st_cb_texture.c revision 58edb0683db45c449b219988a8715cf8fd69e42d
1/************************************************************************** 2 * 3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sub license, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 **************************************************************************/ 27 28#include "main/imports.h" 29#include "main/convolve.h" 30#include "main/enums.h" 31#include "main/image.h" 32#include "main/macros.h" 33#include "main/mipmap.h" 34#include "main/texcompress.h" 35#include "main/texformat.h" 36#include "main/teximage.h" 37#include "main/texobj.h" 38#include "main/texstore.h" 39 40#include "state_tracker/st_context.h" 41#include "state_tracker/st_cb_fbo.h" 42#include "state_tracker/st_cb_texture.h" 43#include "state_tracker/st_format.h" 44#include "state_tracker/st_texture.h" 45#include "state_tracker/st_gen_mipmap.h" 46 47#include "pipe/p_context.h" 48#include "pipe/p_defines.h" 49#include "pipe/p_inlines.h" 50#include "util/p_tile.h" 51 52 53#define DBG if (0) printf 54 55 56static INLINE struct st_texture_image * 57st_texture_image(struct gl_texture_image *img) 58{ 59 return (struct st_texture_image *) img; 60} 61 62 63static enum pipe_texture_target 64gl_target_to_pipe(GLenum target) 65{ 66 switch (target) { 67 case GL_TEXTURE_1D: 68 return PIPE_TEXTURE_1D; 69 70 case GL_TEXTURE_2D: 71 case GL_TEXTURE_RECTANGLE_NV: 72 return PIPE_TEXTURE_2D; 73 74 case GL_TEXTURE_3D: 75 return PIPE_TEXTURE_3D; 76 77 case GL_TEXTURE_CUBE_MAP_ARB: 78 return PIPE_TEXTURE_CUBE; 79 80 default: 81 assert(0); 82 return 0; 83 } 84} 85 86 87/** 88 * Return nominal bytes per texel for a compressed format, 0 for non-compressed 89 * format. 90 */ 91static int 92compressed_num_bytes(GLuint mesaFormat) 93{ 94 switch(mesaFormat) { 95 case MESA_FORMAT_RGB_FXT1: 96 case MESA_FORMAT_RGBA_FXT1: 97 case MESA_FORMAT_RGB_DXT1: 98 case MESA_FORMAT_RGBA_DXT1: 99 return 2; 100 case MESA_FORMAT_RGBA_DXT3: 101 case MESA_FORMAT_RGBA_DXT5: 102 return 4; 103 default: 104 return 0; 105 } 106} 107 108 109static GLboolean 110st_IsTextureResident(GLcontext * ctx, struct gl_texture_object *texObj) 111{ 112#if 0 113 struct intel_context *intel = intel_context(ctx); 114 struct st_texture_object *stObj = st_texture_object(texObj); 115 116 return 117 stObj->pt && 118 stObj->pt->region && 119 intel_is_region_resident(intel, stObj->pt->region); 120#endif 121 return 1; 122} 123 124 125static struct gl_texture_image * 126st_NewTextureImage(GLcontext * ctx) 127{ 128 DBG("%s\n", __FUNCTION__); 129 (void) ctx; 130 return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image); 131} 132 133 134static struct gl_texture_object * 135st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target) 136{ 137 struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object); 138 139 DBG("%s\n", __FUNCTION__); 140 _mesa_initialize_texture_object(&obj->base, name, target); 141 142 return &obj->base; 143} 144 145static void 146st_DeleteTextureObject(GLcontext *ctx, 147 struct gl_texture_object *texObj) 148{ 149 struct st_texture_object *stObj = st_texture_object(texObj); 150 151 if (stObj->pt) 152 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 153 154 _mesa_delete_texture_object(ctx, texObj); 155} 156 157 158static void 159st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage) 160{ 161 struct st_texture_image *stImage = st_texture_image(texImage); 162 163 DBG("%s\n", __FUNCTION__); 164 165 if (stImage->pt) { 166 ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); 167 } 168 169 if (texImage->Data) { 170 free(texImage->Data); 171 texImage->Data = NULL; 172 } 173} 174 175 176/* ================================================================ 177 * From linux kernel i386 header files, copes with odd sizes better 178 * than COPY_DWORDS would: 179 * XXX Put this in src/mesa/main/imports.h ??? 180 */ 181#if defined(i386) || defined(__i386__) 182static INLINE void * 183__memcpy(void *to, const void *from, size_t n) 184{ 185 int d0, d1, d2; 186 __asm__ __volatile__("rep ; movsl\n\t" 187 "testb $2,%b4\n\t" 188 "je 1f\n\t" 189 "movsw\n" 190 "1:\ttestb $1,%b4\n\t" 191 "je 2f\n\t" 192 "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2) 193 :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from) 194 :"memory"); 195 return (to); 196} 197#else 198#define __memcpy(a,b,c) memcpy(a,b,c) 199#endif 200 201 202/* The system memcpy (at least on ubuntu 5.10) has problems copying 203 * to agp (writecombined) memory from a source which isn't 64-byte 204 * aligned - there is a 4x performance falloff. 205 * 206 * The x86 __memcpy is immune to this but is slightly slower 207 * (10%-ish) than the system memcpy. 208 * 209 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but 210 * isn't much faster than x86_memcpy for agp copies. 211 * 212 * TODO: switch dynamically. 213 */ 214static void * 215do_memcpy(void *dest, const void *src, size_t n) 216{ 217 if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) { 218 return __memcpy(dest, src, n); 219 } 220 else 221 return memcpy(dest, src, n); 222} 223 224 225/* Functions to store texture images. Where possible, textures 226 * will be created or further instantiated with image data, otherwise 227 * images will be stored in malloc'd memory. A validation step is 228 * required to pull those images into a texture, or otherwise 229 * decide a fallback is required. 230 */ 231 232 233static int 234logbase2(int n) 235{ 236 GLint i = 1; 237 GLint log2 = 0; 238 239 while (n > i) { 240 i *= 2; 241 log2++; 242 } 243 244 return log2; 245} 246 247 248/** 249 * Allocate a pipe_texture object for the given st_texture_object using 250 * the given st_texture_image to guess the mipmap size/levels. 251 * 252 * [comments...] 253 * Otherwise, store it in memory if (Border != 0) or (any dimension == 254 * 1). 255 * 256 * Otherwise, if max_level >= level >= min_level, create texture with 257 * space for images from min_level down to max_level. 258 * 259 * Otherwise, create texture with space for images from (level 0)..(1x1). 260 * Consider pruning this texture at a validation if the saving is worth it. 261 */ 262static void 263guess_and_alloc_texture(struct st_context *st, 264 struct st_texture_object *stObj, 265 const struct st_texture_image *stImage) 266{ 267 GLuint firstLevel; 268 GLuint lastLevel; 269 GLuint width = stImage->base.Width; 270 GLuint height = stImage->base.Height; 271 GLuint depth = stImage->base.Depth; 272 GLuint i, comp_byte = 0; 273 274 DBG("%s\n", __FUNCTION__); 275 276 assert(!stObj->pt); 277 278 if (stImage->base.Border) 279 return; 280 281 if (stImage->level > stObj->base.BaseLevel && 282 (stImage->base.Width == 1 || 283 (stObj->base.Target != GL_TEXTURE_1D && 284 stImage->base.Height == 1) || 285 (stObj->base.Target == GL_TEXTURE_3D && 286 stImage->base.Depth == 1))) 287 return; 288 289 /* If this image disrespects BaseLevel, allocate from level zero. 290 * Usually BaseLevel == 0, so it's unlikely to happen. 291 */ 292 if (stImage->level < stObj->base.BaseLevel) 293 firstLevel = 0; 294 else 295 firstLevel = stObj->base.BaseLevel; 296 297 298 /* Figure out image dimensions at start level. 299 */ 300 for (i = stImage->level; i > firstLevel; i--) { 301 width <<= 1; 302 if (height != 1) 303 height <<= 1; 304 if (depth != 1) 305 depth <<= 1; 306 } 307 308 /* Guess a reasonable value for lastLevel. This is probably going 309 * to be wrong fairly often and might mean that we have to look at 310 * resizable buffers, or require that buffers implement lazy 311 * pagetable arrangements. 312 */ 313 if ((stObj->base.MinFilter == GL_NEAREST || 314 stObj->base.MinFilter == GL_LINEAR) && 315 stImage->level == firstLevel) { 316 lastLevel = firstLevel; 317 } 318 else { 319 GLuint l2width = logbase2(width); 320 GLuint l2height = logbase2(height); 321 GLuint l2depth = logbase2(depth); 322 lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); 323 } 324 325 if (stImage->base.IsCompressed) 326 comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat); 327 328 stObj->pt = st_texture_create(st, 329 gl_target_to_pipe(stObj->base.Target), 330 st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat), 331 lastLevel, 332 width, 333 height, 334 depth, 335 comp_byte); 336 337 DBG("%s - success\n", __FUNCTION__); 338} 339 340 341/* There are actually quite a few combinations this will work for, 342 * more than what I've listed here. 343 */ 344static GLboolean 345check_pbo_format(GLint internalFormat, 346 GLenum format, GLenum type, 347 const struct gl_texture_format *mesa_format) 348{ 349 switch (internalFormat) { 350 case 4: 351 case GL_RGBA: 352 return (format == GL_BGRA && 353 (type == GL_UNSIGNED_BYTE || 354 type == GL_UNSIGNED_INT_8_8_8_8_REV) && 355 mesa_format == &_mesa_texformat_argb8888); 356 case 3: 357 case GL_RGB: 358 return (format == GL_RGB && 359 type == GL_UNSIGNED_SHORT_5_6_5 && 360 mesa_format == &_mesa_texformat_rgb565); 361 case GL_YCBCR_MESA: 362 return (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE); 363 default: 364 return GL_FALSE; 365 } 366} 367 368 369/* XXX: Do this for TexSubImage also: 370 */ 371static GLboolean 372try_pbo_upload(GLcontext *ctx, 373 struct st_texture_image *stImage, 374 const struct gl_pixelstore_attrib *unpack, 375 GLint internalFormat, 376 GLint width, GLint height, 377 GLenum format, GLenum type, const void *pixels) 378{ 379 return GL_FALSE; /* XXX fix flushing/locking/blitting below */ 380#if 000 381 struct intel_context *intel = intel_context(ctx); 382 struct intel_buffer_object *pbo = intel_buffer_object(unpack->BufferObj); 383 GLuint src_offset, src_stride; 384 GLuint dst_offset, dst_stride; 385 386 if (!pbo || 387 ctx._ImageTransferState || 388 unpack->SkipPixels || unpack->SkipRows) { 389 _mesa_printf("%s: failure 1\n", __FUNCTION__); 390 return GL_FALSE; 391 } 392 393 src_offset = (GLuint) pixels; 394 395 if (unpack->RowLength > 0) 396 src_stride = unpack->RowLength; 397 else 398 src_stride = width; 399 400 dst_offset = st_texture_image_offset(stImage->pt, 401 stImage->face, 402 stImage->level); 403 404 dst_stride = stImage->pt->pitch; 405 406 { 407 struct _DriBufferObject *src_buffer = 408 intel_bufferobj_buffer(intel, pbo, INTEL_READ); 409 410 /* Temporary hack: cast to _DriBufferObject: 411 */ 412 struct _DriBufferObject *dst_buffer = 413 (struct _DriBufferObject *)stImage->pt->region->buffer; 414 415 416 intelEmitCopyBlit(intel, 417 stImage->pt->cpp, 418 src_stride, src_buffer, src_offset, 419 dst_stride, dst_buffer, dst_offset, 420 0, 0, 0, 0, width, height, 421 GL_COPY); 422 } 423 424 return GL_TRUE; 425#endif 426} 427 428 429/** 430 * Adjust pixel unpack params and image dimensions to strip off the 431 * texture border. 432 * Gallium doesn't support texture borders. They've seldem been used 433 * and seldom been implemented correctly anyway. 434 * \param unpackNew returns the new pixel unpack parameters 435 */ 436static void 437strip_texture_border(GLint border, 438 GLint *width, GLint *height, GLint *depth, 439 const struct gl_pixelstore_attrib *unpack, 440 struct gl_pixelstore_attrib *unpackNew) 441{ 442 assert(border > 0); /* sanity check */ 443 444 *unpackNew = *unpack; 445 446 if (unpackNew->RowLength == 0) 447 unpackNew->RowLength = *width; 448 449 if (depth && unpackNew->ImageHeight == 0) 450 unpackNew->ImageHeight = *height; 451 452 unpackNew->SkipPixels += border; 453 if (height) 454 unpackNew->SkipRows += border; 455 if (depth) 456 unpackNew->SkipImages += border; 457 458 assert(*width >= 3); 459 *width = *width - 2 * border; 460 if (height && *height >= 3) 461 *height = *height - 2 * border; 462 if (depth && *depth >= 3) 463 *depth = *depth - 2 * border; 464} 465 466 467static void 468st_TexImage(GLcontext * ctx, 469 GLint dims, 470 GLenum target, GLint level, 471 GLint internalFormat, 472 GLint width, GLint height, GLint depth, 473 GLint border, 474 GLenum format, GLenum type, const void *pixels, 475 const struct gl_pixelstore_attrib *unpack, 476 struct gl_texture_object *texObj, 477 struct gl_texture_image *texImage, 478 GLsizei imageSize, int compressed) 479{ 480 struct st_texture_object *stObj = st_texture_object(texObj); 481 struct st_texture_image *stImage = st_texture_image(texImage); 482 GLint postConvWidth, postConvHeight; 483 GLint texelBytes, sizeInBytes; 484 GLuint dstRowStride; 485 struct gl_pixelstore_attrib unpackNB; 486 487 DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__, 488 _mesa_lookup_enum_by_nr(target), level, width, height, depth, border); 489 490 /* gallium does not support texture borders, strip it off */ 491 if (border) { 492 strip_texture_border(border, &width, &height, &depth, 493 unpack, &unpackNB); 494 unpack = &unpackNB; 495 border = 0; 496 } 497 498 postConvWidth = width; 499 postConvHeight = height; 500 501 stImage->face = _mesa_tex_target_to_face(target); 502 stImage->level = level; 503 504 if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { 505 _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth, 506 &postConvHeight); 507 } 508 509 /* choose the texture format */ 510 texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat, 511 format, type); 512 513 _mesa_set_fetch_functions(texImage, dims); 514 515 if (texImage->TexFormat->TexelBytes == 0) { 516 /* must be a compressed format */ 517 texelBytes = 0; 518 texImage->IsCompressed = GL_TRUE; 519 texImage->CompressedSize = 520 ctx->Driver.CompressedTextureSize(ctx, texImage->Width, 521 texImage->Height, texImage->Depth, 522 texImage->TexFormat->MesaFormat); 523 } 524 else { 525 texelBytes = texImage->TexFormat->TexelBytes; 526 527 /* Minimum pitch of 32 bytes */ 528 if (postConvWidth * texelBytes < 32) { 529 postConvWidth = 32 / texelBytes; 530 texImage->RowStride = postConvWidth; 531 } 532 533 assert(texImage->RowStride == postConvWidth); 534 } 535 536 /* Release the reference to a potentially orphaned buffer. 537 * Release any old malloced memory. 538 */ 539 if (stImage->pt) { 540 ctx->st->pipe->texture_release(ctx->st->pipe, &stImage->pt); 541 assert(!texImage->Data); 542 } 543 else if (texImage->Data) { 544 _mesa_align_free(texImage->Data); 545 } 546 547 /* If this is the only mipmap level in the texture, could call 548 * bmBufferData with NULL data to free the old block and avoid 549 * waiting on any outstanding fences. 550 */ 551 if (stObj->pt && 552 /*stObj->pt->first_level == level &&*/ 553 stObj->pt->last_level == level && 554 stObj->pt->target != PIPE_TEXTURE_CUBE && 555 !st_texture_match_image(stObj->pt, &stImage->base, 556 stImage->face, stImage->level)) { 557 558 DBG("release it\n"); 559 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 560 assert(!stObj->pt); 561 } 562 563 if (!stObj->pt) { 564 guess_and_alloc_texture(ctx->st, stObj, stImage); 565 if (!stObj->pt) { 566 DBG("guess_and_alloc_texture: failed\n"); 567 } 568 } 569 570 assert(!stImage->pt); 571 572 if (stObj->pt && 573 st_texture_match_image(stObj->pt, &stImage->base, 574 stImage->face, stImage->level)) { 575 576 pipe_texture_reference(ctx->st->pipe, &stImage->pt, stObj->pt); 577 assert(stImage->pt); 578 } 579 580 if (!stImage->pt) 581 DBG("XXX: Image did not fit into texture - storing in local memory!\n"); 582 583#if 0 /* XXX FIX when st_buffer_objects are in place */ 584 /* PBO fastpaths: 585 */ 586 if (dims <= 2 && 587 stImage->pt && 588 intel_buffer_object(unpack->BufferObj) && 589 check_pbo_format(internalFormat, format, 590 type, texImage->TexFormat)) { 591 592 DBG("trying pbo upload\n"); 593 594 595 596 /* Otherwise, attempt to use the blitter for PBO image uploads. 597 */ 598 if (try_pbo_upload(intel, stImage, unpack, 599 internalFormat, 600 width, height, format, type, pixels)) { 601 DBG("pbo upload succeeded\n"); 602 return; 603 } 604 605 DBG("pbo upload failed\n"); 606 } 607#else 608 (void) try_pbo_upload; 609 (void) check_pbo_format; 610#endif 611 612 613 /* st_CopyTexImage calls this function with pixels == NULL, with 614 * the expectation that the texture will be set up but nothing 615 * more will be done. This is where those calls return: 616 */ 617 if (compressed) { 618 pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, 619 unpack, 620 "glCompressedTexImage"); 621 } else { 622 pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1, 623 format, type, 624 pixels, unpack, "glTexImage"); 625 } 626 if (!pixels) 627 return; 628 629 if (stImage->pt) { 630 texImage->Data = st_texture_image_map(ctx->st, stImage, 0); 631 dstRowStride = stImage->surface->pitch * stImage->surface->cpp; 632 } 633 else { 634 /* Allocate regular memory and store the image there temporarily. */ 635 if (texImage->IsCompressed) { 636 sizeInBytes = texImage->CompressedSize; 637 dstRowStride = 638 _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width); 639 assert(dims != 3); 640 } 641 else { 642 dstRowStride = postConvWidth * texelBytes; 643 sizeInBytes = depth * dstRowStride * postConvHeight; 644 } 645 646 texImage->Data = malloc(sizeInBytes); 647 } 648 649 DBG("Upload image %dx%dx%d row_len %x pitch %x\n", 650 width, height, depth, width * texelBytes, dstRowStride); 651 652 /* Copy data. Would like to know when it's ok for us to eg. use 653 * the blitter to copy. Or, use the hardware to do the format 654 * conversion and copy: 655 */ 656 if (compressed) { 657 memcpy(texImage->Data, pixels, imageSize); 658 } 659 else { 660 GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height, 661 format, type); 662 int i; 663 const GLubyte *src = (const GLubyte *) pixels; 664 665 for (i = 0; i++ < depth;) { 666 if (!texImage->TexFormat->StoreImage(ctx, dims, 667 texImage->_BaseFormat, 668 texImage->TexFormat, 669 texImage->Data, 670 0, 0, 0, /* dstX/Y/Zoffset */ 671 dstRowStride, 672 texImage->ImageOffsets, 673 width, height, 1, 674 format, type, src, unpack)) { 675 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 676 } 677 678 if (stImage->pt && i < depth) { 679 st_texture_image_unmap(stImage); 680 texImage->Data = st_texture_image_map(ctx->st, stImage, i); 681 src += srcImageStride; 682 } 683 } 684 } 685 686 _mesa_unmap_teximage_pbo(ctx, unpack); 687 688 if (stImage->pt) { 689 st_texture_image_unmap(stImage); 690 texImage->Data = NULL; 691 } 692 693 /* flag data as dirty */ 694 stObj->dirtyData = GL_TRUE; 695 696#if 01 697 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 698 ctx->Driver.GenerateMipmap(ctx, target, texObj); 699 } 700#endif 701} 702 703 704static void 705st_TexImage3D(GLcontext * ctx, 706 GLenum target, GLint level, 707 GLint internalFormat, 708 GLint width, GLint height, GLint depth, 709 GLint border, 710 GLenum format, GLenum type, const void *pixels, 711 const struct gl_pixelstore_attrib *unpack, 712 struct gl_texture_object *texObj, 713 struct gl_texture_image *texImage) 714{ 715 st_TexImage(ctx, 3, target, level, 716 internalFormat, width, height, depth, border, 717 format, type, pixels, unpack, texObj, texImage, 0, 0); 718} 719 720 721static void 722st_TexImage2D(GLcontext * ctx, 723 GLenum target, GLint level, 724 GLint internalFormat, 725 GLint width, GLint height, GLint border, 726 GLenum format, GLenum type, const void *pixels, 727 const struct gl_pixelstore_attrib *unpack, 728 struct gl_texture_object *texObj, 729 struct gl_texture_image *texImage) 730{ 731 st_TexImage(ctx, 2, target, level, 732 internalFormat, width, height, 1, border, 733 format, type, pixels, unpack, texObj, texImage, 0, 0); 734} 735 736 737static void 738st_TexImage1D(GLcontext * ctx, 739 GLenum target, GLint level, 740 GLint internalFormat, 741 GLint width, GLint border, 742 GLenum format, GLenum type, const void *pixels, 743 const struct gl_pixelstore_attrib *unpack, 744 struct gl_texture_object *texObj, 745 struct gl_texture_image *texImage) 746{ 747 st_TexImage(ctx, 1, target, level, 748 internalFormat, width, 1, 1, border, 749 format, type, pixels, unpack, texObj, texImage, 0, 0); 750} 751 752 753static void 754st_CompressedTexImage2D( GLcontext *ctx, GLenum target, GLint level, 755 GLint internalFormat, 756 GLint width, GLint height, GLint border, 757 GLsizei imageSize, const GLvoid *data, 758 struct gl_texture_object *texObj, 759 struct gl_texture_image *texImage ) 760{ 761 st_TexImage(ctx, 2, target, level, 762 internalFormat, width, height, 1, border, 763 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1); 764} 765 766 767/** 768 * Need to map texture image into memory before copying image data, 769 * then unmap it. 770 */ 771static void 772st_get_tex_image(GLcontext * ctx, GLenum target, GLint level, 773 GLenum format, GLenum type, GLvoid * pixels, 774 struct gl_texture_object *texObj, 775 struct gl_texture_image *texImage, int compressed) 776{ 777 struct st_texture_image *stImage = st_texture_image(texImage); 778 GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, texImage->Width, 779 texImage->Height, format, 780 type); 781 GLuint depth; 782 int i; 783 GLubyte *dest; 784 785 /* Map */ 786 if (stImage->pt) { 787 /* Image is stored in hardware format in a buffer managed by the 788 * kernel. Need to explicitly map and unmap it. 789 */ 790 texImage->Data = st_texture_image_map(ctx->st, stImage, 0); 791 texImage->RowStride = stImage->surface->pitch; 792 } 793 else { 794 /* Otherwise, the image should actually be stored in 795 * texImage->Data. This is pretty confusing for 796 * everybody, I'd much prefer to separate the two functions of 797 * texImage->Data - storage for texture images in main memory 798 * and access (ie mappings) of images. In other words, we'd 799 * create a new texImage->Map field and leave Data simply for 800 * storage. 801 */ 802 assert(texImage->Data); 803 } 804 805 depth = texImage->Depth; 806 texImage->Depth = 1; 807 808 dest = (GLubyte *) pixels; 809 810 for (i = 0; i++ < depth;) { 811 if (compressed) { 812 _mesa_get_compressed_teximage(ctx, target, level, dest, 813 texObj, texImage); 814 } else { 815 _mesa_get_teximage(ctx, target, level, format, type, dest, 816 texObj, texImage); 817 } 818 819 if (stImage->pt && i < depth) { 820 st_texture_image_unmap(stImage); 821 texImage->Data = st_texture_image_map(ctx->st, stImage, i); 822 dest += dstImageStride; 823 } 824 } 825 826 texImage->Depth = depth; 827 828 /* Unmap */ 829 if (stImage->pt) { 830 st_texture_image_unmap(stImage); 831 texImage->Data = NULL; 832 } 833} 834 835 836static void 837st_GetTexImage(GLcontext * ctx, GLenum target, GLint level, 838 GLenum format, GLenum type, GLvoid * pixels, 839 struct gl_texture_object *texObj, 840 struct gl_texture_image *texImage) 841{ 842 st_get_tex_image(ctx, target, level, format, type, pixels, 843 texObj, texImage, 0); 844} 845 846 847static void 848st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level, 849 GLvoid *pixels, 850 const struct gl_texture_object *texObj, 851 const struct gl_texture_image *texImage) 852{ 853 st_get_tex_image(ctx, target, level, 0, 0, pixels, 854 (struct gl_texture_object *) texObj, 855 (struct gl_texture_image *) texImage, 1); 856} 857 858 859 860static void 861st_TexSubimage(GLcontext * ctx, 862 GLint dims, 863 GLenum target, GLint level, 864 GLint xoffset, GLint yoffset, GLint zoffset, 865 GLint width, GLint height, GLint depth, 866 GLenum format, GLenum type, const void *pixels, 867 const struct gl_pixelstore_attrib *packing, 868 struct gl_texture_object *texObj, 869 struct gl_texture_image *texImage) 870{ 871 struct st_texture_object *stObj = st_texture_object(texObj); 872 struct st_texture_image *stImage = st_texture_image(texImage); 873 GLuint dstRowStride; 874 GLuint srcImageStride = _mesa_image_image_stride(packing, width, height, 875 format, type); 876 int i; 877 const GLubyte *src; 878 879 DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__, 880 _mesa_lookup_enum_by_nr(target), 881 level, xoffset, yoffset, width, height); 882 883 pixels = 884 _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format, 885 type, pixels, packing, "glTexSubImage2D"); 886 if (!pixels) 887 return; 888 889 /* Map buffer if necessary. Need to lock to prevent other contexts 890 * from uploading the buffer under us. 891 */ 892 if (stImage->pt) { 893 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset); 894 dstRowStride = stImage->surface->pitch * stImage->surface->cpp; 895 } 896 897 src = (const GLubyte *) pixels; 898 899 for (i = 0; i++ < depth;) { 900 if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, 901 texImage->TexFormat, 902 texImage->Data, 903 xoffset, yoffset, 0, 904 dstRowStride, 905 texImage->ImageOffsets, 906 width, height, 1, 907 format, type, src, packing)) { 908 _mesa_error(ctx, GL_OUT_OF_MEMORY, "st_TexSubImage"); 909 } 910 911 if (stImage->pt && i < depth) { 912 st_texture_image_unmap(stImage); 913 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i); 914 src += srcImageStride; 915 } 916 } 917 918#if 0 919 /* GL_SGIS_generate_mipmap */ 920 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 921 _mesa_generate_mipmap(ctx, target, 922 &ctx->Texture.Unit[ctx->Texture.CurrentUnit], 923 texObj); 924 } 925#endif 926 927 _mesa_unmap_teximage_pbo(ctx, packing); 928 929 if (stImage->pt) { 930 st_texture_image_unmap(stImage); 931 texImage->Data = NULL; 932 } 933 934 /* flag data as dirty */ 935 stObj->dirtyData = GL_TRUE; 936} 937 938 939 940static void 941st_TexSubImage3D(GLcontext * ctx, 942 GLenum target, 943 GLint level, 944 GLint xoffset, GLint yoffset, GLint zoffset, 945 GLsizei width, GLsizei height, GLsizei depth, 946 GLenum format, GLenum type, 947 const GLvoid * pixels, 948 const struct gl_pixelstore_attrib *packing, 949 struct gl_texture_object *texObj, 950 struct gl_texture_image *texImage) 951{ 952 st_TexSubimage(ctx, 3, target, level, 953 xoffset, yoffset, zoffset, 954 width, height, depth, 955 format, type, pixels, packing, texObj, texImage); 956} 957 958 959 960static void 961st_TexSubImage2D(GLcontext * ctx, 962 GLenum target, 963 GLint level, 964 GLint xoffset, GLint yoffset, 965 GLsizei width, GLsizei height, 966 GLenum format, GLenum type, 967 const GLvoid * pixels, 968 const struct gl_pixelstore_attrib *packing, 969 struct gl_texture_object *texObj, 970 struct gl_texture_image *texImage) 971{ 972 st_TexSubimage(ctx, 2, target, level, 973 xoffset, yoffset, 0, 974 width, height, 1, 975 format, type, pixels, packing, texObj, texImage); 976} 977 978 979static void 980st_TexSubImage1D(GLcontext * ctx, 981 GLenum target, 982 GLint level, 983 GLint xoffset, 984 GLsizei width, 985 GLenum format, GLenum type, 986 const GLvoid * pixels, 987 const struct gl_pixelstore_attrib *packing, 988 struct gl_texture_object *texObj, 989 struct gl_texture_image *texImage) 990{ 991 st_TexSubimage(ctx, 1, target, level, 992 xoffset, 0, 0, 993 width, 1, 1, 994 format, type, pixels, packing, texObj, texImage); 995} 996 997 998 999/** 1000 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X, 1001 * 1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 1002 * etc. 1003 * XXX duplicated from main/teximage.c 1004 */ 1005static uint 1006texture_face(GLenum target) 1007{ 1008 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB && 1009 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB) 1010 return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X; 1011 else 1012 return 0; 1013} 1014 1015 1016 1017/** 1018 * Do a CopyTexSubImage operation by mapping the source surface and 1019 * dest surface and using get_tile()/put_tile() to access the pixels/texels. 1020 * 1021 * Note: srcY=0=TOP of renderbuffer 1022 */ 1023static void 1024fallback_copy_texsubimage(GLcontext *ctx, 1025 GLenum target, 1026 GLint level, 1027 struct st_renderbuffer *strb, 1028 struct st_texture_image *stImage, 1029 GLenum baseFormat, 1030 GLint destX, GLint destY, GLint destZ, 1031 GLint srcX, GLint srcY, 1032 GLsizei width, GLsizei height) 1033{ 1034 struct pipe_context *pipe = ctx->st->pipe; 1035 const uint face = texture_face(target); 1036 struct pipe_texture *pt = stImage->pt; 1037 struct pipe_surface *src_surf, *dest_surf; 1038 GLfloat *data; 1039 GLint row, yStep; 1040 1041 /* determine bottom-to-top vs. top-to-bottom order */ 1042 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 1043 destY = height - 1 - destY; 1044 yStep = -1; 1045 } 1046 else { 1047 yStep = 1; 1048 } 1049 1050 src_surf = strb->surface; 1051 1052 dest_surf = pipe->get_tex_surface(pipe, pt, 1053 face, level, destZ); 1054 1055 /* buffer for one row */ 1056 data = (GLfloat *) malloc(width * 4 * sizeof(GLfloat)); 1057 1058 /* do copy row by row */ 1059 for (row = 0; row < height; row++) { 1060 pipe_get_tile_rgba(pipe, src_surf, srcX, srcY + row, width, 1, data); 1061 1062 /* XXX we're ignoring convolution for now */ 1063 if (ctx->_ImageTransferState) { 1064 _mesa_apply_rgba_transfer_ops(ctx, 1065 ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT, 1066 width, (GLfloat (*)[4])data); 1067 } 1068 1069 pipe_put_tile_rgba(pipe, dest_surf, destX, destY, width, 1, data); 1070 destY += yStep; 1071 } 1072 1073 free(data); 1074} 1075 1076 1077 1078 1079/** 1080 * Do a CopyTex[Sub]Image using an optimized hardware (blit) path. 1081 * Note that the region to copy has already been clip tested. 1082 * 1083 * Note: srcY=0=Bottom of renderbuffer 1084 * 1085 * \return GL_TRUE if success, GL_FALSE if failure (use a fallback) 1086 */ 1087static void 1088do_copy_texsubimage(GLcontext *ctx, 1089 GLenum target, GLint level, 1090 GLint destX, GLint destY, GLint destZ, 1091 GLint srcX, GLint srcY, 1092 GLsizei width, GLsizei height) 1093{ 1094 struct gl_texture_unit *texUnit = 1095 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1096 struct gl_texture_object *texObj = 1097 _mesa_select_tex_object(ctx, texUnit, target); 1098 struct gl_texture_image *texImage = 1099 _mesa_select_tex_image(ctx, texObj, target, level); 1100 struct st_texture_image *stImage = st_texture_image(texImage); 1101 GLenum baseFormat = texImage->InternalFormat; 1102 struct gl_framebuffer *fb = ctx->ReadBuffer; 1103 struct st_renderbuffer *strb; 1104 struct pipe_context *pipe = ctx->st->pipe; 1105 struct pipe_surface *dest_surface; 1106 uint dest_format, src_format; 1107 uint do_flip = FALSE; 1108 1109 (void) texImage; 1110 1111 /* determine if copying depth or color data */ 1112 if (baseFormat == GL_DEPTH_COMPONENT) { 1113 strb = st_renderbuffer(fb->_DepthBuffer); 1114 } 1115 else if (baseFormat == GL_DEPTH_STENCIL_EXT) { 1116 strb = st_renderbuffer(fb->_StencilBuffer); 1117 } 1118 else { 1119 /* baseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */ 1120 strb = st_renderbuffer(fb->_ColorReadBuffer); 1121 } 1122 1123 assert(strb); 1124 assert(strb->surface); 1125 assert(stImage->pt); 1126 1127 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 1128 srcY = strb->Base.Height - srcY - height; 1129 do_flip = TRUE; 1130 } 1131 1132 src_format = strb->surface->format; 1133 dest_format = stImage->pt->format; 1134 1135 dest_surface = pipe->get_tex_surface(pipe, stImage->pt, stImage->face, 1136 stImage->level, destZ); 1137 1138 if (src_format == dest_format && 1139 ctx->_ImageTransferState == 0x0 && 1140 strb->surface->buffer && 1141 dest_surface->buffer && 1142 strb->surface->cpp == stImage->pt->cpp) { 1143 /* do blit-style copy */ 1144 1145 /* XXX may need to invert image depending on window 1146 * vs. user-created FBO 1147 */ 1148 1149#if 0 1150 /* A bit of fiddling to get the blitter to work with -ve 1151 * pitches. But we get a nice inverted blit this way, so it's 1152 * worth it: 1153 */ 1154 intelEmitCopyBlit(intel, 1155 stImage->pt->cpp, 1156 -src->pitch, 1157 src->buffer, 1158 src->height * src->pitch * src->cpp, 1159 stImage->pt->pitch, 1160 stImage->pt->region->buffer, 1161 dest_offset, 1162 x, y + height, dstx, dsty, width, height, 1163 GL_COPY); /* ? */ 1164#else 1165 1166 pipe->surface_copy(pipe, 1167 do_flip, 1168 /* dest */ 1169 dest_surface, 1170 destX, destY, 1171 /* src */ 1172 strb->surface, 1173 srcX, srcY, 1174 /* size */ 1175 width, height); 1176#endif 1177 } 1178 else { 1179 fallback_copy_texsubimage(ctx, target, level, 1180 strb, stImage, baseFormat, 1181 destX, destY, destZ, 1182 srcX, srcY, width, height); 1183 } 1184 1185 pipe_surface_reference(&dest_surface, NULL); 1186 1187#if 0 1188 /* GL_SGIS_generate_mipmap -- this can be accelerated now. 1189 * XXX Add a ctx->Driver.GenerateMipmaps() function? 1190 */ 1191 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 1192 intel_generate_mipmap(ctx, target, 1193 &ctx->Texture.Unit[ctx->Texture.CurrentUnit], 1194 texObj); 1195 } 1196#endif 1197 1198} 1199 1200 1201 1202static void 1203st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level, 1204 GLenum internalFormat, 1205 GLint x, GLint y, GLsizei width, GLint border) 1206{ 1207 struct gl_texture_unit *texUnit = 1208 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1209 struct gl_texture_object *texObj = 1210 _mesa_select_tex_object(ctx, texUnit, target); 1211 struct gl_texture_image *texImage = 1212 _mesa_select_tex_image(ctx, texObj, target, level); 1213 1214#if 0 1215 if (border) 1216 goto fail; 1217#endif 1218 1219 /* Setup or redefine the texture object, texture and texture 1220 * image. Don't populate yet. 1221 */ 1222 ctx->Driver.TexImage1D(ctx, target, level, internalFormat, 1223 width, border, 1224 GL_RGBA, CHAN_TYPE, NULL, 1225 &ctx->DefaultPacking, texObj, texImage); 1226 1227 do_copy_texsubimage(ctx, target, level, 1228 0, 0, 0, 1229 x, y, width, 1); 1230} 1231 1232 1233static void 1234st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level, 1235 GLenum internalFormat, 1236 GLint x, GLint y, GLsizei width, GLsizei height, 1237 GLint border) 1238{ 1239 struct gl_texture_unit *texUnit = 1240 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1241 struct gl_texture_object *texObj = 1242 _mesa_select_tex_object(ctx, texUnit, target); 1243 struct gl_texture_image *texImage = 1244 _mesa_select_tex_image(ctx, texObj, target, level); 1245 1246#if 0 1247 if (border) 1248 goto fail; 1249#endif 1250 1251 /* Setup or redefine the texture object, texture and texture 1252 * image. Don't populate yet. 1253 */ 1254 ctx->Driver.TexImage2D(ctx, target, level, internalFormat, 1255 width, height, border, 1256 GL_RGBA, CHAN_TYPE, NULL, 1257 &ctx->DefaultPacking, texObj, texImage); 1258 1259 1260 do_copy_texsubimage(ctx, target, level, 1261 0, 0, 0, 1262 x, y, width, height); 1263} 1264 1265 1266static void 1267st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level, 1268 GLint xoffset, GLint x, GLint y, GLsizei width) 1269{ 1270 const GLint yoffset = 0, zoffset = 0; 1271 const GLsizei height = 1; 1272 do_copy_texsubimage(ctx, target, level, 1273 xoffset, yoffset, zoffset, 1274 x, y, width, height); 1275} 1276 1277 1278static void 1279st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level, 1280 GLint xoffset, GLint yoffset, 1281 GLint x, GLint y, GLsizei width, GLsizei height) 1282{ 1283 const GLint zoffset = 0; 1284 do_copy_texsubimage(ctx, target, level, 1285 xoffset, yoffset, zoffset, 1286 x, y, width, height); 1287} 1288 1289 1290static void 1291st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level, 1292 GLint xoffset, GLint yoffset, GLint zoffset, 1293 GLint x, GLint y, GLsizei width, GLsizei height) 1294{ 1295 do_copy_texsubimage(ctx, target, level, 1296 xoffset, yoffset, zoffset, 1297 x, y, width, height); 1298} 1299 1300 1301 1302 1303/** 1304 * Compute which mipmap levels that really need to be sent to the hardware. 1305 * This depends on the base image size, GL_TEXTURE_MIN_LOD, 1306 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. 1307 */ 1308static void 1309calculate_first_last_level(struct st_texture_object *stObj) 1310{ 1311 struct gl_texture_object *tObj = &stObj->base; 1312 const struct gl_texture_image *const baseImage = 1313 tObj->Image[0][tObj->BaseLevel]; 1314 1315 /* These must be signed values. MinLod and MaxLod can be negative numbers, 1316 * and having firstLevel and lastLevel as signed prevents the need for 1317 * extra sign checks. 1318 */ 1319 int firstLevel; 1320 int lastLevel; 1321 1322 /* Yes, this looks overly complicated, but it's all needed. 1323 */ 1324 switch (tObj->Target) { 1325 case GL_TEXTURE_1D: 1326 case GL_TEXTURE_2D: 1327 case GL_TEXTURE_3D: 1328 case GL_TEXTURE_CUBE_MAP: 1329 if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { 1330 /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL. 1331 */ 1332 firstLevel = lastLevel = tObj->BaseLevel; 1333 } 1334 else { 1335 firstLevel = 0; 1336 lastLevel = MIN2(tObj->MaxLevel - tObj->BaseLevel, baseImage->MaxLog2); 1337 } 1338 break; 1339 case GL_TEXTURE_RECTANGLE_NV: 1340 case GL_TEXTURE_4D_SGIS: 1341 firstLevel = lastLevel = 0; 1342 break; 1343 default: 1344 return; 1345 } 1346 1347 stObj->lastLevel = lastLevel; 1348} 1349 1350 1351static void 1352copy_image_data_to_texture(struct st_context *st, 1353 struct st_texture_object *stObj, 1354 GLuint dstLevel, 1355 struct st_texture_image *stImage) 1356{ 1357 if (stImage->pt) { 1358 /* Copy potentially with the blitter: 1359 */ 1360 st_texture_image_copy(st->pipe, 1361 stObj->pt, dstLevel, /* dest texture, level */ 1362 stImage->pt, /* src texture */ 1363 stImage->face 1364 ); 1365 1366 st->pipe->texture_release(st->pipe, &stImage->pt); 1367 } 1368 else { 1369 assert(stImage->base.Data != NULL); 1370 1371 /* More straightforward upload. 1372 */ 1373 st_texture_image_data(st->pipe, 1374 stObj->pt, 1375 stImage->face, 1376 stImage->level, 1377 stImage->base.Data, 1378 stImage->base.RowStride, 1379 stImage->base.RowStride * 1380 stImage->base.Height); 1381 _mesa_align_free(stImage->base.Data); 1382 stImage->base.Data = NULL; 1383 } 1384 1385 pipe_texture_reference(st->pipe, &stImage->pt, stObj->pt); 1386} 1387 1388 1389/** 1390 * Called during state validation. When this function is finished, 1391 * the texture object should be ready for rendering. 1392 * \return GL_FALSE if a texture border is present, GL_TRUE otherwise 1393 */ 1394GLboolean 1395st_finalize_texture(GLcontext *ctx, 1396 struct pipe_context *pipe, 1397 struct gl_texture_object *tObj, 1398 GLboolean *needFlush) 1399{ 1400 struct st_texture_object *stObj = st_texture_object(tObj); 1401 const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 1402 int comp_byte = 0; 1403 int cpp; 1404 GLuint face; 1405 struct st_texture_image *firstImage; 1406 1407 *needFlush = GL_FALSE; 1408 1409 /* We know/require this is true by now: 1410 */ 1411 assert(stObj->base._Complete); 1412 1413 /* What levels must the texture include at a minimum? 1414 */ 1415 calculate_first_last_level(stObj); 1416 firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]); 1417 1418 /* Fallback case: 1419 */ 1420 if (firstImage->base.Border) { 1421 if (stObj->pt) { 1422 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1423 } 1424 return GL_FALSE; 1425 } 1426 1427 1428 /* If both firstImage and stObj point to a texture which can contain 1429 * all active images, favour firstImage. Note that because of the 1430 * completeness requirement, we know that the image dimensions 1431 * will match. 1432 */ 1433 if (firstImage->pt && 1434 firstImage->pt != stObj->pt && 1435 firstImage->pt->last_level >= stObj->lastLevel) { 1436 1437 if (stObj->pt) 1438 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1439 1440 pipe_texture_reference(ctx->st->pipe, &stObj->pt, firstImage->pt); 1441 } 1442 1443 if (firstImage->base.IsCompressed) { 1444 comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat); 1445 cpp = comp_byte; 1446 } 1447 else { 1448 cpp = firstImage->base.TexFormat->TexelBytes; 1449 } 1450 1451 /* Check texture can hold all active levels. Check texture matches 1452 * target, imageFormat, etc. 1453 */ 1454 if (stObj->pt && 1455 (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || 1456 stObj->pt->format != 1457 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat) || 1458 stObj->pt->last_level != stObj->lastLevel || 1459 stObj->pt->width[0] != firstImage->base.Width || 1460 stObj->pt->height[0] != firstImage->base.Height || 1461 stObj->pt->depth[0] != firstImage->base.Depth || 1462 stObj->pt->cpp != cpp || 1463 stObj->pt->compressed != firstImage->base.IsCompressed)) { 1464 ctx->st->pipe->texture_release(ctx->st->pipe, &stObj->pt); 1465 } 1466 1467 1468 /* May need to create a new texture: 1469 */ 1470 if (!stObj->pt) { 1471 stObj->pt = st_texture_create(ctx->st, 1472 gl_target_to_pipe(stObj->base.Target), 1473 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat), 1474 stObj->lastLevel, 1475 firstImage->base.Width, 1476 firstImage->base.Height, 1477 firstImage->base.Depth, 1478 comp_byte); 1479 } 1480 1481 /* Pull in any images not in the object's texture: 1482 */ 1483 for (face = 0; face < nr_faces; face++) { 1484 GLuint level; 1485 for (level = 0; level <= stObj->lastLevel; level++) { 1486 struct st_texture_image *stImage = 1487 st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]); 1488 1489 /* Need to import images in main memory or held in other textures. 1490 */ 1491 if (stImage && stObj->pt != stImage->pt) { 1492 copy_image_data_to_texture(ctx->st, stObj, level, stImage); 1493 *needFlush = GL_TRUE; 1494 } 1495 } 1496 } 1497 1498 1499 return GL_TRUE; 1500} 1501 1502 1503 1504 1505void 1506st_init_texture_functions(struct dd_function_table *functions) 1507{ 1508 functions->ChooseTextureFormat = st_ChooseTextureFormat; 1509 functions->TexImage1D = st_TexImage1D; 1510 functions->TexImage2D = st_TexImage2D; 1511 functions->TexImage3D = st_TexImage3D; 1512 functions->TexSubImage1D = st_TexSubImage1D; 1513 functions->TexSubImage2D = st_TexSubImage2D; 1514 functions->TexSubImage3D = st_TexSubImage3D; 1515 functions->CopyTexImage1D = st_CopyTexImage1D; 1516 functions->CopyTexImage2D = st_CopyTexImage2D; 1517 functions->CopyTexSubImage1D = st_CopyTexSubImage1D; 1518 functions->CopyTexSubImage2D = st_CopyTexSubImage2D; 1519 functions->CopyTexSubImage3D = st_CopyTexSubImage3D; 1520 functions->GenerateMipmap = st_generate_mipmap; 1521 1522 functions->GetTexImage = st_GetTexImage; 1523 1524 /* compressed texture functions */ 1525 functions->CompressedTexImage2D = st_CompressedTexImage2D; 1526 functions->GetCompressedTexImage = st_GetCompressedTexImage; 1527 1528 functions->NewTextureObject = st_NewTextureObject; 1529 functions->NewTextureImage = st_NewTextureImage; 1530 functions->DeleteTexture = st_DeleteTextureObject; 1531 functions->FreeTexImageData = st_FreeTextureImageData; 1532 functions->UpdateTexturePalette = 0; 1533 functions->IsTextureResident = st_IsTextureResident; 1534 1535 functions->TextureMemCpy = do_memcpy; 1536 1537 /* XXX Temporary until we can query pipe's texture sizes */ 1538 functions->TestProxyTexImage = _mesa_test_proxy_teximage; 1539} 1540