st_cb_texture.c revision 507f4e7a7448fb246febefe8819b7b3ac70a35b4
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/mfeatures.h"
29#include "main/bufferobj.h"
30#if FEATURE_convolve
31#include "main/convolve.h"
32#endif
33#include "main/enums.h"
34#include "main/image.h"
35#include "main/imports.h"
36#include "main/macros.h"
37#include "main/mipmap.h"
38#include "main/pixel.h"
39#include "main/texcompress.h"
40#include "main/texformat.h"
41#include "main/texgetimage.h"
42#include "main/teximage.h"
43#include "main/texobj.h"
44#include "main/texstore.h"
45
46#include "state_tracker/st_context.h"
47#include "state_tracker/st_cb_fbo.h"
48#include "state_tracker/st_cb_texture.h"
49#include "state_tracker/st_format.h"
50#include "state_tracker/st_public.h"
51#include "state_tracker/st_texture.h"
52#include "state_tracker/st_gen_mipmap.h"
53#include "state_tracker/st_inlines.h"
54#include "state_tracker/st_atom.h"
55
56#include "pipe/p_context.h"
57#include "pipe/p_defines.h"
58#include "pipe/p_inlines.h"
59#include "util/u_tile.h"
60#include "util/u_blit.h"
61#include "util/u_surface.h"
62
63
64#define DBG if (0) printf
65
66
67static enum pipe_texture_target
68gl_target_to_pipe(GLenum target)
69{
70   switch (target) {
71   case GL_TEXTURE_1D:
72      return PIPE_TEXTURE_1D;
73
74   case GL_TEXTURE_2D:
75   case GL_TEXTURE_RECTANGLE_NV:
76      return PIPE_TEXTURE_2D;
77
78   case GL_TEXTURE_3D:
79      return PIPE_TEXTURE_3D;
80
81   case GL_TEXTURE_CUBE_MAP_ARB:
82      return PIPE_TEXTURE_CUBE;
83
84   default:
85      assert(0);
86      return 0;
87   }
88}
89
90
91/**
92 * Return nominal bytes per texel for a compressed format, 0 for non-compressed
93 * format.
94 */
95static GLuint
96compressed_num_bytes(GLuint mesaFormat)
97{
98   switch(mesaFormat) {
99#if FEATURE_texture_fxt1
100   case MESA_FORMAT_RGB_FXT1:
101   case MESA_FORMAT_RGBA_FXT1:
102#endif
103#if FEATURE_texture_s3tc
104   case MESA_FORMAT_RGB_DXT1:
105   case MESA_FORMAT_RGBA_DXT1:
106      return 2;
107   case MESA_FORMAT_RGBA_DXT3:
108   case MESA_FORMAT_RGBA_DXT5:
109      return 4;
110#endif
111   default:
112      return 0;
113   }
114}
115
116
117static GLboolean
118is_compressed_mesa_format(const struct gl_texture_format *format)
119{
120   switch (format->MesaFormat) {
121   case MESA_FORMAT_RGB_DXT1:
122   case MESA_FORMAT_RGBA_DXT1:
123   case MESA_FORMAT_RGBA_DXT3:
124   case MESA_FORMAT_RGBA_DXT5:
125   case MESA_FORMAT_SRGB_DXT1:
126   case MESA_FORMAT_SRGBA_DXT1:
127   case MESA_FORMAT_SRGBA_DXT3:
128   case MESA_FORMAT_SRGBA_DXT5:
129      return GL_TRUE;
130   default:
131      return GL_FALSE;
132   }
133}
134
135
136/** called via ctx->Driver.NewTextureImage() */
137static struct gl_texture_image *
138st_NewTextureImage(GLcontext * ctx)
139{
140   DBG("%s\n", __FUNCTION__);
141   (void) ctx;
142   return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image);
143}
144
145
146/** called via ctx->Driver.NewTextureObject() */
147static struct gl_texture_object *
148st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target)
149{
150   struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object);
151
152   DBG("%s\n", __FUNCTION__);
153   _mesa_initialize_texture_object(&obj->base, name, target);
154
155   return &obj->base;
156}
157
158/** called via ctx->Driver.DeleteTextureImage() */
159static void
160st_DeleteTextureObject(GLcontext *ctx,
161                       struct gl_texture_object *texObj)
162{
163   struct st_texture_object *stObj = st_texture_object(texObj);
164   if (stObj->pt)
165      pipe_texture_reference(&stObj->pt, NULL);
166
167   _mesa_delete_texture_object(ctx, texObj);
168}
169
170
171/** called via ctx->Driver.FreeTexImageData() */
172static void
173st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage)
174{
175   struct st_texture_image *stImage = st_texture_image(texImage);
176
177   DBG("%s\n", __FUNCTION__);
178
179   if (stImage->pt) {
180      pipe_texture_reference(&stImage->pt, NULL);
181   }
182
183   if (texImage->Data) {
184      _mesa_align_free(texImage->Data);
185      texImage->Data = NULL;
186   }
187}
188
189
190/**
191 * From linux kernel i386 header files, copes with odd sizes better
192 * than COPY_DWORDS would:
193 * XXX Put this in src/mesa/main/imports.h ???
194 */
195#if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86)
196static INLINE void *
197__memcpy(void *to, const void *from, size_t n)
198{
199   int d0, d1, d2;
200   __asm__ __volatile__("rep ; movsl\n\t"
201                        "testb $2,%b4\n\t"
202                        "je 1f\n\t"
203                        "movsw\n"
204                        "1:\ttestb $1,%b4\n\t"
205                        "je 2f\n\t"
206                        "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2)
207                        :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from)
208                        :"memory");
209   return (to);
210}
211#else
212#define __memcpy(a,b,c) memcpy(a,b,c)
213#endif
214
215
216/**
217 * The system memcpy (at least on ubuntu 5.10) has problems copying
218 * to agp (writecombined) memory from a source which isn't 64-byte
219 * aligned - there is a 4x performance falloff.
220 *
221 * The x86 __memcpy is immune to this but is slightly slower
222 * (10%-ish) than the system memcpy.
223 *
224 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but
225 * isn't much faster than x86_memcpy for agp copies.
226 *
227 * TODO: switch dynamically.
228 */
229static void *
230do_memcpy(void *dest, const void *src, size_t n)
231{
232   if ((((unsigned long) src) & 63) || (((unsigned long) dest) & 63)) {
233      return __memcpy(dest, src, n);
234   }
235   else
236      return memcpy(dest, src, n);
237}
238
239
240static int
241logbase2(int n)
242{
243   GLint i = 1, log2 = 0;
244   while (n > i) {
245      i *= 2;
246      log2++;
247   }
248   return log2;
249}
250
251
252/**
253 * Return default texture usage bitmask for the given texture format.
254 */
255static GLuint
256default_usage(enum pipe_format fmt)
257{
258   GLuint usage = PIPE_TEXTURE_USAGE_SAMPLER;
259   if (pf_is_depth_stencil(fmt))
260      usage |= PIPE_TEXTURE_USAGE_DEPTH_STENCIL;
261   else
262      usage |= PIPE_TEXTURE_USAGE_RENDER_TARGET;
263   return usage;
264}
265
266
267/**
268 * Allocate a pipe_texture object for the given st_texture_object using
269 * the given st_texture_image to guess the mipmap size/levels.
270 *
271 * [comments...]
272 * Otherwise, store it in memory if (Border != 0) or (any dimension ==
273 * 1).
274 *
275 * Otherwise, if max_level >= level >= min_level, create texture with
276 * space for images from min_level down to max_level.
277 *
278 * Otherwise, create texture with space for images from (level 0)..(1x1).
279 * Consider pruning this texture at a validation if the saving is worth it.
280 */
281static void
282guess_and_alloc_texture(struct st_context *st,
283			struct st_texture_object *stObj,
284			const struct st_texture_image *stImage)
285{
286   GLuint firstLevel;
287   GLuint lastLevel;
288   GLuint width = stImage->base.Width2;  /* size w/out border */
289   GLuint height = stImage->base.Height2;
290   GLuint depth = stImage->base.Depth2;
291   GLuint i, usage;
292   enum pipe_format fmt;
293
294   DBG("%s\n", __FUNCTION__);
295
296   assert(!stObj->pt);
297
298   if (stObj->pt &&
299       (GLint) stImage->level > stObj->base.BaseLevel &&
300       (stImage->base.Width == 1 ||
301        (stObj->base.Target != GL_TEXTURE_1D &&
302         stImage->base.Height == 1) ||
303        (stObj->base.Target == GL_TEXTURE_3D &&
304         stImage->base.Depth == 1)))
305      return;
306
307   /* If this image disrespects BaseLevel, allocate from level zero.
308    * Usually BaseLevel == 0, so it's unlikely to happen.
309    */
310   if ((GLint) stImage->level < stObj->base.BaseLevel)
311      firstLevel = 0;
312   else
313      firstLevel = stObj->base.BaseLevel;
314
315
316   /* Figure out image dimensions at start level.
317    */
318   for (i = stImage->level; i > firstLevel; i--) {
319      if (width != 1)
320         width <<= 1;
321      if (height != 1)
322         height <<= 1;
323      if (depth != 1)
324         depth <<= 1;
325   }
326
327   if (width == 0 || height == 0 || depth == 0) {
328      /* no texture needed */
329      return;
330   }
331
332   /* Guess a reasonable value for lastLevel.  This is probably going
333    * to be wrong fairly often and might mean that we have to look at
334    * resizable buffers, or require that buffers implement lazy
335    * pagetable arrangements.
336    */
337   if ((stObj->base.MinFilter == GL_NEAREST ||
338        stObj->base.MinFilter == GL_LINEAR) &&
339       stImage->level == firstLevel) {
340      lastLevel = firstLevel;
341   }
342   else {
343      GLuint l2width = logbase2(width);
344      GLuint l2height = logbase2(height);
345      GLuint l2depth = logbase2(depth);
346      lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth);
347   }
348
349   fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat);
350
351   usage = default_usage(fmt);
352
353   stObj->pt = st_texture_create(st,
354                                 gl_target_to_pipe(stObj->base.Target),
355                                 fmt,
356                                 lastLevel,
357                                 width,
358                                 height,
359                                 depth,
360                                 usage);
361
362   DBG("%s - success\n", __FUNCTION__);
363}
364
365
366/**
367 * Adjust pixel unpack params and image dimensions to strip off the
368 * texture border.
369 * Gallium doesn't support texture borders.  They've seldem been used
370 * and seldom been implemented correctly anyway.
371 * \param unpackNew  returns the new pixel unpack parameters
372 */
373static void
374strip_texture_border(GLint border,
375                     GLint *width, GLint *height, GLint *depth,
376                     const struct gl_pixelstore_attrib *unpack,
377                     struct gl_pixelstore_attrib *unpackNew)
378{
379   assert(border > 0);  /* sanity check */
380
381   *unpackNew = *unpack;
382
383   if (unpackNew->RowLength == 0)
384      unpackNew->RowLength = *width;
385
386   if (depth && unpackNew->ImageHeight == 0)
387      unpackNew->ImageHeight = *height;
388
389   unpackNew->SkipPixels += border;
390   if (height)
391      unpackNew->SkipRows += border;
392   if (depth)
393      unpackNew->SkipImages += border;
394
395   assert(*width >= 3);
396   *width = *width - 2 * border;
397   if (height && *height >= 3)
398      *height = *height - 2 * border;
399   if (depth && *depth >= 3)
400      *depth = *depth - 2 * border;
401}
402
403
404/**
405 * Try to do texture compression via rendering.  If the Gallium driver
406 * can render into a compressed surface this will allow us to do texture
407 * compression.
408 * \return GL_TRUE for success, GL_FALSE for failure
409 */
410static GLboolean
411compress_with_blit(GLcontext * ctx,
412                   GLenum target, GLint level,
413                   GLint xoffset, GLint yoffset, GLint zoffset,
414                   GLint width, GLint height, GLint depth,
415                   GLenum format, GLenum type, const void *pixels,
416                   const struct gl_pixelstore_attrib *unpack,
417                   struct gl_texture_image *texImage)
418{
419   const GLuint dstImageOffsets[1] = {0};
420   struct st_texture_image *stImage = st_texture_image(texImage);
421   struct pipe_screen *screen = ctx->st->pipe->screen;
422   const struct gl_texture_format *mesa_format;
423   struct pipe_texture templ;
424   struct pipe_texture *src_tex;
425   struct pipe_surface *dst_surface;
426   struct pipe_transfer *tex_xfer;
427   void *map;
428
429
430   if (!stImage->pt) {
431      /* XXX: Can this happen? Should we assert? */
432      return GL_FALSE;
433   }
434
435   /* get destination surface (in the compressed texture) */
436   dst_surface = screen->get_tex_surface(screen, stImage->pt,
437                                         stImage->face, stImage->level, 0,
438                                         PIPE_BUFFER_USAGE_GPU_WRITE);
439   if (!dst_surface) {
440      /* can't render into this format (or other problem) */
441      return GL_FALSE;
442   }
443
444   /* Choose format for the temporary RGBA texture image.
445    */
446   mesa_format = st_ChooseTextureFormat(ctx, GL_RGBA, format, type);
447   assert(mesa_format);
448   if (!mesa_format)
449      return GL_FALSE;
450
451   /* Create the temporary source texture
452    */
453   memset(&templ, 0, sizeof(templ));
454   templ.target = PIPE_TEXTURE_2D;
455   templ.format = st_mesa_format_to_pipe_format(mesa_format->MesaFormat);
456   pf_get_block(templ.format, &templ.block);
457   templ.width[0] = width;
458   templ.height[0] = height;
459   templ.depth[0] = 1;
460   templ.last_level = 0;
461   templ.tex_usage = PIPE_TEXTURE_USAGE_SAMPLER;
462   src_tex = screen->texture_create(screen, &templ);
463
464   if (!src_tex)
465      return GL_FALSE;
466
467   /* Put user's tex data into the temporary texture
468    */
469   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx), src_tex,
470					     0, 0, 0, /* face, level are zero */
471					     PIPE_TRANSFER_WRITE,
472					     0, 0, width, height); /* x, y, w, h */
473   map = screen->transfer_map(screen, tex_xfer);
474
475   mesa_format->StoreImage(ctx, 2, GL_RGBA, mesa_format,
476                           map,              /* dest ptr */
477                           0, 0, 0,          /* dest x/y/z offset */
478                           tex_xfer->stride, /* dest row stride (bytes) */
479                           dstImageOffsets,  /* image offsets (for 3D only) */
480                           width, height, 1, /* size */
481                           format, type,     /* source format/type */
482                           pixels,           /* source data */
483                           unpack);          /* source data packing */
484
485   screen->transfer_unmap(screen, tex_xfer);
486   screen->tex_transfer_destroy(tex_xfer);
487
488   /* copy / compress image */
489   util_blit_pixels_tex(ctx->st->blit,
490                        src_tex,          /* pipe_texture (src) */
491                        0, 0,             /* src x0, y0 */
492                        width, height,    /* src x1, y1 */
493                        dst_surface,      /* pipe_surface (dst) */
494                        xoffset, yoffset, /* dst x0, y0 */
495                        xoffset + width,  /* dst x1 */
496                        yoffset + height, /* dst y1 */
497                        0.0,              /* z */
498                        PIPE_TEX_MIPFILTER_NEAREST);
499
500   pipe_surface_reference(&dst_surface, NULL);
501   pipe_texture_reference(&src_tex, NULL);
502
503   return GL_TRUE;
504}
505
506
507/**
508 * Do glTexImage1/2/3D().
509 */
510static void
511st_TexImage(GLcontext * ctx,
512            GLint dims,
513            GLenum target, GLint level,
514            GLint internalFormat,
515            GLint width, GLint height, GLint depth,
516            GLint border,
517            GLenum format, GLenum type, const void *pixels,
518            const struct gl_pixelstore_attrib *unpack,
519            struct gl_texture_object *texObj,
520            struct gl_texture_image *texImage,
521            GLsizei imageSize, GLboolean compressed_src)
522{
523   struct pipe_screen *screen = ctx->st->pipe->screen;
524   struct st_texture_object *stObj = st_texture_object(texObj);
525   struct st_texture_image *stImage = st_texture_image(texImage);
526   GLint postConvWidth, postConvHeight;
527   GLint texelBytes, sizeInBytes;
528   GLuint dstRowStride;
529   struct gl_pixelstore_attrib unpackNB;
530
531   DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
532       _mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
533
534   /* gallium does not support texture borders, strip it off */
535   if (border) {
536      strip_texture_border(border, &width, &height, &depth, unpack, &unpackNB);
537      unpack = &unpackNB;
538      texImage->Width = width;
539      texImage->Height = height;
540      texImage->Depth = depth;
541      texImage->Border = 0;
542      border = 0;
543   }
544
545   postConvWidth = width;
546   postConvHeight = height;
547
548   stImage->face = _mesa_tex_target_to_face(target);
549   stImage->level = level;
550
551#if FEATURE_convolve
552   if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
553      _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth,
554                                         &postConvHeight);
555   }
556#endif
557
558   /* choose the texture format */
559   texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat,
560                                                format, type);
561
562   _mesa_set_fetch_functions(texImage, dims);
563
564   if (texImage->TexFormat->TexelBytes == 0) {
565      /* must be a compressed format */
566      texelBytes = 0;
567      texImage->IsCompressed = GL_TRUE;
568      texImage->CompressedSize =
569	 ctx->Driver.CompressedTextureSize(ctx, texImage->Width,
570					   texImage->Height, texImage->Depth,
571					   texImage->TexFormat->MesaFormat);
572   }
573   else {
574      texelBytes = texImage->TexFormat->TexelBytes;
575
576      /* Minimum pitch of 32 bytes */
577      if (postConvWidth * texelBytes < 32) {
578	 postConvWidth = 32 / texelBytes;
579	 texImage->RowStride = postConvWidth;
580      }
581
582      /* we'll set RowStride elsewhere when the texture is a "mapped" state */
583      /*assert(texImage->RowStride == postConvWidth);*/
584   }
585
586   /* Release the reference to a potentially orphaned buffer.
587    * Release any old malloced memory.
588    */
589   if (stImage->pt) {
590      pipe_texture_reference(&stImage->pt, NULL);
591      assert(!texImage->Data);
592   }
593   else if (texImage->Data) {
594      _mesa_align_free(texImage->Data);
595   }
596
597   if (width == 0 || height == 0 || depth == 0) {
598      /* stop after freeing old image */
599      return;
600   }
601
602   /* If this is the only mipmap level in the texture, could call
603    * bmBufferData with NULL data to free the old block and avoid
604    * waiting on any outstanding fences.
605    */
606   if (stObj->pt) {
607      if (stObj->teximage_realloc ||
608          level > (GLint) stObj->pt->last_level ||
609          (stObj->pt->last_level == level &&
610           stObj->pt->target != PIPE_TEXTURE_CUBE &&
611           !st_texture_match_image(stObj->pt, &stImage->base,
612                                   stImage->face, stImage->level))) {
613         DBG("release it\n");
614         pipe_texture_reference(&stObj->pt, NULL);
615         assert(!stObj->pt);
616         stObj->teximage_realloc = FALSE;
617      }
618   }
619
620   if (!stObj->pt) {
621      guess_and_alloc_texture(ctx->st, stObj, stImage);
622      if (!stObj->pt) {
623         /* Probably out of memory.
624          * Try flushing any pending rendering, then retry.
625          */
626         st_finish(ctx->st);
627         guess_and_alloc_texture(ctx->st, stObj, stImage);
628         if (!stObj->pt) {
629            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
630            return;
631         }
632      }
633   }
634
635   assert(!stImage->pt);
636
637   if (stObj->pt &&
638       st_texture_match_image(stObj->pt, &stImage->base,
639                                 stImage->face, stImage->level)) {
640
641      pipe_texture_reference(&stImage->pt, stObj->pt);
642      assert(stImage->pt);
643   }
644
645   if (!stImage->pt)
646      DBG("XXX: Image did not fit into texture - storing in local memory!\n");
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_src) {
653      pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels,
654						      unpack,
655						      "glCompressedTexImage");
656   }
657   else {
658      pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
659					   format, type,
660					   pixels, unpack, "glTexImage");
661   }
662   if (!pixels)
663      return;
664
665   /* See if we can do texture compression with a blit/render.
666    */
667   if (!compressed_src &&
668       !ctx->Mesa_DXTn &&
669       is_compressed_mesa_format(texImage->TexFormat) &&
670       screen->is_format_supported(screen,
671                                   stImage->pt->format,
672                                   stImage->pt->target,
673                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
674      if (compress_with_blit(ctx, target, level, 0, 0, 0, width, height, depth,
675                             format, type, pixels, unpack, texImage)) {
676         return;
677      }
678   }
679
680   if (stImage->pt) {
681      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
682                                            PIPE_TRANSFER_WRITE, 0, 0,
683                                            stImage->base.Width,
684                                            stImage->base.Height);
685      if(stImage->transfer)
686         dstRowStride = stImage->transfer->stride;
687   }
688   else {
689      /* Allocate regular memory and store the image there temporarily.   */
690      if (texImage->IsCompressed) {
691         sizeInBytes = texImage->CompressedSize;
692         dstRowStride =
693            _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width);
694         assert(dims != 3);
695      }
696      else {
697         dstRowStride = postConvWidth * texelBytes;
698         sizeInBytes = depth * dstRowStride * postConvHeight;
699      }
700
701      texImage->Data = _mesa_align_malloc(sizeInBytes, 16);
702   }
703
704   if (!texImage->Data) {
705      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
706      return;
707   }
708
709   DBG("Upload image %dx%dx%d row_len %x pitch %x\n",
710       width, height, depth, width * texelBytes, dstRowStride);
711
712   /* Copy data.  Would like to know when it's ok for us to eg. use
713    * the blitter to copy.  Or, use the hardware to do the format
714    * conversion and copy:
715    */
716   if (compressed_src) {
717      memcpy(texImage->Data, pixels, imageSize);
718   }
719   else {
720      const GLuint srcImageStride =
721         _mesa_image_image_stride(unpack, width, height, format, type);
722      GLint i;
723      const GLubyte *src = (const GLubyte *) pixels;
724
725      for (i = 0; i < depth; i++) {
726	 if (!texImage->TexFormat->StoreImage(ctx, dims,
727					      texImage->_BaseFormat,
728					      texImage->TexFormat,
729					      texImage->Data,
730					      0, 0, 0, /* dstX/Y/Zoffset */
731					      dstRowStride,
732					      texImage->ImageOffsets,
733					      width, height, 1,
734					      format, type, src, unpack)) {
735	    _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
736	 }
737
738	 if (stImage->pt && i + 1 < depth) {
739            /* unmap this slice */
740	    st_texture_image_unmap(ctx->st, stImage);
741            /* map next slice of 3D texture */
742	    texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
743                                                  PIPE_TRANSFER_WRITE, 0, 0,
744                                                  stImage->base.Width,
745                                                  stImage->base.Height);
746	    src += srcImageStride;
747	 }
748      }
749   }
750
751   _mesa_unmap_teximage_pbo(ctx, unpack);
752
753   if (stImage->pt && texImage->Data) {
754      st_texture_image_unmap(ctx->st, stImage);
755      texImage->Data = NULL;
756   }
757
758   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
759      ctx->Driver.GenerateMipmap(ctx, target, texObj);
760   }
761}
762
763
764static void
765st_TexImage3D(GLcontext * ctx,
766              GLenum target, GLint level,
767              GLint internalFormat,
768              GLint width, GLint height, GLint depth,
769              GLint border,
770              GLenum format, GLenum type, const void *pixels,
771              const struct gl_pixelstore_attrib *unpack,
772              struct gl_texture_object *texObj,
773              struct gl_texture_image *texImage)
774{
775   st_TexImage(ctx, 3, target, level, internalFormat, width, height, depth,
776               border, format, type, pixels, unpack, texObj, texImage,
777               0, GL_FALSE);
778}
779
780
781static void
782st_TexImage2D(GLcontext * ctx,
783              GLenum target, GLint level,
784              GLint internalFormat,
785              GLint width, GLint height, GLint border,
786              GLenum format, GLenum type, const void *pixels,
787              const struct gl_pixelstore_attrib *unpack,
788              struct gl_texture_object *texObj,
789              struct gl_texture_image *texImage)
790{
791   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
792               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
793}
794
795
796static void
797st_TexImage1D(GLcontext * ctx,
798              GLenum target, GLint level,
799              GLint internalFormat,
800              GLint width, GLint border,
801              GLenum format, GLenum type, const void *pixels,
802              const struct gl_pixelstore_attrib *unpack,
803              struct gl_texture_object *texObj,
804              struct gl_texture_image *texImage)
805{
806   st_TexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border,
807               format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE);
808}
809
810
811static void
812st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level,
813                        GLint internalFormat,
814                        GLint width, GLint height, GLint border,
815                        GLsizei imageSize, const GLvoid *data,
816                        struct gl_texture_object *texObj,
817                        struct gl_texture_image *texImage)
818{
819   st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border,
820               0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, GL_TRUE);
821}
822
823
824
825/**
826 * glGetTexImage() helper: decompress a compressed texture by rendering
827 * a textured quad.  Store the results in the user's buffer.
828 */
829static void
830decompress_with_blit(GLcontext * ctx, GLenum target, GLint level,
831                     GLenum format, GLenum type, GLvoid *pixels,
832                     struct gl_texture_object *texObj,
833                     struct gl_texture_image *texImage)
834{
835   struct pipe_screen *screen = ctx->st->pipe->screen;
836   struct st_texture_image *stImage = st_texture_image(texImage);
837   const GLuint width = texImage->Width;
838   const GLuint height = texImage->Height;
839   struct pipe_surface *dst_surface;
840   struct pipe_texture *dst_texture;
841   struct pipe_transfer *tex_xfer;
842
843   /* create temp / dest surface */
844   if (!util_create_rgba_surface(screen, width, height,
845                                 &dst_texture, &dst_surface)) {
846      _mesa_problem(ctx, "util_create_rgba_surface() failed "
847                    "in decompress_with_blit()");
848      return;
849   }
850
851   /* blit/render/decompress */
852   util_blit_pixels_tex(ctx->st->blit,
853                        stImage->pt,      /* pipe_texture (src) */
854                        0, 0,             /* src x0, y0 */
855                        width, height,    /* src x1, y1 */
856                        dst_surface,      /* pipe_surface (dst) */
857                        0, 0,             /* dst x0, y0 */
858                        width, height,    /* dst x1, y1 */
859                        0.0,              /* z */
860                        PIPE_TEX_MIPFILTER_NEAREST);
861
862   /* map the dst_surface so we can read from it */
863   tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx),
864					     dst_texture, 0, 0, 0,
865					     PIPE_TRANSFER_READ,
866					     0, 0, width, height);
867
868   pixels = _mesa_map_readpix_pbo(ctx, &ctx->Pack, pixels);
869
870   /* copy/pack data into user buffer */
871   if (st_equal_formats(stImage->pt->format, format, type)) {
872      /* memcpy */
873      const uint bytesPerRow = width * pf_get_size(stImage->pt->format);
874      ubyte *map = screen->transfer_map(screen, tex_xfer);
875      GLuint row;
876      for (row = 0; row < height; row++) {
877         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
878                                              height, format, type, row, 0);
879         memcpy(dest, map, bytesPerRow);
880         map += tex_xfer->stride;
881      }
882      screen->transfer_unmap(screen, tex_xfer);
883   }
884   else {
885      /* format translation via floats */
886      GLuint row;
887      for (row = 0; row < height; row++) {
888         const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */
889         GLfloat rgba[4 * MAX_WIDTH];
890         GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
891                                              height, format, type, row, 0);
892
893         /* get float[4] rgba row from surface */
894         pipe_get_tile_rgba(tex_xfer, 0, row, width, 1, rgba);
895
896         _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format,
897                                    type, dest, &ctx->Pack, transferOps);
898      }
899   }
900
901   _mesa_unmap_readpix_pbo(ctx, &ctx->Pack);
902
903   /* destroy the temp / dest surface */
904   util_destroy_rgba_surface(dst_texture, dst_surface);
905}
906
907
908
909/**
910 * Need to map texture image into memory before copying image data,
911 * then unmap it.
912 */
913static void
914st_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
915                 GLenum format, GLenum type, GLvoid * pixels,
916                 struct gl_texture_object *texObj,
917                 struct gl_texture_image *texImage, GLboolean compressed_dst)
918{
919   struct st_texture_image *stImage = st_texture_image(texImage);
920   const GLuint dstImageStride =
921      _mesa_image_image_stride(&ctx->Pack, texImage->Width, texImage->Height,
922                               format, type);
923   GLuint depth, i;
924   GLubyte *dest;
925
926   if (stImage->pt &&
927       pf_is_compressed(stImage->pt->format) &&
928       !compressed_dst) {
929      /* Need to decompress the texture.
930       * We'll do this by rendering a textured quad.
931       * Note that we only expect RGBA formats (no Z/depth formats).
932       */
933      decompress_with_blit(ctx, target, level, format, type, pixels,
934                           texObj, texImage);
935      return;
936   }
937
938   /* Map */
939   if (stImage->pt) {
940      /* Image is stored in hardware format in a buffer managed by the
941       * kernel.  Need to explicitly map and unmap it.
942       */
943
944      st_teximage_flush_before_map(ctx->st, stImage->pt, 0, level,
945				   PIPE_TRANSFER_READ);
946
947      texImage->Data = st_texture_image_map(ctx->st, stImage, 0,
948                                            PIPE_TRANSFER_READ, 0, 0,
949                                            stImage->base.Width,
950                                            stImage->base.Height);
951      texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size;
952   }
953   else {
954      /* Otherwise, the image should actually be stored in
955       * texImage->Data.  This is pretty confusing for
956       * everybody, I'd much prefer to separate the two functions of
957       * texImage->Data - storage for texture images in main memory
958       * and access (ie mappings) of images.  In other words, we'd
959       * create a new texImage->Map field and leave Data simply for
960       * storage.
961       */
962      assert(texImage->Data);
963   }
964
965   depth = texImage->Depth;
966   texImage->Depth = 1;
967
968   dest = (GLubyte *) pixels;
969
970   for (i = 0; i < depth; i++) {
971      if (compressed_dst) {
972	 _mesa_get_compressed_teximage(ctx, target, level, dest,
973				       texObj, texImage);
974      }
975      else {
976	 _mesa_get_teximage(ctx, target, level, format, type, dest,
977			    texObj, texImage);
978      }
979
980      if (stImage->pt && i + 1 < depth) {
981         /* unmap this slice */
982	 st_texture_image_unmap(ctx->st, stImage);
983         /* map next slice of 3D texture */
984	 texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1,
985                                               PIPE_TRANSFER_READ, 0, 0,
986                                               stImage->base.Width,
987                                               stImage->base.Height);
988	 dest += dstImageStride;
989      }
990   }
991
992   texImage->Depth = depth;
993
994   /* Unmap */
995   if (stImage->pt) {
996      st_texture_image_unmap(ctx->st, stImage);
997      texImage->Data = NULL;
998   }
999}
1000
1001
1002static void
1003st_GetTexImage(GLcontext * ctx, GLenum target, GLint level,
1004               GLenum format, GLenum type, GLvoid * pixels,
1005               struct gl_texture_object *texObj,
1006               struct gl_texture_image *texImage)
1007{
1008   st_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage,
1009                    GL_FALSE);
1010}
1011
1012
1013static void
1014st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level,
1015                         GLvoid *pixels,
1016                         struct gl_texture_object *texObj,
1017                         struct gl_texture_image *texImage)
1018{
1019   st_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage,
1020                    GL_TRUE);
1021}
1022
1023
1024
1025static void
1026st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level,
1027               GLint xoffset, GLint yoffset, GLint zoffset,
1028               GLint width, GLint height, GLint depth,
1029               GLenum format, GLenum type, const void *pixels,
1030               const struct gl_pixelstore_attrib *packing,
1031               struct gl_texture_object *texObj,
1032               struct gl_texture_image *texImage)
1033{
1034   struct pipe_screen *screen = ctx->st->pipe->screen;
1035   struct st_texture_image *stImage = st_texture_image(texImage);
1036   GLuint dstRowStride;
1037   const GLuint srcImageStride =
1038      _mesa_image_image_stride(packing, width, height, format, type);
1039   GLint i;
1040   const GLubyte *src;
1041
1042   DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__,
1043       _mesa_lookup_enum_by_nr(target),
1044       level, xoffset, yoffset, width, height);
1045
1046   pixels =
1047      _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format,
1048                                  type, pixels, packing, "glTexSubImage2D");
1049   if (!pixels)
1050      return;
1051
1052   /* See if we can do texture compression with a blit/render.
1053    */
1054   if (!ctx->Mesa_DXTn &&
1055       is_compressed_mesa_format(texImage->TexFormat) &&
1056       screen->is_format_supported(screen,
1057                                   stImage->pt->format,
1058                                   stImage->pt->target,
1059                                   PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
1060      if (compress_with_blit(ctx, target, level,
1061                             xoffset, yoffset, zoffset,
1062                             width, height, depth,
1063                             format, type, pixels, packing, texImage)) {
1064         return;
1065      }
1066   }
1067
1068   /* Map buffer if necessary.  Need to lock to prevent other contexts
1069    * from uploading the buffer under us.
1070    */
1071   if (stImage->pt) {
1072      st_teximage_flush_before_map(ctx->st, stImage->pt, 0, level,
1073				   PIPE_TRANSFER_WRITE);
1074      texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset,
1075                                            PIPE_TRANSFER_WRITE,
1076                                            xoffset, yoffset,
1077                                            width, height);
1078   }
1079
1080   if (!texImage->Data) {
1081      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1082      return;
1083   }
1084
1085   src = (const GLubyte *) pixels;
1086   dstRowStride = stImage->transfer->stride;
1087
1088   for (i = 0; i < depth; i++) {
1089      if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat,
1090					   texImage->TexFormat,
1091					   texImage->Data,
1092					   0, 0, 0,
1093					   dstRowStride,
1094					   texImage->ImageOffsets,
1095					   width, height, 1,
1096					   format, type, src, packing)) {
1097	 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1098      }
1099
1100      if (stImage->pt && i + 1 < depth) {
1101         /* unmap this slice */
1102	 st_texture_image_unmap(ctx->st, stImage);
1103         /* map next slice of 3D texture */
1104	 texImage->Data = st_texture_image_map(ctx->st, stImage,
1105                                               zoffset + i + 1,
1106                                               PIPE_TRANSFER_WRITE,
1107                                               xoffset, yoffset,
1108                                               width, height);
1109	 src += srcImageStride;
1110      }
1111   }
1112
1113   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1114      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1115   }
1116
1117   _mesa_unmap_teximage_pbo(ctx, packing);
1118
1119   if (stImage->pt) {
1120      st_texture_image_unmap(ctx->st, stImage);
1121      texImage->Data = NULL;
1122   }
1123}
1124
1125
1126
1127static void
1128st_TexSubImage3D(GLcontext *ctx, GLenum target, GLint level,
1129                 GLint xoffset, GLint yoffset, GLint zoffset,
1130                 GLsizei width, GLsizei height, GLsizei depth,
1131                 GLenum format, GLenum type, const GLvoid *pixels,
1132                 const struct gl_pixelstore_attrib *packing,
1133                 struct gl_texture_object *texObj,
1134                 struct gl_texture_image *texImage)
1135{
1136   st_TexSubimage(ctx, 3, target, level, xoffset, yoffset, zoffset,
1137                  width, height, depth, format, type,
1138                  pixels, packing, texObj, texImage);
1139}
1140
1141
1142static void
1143st_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level,
1144                 GLint xoffset, GLint yoffset,
1145                 GLsizei width, GLsizei height,
1146                 GLenum format, GLenum type, const GLvoid * pixels,
1147                 const struct gl_pixelstore_attrib *packing,
1148                 struct gl_texture_object *texObj,
1149                 struct gl_texture_image *texImage)
1150{
1151   st_TexSubimage(ctx, 2, target, level, xoffset, yoffset, 0,
1152                  width, height, 1, format, type,
1153                  pixels, packing, texObj, texImage);
1154}
1155
1156
1157static void
1158st_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level,
1159                 GLint xoffset, GLsizei width, GLenum format, GLenum type,
1160                 const GLvoid * pixels,
1161                 const struct gl_pixelstore_attrib *packing,
1162                 struct gl_texture_object *texObj,
1163                 struct gl_texture_image *texImage)
1164{
1165   st_TexSubimage(ctx, 1, target, level, xoffset, 0, 0, width, 1, 1,
1166                  format, type, pixels, packing, texObj, texImage);
1167}
1168
1169
1170
1171/**
1172 * Do a CopyTexSubImage operation using a read transfer from the source,
1173 * a write transfer to the destination and get_tile()/put_tile() to access
1174 * the pixels/texels.
1175 *
1176 * Note: srcY=0=TOP of renderbuffer
1177 */
1178static void
1179fallback_copy_texsubimage(GLcontext *ctx, GLenum target, GLint level,
1180                          struct st_renderbuffer *strb,
1181                          struct st_texture_image *stImage,
1182                          GLenum baseFormat,
1183                          GLint destX, GLint destY, GLint destZ,
1184                          GLint srcX, GLint srcY,
1185                          GLsizei width, GLsizei height)
1186{
1187   struct pipe_context *pipe = ctx->st->pipe;
1188   struct pipe_screen *screen = pipe->screen;
1189   struct pipe_transfer *src_trans;
1190   GLvoid *texDest;
1191
1192   assert(width <= MAX_WIDTH);
1193
1194   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1195      srcY = strb->Base.Height - srcY - height;
1196   }
1197
1198   src_trans = st_cond_flush_get_tex_transfer( st_context(ctx),
1199					       strb->texture,
1200					       0, 0, 0,
1201					       PIPE_TRANSFER_READ,
1202					       srcX, srcY,
1203					       width, height);
1204
1205   st_teximage_flush_before_map(ctx->st, stImage->pt, 0, 0,
1206				PIPE_TRANSFER_WRITE);
1207
1208   texDest = st_texture_image_map(ctx->st, stImage, 0, PIPE_TRANSFER_WRITE,
1209                                  destX, destY, width, height);
1210
1211   if (baseFormat == GL_DEPTH_COMPONENT ||
1212       baseFormat == GL_DEPTH24_STENCIL8) {
1213      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
1214                                     ctx->Pixel.DepthBias != 0.0F);
1215      GLint row, yStep;
1216
1217      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
1218      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1219         srcY = height - 1;
1220         yStep = -1;
1221      }
1222      else {
1223         srcY = 0;
1224         yStep = 1;
1225      }
1226
1227      /* To avoid a large temp memory allocation, do copy row by row */
1228      for (row = 0; row < height; row++, srcY += yStep) {
1229         uint data[MAX_WIDTH];
1230         pipe_get_tile_z(src_trans, 0, srcY, width, 1, data);
1231         if (scaleOrBias) {
1232            _mesa_scale_and_bias_depth_uint(ctx, width, data);
1233         }
1234         pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data);
1235      }
1236   }
1237   else {
1238      /* RGBA format */
1239      GLfloat *tempSrc =
1240         (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));
1241
1242      if (tempSrc && texDest) {
1243         const GLint dims = 2;
1244         const GLint dstRowStride = stImage->transfer->stride;
1245         struct gl_texture_image *texImage = &stImage->base;
1246         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
1247
1248         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
1249            unpack.Invert = GL_TRUE;
1250         }
1251
1252         /* get float/RGBA image from framebuffer */
1253         /* XXX this usually involves a lot of int/float conversion.
1254          * try to avoid that someday.
1255          */
1256         pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc);
1257
1258         /* Store into texture memory.
1259          * Note that this does some special things such as pixel transfer
1260          * ops and format conversion.  In particular, if the dest tex format
1261          * is actually RGBA but the user created the texture as GL_RGB we
1262          * need to fill-in/override the alpha channel with 1.0.
1263          */
1264         texImage->TexFormat->StoreImage(ctx, dims,
1265                                         texImage->_BaseFormat,
1266                                         texImage->TexFormat,
1267                                         texDest,
1268                                         0, 0, 0,
1269                                         dstRowStride,
1270                                         texImage->ImageOffsets,
1271                                         width, height, 1,
1272                                         GL_RGBA, GL_FLOAT, tempSrc, /* src */
1273                                         &unpack);
1274      }
1275      else {
1276         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
1277      }
1278
1279      if (tempSrc)
1280         _mesa_free(tempSrc);
1281   }
1282
1283   st_texture_image_unmap(ctx->st, stImage);
1284   screen->tex_transfer_destroy(src_trans);
1285}
1286
1287
1288/**
1289 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
1290 * Note that the region to copy has already been clipped so we know we
1291 * won't read from outside the source renderbuffer's bounds.
1292 *
1293 * Note: srcY=0=Bottom of renderbuffer (GL convention)
1294 */
1295static void
1296st_copy_texsubimage(GLcontext *ctx,
1297                    GLenum target, GLint level,
1298                    GLint destX, GLint destY, GLint destZ,
1299                    GLint srcX, GLint srcY,
1300                    GLsizei width, GLsizei height)
1301{
1302   struct gl_texture_unit *texUnit =
1303      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1304   struct gl_texture_object *texObj =
1305      _mesa_select_tex_object(ctx, texUnit, target);
1306   struct gl_texture_image *texImage =
1307      _mesa_select_tex_image(ctx, texObj, target, level);
1308   struct st_texture_image *stImage = st_texture_image(texImage);
1309   const GLenum texBaseFormat = texImage->InternalFormat;
1310   struct gl_framebuffer *fb = ctx->ReadBuffer;
1311   struct st_renderbuffer *strb;
1312   struct pipe_context *pipe = ctx->st->pipe;
1313   struct pipe_screen *screen = pipe->screen;
1314   enum pipe_format dest_format, src_format;
1315   GLboolean use_fallback = GL_TRUE;
1316   GLboolean matching_base_formats;
1317
1318   /* make sure finalize_textures has been called?
1319    */
1320   if (0) st_validate_state(ctx->st);
1321
1322   /* determine if copying depth or color data */
1323   if (texBaseFormat == GL_DEPTH_COMPONENT ||
1324       texBaseFormat == GL_DEPTH24_STENCIL8) {
1325      strb = st_renderbuffer(fb->_DepthBuffer);
1326   }
1327   else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) {
1328      strb = st_renderbuffer(fb->_StencilBuffer);
1329   }
1330   else {
1331      /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
1332      strb = st_renderbuffer(fb->_ColorReadBuffer);
1333   }
1334
1335   if (!strb || !strb->surface || !stImage->pt) {
1336      debug_printf("%s: null strb or stImage\n", __FUNCTION__);
1337      return;
1338   }
1339
1340   assert(strb);
1341   assert(strb->surface);
1342   assert(stImage->pt);
1343
1344   src_format = strb->surface->format;
1345   dest_format = stImage->pt->format;
1346
1347   /*
1348    * Determine if the src framebuffer and dest texture have the same
1349    * base format.  We need this to detect a case such as the framebuffer
1350    * being GL_RGBA but the texture being GL_RGB.  If the actual hardware
1351    * texture format stores RGBA we need to set A=1 (overriding the
1352    * framebuffer's alpha values).  We can't do that with the blit or
1353    * textured-quad paths.
1354    */
1355   matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat);
1356
1357   if (matching_base_formats && ctx->_ImageTransferState == 0x0) {
1358      /* try potential hardware path */
1359      struct pipe_surface *dest_surface = NULL;
1360      boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
1361
1362      if (src_format == dest_format && !do_flip) {
1363         /* use surface_copy() / blit */
1364
1365         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1366                                                stImage->face, stImage->level,
1367                                                destZ,
1368                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1369
1370         /* for surface_copy(), y=0=top, always */
1371         pipe->surface_copy(pipe,
1372                            /* dest */
1373                            dest_surface,
1374                            destX, destY,
1375                            /* src */
1376                            strb->surface,
1377                            srcX, srcY,
1378                            /* size */
1379                            width, height);
1380         use_fallback = GL_FALSE;
1381      }
1382      else if (screen->is_format_supported(screen, src_format,
1383                                           PIPE_TEXTURE_2D,
1384                                           PIPE_TEXTURE_USAGE_SAMPLER,
1385                                           0) &&
1386               screen->is_format_supported(screen, dest_format,
1387                                           PIPE_TEXTURE_2D,
1388                                           PIPE_TEXTURE_USAGE_RENDER_TARGET,
1389                                           0)) {
1390         /* draw textured quad to do the copy */
1391         GLint srcY0, srcY1;
1392
1393         dest_surface = screen->get_tex_surface(screen, stImage->pt,
1394                                                stImage->face, stImage->level,
1395                                                destZ,
1396                                                PIPE_BUFFER_USAGE_GPU_WRITE);
1397
1398         if (do_flip) {
1399            srcY1 = strb->Base.Height - srcY - height;
1400            srcY0 = srcY1 + height;
1401         }
1402         else {
1403            srcY0 = srcY;
1404            srcY1 = srcY0 + height;
1405         }
1406         util_blit_pixels(ctx->st->blit,
1407                          strb->surface,
1408                          srcX, srcY0,
1409                          srcX + width, srcY1,
1410                          dest_surface,
1411                          destX, destY,
1412                          destX + width, destY + height,
1413                          0.0, PIPE_TEX_MIPFILTER_NEAREST);
1414         use_fallback = GL_FALSE;
1415      }
1416
1417      if (dest_surface)
1418         pipe_surface_reference(&dest_surface, NULL);
1419   }
1420
1421   if (use_fallback) {
1422      /* software fallback */
1423      fallback_copy_texsubimage(ctx, target, level,
1424                                strb, stImage, texBaseFormat,
1425                                destX, destY, destZ,
1426                                srcX, srcY, width, height);
1427   }
1428
1429   if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
1430      ctx->Driver.GenerateMipmap(ctx, target, texObj);
1431   }
1432}
1433
1434
1435
1436static void
1437st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level,
1438                  GLenum internalFormat,
1439                  GLint x, GLint y, GLsizei width, GLint border)
1440{
1441   struct gl_texture_unit *texUnit =
1442      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1443   struct gl_texture_object *texObj =
1444      _mesa_select_tex_object(ctx, texUnit, target);
1445   struct gl_texture_image *texImage =
1446      _mesa_select_tex_image(ctx, texObj, target, level);
1447
1448   /* Setup or redefine the texture object, texture and texture
1449    * image.  Don't populate yet.
1450    */
1451   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
1452                          width, border,
1453                          GL_RGBA, CHAN_TYPE, NULL,
1454                          &ctx->DefaultPacking, texObj, texImage);
1455
1456   st_copy_texsubimage(ctx, target, level,
1457                       0, 0, 0,  /* destX,Y,Z */
1458                       x, y, width, 1);  /* src X, Y, size */
1459}
1460
1461
1462static void
1463st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level,
1464                  GLenum internalFormat,
1465                  GLint x, GLint y, GLsizei width, GLsizei height,
1466                  GLint border)
1467{
1468   struct gl_texture_unit *texUnit =
1469      &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1470   struct gl_texture_object *texObj =
1471      _mesa_select_tex_object(ctx, texUnit, target);
1472   struct gl_texture_image *texImage =
1473      _mesa_select_tex_image(ctx, texObj, target, level);
1474
1475   /* Setup or redefine the texture object, texture and texture
1476    * image.  Don't populate yet.
1477    */
1478   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
1479                          width, height, border,
1480                          GL_RGBA, CHAN_TYPE, NULL,
1481                          &ctx->DefaultPacking, texObj, texImage);
1482
1483   st_copy_texsubimage(ctx, target, level,
1484                       0, 0, 0,  /* destX,Y,Z */
1485                       x, y, width, height);  /* src X, Y, size */
1486}
1487
1488
1489static void
1490st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level,
1491                     GLint xoffset, GLint x, GLint y, GLsizei width)
1492{
1493   const GLint yoffset = 0, zoffset = 0;
1494   const GLsizei height = 1;
1495   st_copy_texsubimage(ctx, target, level,
1496                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1497                       x, y, width, height);  /* src X, Y, size */
1498}
1499
1500
1501static void
1502st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level,
1503                     GLint xoffset, GLint yoffset,
1504                     GLint x, GLint y, GLsizei width, GLsizei height)
1505{
1506   const GLint zoffset = 0;
1507   st_copy_texsubimage(ctx, target, level,
1508                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1509                       x, y, width, height);  /* src X, Y, size */
1510}
1511
1512
1513static void
1514st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
1515                     GLint xoffset, GLint yoffset, GLint zoffset,
1516                     GLint x, GLint y, GLsizei width, GLsizei height)
1517{
1518   st_copy_texsubimage(ctx, target, level,
1519                       xoffset, yoffset, zoffset,  /* destX,Y,Z */
1520                       x, y, width, height);  /* src X, Y, size */
1521}
1522
1523
1524/**
1525 * Compute which mipmap levels that really need to be sent to the hardware.
1526 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
1527 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
1528 */
1529static void
1530calculate_first_last_level(struct st_texture_object *stObj)
1531{
1532   struct gl_texture_object *tObj = &stObj->base;
1533
1534   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
1535    * and having firstLevel and lastLevel as signed prevents the need for
1536    * extra sign checks.
1537    */
1538   GLint firstLevel;
1539   GLint lastLevel;
1540
1541   /* Yes, this looks overly complicated, but it's all needed.
1542    */
1543   switch (tObj->Target) {
1544   case GL_TEXTURE_1D:
1545   case GL_TEXTURE_2D:
1546   case GL_TEXTURE_3D:
1547   case GL_TEXTURE_CUBE_MAP:
1548      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
1549         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
1550          */
1551         firstLevel = lastLevel = tObj->BaseLevel;
1552      }
1553      else {
1554         firstLevel = 0;
1555         lastLevel = MIN2(tObj->MaxLevel,
1556                          (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
1557      }
1558      break;
1559   case GL_TEXTURE_RECTANGLE_NV:
1560   case GL_TEXTURE_4D_SGIS:
1561      firstLevel = lastLevel = 0;
1562      break;
1563   default:
1564      return;
1565   }
1566
1567   stObj->lastLevel = lastLevel;
1568}
1569
1570
1571static void
1572copy_image_data_to_texture(struct st_context *st,
1573			   struct st_texture_object *stObj,
1574                           GLuint dstLevel,
1575			   struct st_texture_image *stImage)
1576{
1577   if (stImage->pt) {
1578      /* Copy potentially with the blitter:
1579       */
1580      st_texture_image_copy(st->pipe,
1581                            stObj->pt, dstLevel,  /* dest texture, level */
1582                            stImage->pt, /* src texture */
1583                            stImage->face
1584                            );
1585
1586      pipe_texture_reference(&stImage->pt, NULL);
1587   }
1588   else if (stImage->base.Data) {
1589      assert(stImage->base.Data != NULL);
1590
1591      /* More straightforward upload.
1592       */
1593
1594      st_teximage_flush_before_map(st, stObj->pt, stImage->face, dstLevel,
1595				   PIPE_TRANSFER_WRITE);
1596
1597
1598      st_texture_image_data(st,
1599                            stObj->pt,
1600                            stImage->face,
1601                            dstLevel,
1602                            stImage->base.Data,
1603                            stImage->base.RowStride *
1604                            stObj->pt->block.size,
1605                            stImage->base.RowStride *
1606                            stImage->base.Height *
1607                            stObj->pt->block.size);
1608      _mesa_align_free(stImage->base.Data);
1609      stImage->base.Data = NULL;
1610   }
1611
1612   pipe_texture_reference(&stImage->pt, stObj->pt);
1613}
1614
1615
1616/**
1617 * Called during state validation.  When this function is finished,
1618 * the texture object should be ready for rendering.
1619 * \return GL_TRUE for success, GL_FALSE for failure (out of mem)
1620 */
1621GLboolean
1622st_finalize_texture(GLcontext *ctx,
1623		    struct pipe_context *pipe,
1624		    struct gl_texture_object *tObj,
1625		    GLboolean *needFlush)
1626{
1627   struct st_texture_object *stObj = st_texture_object(tObj);
1628   const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
1629   GLuint cpp, face;
1630   struct st_texture_image *firstImage;
1631
1632   *needFlush = GL_FALSE;
1633
1634   /* We know/require this is true by now:
1635    */
1636   assert(stObj->base._Complete);
1637
1638   /* What levels must the texture include at a minimum?
1639    */
1640   calculate_first_last_level(stObj);
1641   firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
1642
1643   /* If both firstImage and stObj point to a texture which can contain
1644    * all active images, favour firstImage.  Note that because of the
1645    * completeness requirement, we know that the image dimensions
1646    * will match.
1647    */
1648   if (firstImage->pt &&
1649       firstImage->pt != stObj->pt &&
1650       firstImage->pt->last_level >= stObj->lastLevel) {
1651      pipe_texture_reference(&stObj->pt, firstImage->pt);
1652   }
1653
1654   /* FIXME: determine format block instead of cpp */
1655   if (firstImage->base.IsCompressed) {
1656      cpp = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat);
1657   }
1658   else {
1659      cpp = firstImage->base.TexFormat->TexelBytes;
1660   }
1661
1662   /* If we already have a gallium texture, check that it matches the texture
1663    * object's format, target, size, num_levels, etc.
1664    */
1665   if (stObj->pt) {
1666      const enum pipe_format fmt =
1667         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1668      if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) ||
1669          stObj->pt->format != fmt ||
1670          stObj->pt->last_level < stObj->lastLevel ||
1671          stObj->pt->width[0] != firstImage->base.Width2 ||
1672          stObj->pt->height[0] != firstImage->base.Height2 ||
1673          stObj->pt->depth[0] != firstImage->base.Depth2 ||
1674          /* Nominal bytes per pixel: */
1675          stObj->pt->block.size / stObj->pt->block.width != cpp)
1676      {
1677         pipe_texture_reference(&stObj->pt, NULL);
1678         ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER;
1679      }
1680   }
1681
1682   /* May need to create a new gallium texture:
1683    */
1684   if (!stObj->pt) {
1685      const enum pipe_format fmt =
1686         st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat);
1687      GLuint usage = default_usage(fmt);
1688
1689      stObj->pt = st_texture_create(ctx->st,
1690                                    gl_target_to_pipe(stObj->base.Target),
1691                                    fmt,
1692                                    stObj->lastLevel,
1693                                    firstImage->base.Width2,
1694                                    firstImage->base.Height2,
1695                                    firstImage->base.Depth2,
1696                                    usage);
1697
1698      if (!stObj->pt) {
1699         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
1700         return GL_FALSE;
1701      }
1702   }
1703
1704   /* Pull in any images not in the object's texture:
1705    */
1706   for (face = 0; face < nr_faces; face++) {
1707      GLuint level;
1708      for (level = 0; level <= stObj->lastLevel; level++) {
1709         struct st_texture_image *stImage =
1710            st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]);
1711
1712         /* Need to import images in main memory or held in other textures.
1713          */
1714         if (stImage && stObj->pt != stImage->pt) {
1715            copy_image_data_to_texture(ctx->st, stObj, level, stImage);
1716	    *needFlush = GL_TRUE;
1717         }
1718      }
1719   }
1720
1721   return GL_TRUE;
1722}
1723
1724
1725/**
1726 * Returns pointer to a default/dummy texture.
1727 * This is typically used when the current shader has tex/sample instructions
1728 * but the user has not provided a (any) texture(s).
1729 */
1730struct gl_texture_object *
1731st_get_default_texture(struct st_context *st)
1732{
1733   if (!st->default_texture) {
1734      static const GLenum target = GL_TEXTURE_2D;
1735      GLubyte pixels[16][16][4];
1736      struct gl_texture_object *texObj;
1737      struct gl_texture_image *texImg;
1738      GLuint i, j;
1739
1740      /* The ARB_fragment_program spec says (0,0,0,1) should be returned
1741       * when attempting to sample incomplete textures.
1742       */
1743      for (i = 0; i < 16; i++) {
1744         for (j = 0; j < 16; j++) {
1745            pixels[i][j][0] = 0;
1746            pixels[i][j][1] = 0;
1747            pixels[i][j][2] = 0;
1748            pixels[i][j][3] = 255;
1749         }
1750      }
1751
1752      texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
1753
1754      texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
1755
1756      _mesa_init_teximage_fields(st->ctx, target, texImg,
1757                                 16, 16, 1, 0,  /* w, h, d, border */
1758                                 GL_RGBA);
1759
1760      st_TexImage(st->ctx, 2, target,
1761                  0, GL_RGBA,    /* level, intformat */
1762                  16, 16, 1, 0,  /* w, h, d, border */
1763                  GL_RGBA, GL_UNSIGNED_BYTE, pixels,
1764                  &st->ctx->DefaultPacking,
1765                  texObj, texImg,
1766                  0, 0);
1767
1768      texObj->MinFilter = GL_NEAREST;
1769      texObj->MagFilter = GL_NEAREST;
1770      texObj->_Complete = GL_TRUE;
1771
1772      st->default_texture = texObj;
1773   }
1774   return st->default_texture;
1775}
1776
1777
1778void
1779st_init_texture_functions(struct dd_function_table *functions)
1780{
1781   functions->ChooseTextureFormat = st_ChooseTextureFormat;
1782   functions->TexImage1D = st_TexImage1D;
1783   functions->TexImage2D = st_TexImage2D;
1784   functions->TexImage3D = st_TexImage3D;
1785   functions->TexSubImage1D = st_TexSubImage1D;
1786   functions->TexSubImage2D = st_TexSubImage2D;
1787   functions->TexSubImage3D = st_TexSubImage3D;
1788   functions->CopyTexImage1D = st_CopyTexImage1D;
1789   functions->CopyTexImage2D = st_CopyTexImage2D;
1790   functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
1791   functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
1792   functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
1793   functions->GenerateMipmap = st_generate_mipmap;
1794
1795   functions->GetTexImage = st_GetTexImage;
1796
1797   /* compressed texture functions */
1798   functions->CompressedTexImage2D = st_CompressedTexImage2D;
1799   functions->GetCompressedTexImage = st_GetCompressedTexImage;
1800   functions->CompressedTextureSize = _mesa_compressed_texture_size;
1801
1802   functions->NewTextureObject = st_NewTextureObject;
1803   functions->NewTextureImage = st_NewTextureImage;
1804   functions->DeleteTexture = st_DeleteTextureObject;
1805   functions->FreeTexImageData = st_FreeTextureImageData;
1806   functions->UpdateTexturePalette = 0;
1807
1808   functions->TextureMemCpy = do_memcpy;
1809
1810   /* XXX Temporary until we can query pipe's texture sizes */
1811   functions->TestProxyTexImage = _mesa_test_proxy_teximage;
1812}
1813