FORMAT_RGBA_DXT5: 142 return 4; 143 default: 144 return 0; 145 } 146} 147 148 149static GLboolean 150st_IsTextureResident(GLcontext * ctx, struct gl_texture_object *texObj) 151{ 152#if 0 153 struct intel_context *intel = intel_context(ctx); 154 struct st_texture_object *stObj = st_texture_object(texObj); 155 156 return 157 stObj->pt && 158 stObj->pt->region && 159 intel_is_region_resident(intel, stObj->pt->region); 160#endif 161 return 1; 162} 163 164 165static struct gl_texture_image * 166st_NewTextureImage(GLcontext * ctx) 167{ 168 DBG("%s\n", __FUNCTION__); 169 (void) ctx; 170 return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image); 171} 172 173 174static struct gl_texture_object * 175st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target) 176{ 177 struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object); 178 179 DBG("%s\n", __FUNCTION__); 180 _mesa_initialize_texture_object(&obj->base, name, target); 181 182 return &obj->base; 183} 184 185static void 186st_DeleteTextureObject(GLcontext *ctx, 187 struct gl_texture_object *texObj) 188{ 189 struct st_texture_object *stObj = st_texture_object(texObj); 190 191 if (stObj->pt) 192 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 193 194 _mesa_delete_texture_object(ctx, texObj); 195} 196 197 198static void 199st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage) 200{ 201 struct st_texture_image *stImage = st_texture_image(texImage); 202 203 DBG("%s\n", __FUNCTION__); 204 205 if (stImage->pt) { 206 ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); 207 } 208 209 if (texImage->Data) { 210 free(texImage->Data); 211 texImage->Data = NULL; 212 } 213} 214 215 216/* ================================================================ 217 * From linux kernel i386 header files, copes with odd sizes better 218 * than COPY_DWORDS would: 219 * XXX Put this in src/mesa/main/imports.h ??? 220 */ 221#if defined(i386) || defined(__i386__) 222static INLINE void * 223__memcpy(void *to, const void *from, size_t n) 224{ 225 int d0, d1, d2; 226 __asm__ __volatile__("rep ; movsl\n\t" 227 "testb $2,%b4\n\t" 228 "je 1f\n\t" 229 "movsw\n" 230 "1:\ttestb $1,%b4\n\t" 231 "je 2f\n\t" 232 "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2) 233 :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from) 234 :"memory"); 235 return (to); 236} 237#else 238#define __memcpy(a,b,c) memcpy(a,b,c) 239#endif 240 241 242/* The system memcpy (at least on ubuntu 5.10) has problems copying 243 * to agp (writecombined) memory from a source which isn't 64-byte 244 * aligned - there is a 4x performance falloff. 245 * 246 * The x86 __memcpy is immune to this but is slightly slower 247 * (10%-ish) than the system memcpy. 248 * 249 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but 250 * isn't much faster than x86_memcpy for agp copies. 251 * 252 * TODO: switch dynamically. 253 */ 254static void * 255do_memcpy(void *dest, const void *src, size_t n) 256{ 257 if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) { 258 return __memcpy(dest, src, n); 259 } 260 else 261 return memcpy(dest, src, n); 262} 263 264 265/* Functions to store texture images. Where possible, textures 266 * will be created or further instantiated with image data, otherwise 267 * images will be stored in malloc'd memory. A validation step is 268 * required to pull those images into a texture, or otherwise 269 * decide a fallback is required. 270 */ 271 272 273static int 274logbase2(int n) 275{ 276 GLint i = 1; 277 GLint log2 = 0; 278 279 while (n > i) { 280 i *= 2; 281 log2++; 282 } 283 284 return log2; 285} 286 287 288/** 289 * Allocate a pipe_texture object for the given st_texture_object using 290 * the given st_texture_image to guess the mipmap size/levels. 291 * 292 * [comments...] 293 * Otherwise, store it in memory if (Border != 0) or (any dimension == 294 * 1). 295 * 296 * Otherwise, if max_level >= level >= min_level, create texture with 297 * space for images from min_level down to max_level. 298 * 299 * Otherwise, create texture with space for images from (level 0)..(1x1). 300 * Consider pruning this texture at a validation if the saving is worth it. 301 */ 302static void 303guess_and_alloc_texture(struct st_context *st, 304 struct st_texture_object *stObj, 305 const struct st_texture_image *stImage) 306{ 307 GLuint firstLevel; 308 GLuint lastLevel; 309 GLuint width = stImage->base.Width; 310 GLuint height = stImage->base.Height; 311 GLuint depth = stImage->base.Depth; 312 GLuint i, comp_byte = 0; 313 314 DBG("%s\n", __FUNCTION__); 315 316 assert(!stObj->pt); 317 318 if (stImage->base.Border) 319 return; 320 321 if (stImage->level > stObj->base.BaseLevel && 322 (stImage->base.Width == 1 || 323 (stObj->base.Target != GL_TEXTURE_1D && 324 stImage->base.Height == 1) || 325 (stObj->base.Target == GL_TEXTURE_3D && 326 stImage->base.Depth == 1))) 327 return; 328 329 /* If this image disrespects BaseLevel, allocate from level zero. 330 * Usually BaseLevel == 0, so it's unlikely to happen. 331 */ 332 if (stImage->level < stObj->base.BaseLevel) 333 firstLevel = 0; 334 else 335 firstLevel = stObj->base.BaseLevel; 336 337 338 /* Figure out image dimensions at start level. 339 */ 340 for (i = stImage->level; i > firstLevel; i--) { 341 width <<= 1; 342 if (height != 1) 343 height <<= 1; 344 if (depth != 1) 345 depth <<= 1; 346 } 347 348 /* Guess a reasonable value for lastLevel. This is probably going 349 * to be wrong fairly often and might mean that we have to look at 350 * resizable buffers, or require that buffers implement lazy 351 * pagetable arrangements. 352 */ 353 if ((stObj->base.MinFilter == GL_NEAREST || 354 stObj->base.MinFilter == GL_LINEAR) && 355 stImage->level == firstLevel) { 356 lastLevel = firstLevel; 357 } 358 else { 359 GLuint l2width = logbase2(width); 360 GLuint l2height = logbase2(height); 361 GLuint l2depth = logbase2(depth); 362 lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); 363 } 364 365 if (stImage->base.IsCompressed) 366 comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat); 367 368 stObj->pt = st_texture_create(st, 369 gl_target_to_pipe(stObj->base.Target), 370 st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat), 371 firstLevel, 372 lastLevel, 373 width, 374 height, 375 depth, 376 comp_byte); 377 378 DBG("%s - success\n", __FUNCTION__); 379} 380 381 382/* There are actually quite a few combinations this will work for, 383 * more than what I've listed here. 384 */ 385static GLboolean 386check_pbo_format(GLint internalFormat, 387 GLenum format, GLenum type, 388 const struct gl_texture_format *mesa_format) 389{ 390 switch (internalFormat) { 391 case 4: 392 case GL_RGBA: 393 return (format == GL_BGRA && 394 (type == GL_UNSIGNED_BYTE || 395 type == GL_UNSIGNED_INT_8_8_8_8_REV) && 396 mesa_format == &_mesa_texformat_argb8888); 397 case 3: 398 case GL_RGB: 399 return (format == GL_RGB && 400 type == GL_UNSIGNED_SHORT_5_6_5 && 401 mesa_format == &_mesa_texformat_rgb565); 402 case GL_YCBCR_MESA: 403 return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE); 404 default: 405 return GL_FALSE; 406 } 407} 408 409 410/* XXX: Do this for TexSubImage also: 411 */ 412static GLboolean 413try_pbo_upload(GLcontext *ctx, 414 struct st_texture_image *stImage, 415 const struct gl_pixelstore_attrib *unpack, 416 GLint internalFormat, 417 GLint width, GLint height, 418 GLenum format, GLenum type, const void *pixels) 419{ 420 return GL_FALSE; /* XXX fix flushing/locking/blitting below */ 421#if 000 422 struct intel_context *intel = intel_context(ctx); 423 struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj); 424 GLuint src_offset, src_stride; 425 GLuint dst_offset, dst_stride; 426 427 if (!pbo || 428 ctx._ImageTransferState || 429 unpack->SkipPixels || unpack->SkipRows) { 430 _mesa_printf("%s: failure 1\n", __FUNCTION__); 431 return GL_FALSE; 432 } 433 434 src_offset = (GLuint) pixels; 435 436 if (unpack->RowLength > 0) 437 src_stride = unpack->RowLength; 438 else 439 src_stride = width; 440 441 dst_offset = st_texture_image_offset(stImage->pt, 442 stImage->face, 443 stImage->level); 444 445 dst_stride = stImage->pt->pitch; 446 447 { 448 struct _DriBufferObject *src_buffer = 449 intel_bufferobj_buffer(intel, pbo, INTEL_READ); 450 451 /* Temporary hack: cast to _DriBufferObject: 452 */ 453 struct _DriBufferObject *dst_buffer = 454 (struct _DriBufferObject *)stImage->pt->region->buffer; 455 456 457 intelEmitCopyBlit(intel, 458 stImage->pt->cpp, 459 src_stride, src_buffer, src_offset, 460 dst_stride, dst_buffer, dst_offset, 461 0, 0, 0, 0, width, height, 462 GL_COPY); 463 } 464 465 return GL_TRUE; 466#endif 467} 468 469 470/** 471 * Adjust pixel unpack params and image dimensions to strip off the 472 * texture border. 473 * Gallium doesn't support texture borders. They've seldem been used 474 * and seldom been implemented correctly anyway. 475 * \param unpackNew returns the new pixel unpack parameters 476 */ 477static void 478strip_texture_border(GLint border, 479 GLint *width, GLint *height, GLint *depth, 480 const struct gl_pixelstore_attrib *unpack, 481 struct gl_pixelstore_attrib *unpackNew) 482{ 483 assert(border > 0); /* sanity check */ 484 485 *unpackNew = *unpack; 486 487 if (unpackNew->RowLength == 0) 488 unpackNew->RowLength = *width; 489 490 if (depth && unpackNew->ImageHeight == 0) 491 unpackNew->ImageHeight = *height; 492 493 unpackNew->SkipPixels += border; 494 if (height) 495 unpackNew->SkipRows += border; 496 if (depth) 497 unpackNew->SkipImages += border; 498 499 assert(*width >= 3); 500 *width = *width - 2 * border; 501 if (height && *height >= 3) 502 *height = *height - 2 * border; 503 if (depth && *depth >= 3) 504 *depth = *depth - 2 * border; 505} 506 507 508static void 509st_TexImage(GLcontext * ctx, 510 GLint dims, 511 GLenum target, GLint level, 512 GLint internalFormat, 513 GLint width, GLint height, GLint depth, 514 GLint border, 515 GLenum format, GLenum type, const void *pixels, 516 const struct gl_pixelstore_attrib *unpack, 517 struct gl_texture_object *texObj, 518 struct gl_texture_image *texImage, 519 GLsizei imageSize, int compressed) 520{ 521 struct st_texture_object *stObj = st_texture_object(texObj); 522 struct st_texture_image *stImage = st_texture_image(texImage); 523 GLint postConvWidth, postConvHeight; 524 GLint texelBytes, sizeInBytes; 525 GLuint dstRowStride; 526 struct gl_pixelstore_attrib unpackNB; 527 528 DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__, 529 _mesa_lookup_enum_by_nr(target), level, width, height, depth, border); 530 531 /* gallium does not support texture borders, strip it off */ 532 if (border) { 533 strip_texture_border(border, &width, &height, &depth, 534 unpack, &unpackNB); 535 unpack = &unpackNB; 536 border = 0; 537 } 538 539 postConvWidth = width; 540 postConvHeight = height; 541 542 stImage->face = _mesa_tex_target_to_face(target); 543 stImage->level = level; 544 545 if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { 546 _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth, 547 &postConvHeight); 548 } 549 550 /* choose the texture format */ 551 texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat, 552 format, type); 553 554 _mesa_set_fetch_functions(texImage, dims); 555 556 if (texImage->TexFormat->TexelBytes == 0) { 557 /* must be a compressed format */ 558 texelBytes = 0; 559 texImage->IsCompressed = GL_TRUE; 560 texImage->CompressedSize = 561 ctx->Driver.CompressedTextureSize(ctx, texImage->Width, 562 texImage->Height, texImage->Depth, 563 texImage->TexFormat->MesaFormat); 564 } 565 else { 566 texelBytes = texImage->TexFormat->TexelBytes; 567 568 /* Minimum pitch of 32 bytes */ 569 if (postConvWidth * texelBytes < 32) { 570 postConvWidth = 32 / texelBytes; 571 texImage->RowStride = postConvWidth; 572 } 573 574 assert(texImage->RowStride == postConvWidth); 575 } 576 577 /* Release the reference to a potentially orphaned buffer. 578 * Release any old malloced memory. 579 */ 580 if (stImage->pt) { 581 ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); 582 assert(!texImage->Data); 583 } 584 else if (texImage->Data) { 585 _mesa_align_free(texImage->Data); 586 } 587 588 /* If this is the only texture image in the texture, could call 589 * bmBufferData with NULL data to free the old block and avoid 590 * waiting on any outstanding fences. 591 */ 592 if (stObj->pt && 593 stObj->pt->first_level == level && 594 stObj->pt->last_level == level && 595 stObj->pt->target != PIPE_TEXTURE_CUBE && 596 !st_texture_match_image(stObj->pt, &stImage->base, 597 stImage->face, stImage->level)) { 598 599 DBG("release it\n"); 600 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 601 assert(!stObj->pt); 602 } 603 604 if (!stObj->pt) { 605 guess_and_alloc_texture(ctx->st, stObj, stImage); 606 if (!stObj->pt) { 607 DBG("guess_and_alloc_texture: failed\n"); 608 } 609 } 610 611 assert(!stImage->pt); 612 613 if (stObj->pt && 614 st_texture_match_image(stObj->pt, &stImage->base, 615 stImage->face, stImage->level)) { 616 617 pipe_texture_reference(ctx->st->pipe, &stImage->pt, stObj->pt); 618 assert(stImage->pt); 619 } 620 621 if (!stImage->pt) 622 DBG("XXX: Image did not fit into texture - storing in local memory!\n"); 623 624#if 0 /* XXX FIX when st_buffer_objects are in place */ 625 /* PBO fastpaths: 626 */ 627 if (dims <= 2 && 628 stImage->pt && 629 intel_buffer_object(unpack->BufferObj) && 630 check_pbo_format(internalFormat, format, 631 type, texImage->TexFormat)) { 632 633 DBG("trying pbo upload\n"); 634 635 636 637 /* Otherwise, attempt to use the blitter for PBO image uploads. 638 */ 639 if (try_pbo_upload(intel, stImage, unpack, 640 internalFormat, 641 width, height, format, type, pixels)) { 642 DBG("pbo upload succeeded\n"); 643 return; 644 } 645 646 DBG("pbo upload failed\n"); 647 } 648#else 649 (void) try_pbo_upload; 650 (void) check_pbo_format; 651#endif 652 653 654 /* st_CopyTexImage calls this function with pixels == NULL, with 655 * the expectation that the texture will be set up but nothing 656 * more will be done. This is where those calls return: 657 */ 658 if (compressed) { 659 pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, 660 unpack, 661 "glCompressedTexImage"); 662 } else { 663 pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1, 664 format, type, 665 pixels, unpack, "glTexImage"); 666 } 667 if (!pixels) 668 return; 669 670 if (stImage->pt) { 671 texImage->Data = st_texture_image_map(ctx->st, stImage, 0); 672 dstRowStride = stImage->surface->pitch * stImage->surface->cpp; 673 } 674 else { 675 /* Allocate regular memory and store the image there temporarily. */ 676 if (texImage->IsCompressed) { 677 sizeInBytes = texImage->CompressedSize; 678 dstRowStride = 679 _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width); 680 assert(dims != 3); 681 } 682 else { 683 dstRowStride = postConvWidth * texelBytes; 684 sizeInBytes = depth * dstRowStride * postConvHeight; 685 } 686 687 texImage->Data = malloc(sizeInBytes); 688 } 689 690 DBG("Upload image %dx%dx%d row_len %x pitch %x\n", 691 width, height, depth, width * texelBytes, dstRowStride); 692 693 /* Copy data. Would like to know when it's ok for us to eg. use 694 * the blitter to copy. Or, use the hardware to do the format 695 * conversion and copy: 696 */ 697 if (compressed) { 698 memcpy(texImage->Data, pixels, imageSize); 699 } 700 else { 701 GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height, 702 format, type); 703 int i; 704 const GLubyte *src = (const GLubyte *) pixels; 705 706 for (i = 0; i++ < depth;) { 707 if (!texImage->TexFormat->StoreImage(ctx, dims, 708 texImage->_BaseFormat, 709 texImage->TexFormat, 710 texImage->Data, 711 0, 0, 0, /* dstX/Y/Zoffset */ 712 dstRowStride, 713 texImage->ImageOffsets, 714 width, height, 1, 715 format, type, src, unpack)) { 716 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 717 } 718 719 if (stImage->pt && i < depth) { 720 st_texture_image_unmap(stImage); 721 texImage->Data = st_texture_image_map(ctx->st, stImage, i); 722 src += srcImageStride; 723 } 724 } 725 } 726 727 _mesa_unmap_teximage_pbo(ctx, unpack); 728 729 if (stImage->pt) { 730 st_texture_image_unmap(stImage); 731 texImage->Data = NULL; 732 } 733 734#if 01 735 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 736 ctx->Driver.GenerateMipmap(ctx, target, texObj); 737 } 738#endif 739} 740 741 742static void 743st_TexImage3D(GLcontext * ctx, 744 GLenum target, GLint level, 745 GLint internalFormat, 746 GLint width, GLint height, GLint depth, 747 GLint border, 748 GLenum format, GLenum type, const void *pixels, 749 const struct gl_pixelstore_attrib *unpack, 750 struct gl_texture_object *texObj, 751 struct gl_texture_image *texImage) 752{ 753 st_TexImage(ctx, 3, target, level, 754 internalFormat, width, height, depth, border, 755 format, type, pixels, unpack, texObj, texImage, 0, 0); 756} 757 758 759static void 760st_TexImage2D(GLcontext * ctx, 761 GLenum target, GLint level, 762 GLint internalFormat, 763 GLint width, GLint height, GLint border, 764 GLenum format, GLenum type, const void *pixels, 765 const struct gl_pixelstore_attrib *unpack, 766 struct gl_texture_object *texObj, 767 struct gl_texture_image *texImage) 768{ 769 st_TexImage(ctx, 2, target, level, 770 internalFormat, width, height, 1, border, 771 format, type, pixels, unpack, texObj, texImage, 0, 0); 772} 773 774 775static void 776st_TexImage1D(GLcontext * ctx, 777 GLenum target, GLint level, 778 GLint internalFormat, 779 GLint width, GLint border, 780 GLenum format, GLenum type, const void *pixels, 781 const struct gl_pixelstore_attrib *unpack, 782 struct gl_texture_object *texObj, 783 struct gl_texture_image *texImage) 784{ 785 st_TexImage(ctx, 1, target, level, 786 internalFormat, width, 1, 1, border, 787 format, type, pixels, unpack, texObj, texImage, 0, 0); 788} 789 790 791static void 792st_CompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level, 793 GLint internalFormat, 794 GLint width, GLint height, GLint border, 795 GLsizei imageSize, const GLvoid *data, 796 struct gl_texture_object *texObj, 797 struct gl_texture_image *texImage ) 798{ 799 st_TexImage(ctx, 2, target, level, 800 internalFormat, width, height, 1, border, 801 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1); 802} 803 804 805/** 806 * Need to map texture image into memory before copying image data, 807 * then unmap it. 808 */ 809static void 810st_get_tex_image(GLcontext * ctx, GLenum target, GLint level, 811 GLenum format, GLenum type, GLvoid * pixels, 812 struct gl_texture_object *texObj, 813 struct gl_texture_image *texImage, int compressed) 814{ 815 struct st_texture_image *stImage = st_texture_image(texImage); 816 GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, texImage->Width, 817 texImage->Height, format, 818 type); 819 GLuint depth; 820 int i; 821 GLubyte *dest; 822 823 /* Map */ 824 if (stImage->pt) { 825 /* Image is stored in hardware format in a buffer managed by the 826 * kernel. Need to explicitly map and unmap it. 827 */ 828 texImage->Data = st_texture_image_map(ctx->st, stImage, 0); 829 texImage->RowStride = stImage->surface->pitch; 830 } 831 else { 832 /* Otherwise, the image should actually be stored in 833 * texImage->Data. This is pretty confusing for 834 * everybody, I'd much prefer to separate the two functions of 835 * texImage->Data - storage for texture images in main memory 836 * and access (ie mappings) of images. In other words, we'd 837 * create a new texImage->Map field and leave Data simply for 838 * storage. 839 */ 840 assert(texImage->Data); 841 } 842 843 depth = texImage->Depth; 844 texImage->Depth = 1; 845 846 dest = (GLubyte *) pixels; 847 848 for (i = 0; i++ < depth;) { 849 if (compressed) { 850 _mesa_get_compressed_teximage(ctx, target, level, dest, 851 texObj, texImage); 852 } else { 853 _mesa_get_teximage(ctx, target, level, format, type, dest, 854 texObj, texImage); 855 } 856 857 if (stImage->pt && i < depth) { 858 st_texture_image_unmap(stImage); 859 texImage->Data = st_texture_image_map(ctx->st, stImage, i); 860 dest += dstImageStride; 861 } 862 } 863 864 texImage->Depth = depth; 865 866 /* Unmap */ 867 if (stImage->pt) { 868 st_texture_image_unmap(stImage); 869 texImage->Data = NULL; 870 } 871} 872 873 874static void 875st_GetTexImage(GLcontext * ctx, GLenum target, GLint level, 876 GLenum format, GLenum type, GLvoid * pixels, 877 struct gl_texture_object *texObj, 878 struct gl_texture_image *texImage) 879{ 880 st_get_tex_image(ctx, target, level, format, type, pixels, 881 texObj, texImage, 0); 882} 883 884 885static void 886st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level, 887 GLvoid *pixels, 888 const struct gl_texture_object *texObj, 889 const struct gl_texture_image *texImage) 890{ 891 st_get_tex_image(ctx, target, level, 0, 0, pixels, 892 (struct gl_texture_object *) texObj, 893 (struct gl_texture_image *) texImage, 1); 894} 895 896 897 898static void 899st_TexSubimage(GLcontext * ctx, 900 GLint dims, 901 GLenum target, GLint level, 902 GLint xoffset, GLint yoffset, GLint zoffset, 903 GLint width, GLint height, GLint depth, 904 GLenum format, GLenum type, const void *pixels, 905 const struct gl_pixelstore_attrib *packing, 906 struct gl_texture_object *texObj, 907 struct gl_texture_image *texImage) 908{ 909 struct st_texture_image *stImage = st_texture_image(texImage); 910 GLuint dstRowStride; 911 GLuint srcImageStride = _mesa_image_image_stride(packing, width, height, 912 format, type); 913 int i; 914 const GLubyte *src; 915 916 DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__, 917 _mesa_lookup_enum_by_nr(target), 918 level, xoffset, yoffset, width, height); 919 920 pixels = 921 _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format, 922 type, pixels, packing, "glTexSubImage2D"); 923 if (!pixels) 924 return; 925 926 /* Map buffer if necessary. Need to lock to prevent other contexts 927 * from uploading the buffer under us. 928 */ 929 if (stImage->pt) { 930 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset); 931 dstRowStride = stImage->surface->pitch * stImage->surface->cpp; 932 } 933 934 src = (const GLubyte *) pixels; 935 936 for (i = 0; i++ < depth;) { 937 if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, 938 texImage->TexFormat, 939 texImage->Data, 940 xoffset, yoffset, 0, 941 dstRowStride, 942 texImage->ImageOffsets, 943 width, height, 1, 944 format, type, src, packing)) { 945 _mesa_error(ctx, GL_OUT_OF_MEMORY, "st_TexSubImage"); 946 } 947 948 if (stImage->pt && i < depth) { 949 st_texture_image_unmap(stImage); 950 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i); 951 src += srcImageStride; 952 } 953 } 954 955#if 0 956 /* GL_SGIS_generate_mipmap */ 957 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 958 _mesa_generate_mipmap(ctx, target, 959 &ctx->Texture.Unit[ctx->Texture.CurrentUnit], 960 texObj); 961 } 962#endif 963 964 _mesa_unmap_teximage_pbo(ctx, packing); 965 966 if (stImage->pt) { 967 st_texture_image_unmap(stImage); 968 texImage->Data = NULL; 969 } 970} 971 972 973 974static void 975st_TexSubImage3D(GLcontext * ctx, 976 GLenum target, 977 GLint level, 978 GLint xoffset, GLint yoffset, GLint zoffset, 979 GLsizei width, GLsizei height, GLsizei depth, 980 GLenum format, GLenum type, 981 const GLvoid * pixels, 982 const struct gl_pixelstore_attrib *packing, 983 struct gl_texture_object *texObj, 984 struct gl_texture_image *texImage) 985{ 986 st_TexSubimage(ctx, 3, target, level, 987 xoffset, yoffset, zoffset, 988 width, height, depth, 989 format, type, pixels, packing, texObj, texImage); 990} 991 992 993 994static void 995st_TexSubImage2D(GLcontext * ctx, 996 GLenum target, 997 GLint level, 998 GLint xoffset, GLint yoffset, 999 GLsizei width, GLsizei height, 1000 GLenum format, GLenum type, 1001 const GLvoid * pixels, 1002 const struct gl_pixelstore_attrib *packing, 1003 struct gl_texture_object *texObj, 1004 struct gl_texture_image *texImage) 1005{ 1006 st_TexSubimage(ctx, 2, target, level, 1007 xoffset, yoffset, 0, 1008 width, height, 1, 1009 format, type, pixels, packing, texObj, texImage); 1010} 1011 1012 1013static void 1014st_TexSubImage1D(GLcontext * ctx, 1015 GLenum target, 1016 GLint level, 1017 GLint xoffset, 1018 GLsizei width, 1019 GLenum format, GLenum type, 1020 const GLvoid * pixels, 1021 const struct gl_pixelstore_attrib *packing, 1022 struct gl_texture_object *texObj, 1023 struct gl_texture_image *texImage) 1024{ 1025 st_TexSubimage(ctx, 1, target, level, 1026 xoffset, 0, 0, 1027 width, 1, 1, 1028 format, type, pixels, packing, texObj, texImage); 1029} 1030 1031 1032 1033/** 1034 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1035 * 1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1036 * etc. 1037 * XXX duplicated from main/teximage.c 1038 */ 1039static uint 1040texture_face(GLenum target) 1041{ 1042 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB && 1043 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB) 1044 return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X; 1045 else 1046 return 0; 1047} 1048 1049 1050 1051/** 1052 * Do a CopyTexSubImage operation by mapping the source surface and 1053 * dest surface and using get_tile()/put_tile() to access the pixels/texels. 1054 * 1055 * Note: srcY=0=TOP of renderbuffer 1056 */ 1057static void 1058fallback_copy_texsubimage(GLcontext *ctx, 1059 GLenum target, 1060 GLint level, 1061 struct st_renderbuffer *strb, 1062 struct st_texture_image *stImage, 1063 GLenum baseFormat, 1064 GLint destX, GLint destY, GLint destZ, 1065 GLint srcX, GLint srcY, 1066 GLsizei width, GLsizei height) 1067{ 1068 struct pipe_context *pipe = ctx->st->pipe; 1069 const uint face = texture_face(target); 1070 struct pipe_texture *pt = stImage->pt; 1071 struct pipe_surface *src_surf, *dest_surf; 1072 GLfloat *data; 1073 GLint row, yStep; 1074 1075 /* determine bottom-to-top vs. top-to-bottom order */ 1076 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 1077 destY = height - 1 - destY; 1078 yStep = -1; 1079 } 1080 else { 1081 yStep = 1; 1082 } 1083 1084 src_surf = strb->surface; 1085 1086 dest_surf = pipe->get_tex_surface(pipe, pt, 1087 face, level, destZ); 1088 1089 /* buffer for one row */ 1090 data = (GLfloat *) malloc(width * 4 * sizeof(GLfloat)); 1091 1092 /* do copy row by row */ 1093 for (row = 0; row < height; row++) { 1094 pipe_get_tile_rgba(pipe, src_surf, srcX, srcY + row, width, 1, data); 1095 1096 /* XXX we're ignoring convolution for now */ 1097 if (ctx->_ImageTransferState) { 1098 _mesa_apply_rgba_transfer_ops(ctx, 1099 ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT, 1100 width, (GLfloat (*)[4])data); 1101 } 1102 1103 pipe_put_tile_rgba(pipe, dest_surf, destX, destY, width, 1, data); 1104 destY += yStep; 1105 } 1106 1107 free(data); 1108} 1109 1110 1111 1112 1113/** 1114 * Do a CopyTex[Sub]Image using an optimized hardware (blit) path. 1115 * Note that the region to copy has already been clip tested. 1116 * 1117 * Note: srcY=0=Bottom of renderbuffer 1118 * 1119 * \return GL_TRUE if success, GL_FALSE if failure (use a fallback) 1120 */ 1121static void 1122do_copy_texsubimage(GLcontext *ctx, 1123 GLenum target, GLint level, 1124 GLint destX, GLint destY, GLint destZ, 1125 GLint srcX, GLint srcY, 1126 GLsizei width, GLsizei height) 1127{ 1128 struct gl_texture_unit *texUnit = 1129 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1130 struct gl_texture_object *texObj = 1131 _mesa_select_tex_object(ctx, texUnit, target); 1132 struct gl_texture_image *texImage = 1133 _mesa_select_tex_image(ctx, texObj, target, level); 1134 struct st_texture_image *stImage = st_texture_image(texImage); 1135 GLenum baseFormat = texImage->InternalFormat; 1136 struct gl_framebuffer *fb = ctx->ReadBuffer; 1137 struct st_renderbuffer *strb; 1138 struct pipe_context *pipe = ctx->st->pipe; 1139 struct pipe_surface *dest_surface; 1140 uint dest_format, src_format; 1141 1142 (void) texImage; 1143 1144 /* determine if copying depth or color data */ 1145 if (baseFormat == GL_DEPTH_COMPONENT) { 1146 strb = st_renderbuffer(fb->_DepthBuffer); 1147 } 1148 else if (baseFormat == GL_DEPTH_STENCIL_EXT) { 1149 strb = st_renderbuffer(fb->_StencilBuffer); 1150 } 1151 else { 1152 /* baseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */ 1153 strb = st_renderbuffer(fb->_ColorReadBuffer); 1154 } 1155 1156 assert(strb); 1157 assert(strb->surface); 1158 assert(stImage->pt); 1159 1160 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 1161 srcY = strb->Base.Height - srcY - height; 1162 } 1163 1164 src_format = strb->surface->format; 1165 dest_format = stImage->pt->format; 1166 1167 dest_surface = pipe->get_tex_surface(pipe, stImage->pt, stImage->face, 1168 stImage->level, destZ); 1169 1170 if (src_format == dest_format && 1171 ctx->_ImageTransferState == 0x0 && 1172 strb->surface->buffer && 1173 dest_surface->buffer && 1174 strb->surface->cpp == stImage->pt->cpp) { 1175 /* do blit-style copy */ 1176 1177 /* XXX may need to invert image depending on window 1178 * vs. user-created FBO 1179 */ 1180 1181#if 0 1182 /* A bit of fiddling to get the blitter to work with -ve 1183 * pitches. But we get a nice inverted blit this way, so it's 1184 * worth it: 1185 */ 1186 intelEmitCopyBlit(intel, 1187 stImage->pt->cpp, 1188 -src->pitch, 1189 src->buffer, 1190 src->height * src->pitch * src->cpp, 1191 stImage->pt->pitch, 1192 stImage->pt->region->buffer, 1193 dest_offset, 1194 x, y + height, dstx, dsty, width, height, 1195 GL_COPY); /* ? */ 1196#else 1197 1198 pipe->surface_copy(pipe, 1199 /* dest */ 1200 dest_surface, 1201 destX, destY, 1202 /* src */ 1203 strb->surface, 1204 srcX, srcY, 1205 /* size */ 1206 width, height); 1207#endif 1208 } 1209 else { 1210 fallback_copy_texsubimage(ctx, target, level, 1211 strb, stImage, baseFormat, 1212 destX, destY, destZ, 1213 srcX, srcY, width, height); 1214 } 1215 1216 pipe_surface_reference(&dest_surface, NULL); 1217 1218#if 0 1219 /* GL_SGIS_generate_mipmap -- this can be accelerated now. 1220 * XXX Add a ctx->Driver.GenerateMipmaps() function? 1221 */ 1222 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 1223 intel_generate_mipmap(ctx, target, 1224 &ctx->Texture.Unit[ctx->Texture.CurrentUnit], 1225 texObj); 1226 } 1227#endif 1228 1229} 1230 1231 1232 1233static void 1234st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level, 1235 GLenum internalFormat, 1236 GLint x, GLint y, GLsizei width, GLint border) 1237{ 1238 struct gl_texture_unit *texUnit = 1239 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1240 struct gl_texture_object *texObj = 1241 _mesa_select_tex_object(ctx, texUnit, target); 1242 struct gl_texture_image *texImage = 1243 _mesa_select_tex_image(ctx, texObj, target, level); 1244 1245#if 0 1246 if (border) 1247 goto fail; 1248#endif 1249 1250 /* Setup or redefine the texture object, texture and texture 1251 * image. Don't populate yet. 1252 */ 1253 ctx->Driver.TexImage1D(ctx, target, level, internalFormat, 1254 width, border, 1255 GL_RGBA, CHAN_TYPE, NULL, 1256 &ctx->DefaultPacking, texObj, texImage); 1257 1258 do_copy_texsubimage(ctx, target, level, 1259 0, 0, 0, 1260 x, y, width, 1); 1261} 1262 1263 1264static void 1265st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level, 1266 GLenum internalFormat, 1267 GLint x, GLint y, GLsizei width, GLsizei height, 1268 GLint border) 1269{ 1270 struct gl_texture_unit *texUnit = 1271 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1272 struct gl_texture_object *texObj = 1273 _mesa_select_tex_object(ctx, texUnit, target); 1274 struct gl_texture_image *texImage = 1275 _mesa_select_tex_image(ctx, texObj, target, level); 1276 1277#if 0 1278 if (border) 1279 goto fail; 1280#endif 1281 1282 /* Setup or redefine the texture object, texture and texture 1283 * image. Don't populate yet. 1284 */ 1285 ctx->Driver.TexImage2D(ctx, target, level, internalFormat, 1286 width, height, border, 1287 GL_RGBA, CHAN_TYPE, NULL, 1288 &ctx->DefaultPacking, texObj, texImage); 1289 1290 1291 do_copy_texsubimage(ctx, target, level, 1292 0, 0, 0, 1293 x, y, width, height); 1294} 1295 1296 1297static void 1298st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level, 1299 GLint xoffset, GLint x, GLint y, GLsizei width) 1300{ 1301 const GLint yoffset = 0, zoffset = 0; 1302 const GLsizei height = 1; 1303 do_copy_texsubimage(ctx, target, level, 1304 xoffset, yoffset, zoffset, 1305 x, y, width, height); 1306} 1307 1308 1309static void 1310st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level, 1311 GLint xoffset, GLint yoffset, 1312 GLint x, GLint y, GLsizei width, GLsizei height) 1313{ 1314 const GLint zoffset = 0; 1315 do_copy_texsubimage(ctx, target, level, 1316 xoffset, yoffset, zoffset, 1317 x, y, width, height); 1318} 1319 1320 1321static void 1322st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level, 1323 GLint xoffset, GLint yoffset, GLint zoffset, 1324 GLint x, GLint y, GLsizei width, GLsizei height) 1325{ 1326 do_copy_texsubimage(ctx, target, level, 1327 xoffset, yoffset, zoffset, 1328 x, y, width, height); 1329} 1330 1331 1332 1333 1334/** 1335 * Compute which mipmap levels that really need to be sent to the hardware. 1336 * This depends on the base image size, GL_TEXTURE_MIN_LOD, 1337 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. 1338 */ 1339static void 1340calculate_first_last_level(struct st_texture_object *stObj) 1341{ 1342 struct gl_texture_object *tObj = &stObj->base; 1343 const struct gl_texture_image *const baseImage = 1344 tObj->Image[0][tObj->BaseLevel]; 1345 1346 /* These must be signed values. MinLod and MaxLod can be negative numbers, 1347 * and having firstLevel and lastLevel as signed prevents the need for 1348 * extra sign checks. 1349 */ 1350 int firstLevel; 1351 int lastLevel; 1352 1353 /* Yes, this looks overly complicated, but it's all needed. 1354 */ 1355 switch (tObj->Target) { 1356 case GL_TEXTURE_1D: 1357 case GL_TEXTURE_2D: 1358 case GL_TEXTURE_3D: 1359 case GL_TEXTURE_CUBE_MAP: 1360 if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { 1361 /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL. 1362 */ 1363 firstLevel = lastLevel = tObj->BaseLevel; 1364 } 1365 else { 1366 firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5); 1367 firstLevel = MAX2(firstLevel, tObj->BaseLevel); 1368 lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5); 1369 lastLevel = MAX2(lastLevel, tObj->BaseLevel); 1370 lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2); 1371 lastLevel = MIN2(lastLevel, tObj->MaxLevel); 1372 lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */ 1373 } 1374 break; 1375 case GL_TEXTURE_RECTANGLE_NV: 1376 case GL_TEXTURE_4D_SGIS: 1377 firstLevel = lastLevel = 0; 1378 break; 1379 default: 1380 return; 1381 } 1382 1383 /* save these values */ 1384 stObj->firstLevel = firstLevel; 1385 stObj->lastLevel = lastLevel; 1386} 1387 1388 1389static void 1390copy_image_data_to_texture(struct st_context *st, 1391 struct st_texture_object *stObj, 1392 struct st_texture_image *stImage) 1393{ 1394 if (stImage->pt) { 1395 /* Copy potentially with the blitter: 1396 */ 1397 st_texture_image_copy(st->pipe, 1398 stObj->pt, /* dest texture */ 1399 stImage->face, stImage->level, 1400 stImage->pt /* src texture */ 1401 ); 1402 1403 st->pipe->texture_release(st->pipe, &stImage->pt); 1404 } 1405 else { 1406 assert(stImage->base.Data != NULL); 1407 1408 /* More straightforward upload. 1409 */ 1410 st_texture_image_data(st->pipe, 1411 stObj->pt, 1412 stImage->face, 1413 stImage->level, 1414 stImage->base.Data, 1415 stImage->base.RowStride, 1416 stImage->base.RowStride * 1417 stImage->base.Height); 1418 _mesa_align_free(stImage->base.Data); 1419 stImage->base.Data = NULL; 1420 } 1421 1422 pipe_texture_reference(st->pipe, &stImage->pt, stObj->pt); 1423} 1424 1425 1426/** 1427 * Called during state validation. When this function is finished, 1428 * the texture object should be ready for rendering. 1429 * \return GL_FALSE if a texture border is present, GL_TRUE otherwise 1430 */ 1431GLboolean 1432st_finalize_texture(GLcontext *ctx, 1433 struct pipe_context *pipe, 1434 struct gl_texture_object *tObj, 1435 GLboolean *needFlush) 1436{ 1437 struct st_texture_object *stObj = st_texture_object(tObj); 1438 const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 1439 int comp_byte = 0; 1440 int cpp; 1441 GLuint face, i; 1442 struct st_texture_image *firstImage; 1443 1444 *needFlush = GL_FALSE; 1445 1446 /* We know/require this is true by now: 1447 */ 1448 assert(stObj->base._Complete); 1449 1450 /* What levels must the texture include at a minimum? 1451 */ 1452 calculate_first_last_level(stObj); 1453 firstImage = st_texture_image(stObj->base.Image[0][stObj->firstLevel]); 1454 1455 /* Fallback case: 1456 */ 1457 if (firstImage->base.Border) { 1458 if (stObj->pt) { 1459 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1460 } 1461 return GL_FALSE; 1462 } 1463 1464 1465 /* If both firstImage and stObj point to a texture which can contain 1466 * all active images, favour firstImage. Note that because of the 1467 * completeness requirement, we know that the image dimensions 1468 * will match. 1469 */ 1470 if (firstImage->pt && 1471 firstImage->pt != stObj->pt && 1472 firstImage->pt->first_level <= stObj->firstLevel && 1473 firstImage->pt->last_level >= stObj->lastLevel) { 1474 1475 if (stObj->pt) 1476 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1477 1478 pipe_texture_reference(ctx->st->pipe, &stObj->pt, firstImage->pt); 1479 } 1480 1481 if (firstImage->base.IsCompressed) { 1482 comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat); 1483 cpp = comp_byte; 1484 } 1485 else { 1486 cpp = firstImage->base.TexFormat->TexelBytes; 1487 } 1488 1489 /* Check texture can hold all active levels. Check texture matches 1490 * target, imageFormat, etc. 1491 * 1492 * XXX: For some layouts (eg i945?), the test might have to be 1493 * first_level == firstLevel, as the texture isn't valid except at the 1494 * original start level. Hope to get around this by 1495 * programming minLod, maxLod, baseLevel into the hardware and 1496 * leaving the texture alone. 1497 */ 1498 if (stObj->pt && 1499 (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || 1500 stObj->pt->format != 1501 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) || 1502 stObj->pt->first_level != stObj->firstLevel || 1503 stObj->pt->last_level != stObj->lastLevel || 1504 stObj->pt->width[0] != firstImage->base.Width || 1505 stObj->pt->height[0] != firstImage->base.Height || 1506 stObj->pt->depth[0] != firstImage->base.Depth || 1507 stObj->pt->cpp != cpp || 1508 stObj->pt->compressed != firstImage->base.IsCompressed)) { 1509 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1510 } 1511 1512 1513 /* May need to create a new texture: 1514 */ 1515 if (!stObj->pt) { 1516 stObj->pt = st_texture_create(ctx->st, 1517 gl_target_to_pipe(stObj->base.Target), 1518 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat), 1519 stObj->firstLevel, 1520 stObj->lastLevel, 1521 firstImage->base.Width, 1522 firstImage->base.Height, 1523 firstImage->base.Depth, 1524 comp_byte); 1525 } 1526 1527 /* Pull in any images not in the object's texture: 1528 */ 1529 for (face = 0; face < nr_faces; face++) { 1530 for (i = stObj->firstLevel; i <= stObj->lastLevel; i++) { 1531 struct st_texture_image *stImage = 1532 st_texture_image(stObj->base.Image[face][i]); 1533 1534 /* Need to import images in main memory or held in other textures. 1535 */ 1536 if (stObj->pt != stImage->pt) { 1537 copy_image_data_to_texture(ctx->st, stObj, stImage); 1538 *needFlush = GL_TRUE; 1539 } 1540 } 1541 } 1542 1543 1544 return GL_TRUE; 1545} 1546 1547 1548 1549 1550void 1551st_init_texture_functions(struct dd_function_table *functions) 1552{ 1553 functions->ChooseTextureFormat = st_ChooseTextureFormat; 1554 functions->TexImage1D = st_TexImage1D; 1555 functions->TexImage2D = st_TexImage2D; 1556 functions->TexImage3D = st_TexImage3D; 1557 functions->TexSubImage1D = st_TexSubImage1D; 1558 functions->TexSubImage2D = st_TexSubImage2D; 1559 functions->TexSubImage3D = st_TexSubImage3D; 1560 functions->CopyTexImage1D = st_CopyTexImage1D; 1561 functions->CopyTexImage2D = st_CopyTexImage2D; 1562 functions->CopyTexSubImage1D = st_CopyTexSubImage1D; 1563 functions->CopyTexSubImage2D = st_CopyTexSubImage2D; 1564 functions->CopyTexSubImage3D = st_CopyTexSubImage3D; 1565 functions->GenerateMipmap = st_generate_mipmap; 1566 1567 functions->GetTexImage = st_GetTexImage; 1568 1569 /* compressed texture functions */ 1570 functions->CompressedTexImage2D = st_CompressedTexImage2D; 1571 functions->GetCompressedTexImage = st_GetCompressedTexImage; 1572 1573 functions->NewTextureObject = st_NewTextureObject; 1574 functions->NewTextureImage = st_NewTextureImage; 1575 functions->DeleteTexture = st_DeleteTextureObject; 1576 functions->FreeTexImageData = st_FreeTextureImageData; 1577 functions->UpdateTexturePalette = 0; 1578 functions->IsTextureResident = st_IsTextureResident; 1579 1580 functions->TextureMemCpy = do_memcpy; 1581 1582 /* XXX Temporary until we can query pipe's texture sizes */ 1583 functions->TestProxyTexImage = _mesa_test_proxy_teximage; 1584} 1585