st_cb_texture.c revision d11d903c1b81000d04f859dcc2da41dae024f146
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#if FEATURE_convolve 30#include "main/convolve.h" 31#endif 32#include "main/enums.h" 33#include "main/image.h" 34#include "main/imports.h" 35#include "main/macros.h" 36#include "main/mipmap.h" 37#include "main/pixel.h" 38#include "main/texcompress.h" 39#include "main/texformat.h" 40#include "main/texgetimage.h" 41#include "main/teximage.h" 42#include "main/texobj.h" 43#include "main/texstore.h" 44 45#include "state_tracker/st_context.h" 46#include "state_tracker/st_cb_fbo.h" 47#include "state_tracker/st_cb_texture.h" 48#include "state_tracker/st_format.h" 49#include "state_tracker/st_public.h" 50#include "state_tracker/st_texture.h" 51#include "state_tracker/st_gen_mipmap.h" 52 53#include "pipe/p_context.h" 54#include "pipe/p_defines.h" 55#include "pipe/p_inlines.h" 56#include "util/u_tile.h" 57#include "util/u_blit.h" 58 59 60#define DBG if (0) printf 61 62 63static enum pipe_texture_target 64gl_target_to_pipe(GLenum target) 65{ 66 switch (target) { 67 case GL_TEXTURE_1D: 68 return PIPE_TEXTURE_1D; 69 70 case GL_TEXTURE_2D: 71 case GL_TEXTURE_RECTANGLE_NV: 72 return PIPE_TEXTURE_2D; 73 74 case GL_TEXTURE_3D: 75 return PIPE_TEXTURE_3D; 76 77 case GL_TEXTURE_CUBE_MAP_ARB: 78 return PIPE_TEXTURE_CUBE; 79 80 default: 81 assert(0); 82 return 0; 83 } 84} 85 86 87/** 88 * Return nominal bytes per texel for a compressed format, 0 for non-compressed 89 * format. 90 */ 91static int 92compressed_num_bytes(GLuint mesaFormat) 93{ 94 switch(mesaFormat) { 95#if FEATURE_texture_fxt1 96 case MESA_FORMAT_RGB_FXT1: 97 case MESA_FORMAT_RGBA_FXT1: 98#endif 99#if FEATURE_texture_s3tc 100 case MESA_FORMAT_RGB_DXT1: 101 case MESA_FORMAT_RGBA_DXT1: 102 return 2; 103 case MESA_FORMAT_RGBA_DXT3: 104 case MESA_FORMAT_RGBA_DXT5: 105 return 4; 106#endif 107 default: 108 return 0; 109 } 110} 111 112 113/** called via ctx->Driver.NewTextureImage() */ 114static struct gl_texture_image * 115st_NewTextureImage(GLcontext * ctx) 116{ 117 DBG("%s\n", __FUNCTION__); 118 (void) ctx; 119 return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image); 120} 121 122 123/** called via ctx->Driver.NewTextureObject() */ 124static struct gl_texture_object * 125st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target) 126{ 127 struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object); 128 129 DBG("%s\n", __FUNCTION__); 130 _mesa_initialize_texture_object(&obj->base, name, target); 131 132 return &obj->base; 133} 134 135/** called via ctx->Driver.DeleteTextureImage() */ 136static void 137st_DeleteTextureObject(GLcontext *ctx, 138 struct gl_texture_object *texObj) 139{ 140 struct st_texture_object *stObj = st_texture_object(texObj); 141 if (stObj->pt) 142 pipe_texture_reference(&stObj->pt, NULL); 143 144 _mesa_delete_texture_object(ctx, texObj); 145} 146 147 148/** called via ctx->Driver.FreeTexImageData() */ 149static void 150st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage) 151{ 152 struct st_texture_image *stImage = st_texture_image(texImage); 153 154 DBG("%s\n", __FUNCTION__); 155 156 if (stImage->pt) { 157 pipe_texture_reference(&stImage->pt, NULL); 158 } 159 160 if (texImage->Data) { 161 _mesa_align_free(texImage->Data); 162 texImage->Data = NULL; 163 } 164} 165 166 167/** 168 * From linux kernel i386 header files, copes with odd sizes better 169 * than COPY_DWORDS would: 170 * XXX Put this in src/mesa/main/imports.h ??? 171 */ 172#if defined(i386) || defined(__i386__) 173static INLINE void * 174__memcpy(void *to, const void *from, size_t n) 175{ 176 int d0, d1, d2; 177 __asm__ __volatile__("rep ; movsl\n\t" 178 "testb $2,%b4\n\t" 179 "je 1f\n\t" 180 "movsw\n" 181 "1:\ttestb $1,%b4\n\t" 182 "je 2f\n\t" 183 "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2) 184 :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from) 185 :"memory"); 186 return (to); 187} 188#else 189#define __memcpy(a,b,c) memcpy(a,b,c) 190#endif 191 192 193/** 194 * The system memcpy (at least on ubuntu 5.10) has problems copying 195 * to agp (writecombined) memory from a source which isn't 64-byte 196 * aligned - there is a 4x performance falloff. 197 * 198 * The x86 __memcpy is immune to this but is slightly slower 199 * (10%-ish) than the system memcpy. 200 * 201 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but 202 * isn't much faster than x86_memcpy for agp copies. 203 * 204 * TODO: switch dynamically. 205 */ 206static void * 207do_memcpy(void *dest, const void *src, size_t n) 208{ 209 if ((((unsigned long) src) & 63) || (((unsigned long) dest) & 63)) { 210 return __memcpy(dest, src, n); 211 } 212 else 213 return memcpy(dest, src, n); 214} 215 216 217static int 218logbase2(int n) 219{ 220 GLint i = 1, log2 = 0; 221 while (n > i) { 222 i *= 2; 223 log2++; 224 } 225 return log2; 226} 227 228 229/** 230 * Allocate a pipe_texture object for the given st_texture_object using 231 * the given st_texture_image to guess the mipmap size/levels. 232 * 233 * [comments...] 234 * Otherwise, store it in memory if (Border != 0) or (any dimension == 235 * 1). 236 * 237 * Otherwise, if max_level >= level >= min_level, create texture with 238 * space for images from min_level down to max_level. 239 * 240 * Otherwise, create texture with space for images from (level 0)..(1x1). 241 * Consider pruning this texture at a validation if the saving is worth it. 242 */ 243static void 244guess_and_alloc_texture(struct st_context *st, 245 struct st_texture_object *stObj, 246 const struct st_texture_image *stImage) 247{ 248 GLuint firstLevel; 249 GLuint lastLevel; 250 GLuint width = stImage->base.Width2; /* size w/out border */ 251 GLuint height = stImage->base.Height2; 252 GLuint depth = stImage->base.Depth2; 253 GLuint i, comp_byte = 0; 254 enum pipe_format fmt; 255 256 DBG("%s\n", __FUNCTION__); 257 258 assert(!stObj->pt); 259 260 if (stObj->pt && 261 (GLint) stImage->level > stObj->base.BaseLevel && 262 (stImage->base.Width == 1 || 263 (stObj->base.Target != GL_TEXTURE_1D && 264 stImage->base.Height == 1) || 265 (stObj->base.Target == GL_TEXTURE_3D && 266 stImage->base.Depth == 1))) 267 return; 268 269 /* If this image disrespects BaseLevel, allocate from level zero. 270 * Usually BaseLevel == 0, so it's unlikely to happen. 271 */ 272 if ((GLint) stImage->level < stObj->base.BaseLevel) 273 firstLevel = 0; 274 else 275 firstLevel = stObj->base.BaseLevel; 276 277 278 /* Figure out image dimensions at start level. 279 */ 280 for (i = stImage->level; i > firstLevel; i--) { 281 if (width != 1) 282 width <<= 1; 283 if (height != 1) 284 height <<= 1; 285 if (depth != 1) 286 depth <<= 1; 287 } 288 289 if (width == 0 || height == 0 || depth == 0) { 290 /* no texture needed */ 291 return; 292 } 293 294 /* Guess a reasonable value for lastLevel. This is probably going 295 * to be wrong fairly often and might mean that we have to look at 296 * resizable buffers, or require that buffers implement lazy 297 * pagetable arrangements. 298 */ 299 if ((stObj->base.MinFilter == GL_NEAREST || 300 stObj->base.MinFilter == GL_LINEAR) && 301 stImage->level == firstLevel) { 302 lastLevel = firstLevel; 303 } 304 else { 305 GLuint l2width = logbase2(width); 306 GLuint l2height = logbase2(height); 307 GLuint l2depth = logbase2(depth); 308 lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); 309 } 310 311 if (stImage->base.IsCompressed) 312 comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat); 313 314 fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat); 315 stObj->pt = st_texture_create(st, 316 gl_target_to_pipe(stObj->base.Target), 317 fmt, 318 lastLevel, 319 width, 320 height, 321 depth, 322 comp_byte, 323 ( (pf_is_depth_stencil(fmt) ? 324 PIPE_TEXTURE_USAGE_DEPTH_STENCIL : 325 PIPE_TEXTURE_USAGE_RENDER_TARGET) | 326 PIPE_TEXTURE_USAGE_SAMPLER )); 327 328 DBG("%s - success\n", __FUNCTION__); 329} 330 331 332/** 333 * Adjust pixel unpack params and image dimensions to strip off the 334 * texture border. 335 * Gallium doesn't support texture borders. They've seldem been used 336 * and seldom been implemented correctly anyway. 337 * \param unpackNew returns the new pixel unpack parameters 338 */ 339static void 340strip_texture_border(GLint border, 341 GLint *width, GLint *height, GLint *depth, 342 const struct gl_pixelstore_attrib *unpack, 343 struct gl_pixelstore_attrib *unpackNew) 344{ 345 assert(border > 0); /* sanity check */ 346 347 *unpackNew = *unpack; 348 349 if (unpackNew->RowLength == 0) 350 unpackNew->RowLength = *width; 351 352 if (depth && unpackNew->ImageHeight == 0) 353 unpackNew->ImageHeight = *height; 354 355 unpackNew->SkipPixels += border; 356 if (height) 357 unpackNew->SkipRows += border; 358 if (depth) 359 unpackNew->SkipImages += border; 360 361 assert(*width >= 3); 362 *width = *width - 2 * border; 363 if (height && *height >= 3) 364 *height = *height - 2 * border; 365 if (depth && *depth >= 3) 366 *depth = *depth - 2 * border; 367} 368 369 370/** 371 * Do glTexImage1/2/3D(). 372 */ 373static void 374st_TexImage(GLcontext * ctx, 375 GLint dims, 376 GLenum target, GLint level, 377 GLint internalFormat, 378 GLint width, GLint height, GLint depth, 379 GLint border, 380 GLenum format, GLenum type, const void *pixels, 381 const struct gl_pixelstore_attrib *unpack, 382 struct gl_texture_object *texObj, 383 struct gl_texture_image *texImage, 384 GLsizei imageSize, GLboolean compressed) 385{ 386 struct st_texture_object *stObj = st_texture_object(texObj); 387 struct st_texture_image *stImage = st_texture_image(texImage); 388 GLint postConvWidth, postConvHeight; 389 GLint texelBytes, sizeInBytes; 390 GLuint dstRowStride; 391 struct gl_pixelstore_attrib unpackNB; 392 393 DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__, 394 _mesa_lookup_enum_by_nr(target), level, width, height, depth, border); 395 396 /* gallium does not support texture borders, strip it off */ 397 if (border) { 398 strip_texture_border(border, &width, &height, &depth, unpack, &unpackNB); 399 unpack = &unpackNB; 400 texImage->Width = width; 401 texImage->Height = height; 402 texImage->Depth = depth; 403 texImage->Border = 0; 404 border = 0; 405 } 406 407 postConvWidth = width; 408 postConvHeight = height; 409 410 stImage->face = _mesa_tex_target_to_face(target); 411 stImage->level = level; 412 413#if FEATURE_convolve 414 if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { 415 _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth, 416 &postConvHeight); 417 } 418#endif 419 420 /* choose the texture format */ 421 texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat, 422 format, type); 423 424 _mesa_set_fetch_functions(texImage, dims); 425 426 if (texImage->TexFormat->TexelBytes == 0) { 427 /* must be a compressed format */ 428 texelBytes = 0; 429 texImage->IsCompressed = GL_TRUE; 430 texImage->CompressedSize = 431 ctx->Driver.CompressedTextureSize(ctx, texImage->Width, 432 texImage->Height, texImage->Depth, 433 texImage->TexFormat->MesaFormat); 434 } 435 else { 436 texelBytes = texImage->TexFormat->TexelBytes; 437 438 /* Minimum pitch of 32 bytes */ 439 if (postConvWidth * texelBytes < 32) { 440 postConvWidth = 32 / texelBytes; 441 texImage->RowStride = postConvWidth; 442 } 443 444 /* we'll set RowStride elsewhere when the texture is a "mapped" state */ 445 /*assert(texImage->RowStride == postConvWidth);*/ 446 } 447 448 /* Release the reference to a potentially orphaned buffer. 449 * Release any old malloced memory. 450 */ 451 if (stImage->pt) { 452 pipe_texture_reference(&stImage->pt, NULL); 453 assert(!texImage->Data); 454 } 455 else if (texImage->Data) { 456 _mesa_align_free(texImage->Data); 457 } 458 459 if (width == 0 || height == 0 || depth == 0) { 460 /* stop after freeing old image */ 461 return; 462 } 463 464 /* If this is the only mipmap level in the texture, could call 465 * bmBufferData with NULL data to free the old block and avoid 466 * waiting on any outstanding fences. 467 */ 468 if (stObj->pt) { 469 if (stObj->teximage_realloc || 470 level > (GLint) stObj->pt->last_level || 471 (stObj->pt->last_level == level && 472 stObj->pt->target != PIPE_TEXTURE_CUBE && 473 !st_texture_match_image(stObj->pt, &stImage->base, 474 stImage->face, stImage->level))) { 475 DBG("release it\n"); 476 pipe_texture_reference(&stObj->pt, NULL); 477 assert(!stObj->pt); 478 stObj->teximage_realloc = FALSE; 479 } 480 } 481 482 if (!stObj->pt) { 483 guess_and_alloc_texture(ctx->st, stObj, stImage); 484 if (!stObj->pt) { 485 /* Probably out of memory. 486 * Try flushing any pending rendering, then retry. 487 */ 488 st_finish(ctx->st); 489 guess_and_alloc_texture(ctx->st, stObj, stImage); 490 if (!stObj->pt) { 491 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 492 return; 493 } 494 } 495 } 496 497 assert(!stImage->pt); 498 499 if (stObj->pt && 500 st_texture_match_image(stObj->pt, &stImage->base, 501 stImage->face, stImage->level)) { 502 503 pipe_texture_reference(&stImage->pt, stObj->pt); 504 assert(stImage->pt); 505 } 506 507 if (!stImage->pt) 508 DBG("XXX: Image did not fit into texture - storing in local memory!\n"); 509 510 /* st_CopyTexImage calls this function with pixels == NULL, with 511 * the expectation that the texture will be set up but nothing 512 * more will be done. This is where those calls return: 513 */ 514 if (compressed) { 515 pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, 516 unpack, 517 "glCompressedTexImage"); 518 } 519 else { 520 pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1, 521 format, type, 522 pixels, unpack, "glTexImage"); 523 } 524 if (!pixels) 525 return; 526 527 if (stImage->pt) { 528 texImage->Data = st_texture_image_map(ctx->st, stImage, 0, 529 PIPE_TRANSFER_WRITE, 0, 0, 530 stImage->base.Width, 531 stImage->base.Height); 532 dstRowStride = stImage->transfer->stride; 533 } 534 else { 535 /* Allocate regular memory and store the image there temporarily. */ 536 if (texImage->IsCompressed) { 537 sizeInBytes = texImage->CompressedSize; 538 dstRowStride = 539 _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width); 540 assert(dims != 3); 541 } 542 else { 543 dstRowStride = postConvWidth * texelBytes; 544 sizeInBytes = depth * dstRowStride * postConvHeight; 545 } 546 547 texImage->Data = _mesa_align_malloc(sizeInBytes, 16); 548 } 549 550 if (!texImage->Data) { 551 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 552 return; 553 } 554 555 DBG("Upload image %dx%dx%d row_len %x pitch %x\n", 556 width, height, depth, width * texelBytes, dstRowStride); 557 558 /* Copy data. Would like to know when it's ok for us to eg. use 559 * the blitter to copy. Or, use the hardware to do the format 560 * conversion and copy: 561 */ 562 if (compressed) { 563 memcpy(texImage->Data, pixels, imageSize); 564 } 565 else { 566 GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height, 567 format, type); 568 GLint i; 569 const GLubyte *src = (const GLubyte *) pixels; 570 571 for (i = 0; i < depth; i++) { 572 if (!texImage->TexFormat->StoreImage(ctx, dims, 573 texImage->_BaseFormat, 574 texImage->TexFormat, 575 texImage->Data, 576 0, 0, 0, /* dstX/Y/Zoffset */ 577 dstRowStride, 578 texImage->ImageOffsets, 579 width, height, 1, 580 format, type, src, unpack)) { 581 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 582 } 583 584 if (stImage->pt && i + 1 < depth) { 585 /* unmap this slice */ 586 st_texture_image_unmap(ctx->st, stImage); 587 /* map next slice of 3D texture */ 588 texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1, 589 PIPE_TRANSFER_WRITE, 0, 0, 590 stImage->base.Width, 591 stImage->base.Height); 592 src += srcImageStride; 593 } 594 } 595 } 596 597 _mesa_unmap_teximage_pbo(ctx, unpack); 598 599 if (stImage->pt) { 600 st_texture_image_unmap(ctx->st, stImage); 601 texImage->Data = NULL; 602 } 603 604 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 605 ctx->Driver.GenerateMipmap(ctx, target, texObj); 606 } 607} 608 609 610static void 611st_TexImage3D(GLcontext * ctx, 612 GLenum target, GLint level, 613 GLint internalFormat, 614 GLint width, GLint height, GLint depth, 615 GLint border, 616 GLenum format, GLenum type, const void *pixels, 617 const struct gl_pixelstore_attrib *unpack, 618 struct gl_texture_object *texObj, 619 struct gl_texture_image *texImage) 620{ 621 st_TexImage(ctx, 3, target, level, internalFormat, width, height, depth, 622 border, format, type, pixels, unpack, texObj, texImage, 623 0, GL_FALSE); 624} 625 626 627static void 628st_TexImage2D(GLcontext * ctx, 629 GLenum target, GLint level, 630 GLint internalFormat, 631 GLint width, GLint height, GLint border, 632 GLenum format, GLenum type, const void *pixels, 633 const struct gl_pixelstore_attrib *unpack, 634 struct gl_texture_object *texObj, 635 struct gl_texture_image *texImage) 636{ 637 st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border, 638 format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE); 639} 640 641 642static void 643st_TexImage1D(GLcontext * ctx, 644 GLenum target, GLint level, 645 GLint internalFormat, 646 GLint width, GLint border, 647 GLenum format, GLenum type, const void *pixels, 648 const struct gl_pixelstore_attrib *unpack, 649 struct gl_texture_object *texObj, 650 struct gl_texture_image *texImage) 651{ 652 st_TexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border, 653 format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE); 654} 655 656 657static void 658st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level, 659 GLint internalFormat, 660 GLint width, GLint height, GLint border, 661 GLsizei imageSize, const GLvoid *data, 662 struct gl_texture_object *texObj, 663 struct gl_texture_image *texImage) 664{ 665 st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border, 666 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, GL_TRUE); 667} 668 669 670/** 671 * Need to map texture image into memory before copying image data, 672 * then unmap it. 673 */ 674static void 675st_get_tex_image(GLcontext * ctx, GLenum target, GLint level, 676 GLenum format, GLenum type, GLvoid * pixels, 677 struct gl_texture_object *texObj, 678 struct gl_texture_image *texImage, GLboolean compressed) 679{ 680 struct st_texture_image *stImage = st_texture_image(texImage); 681 GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, 682 texImage->Width, 683 texImage->Height, 684 format, type); 685 GLuint depth, i; 686 GLubyte *dest; 687 688 /* Map */ 689 if (stImage->pt) { 690 /* Image is stored in hardware format in a buffer managed by the 691 * kernel. Need to explicitly map and unmap it. 692 */ 693 texImage->Data = st_texture_image_map(ctx->st, stImage, 0, 694 PIPE_TRANSFER_READ, 0, 0, 695 stImage->base.Width, 696 stImage->base.Height); 697 texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size; 698 } 699 else { 700 /* Otherwise, the image should actually be stored in 701 * texImage->Data. This is pretty confusing for 702 * everybody, I'd much prefer to separate the two functions of 703 * texImage->Data - storage for texture images in main memory 704 * and access (ie mappings) of images. In other words, we'd 705 * create a new texImage->Map field and leave Data simply for 706 * storage. 707 */ 708 assert(texImage->Data); 709 } 710 711 depth = texImage->Depth; 712 texImage->Depth = 1; 713 714 dest = (GLubyte *) pixels; 715 716 for (i = 0; i < depth; i++) { 717 if (compressed) { 718 _mesa_get_compressed_teximage(ctx, target, level, dest, 719 texObj, texImage); 720 } 721 else { 722 _mesa_get_teximage(ctx, target, level, format, type, dest, 723 texObj, texImage); 724 } 725 726 if (stImage->pt && i + 1 < depth) { 727 /* unmap this slice */ 728 st_texture_image_unmap(ctx->st, stImage); 729 /* map next slice of 3D texture */ 730 texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1, 731 PIPE_TRANSFER_READ, 0, 0, 732 stImage->base.Width, 733 stImage->base.Height); 734 dest += dstImageStride; 735 } 736 } 737 738 texImage->Depth = depth; 739 740 /* Unmap */ 741 if (stImage->pt) { 742 st_texture_image_unmap(ctx->st, stImage); 743 texImage->Data = NULL; 744 } 745} 746 747 748static void 749st_GetTexImage(GLcontext * ctx, GLenum target, GLint level, 750 GLenum format, GLenum type, GLvoid * pixels, 751 struct gl_texture_object *texObj, 752 struct gl_texture_image *texImage) 753{ 754 st_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage, 755 GL_FALSE); 756} 757 758 759static void 760st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level, 761 GLvoid *pixels, 762 struct gl_texture_object *texObj, 763 struct gl_texture_image *texImage) 764{ 765 st_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage, 766 GL_TRUE); 767} 768 769 770 771static void 772st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level, 773 GLint xoffset, GLint yoffset, GLint zoffset, 774 GLint width, GLint height, GLint depth, 775 GLenum format, GLenum type, const void *pixels, 776 const struct gl_pixelstore_attrib *packing, 777 struct gl_texture_object *texObj, 778 struct gl_texture_image *texImage) 779{ 780 struct st_texture_image *stImage = st_texture_image(texImage); 781 GLuint dstRowStride; 782 GLuint srcImageStride = _mesa_image_image_stride(packing, width, height, 783 format, type); 784 GLint i; 785 const GLubyte *src; 786 787 DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__, 788 _mesa_lookup_enum_by_nr(target), 789 level, xoffset, yoffset, width, height); 790 791 pixels = 792 _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format, 793 type, pixels, packing, "glTexSubImage2D"); 794 if (!pixels) 795 return; 796 797 /* Map buffer if necessary. Need to lock to prevent other contexts 798 * from uploading the buffer under us. 799 */ 800 if (stImage->pt) { 801 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset, 802 PIPE_TRANSFER_WRITE, 803 xoffset, yoffset, 804 width, height); 805 } 806 807 if (!texImage->Data) { 808 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); 809 return; 810 } 811 812 src = (const GLubyte *) pixels; 813 dstRowStride = stImage->transfer->stride; 814 815 for (i = 0; i < depth; i++) { 816 if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, 817 texImage->TexFormat, 818 texImage->Data, 819 0, 0, 0, 820 dstRowStride, 821 texImage->ImageOffsets, 822 width, height, 1, 823 format, type, src, packing)) { 824 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); 825 } 826 827 if (stImage->pt && i + 1 < depth) { 828 /* unmap this slice */ 829 st_texture_image_unmap(ctx->st, stImage); 830 /* map next slice of 3D texture */ 831 texImage->Data = st_texture_image_map(ctx->st, stImage, 832 zoffset + i + 1, 833 PIPE_TRANSFER_WRITE, 834 xoffset, yoffset, 835 width, height); 836 src += srcImageStride; 837 } 838 } 839 840 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 841 ctx->Driver.GenerateMipmap(ctx, target, texObj); 842 } 843 844 _mesa_unmap_teximage_pbo(ctx, packing); 845 846 if (stImage->pt) { 847 st_texture_image_unmap(ctx->st, stImage); 848 texImage->Data = NULL; 849 } 850} 851 852 853 854static void 855st_TexSubImage3D(GLcontext *ctx, GLenum target, GLint level, 856 GLint xoffset, GLint yoffset, GLint zoffset, 857 GLsizei width, GLsizei height, GLsizei depth, 858 GLenum format, GLenum type, const GLvoid *pixels, 859 const struct gl_pixelstore_attrib *packing, 860 struct gl_texture_object *texObj, 861 struct gl_texture_image *texImage) 862{ 863 st_TexSubimage(ctx, 3, target, level, xoffset, yoffset, zoffset, 864 width, height, depth, format, type, 865 pixels, packing, texObj, texImage); 866} 867 868 869static void 870st_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level, 871 GLint xoffset, GLint yoffset, 872 GLsizei width, GLsizei height, 873 GLenum format, GLenum type, const GLvoid * pixels, 874 const struct gl_pixelstore_attrib *packing, 875 struct gl_texture_object *texObj, 876 struct gl_texture_image *texImage) 877{ 878 st_TexSubimage(ctx, 2, target, level, xoffset, yoffset, 0, 879 width, height, 1, format, type, 880 pixels, packing, texObj, texImage); 881} 882 883 884static void 885st_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level, 886 GLint xoffset, GLsizei width, GLenum format, GLenum type, 887 const GLvoid * pixels, 888 const struct gl_pixelstore_attrib *packing, 889 struct gl_texture_object *texObj, 890 struct gl_texture_image *texImage) 891{ 892 st_TexSubimage(ctx, 1, target, level, xoffset, 0, 0, width, 1, 1, 893 format, type, pixels, packing, texObj, texImage); 894} 895 896 897 898/** 899 * Do a CopyTexSubImage operation using a read transfer from the source, 900 * a write transfer to the destination and get_tile()/put_tile() to access 901 * the pixels/texels. 902 * 903 * Note: srcY=0=TOP of renderbuffer 904 */ 905static void 906fallback_copy_texsubimage(GLcontext *ctx, GLenum target, GLint level, 907 struct st_renderbuffer *strb, 908 struct st_texture_image *stImage, 909 GLenum baseFormat, 910 GLint destX, GLint destY, GLint destZ, 911 GLint srcX, GLint srcY, 912 GLsizei width, GLsizei height) 913{ 914 struct pipe_context *pipe = ctx->st->pipe; 915 struct pipe_screen *screen = pipe->screen; 916 struct pipe_transfer *src_trans; 917 GLvoid *texDest; 918 919 assert(width <= MAX_WIDTH); 920 921 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 922 srcY = strb->Base.Height - srcY - height; 923 } 924 925 src_trans = screen->get_tex_transfer( screen, 926 strb->texture, 927 0, 0, 0, 928 PIPE_TRANSFER_READ, 929 srcX, srcY, 930 width, height); 931 932 texDest = st_texture_image_map(ctx->st, stImage, 0, PIPE_TRANSFER_WRITE, 933 destX, destY, width, height); 934 935 if (baseFormat == GL_DEPTH_COMPONENT || 936 baseFormat == GL_DEPTH24_STENCIL8) { 937 const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F || 938 ctx->Pixel.DepthBias != 0.0F); 939 GLint row, yStep; 940 941 /* determine bottom-to-top vs. top-to-bottom order for src buffer */ 942 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 943 srcY = height - 1; 944 yStep = -1; 945 } 946 else { 947 srcY = 0; 948 yStep = 1; 949 } 950 951 /* To avoid a large temp memory allocation, do copy row by row */ 952 for (row = 0; row < height; row++, srcY += yStep) { 953 uint data[MAX_WIDTH]; 954 pipe_get_tile_z(src_trans, 0, srcY, width, 1, data); 955 if (scaleOrBias) { 956 _mesa_scale_and_bias_depth_uint(ctx, width, data); 957 } 958 pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data); 959 } 960 } 961 else { 962 /* RGBA format */ 963 GLfloat *tempSrc = 964 (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat)); 965 966 if (tempSrc && texDest) { 967 const GLint dims = 2; 968 const GLint dstRowStride = stImage->transfer->stride; 969 struct gl_texture_image *texImage = &stImage->base; 970 struct gl_pixelstore_attrib unpack = ctx->DefaultPacking; 971 972 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 973 unpack.Invert = GL_TRUE; 974 } 975 976 /* get float/RGBA image from framebuffer */ 977 /* XXX this usually involves a lot of int/float conversion. 978 * try to avoid that someday. 979 */ 980 pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc); 981 982 /* Store into texture memory. 983 * Note that this does some special things such as pixel transfer 984 * ops and format conversion. In particular, if the dest tex format 985 * is actually RGBA but the user created the texture as GL_RGB we 986 * need to fill-in/override the alpha channel with 1.0. 987 */ 988 texImage->TexFormat->StoreImage(ctx, dims, 989 texImage->_BaseFormat, 990 texImage->TexFormat, 991 texDest, 992 0, 0, 0, 993 dstRowStride, 994 texImage->ImageOffsets, 995 width, height, 1, 996 GL_RGBA, GL_FLOAT, tempSrc, /* src */ 997 &unpack); 998 } 999 else { 1000 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); 1001 } 1002 1003 if (tempSrc) 1004 _mesa_free(tempSrc); 1005 } 1006 1007 st_texture_image_unmap(ctx->st, stImage); 1008 screen->tex_transfer_destroy(src_trans); 1009} 1010 1011 1012/** 1013 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible. 1014 * Note that the region to copy has already been clipped so we know we 1015 * won't read from outside the source renderbuffer's bounds. 1016 * 1017 * Note: srcY=0=Bottom of renderbuffer (GL convention) 1018 */ 1019static void 1020st_copy_texsubimage(GLcontext *ctx, 1021 GLenum target, GLint level, 1022 GLint destX, GLint destY, GLint destZ, 1023 GLint srcX, GLint srcY, 1024 GLsizei width, GLsizei height) 1025{ 1026 struct gl_texture_unit *texUnit = 1027 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1028 struct gl_texture_object *texObj = 1029 _mesa_select_tex_object(ctx, texUnit, target); 1030 struct gl_texture_image *texImage = 1031 _mesa_select_tex_image(ctx, texObj, target, level); 1032 struct st_texture_image *stImage = st_texture_image(texImage); 1033 const GLenum texBaseFormat = texImage->InternalFormat; 1034 struct gl_framebuffer *fb = ctx->ReadBuffer; 1035 struct st_renderbuffer *strb; 1036 struct pipe_context *pipe = ctx->st->pipe; 1037 struct pipe_screen *screen = pipe->screen; 1038 enum pipe_format dest_format, src_format; 1039 GLboolean use_fallback = GL_TRUE; 1040 GLboolean matching_base_formats; 1041 1042 /* any rendering in progress must complete before we grab the fb image */ 1043 st_finish(ctx->st); 1044 1045 /* determine if copying depth or color data */ 1046 if (texBaseFormat == GL_DEPTH_COMPONENT || 1047 texBaseFormat == GL_DEPTH24_STENCIL8) { 1048 strb = st_renderbuffer(fb->_DepthBuffer); 1049 } 1050 else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) { 1051 strb = st_renderbuffer(fb->_StencilBuffer); 1052 } 1053 else { 1054 /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */ 1055 strb = st_renderbuffer(fb->_ColorReadBuffer); 1056 } 1057 1058 assert(strb); 1059 assert(strb->surface); 1060 assert(stImage->pt); 1061 1062 src_format = strb->surface->format; 1063 dest_format = stImage->pt->format; 1064 1065 /* 1066 * Determine if the src framebuffer and dest texture have the same 1067 * base format. We need this to detect a case such as the framebuffer 1068 * being GL_RGBA but the texture being GL_RGB. If the actual hardware 1069 * texture format stores RGBA we need to set A=1 (overriding the 1070 * framebuffer's alpha values). We can't do that with the blit or 1071 * textured-quad paths. 1072 */ 1073 matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat); 1074 1075 if (matching_base_formats && ctx->_ImageTransferState == 0x0) { 1076 /* try potential hardware path */ 1077 struct pipe_surface *dest_surface = NULL; 1078 boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP); 1079 1080 if (src_format == dest_format && !do_flip) { 1081 /* use surface_copy() / blit */ 1082 1083 dest_surface = screen->get_tex_surface(screen, stImage->pt, 1084 stImage->face, stImage->level, 1085 destZ, 1086 PIPE_BUFFER_USAGE_GPU_WRITE); 1087 1088 /* for surface_copy(), y=0=top, always */ 1089 pipe->surface_copy(pipe, 1090 /* dest */ 1091 dest_surface, 1092 destX, destY, 1093 /* src */ 1094 strb->surface, 1095 srcX, srcY, 1096 /* size */ 1097 width, height); 1098 use_fallback = GL_FALSE; 1099 } 1100 else if (screen->is_format_supported(screen, src_format, 1101 PIPE_TEXTURE_2D, 1102 PIPE_TEXTURE_USAGE_SAMPLER, 1103 0) && 1104 screen->is_format_supported(screen, dest_format, 1105 PIPE_TEXTURE_2D, 1106 PIPE_TEXTURE_USAGE_RENDER_TARGET, 1107 0)) { 1108 /* draw textured quad to do the copy */ 1109 int srcY0, srcY1; 1110 1111 dest_surface = screen->get_tex_surface(screen, stImage->pt, 1112 stImage->face, stImage->level, 1113 destZ, 1114 PIPE_BUFFER_USAGE_GPU_WRITE); 1115 1116 if (do_flip) { 1117 srcY1 = strb->Base.Height - srcY - height; 1118 srcY0 = srcY1 + height; 1119 } 1120 else { 1121 srcY0 = srcY; 1122 srcY1 = srcY0 + height; 1123 } 1124 util_blit_pixels(ctx->st->blit, 1125 strb->surface, 1126 srcX, srcY0, 1127 srcX + width, srcY1, 1128 dest_surface, 1129 destX, destY, 1130 destX + width, destY + height, 1131 0.0, PIPE_TEX_MIPFILTER_NEAREST); 1132 use_fallback = GL_FALSE; 1133 } 1134 1135 if (dest_surface) 1136 pipe_surface_reference(&dest_surface, NULL); 1137 } 1138 1139 if (use_fallback) { 1140 /* software fallback */ 1141 fallback_copy_texsubimage(ctx, target, level, 1142 strb, stImage, texBaseFormat, 1143 destX, destY, destZ, 1144 srcX, srcY, width, height); 1145 } 1146 1147 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 1148 ctx->Driver.GenerateMipmap(ctx, target, texObj); 1149 } 1150} 1151 1152 1153 1154static void 1155st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level, 1156 GLenum internalFormat, 1157 GLint x, GLint y, GLsizei width, GLint border) 1158{ 1159 struct gl_texture_unit *texUnit = 1160 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1161 struct gl_texture_object *texObj = 1162 _mesa_select_tex_object(ctx, texUnit, target); 1163 struct gl_texture_image *texImage = 1164 _mesa_select_tex_image(ctx, texObj, target, level); 1165 1166 /* Setup or redefine the texture object, texture and texture 1167 * image. Don't populate yet. 1168 */ 1169 ctx->Driver.TexImage1D(ctx, target, level, internalFormat, 1170 width, border, 1171 GL_RGBA, CHAN_TYPE, NULL, 1172 &ctx->DefaultPacking, texObj, texImage); 1173 1174 st_copy_texsubimage(ctx, target, level, 1175 0, 0, 0, /* destX,Y,Z */ 1176 x, y, width, 1); /* src X, Y, size */ 1177} 1178 1179 1180static void 1181st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level, 1182 GLenum internalFormat, 1183 GLint x, GLint y, GLsizei width, GLsizei height, 1184 GLint border) 1185{ 1186 struct gl_texture_unit *texUnit = 1187 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1188 struct gl_texture_object *texObj = 1189 _mesa_select_tex_object(ctx, texUnit, target); 1190 struct gl_texture_image *texImage = 1191 _mesa_select_tex_image(ctx, texObj, target, level); 1192 1193 /* Setup or redefine the texture object, texture and texture 1194 * image. Don't populate yet. 1195 */ 1196 ctx->Driver.TexImage2D(ctx, target, level, internalFormat, 1197 width, height, border, 1198 GL_RGBA, CHAN_TYPE, NULL, 1199 &ctx->DefaultPacking, texObj, texImage); 1200 1201 st_copy_texsubimage(ctx, target, level, 1202 0, 0, 0, /* destX,Y,Z */ 1203 x, y, width, height); /* src X, Y, size */ 1204} 1205 1206 1207static void 1208st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level, 1209 GLint xoffset, GLint x, GLint y, GLsizei width) 1210{ 1211 const GLint yoffset = 0, zoffset = 0; 1212 const GLsizei height = 1; 1213 st_copy_texsubimage(ctx, target, level, 1214 xoffset, yoffset, zoffset, /* destX,Y,Z */ 1215 x, y, width, height); /* src X, Y, size */ 1216} 1217 1218 1219static void 1220st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level, 1221 GLint xoffset, GLint yoffset, 1222 GLint x, GLint y, GLsizei width, GLsizei height) 1223{ 1224 const GLint zoffset = 0; 1225 st_copy_texsubimage(ctx, target, level, 1226 xoffset, yoffset, zoffset, /* destX,Y,Z */ 1227 x, y, width, height); /* src X, Y, size */ 1228} 1229 1230 1231static void 1232st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level, 1233 GLint xoffset, GLint yoffset, GLint zoffset, 1234 GLint x, GLint y, GLsizei width, GLsizei height) 1235{ 1236 st_copy_texsubimage(ctx, target, level, 1237 xoffset, yoffset, zoffset, /* destX,Y,Z */ 1238 x, y, width, height); /* src X, Y, size */ 1239} 1240 1241 1242/** 1243 * Compute which mipmap levels that really need to be sent to the hardware. 1244 * This depends on the base image size, GL_TEXTURE_MIN_LOD, 1245 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. 1246 */ 1247static void 1248calculate_first_last_level(struct st_texture_object *stObj) 1249{ 1250 struct gl_texture_object *tObj = &stObj->base; 1251 1252 /* These must be signed values. MinLod and MaxLod can be negative numbers, 1253 * and having firstLevel and lastLevel as signed prevents the need for 1254 * extra sign checks. 1255 */ 1256 GLint firstLevel; 1257 GLint lastLevel; 1258 1259 /* Yes, this looks overly complicated, but it's all needed. 1260 */ 1261 switch (tObj->Target) { 1262 case GL_TEXTURE_1D: 1263 case GL_TEXTURE_2D: 1264 case GL_TEXTURE_3D: 1265 case GL_TEXTURE_CUBE_MAP: 1266 if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { 1267 /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL. 1268 */ 1269 firstLevel = lastLevel = tObj->BaseLevel; 1270 } 1271 else { 1272 firstLevel = 0; 1273 lastLevel = MIN2(tObj->MaxLevel, 1274 (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2); 1275 } 1276 break; 1277 case GL_TEXTURE_RECTANGLE_NV: 1278 case GL_TEXTURE_4D_SGIS: 1279 firstLevel = lastLevel = 0; 1280 break; 1281 default: 1282 return; 1283 } 1284 1285 stObj->lastLevel = lastLevel; 1286} 1287 1288 1289static void 1290copy_image_data_to_texture(struct st_context *st, 1291 struct st_texture_object *stObj, 1292 GLuint dstLevel, 1293 struct st_texture_image *stImage) 1294{ 1295 if (stImage->pt) { 1296 /* Copy potentially with the blitter: 1297 */ 1298 st_texture_image_copy(st->pipe, 1299 stObj->pt, dstLevel, /* dest texture, level */ 1300 stImage->pt, /* src texture */ 1301 stImage->face 1302 ); 1303 1304 pipe_texture_reference(&stImage->pt, NULL); 1305 } 1306 else if (stImage->base.Data) { 1307 assert(stImage->base.Data != NULL); 1308 1309 /* More straightforward upload. 1310 */ 1311 st_texture_image_data(st->pipe, 1312 stObj->pt, 1313 stImage->face, 1314 dstLevel, 1315 stImage->base.Data, 1316 stImage->base.RowStride * 1317 stObj->pt->block.size, 1318 stImage->base.RowStride * 1319 stImage->base.Height * 1320 stObj->pt->block.size); 1321 _mesa_align_free(stImage->base.Data); 1322 stImage->base.Data = NULL; 1323 } 1324 1325 pipe_texture_reference(&stImage->pt, stObj->pt); 1326} 1327 1328 1329/** 1330 * Called during state validation. When this function is finished, 1331 * the texture object should be ready for rendering. 1332 * \return GL_TRUE for success, GL_FALSE for failure (out of mem) 1333 */ 1334GLboolean 1335st_finalize_texture(GLcontext *ctx, 1336 struct pipe_context *pipe, 1337 struct gl_texture_object *tObj, 1338 GLboolean *needFlush) 1339{ 1340 struct st_texture_object *stObj = st_texture_object(tObj); 1341 const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 1342 int comp_byte = 0; 1343 int cpp; 1344 GLuint face; 1345 struct st_texture_image *firstImage; 1346 1347 *needFlush = GL_FALSE; 1348 1349 /* We know/require this is true by now: 1350 */ 1351 assert(stObj->base._Complete); 1352 1353 /* What levels must the texture include at a minimum? 1354 */ 1355 calculate_first_last_level(stObj); 1356 firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]); 1357 1358 /* If both firstImage and stObj point to a texture which can contain 1359 * all active images, favour firstImage. Note that because of the 1360 * completeness requirement, we know that the image dimensions 1361 * will match. 1362 */ 1363 if (firstImage->pt && 1364 firstImage->pt != stObj->pt && 1365 firstImage->pt->last_level >= stObj->lastLevel) { 1366 pipe_texture_reference(&stObj->pt, firstImage->pt); 1367 } 1368 1369 /* FIXME: determine format block instead of cpp */ 1370 if (firstImage->base.IsCompressed) { 1371 comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat); 1372 cpp = comp_byte; 1373 } 1374 else { 1375 cpp = firstImage->base.TexFormat->TexelBytes; 1376 } 1377 1378 /* If we already have a gallium texture, check that it matches the texture 1379 * object's format, target, size, num_levels, etc. 1380 */ 1381 if (stObj->pt) { 1382 const enum pipe_format fmt = 1383 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat); 1384 if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || 1385 stObj->pt->format != fmt || 1386 stObj->pt->last_level < stObj->lastLevel || 1387 stObj->pt->width[0] != firstImage->base.Width2 || 1388 stObj->pt->height[0] != firstImage->base.Height2 || 1389 stObj->pt->depth[0] != firstImage->base.Depth2 || 1390 stObj->pt->block.size/stObj->pt->block.width != cpp || /* Nominal bytes per pixel */ 1391 stObj->pt->compressed != firstImage->base.IsCompressed) { 1392 pipe_texture_reference(&stObj->pt, NULL); 1393 ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER; 1394 } 1395 } 1396 1397 /* May need to create a new gallium texture: 1398 */ 1399 if (!stObj->pt) { 1400 const enum pipe_format fmt = 1401 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat); 1402 stObj->pt = st_texture_create(ctx->st, 1403 gl_target_to_pipe(stObj->base.Target), 1404 fmt, 1405 stObj->lastLevel, 1406 firstImage->base.Width2, 1407 firstImage->base.Height2, 1408 firstImage->base.Depth2, 1409 comp_byte, 1410 ( (pf_is_depth_stencil(fmt) ? 1411 PIPE_TEXTURE_USAGE_DEPTH_STENCIL : 1412 PIPE_TEXTURE_USAGE_RENDER_TARGET) | 1413 PIPE_TEXTURE_USAGE_SAMPLER )); 1414 1415 if (!stObj->pt) { 1416 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 1417 return GL_FALSE; 1418 } 1419 } 1420 1421 /* Pull in any images not in the object's texture: 1422 */ 1423 for (face = 0; face < nr_faces; face++) { 1424 GLuint level; 1425 for (level = 0; level <= stObj->lastLevel; level++) { 1426 struct st_texture_image *stImage = 1427 st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]); 1428 1429 /* Need to import images in main memory or held in other textures. 1430 */ 1431 if (stImage && stObj->pt != stImage->pt) { 1432 copy_image_data_to_texture(ctx->st, stObj, level, stImage); 1433 *needFlush = GL_TRUE; 1434 } 1435 } 1436 } 1437 1438 return GL_TRUE; 1439} 1440 1441 1442/** 1443 * Returns pointer to a default/dummy texture. 1444 * This is typically used when the current shader has tex/sample instructions 1445 * but the user has not provided a (any) texture(s). 1446 */ 1447struct gl_texture_object * 1448st_get_default_texture(struct st_context *st) 1449{ 1450 if (!st->default_texture) { 1451 static const GLenum target = GL_TEXTURE_2D; 1452 GLubyte pixels[16][16][4]; 1453 struct gl_texture_object *texObj; 1454 struct gl_texture_image *texImg; 1455 GLuint i, j; 1456 1457 /* The ARB_fragment_program spec says (0,0,0,1) should be returned 1458 * when attempting to sample incomplete textures. 1459 */ 1460 for (i = 0; i < 16; i++) { 1461 for (j = 0; j < 16; j++) { 1462 pixels[i][j][0] = 0; 1463 pixels[i][j][1] = 0; 1464 pixels[i][j][2] = 0; 1465 pixels[i][j][3] = 255; 1466 } 1467 } 1468 1469 texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target); 1470 1471 texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0); 1472 1473 _mesa_init_teximage_fields(st->ctx, target, texImg, 1474 16, 16, 1, 0, /* w, h, d, border */ 1475 GL_RGBA); 1476 1477 st_TexImage(st->ctx, 2, target, 1478 0, GL_RGBA, /* level, intformat */ 1479 16, 16, 1, 0, /* w, h, d, border */ 1480 GL_RGBA, GL_UNSIGNED_BYTE, pixels, 1481 &st->ctx->DefaultPacking, 1482 texObj, texImg, 1483 0, 0); 1484 1485 texObj->MinFilter = GL_NEAREST; 1486 texObj->MagFilter = GL_NEAREST; 1487 texObj->_Complete = GL_TRUE; 1488 1489 st->default_texture = texObj; 1490 } 1491 return st->default_texture; 1492} 1493 1494 1495void 1496st_init_texture_functions(struct dd_function_table *functions) 1497{ 1498 functions->ChooseTextureFormat = st_ChooseTextureFormat; 1499 functions->TexImage1D = st_TexImage1D; 1500 functions->TexImage2D = st_TexImage2D; 1501 functions->TexImage3D = st_TexImage3D; 1502 functions->TexSubImage1D = st_TexSubImage1D; 1503 functions->TexSubImage2D = st_TexSubImage2D; 1504 functions->TexSubImage3D = st_TexSubImage3D; 1505 functions->CopyTexImage1D = st_CopyTexImage1D; 1506 functions->CopyTexImage2D = st_CopyTexImage2D; 1507 functions->CopyTexSubImage1D = st_CopyTexSubImage1D; 1508 functions->CopyTexSubImage2D = st_CopyTexSubImage2D; 1509 functions->CopyTexSubImage3D = st_CopyTexSubImage3D; 1510 functions->GenerateMipmap = st_generate_mipmap; 1511 1512 functions->GetTexImage = st_GetTexImage; 1513 1514 /* compressed texture functions */ 1515 functions->CompressedTexImage2D = st_CompressedTexImage2D; 1516 functions->GetCompressedTexImage = st_GetCompressedTexImage; 1517 functions->CompressedTextureSize = _mesa_compressed_texture_size; 1518 1519 functions->NewTextureObject = st_NewTextureObject; 1520 functions->NewTextureImage = st_NewTextureImage; 1521 functions->DeleteTexture = st_DeleteTextureObject; 1522 functions->FreeTexImageData = st_FreeTextureImageData; 1523 functions->UpdateTexturePalette = 0; 1524 1525 functions->TextureMemCpy = do_memcpy; 1526 1527 /* XXX Temporary until we can query pipe's texture sizes */ 1528 functions->TestProxyTexImage = _mesa_test_proxy_teximage; 1529} 1530