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