st_cb_texture.c revision 8d6ef125ac6044438db5b89d6d310ccfc4b8140a
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#if FEATURE_convolve 30#include "main/convolve.h" 31#endif 32#include "main/enums.h" 33#include "main/image.h" 34#include "main/macros.h" 35#include "main/mipmap.h" 36#include "main/pixel.h" 37#include "main/texcompress.h" 38#include "main/texformat.h" 39#include "main/teximage.h" 40#include "main/texobj.h" 41#include "main/texstore.h" 42 43#include "state_tracker/st_context.h" 44#include "state_tracker/st_cb_fbo.h" 45#include "state_tracker/st_cb_texture.h" 46#include "state_tracker/st_format.h" 47#include "state_tracker/st_public.h" 48#include "state_tracker/st_texture.h" 49#include "state_tracker/st_gen_mipmap.h" 50 51#include "pipe/p_context.h" 52#include "pipe/p_defines.h" 53#include "pipe/p_inlines.h" 54#include "util/u_tile.h" 55#include "util/u_blit.h" 56 57 58#define DBG if (0) printf 59 60 61static enum pipe_texture_target 62gl_target_to_pipe(GLenum target) 63{ 64 switch (target) { 65 case GL_TEXTURE_1D: 66 return PIPE_TEXTURE_1D; 67 68 case GL_TEXTURE_2D: 69 case GL_TEXTURE_RECTANGLE_NV: 70 return PIPE_TEXTURE_2D; 71 72 case GL_TEXTURE_3D: 73 return PIPE_TEXTURE_3D; 74 75 case GL_TEXTURE_CUBE_MAP_ARB: 76 return PIPE_TEXTURE_CUBE; 77 78 default: 79 assert(0); 80 return 0; 81 } 82} 83 84 85/** 86 * Return nominal bytes per texel for a compressed format, 0 for non-compressed 87 * format. 88 */ 89static int 90compressed_num_bytes(GLuint mesaFormat) 91{ 92 switch(mesaFormat) { 93#if FEATURE_texture_fxt1 94 case MESA_FORMAT_RGB_FXT1: 95 case MESA_FORMAT_RGBA_FXT1: 96#endif 97#if FEATURE_texture_s3tc 98 case MESA_FORMAT_RGB_DXT1: 99 case MESA_FORMAT_RGBA_DXT1: 100 return 2; 101 case MESA_FORMAT_RGBA_DXT3: 102 case MESA_FORMAT_RGBA_DXT5: 103 return 4; 104#endif 105 default: 106 return 0; 107 } 108} 109 110 111/** called via ctx->Driver.NewTextureImage() */ 112static struct gl_texture_image * 113st_NewTextureImage(GLcontext * ctx) 114{ 115 DBG("%s\n", __FUNCTION__); 116 (void) ctx; 117 return (struct gl_texture_image *) CALLOC_STRUCT(st_texture_image); 118} 119 120 121/** called via ctx->Driver.NewTextureObject() */ 122static struct gl_texture_object * 123st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target) 124{ 125 struct st_texture_object *obj = CALLOC_STRUCT(st_texture_object); 126 127 DBG("%s\n", __FUNCTION__); 128 _mesa_initialize_texture_object(&obj->base, name, target); 129 130 return &obj->base; 131} 132 133/** called via ctx->Driver.DeleteTextureImage() */ 134static void 135st_DeleteTextureObject(GLcontext *ctx, 136 struct gl_texture_object *texObj) 137{ 138 struct st_texture_object *stObj = st_texture_object(texObj); 139 if (stObj->pt) 140 pipe_texture_reference(&stObj->pt, NULL); 141 142 _mesa_delete_texture_object(ctx, texObj); 143} 144 145 146/** called via ctx->Driver.FreeTexImageData() */ 147static void 148st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage) 149{ 150 struct st_texture_image *stImage = st_texture_image(texImage); 151 152 DBG("%s\n", __FUNCTION__); 153 154 if (stImage->pt) { 155 pipe_texture_reference(&stImage->pt, NULL); 156 } 157 158 if (texImage->Data) { 159 _mesa_align_free(texImage->Data); 160 texImage->Data = NULL; 161 } 162} 163 164 165/** 166 * From linux kernel i386 header files, copes with odd sizes better 167 * than COPY_DWORDS would: 168 * XXX Put this in src/mesa/main/imports.h ??? 169 */ 170#if defined(i386) || defined(__i386__) 171static INLINE void * 172__memcpy(void *to, const void *from, size_t n) 173{ 174 int d0, d1, d2; 175 __asm__ __volatile__("rep ; movsl\n\t" 176 "testb $2,%b4\n\t" 177 "je 1f\n\t" 178 "movsw\n" 179 "1:\ttestb $1,%b4\n\t" 180 "je 2f\n\t" 181 "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2) 182 :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from) 183 :"memory"); 184 return (to); 185} 186#else 187#define __memcpy(a,b,c) memcpy(a,b,c) 188#endif 189 190 191/** 192 * The system memcpy (at least on ubuntu 5.10) has problems copying 193 * to agp (writecombined) memory from a source which isn't 64-byte 194 * aligned - there is a 4x performance falloff. 195 * 196 * The x86 __memcpy is immune to this but is slightly slower 197 * (10%-ish) than the system memcpy. 198 * 199 * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but 200 * isn't much faster than x86_memcpy for agp copies. 201 * 202 * TODO: switch dynamically. 203 */ 204static void * 205do_memcpy(void *dest, const void *src, size_t n) 206{ 207 if ((((unsigned) src) & 63) || (((unsigned) dest) & 63)) { 208 return __memcpy(dest, src, n); 209 } 210 else 211 return memcpy(dest, src, n); 212} 213 214 215static int 216logbase2(int n) 217{ 218 GLint i = 1, log2 = 0; 219 while (n > i) { 220 i *= 2; 221 log2++; 222 } 223 return log2; 224} 225 226 227/** 228 * Allocate a pipe_texture object for the given st_texture_object using 229 * the given st_texture_image to guess the mipmap size/levels. 230 * 231 * [comments...] 232 * Otherwise, store it in memory if (Border != 0) or (any dimension == 233 * 1). 234 * 235 * Otherwise, if max_level >= level >= min_level, create texture with 236 * space for images from min_level down to max_level. 237 * 238 * Otherwise, create texture with space for images from (level 0)..(1x1). 239 * Consider pruning this texture at a validation if the saving is worth it. 240 */ 241static void 242guess_and_alloc_texture(struct st_context *st, 243 struct st_texture_object *stObj, 244 const struct st_texture_image *stImage) 245{ 246 GLuint firstLevel; 247 GLuint lastLevel; 248 GLuint width = stImage->base.Width2; /* size w/out border */ 249 GLuint height = stImage->base.Height2; 250 GLuint depth = stImage->base.Depth2; 251 GLuint i, comp_byte = 0; 252 enum pipe_format fmt; 253 254 DBG("%s\n", __FUNCTION__); 255 256 assert(!stObj->pt); 257 258 if (stObj->pt && 259 (GLint) stImage->level > stObj->base.BaseLevel && 260 (stImage->base.Width == 1 || 261 (stObj->base.Target != GL_TEXTURE_1D && 262 stImage->base.Height == 1) || 263 (stObj->base.Target == GL_TEXTURE_3D && 264 stImage->base.Depth == 1))) 265 return; 266 267 /* If this image disrespects BaseLevel, allocate from level zero. 268 * Usually BaseLevel == 0, so it's unlikely to happen. 269 */ 270 if ((GLint) stImage->level < stObj->base.BaseLevel) 271 firstLevel = 0; 272 else 273 firstLevel = stObj->base.BaseLevel; 274 275 276 /* Figure out image dimensions at start level. 277 */ 278 for (i = stImage->level; i > firstLevel; i--) { 279 if (width != 1) 280 width <<= 1; 281 if (height != 1) 282 height <<= 1; 283 if (depth != 1) 284 depth <<= 1; 285 } 286 287 if (width == 0 || height == 0 || depth == 0) { 288 /* no texture needed */ 289 return; 290 } 291 292 /* Guess a reasonable value for lastLevel. This is probably going 293 * to be wrong fairly often and might mean that we have to look at 294 * resizable buffers, or require that buffers implement lazy 295 * pagetable arrangements. 296 */ 297 if ((stObj->base.MinFilter == GL_NEAREST || 298 stObj->base.MinFilter == GL_LINEAR) && 299 stImage->level == firstLevel) { 300 lastLevel = firstLevel; 301 } 302 else { 303 GLuint l2width = logbase2(width); 304 GLuint l2height = logbase2(height); 305 GLuint l2depth = logbase2(depth); 306 lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); 307 } 308 309 if (stImage->base.IsCompressed) 310 comp_byte = compressed_num_bytes(stImage->base.TexFormat->MesaFormat); 311 312 fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat); 313 stObj->pt = st_texture_create(st, 314 gl_target_to_pipe(stObj->base.Target), 315 fmt, 316 lastLevel, 317 width, 318 height, 319 depth, 320 comp_byte, 321 ( (pf_is_depth_stencil(fmt) ? 322 PIPE_TEXTURE_USAGE_DEPTH_STENCIL : 323 PIPE_TEXTURE_USAGE_RENDER_TARGET) | 324 PIPE_TEXTURE_USAGE_SAMPLER )); 325 326 DBG("%s - success\n", __FUNCTION__); 327} 328 329 330/** 331 * Adjust pixel unpack params and image dimensions to strip off the 332 * texture border. 333 * Gallium doesn't support texture borders. They've seldem been used 334 * and seldom been implemented correctly anyway. 335 * \param unpackNew returns the new pixel unpack parameters 336 */ 337static void 338strip_texture_border(GLint border, 339 GLint *width, GLint *height, GLint *depth, 340 const struct gl_pixelstore_attrib *unpack, 341 struct gl_pixelstore_attrib *unpackNew) 342{ 343 assert(border > 0); /* sanity check */ 344 345 *unpackNew = *unpack; 346 347 if (unpackNew->RowLength == 0) 348 unpackNew->RowLength = *width; 349 350 if (depth && unpackNew->ImageHeight == 0) 351 unpackNew->ImageHeight = *height; 352 353 unpackNew->SkipPixels += border; 354 if (height) 355 unpackNew->SkipRows += border; 356 if (depth) 357 unpackNew->SkipImages += border; 358 359 assert(*width >= 3); 360 *width = *width - 2 * border; 361 if (height && *height >= 3) 362 *height = *height - 2 * border; 363 if (depth && *depth >= 3) 364 *depth = *depth - 2 * border; 365} 366 367 368/** 369 * Do glTexImage1/2/3D(). 370 */ 371static void 372st_TexImage(GLcontext * ctx, 373 GLint dims, 374 GLenum target, GLint level, 375 GLint internalFormat, 376 GLint width, GLint height, GLint depth, 377 GLint border, 378 GLenum format, GLenum type, const void *pixels, 379 const struct gl_pixelstore_attrib *unpack, 380 struct gl_texture_object *texObj, 381 struct gl_texture_image *texImage, 382 GLsizei imageSize, int compressed) 383{ 384 struct st_texture_object *stObj = st_texture_object(texObj); 385 struct st_texture_image *stImage = st_texture_image(texImage); 386 GLint postConvWidth, postConvHeight; 387 GLint texelBytes, sizeInBytes; 388 GLuint dstRowStride; 389 struct gl_pixelstore_attrib unpackNB; 390 391 DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__, 392 _mesa_lookup_enum_by_nr(target), level, width, height, depth, border); 393 394 /* gallium does not support texture borders, strip it off */ 395 if (border) { 396 strip_texture_border(border, &width, &height, &depth, 397 unpack, &unpackNB); 398 unpack = &unpackNB; 399 texImage->Width = width; 400 texImage->Height = height; 401 texImage->Depth = depth; 402 texImage->Border = 0; 403 border = 0; 404 } 405 406 postConvWidth = width; 407 postConvHeight = height; 408 409 stImage->face = _mesa_tex_target_to_face(target); 410 stImage->level = level; 411 412#if FEATURE_convolve 413 if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { 414 _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth, 415 &postConvHeight); 416 } 417#endif 418 419 /* choose the texture format */ 420 texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat, 421 format, type); 422 423 _mesa_set_fetch_functions(texImage, dims); 424 425 if (texImage->TexFormat->TexelBytes == 0) { 426 /* must be a compressed format */ 427 texelBytes = 0; 428 texImage->IsCompressed = GL_TRUE; 429 texImage->CompressedSize = 430 ctx->Driver.CompressedTextureSize(ctx, texImage->Width, 431 texImage->Height, texImage->Depth, 432 texImage->TexFormat->MesaFormat); 433 } 434 else { 435 texelBytes = texImage->TexFormat->TexelBytes; 436 437 /* Minimum pitch of 32 bytes */ 438 if (postConvWidth * texelBytes < 32) { 439 postConvWidth = 32 / texelBytes; 440 texImage->RowStride = postConvWidth; 441 } 442 443 /* we'll set RowStride elsewhere when the texture is a "mapped" state */ 444 /*assert(texImage->RowStride == postConvWidth);*/ 445 } 446 447 /* Release the reference to a potentially orphaned buffer. 448 * Release any old malloced memory. 449 */ 450 if (stImage->pt) { 451 pipe_texture_reference(&stImage->pt, NULL); 452 assert(!texImage->Data); 453 } 454 else if (texImage->Data) { 455 _mesa_align_free(texImage->Data); 456 } 457 458 if (width == 0 || height == 0 || depth == 0) { 459 /* stop after freeing old image */ 460 return; 461 } 462 463 /* If this is the only mipmap level in the texture, could call 464 * bmBufferData with NULL data to free the old block and avoid 465 * waiting on any outstanding fences. 466 */ 467 if (stObj->pt && 468 (stObj->teximage_realloc || 469 (/*stObj->pt->first_level == level &&*/ 470 stObj->pt->last_level == level && 471 stObj->pt->target != PIPE_TEXTURE_CUBE && 472 !st_texture_match_image(stObj->pt, &stImage->base, 473 stImage->face, stImage->level)))) { 474 475 DBG("release it\n"); 476 pipe_texture_reference(&stObj->pt, NULL); 477 assert(!stObj->pt); 478 stObj->teximage_realloc = FALSE; 479 } 480 481 if (!stObj->pt) { 482 guess_and_alloc_texture(ctx->st, stObj, stImage); 483 if (!stObj->pt) { 484 /* Probably out of memory. 485 * Try flushing any pending rendering, then retry. 486 */ 487 st_finish(ctx->st); 488 guess_and_alloc_texture(ctx->st, stObj, stImage); 489 if (!stObj->pt) { 490 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 491 return; 492 } 493 } 494 } 495 496 assert(!stImage->pt); 497 498 if (stObj->pt && 499 st_texture_match_image(stObj->pt, &stImage->base, 500 stImage->face, stImage->level)) { 501 502 pipe_texture_reference(&stImage->pt, stObj->pt); 503 assert(stImage->pt); 504 } 505 506 if (!stImage->pt) 507 DBG("XXX: Image did not fit into texture - storing in local memory!\n"); 508 509 /* st_CopyTexImage calls this function with pixels == NULL, with 510 * the expectation that the texture will be set up but nothing 511 * more will be done. This is where those calls return: 512 */ 513 if (compressed) { 514 pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, 515 unpack, 516 "glCompressedTexImage"); 517 } else { 518 pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1, 519 format, type, 520 pixels, unpack, "glTexImage"); 521 } 522 if (!pixels) 523 return; 524 525 if (stImage->pt) { 526 texImage->Data = st_texture_image_map(ctx->st, stImage, 0, 527 PIPE_BUFFER_USAGE_CPU_WRITE); 528 if (stImage->surface) 529 dstRowStride = stImage->surface->stride; 530 } 531 else { 532 /* Allocate regular memory and store the image there temporarily. */ 533 if (texImage->IsCompressed) { 534 sizeInBytes = texImage->CompressedSize; 535 dstRowStride = 536 _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width); 537 assert(dims != 3); 538 } 539 else { 540 dstRowStride = postConvWidth * texelBytes; 541 sizeInBytes = depth * dstRowStride * postConvHeight; 542 } 543 544 texImage->Data = _mesa_align_malloc(sizeInBytes, 16); 545 } 546 547 if (!texImage->Data) { 548 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 549 return; 550 } 551 552 DBG("Upload image %dx%dx%d row_len %x pitch %x\n", 553 width, height, depth, width * texelBytes, dstRowStride); 554 555 /* Copy data. Would like to know when it's ok for us to eg. use 556 * the blitter to copy. Or, use the hardware to do the format 557 * conversion and copy: 558 */ 559 if (compressed) { 560 memcpy(texImage->Data, pixels, imageSize); 561 } 562 else { 563 GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height, 564 format, type); 565 int i; 566 const GLubyte *src = (const GLubyte *) pixels; 567 568 for (i = 0; i++ < depth;) { 569 if (!texImage->TexFormat->StoreImage(ctx, dims, 570 texImage->_BaseFormat, 571 texImage->TexFormat, 572 texImage->Data, 573 0, 0, 0, /* dstX/Y/Zoffset */ 574 dstRowStride, 575 texImage->ImageOffsets, 576 width, height, 1, 577 format, type, src, unpack)) { 578 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 579 } 580 581 if (stImage->pt && i < depth) { 582 st_texture_image_unmap(ctx->st, stImage); 583 texImage->Data = st_texture_image_map(ctx->st, stImage, i, 584 PIPE_BUFFER_USAGE_CPU_WRITE); 585 src += srcImageStride; 586 } 587 } 588 } 589 590 _mesa_unmap_teximage_pbo(ctx, unpack); 591 592 if (stImage->pt) { 593 st_texture_image_unmap(ctx->st, stImage); 594 texImage->Data = NULL; 595 } 596 597 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 598 ctx->Driver.GenerateMipmap(ctx, target, texObj); 599 } 600} 601 602 603static void 604st_TexImage3D(GLcontext * ctx, 605 GLenum target, GLint level, 606 GLint internalFormat, 607 GLint width, GLint height, GLint depth, 608 GLint border, 609 GLenum format, GLenum type, const void *pixels, 610 const struct gl_pixelstore_attrib *unpack, 611 struct gl_texture_object *texObj, 612 struct gl_texture_image *texImage) 613{ 614 st_TexImage(ctx, 3, target, level, 615 internalFormat, width, height, depth, border, 616 format, type, pixels, unpack, texObj, texImage, 0, 0); 617} 618 619 620static void 621st_TexImage2D(GLcontext * ctx, 622 GLenum target, GLint level, 623 GLint internalFormat, 624 GLint width, GLint height, GLint border, 625 GLenum format, GLenum type, const void *pixels, 626 const struct gl_pixelstore_attrib *unpack, 627 struct gl_texture_object *texObj, 628 struct gl_texture_image *texImage) 629{ 630 st_TexImage(ctx, 2, target, level, 631 internalFormat, width, height, 1, border, 632 format, type, pixels, unpack, texObj, texImage, 0, 0); 633} 634 635 636static void 637st_TexImage1D(GLcontext * ctx, 638 GLenum target, GLint level, 639 GLint internalFormat, 640 GLint width, GLint border, 641 GLenum format, GLenum type, const void *pixels, 642 const struct gl_pixelstore_attrib *unpack, 643 struct gl_texture_object *texObj, 644 struct gl_texture_image *texImage) 645{ 646 st_TexImage(ctx, 1, target, level, 647 internalFormat, width, 1, 1, border, 648 format, type, pixels, unpack, texObj, texImage, 0, 0); 649} 650 651 652static void 653st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level, 654 GLint internalFormat, 655 GLint width, GLint height, GLint border, 656 GLsizei imageSize, const GLvoid *data, 657 struct gl_texture_object *texObj, 658 struct gl_texture_image *texImage) 659{ 660 st_TexImage(ctx, 2, target, level, 661 internalFormat, width, height, 1, border, 662 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, 1); 663} 664 665 666/** 667 * Need to map texture image into memory before copying image data, 668 * then unmap it. 669 */ 670static void 671st_get_tex_image(GLcontext * ctx, GLenum target, GLint level, 672 GLenum format, GLenum type, GLvoid * pixels, 673 struct gl_texture_object *texObj, 674 struct gl_texture_image *texImage, int compressed) 675{ 676 struct st_texture_image *stImage = st_texture_image(texImage); 677 GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, 678 texImage->Width, 679 texImage->Height, 680 format, type); 681 GLuint depth; 682 GLuint i; 683 GLubyte *dest; 684 685 /* Map */ 686 if (stImage->pt) { 687 /* Image is stored in hardware format in a buffer managed by the 688 * kernel. Need to explicitly map and unmap it. 689 */ 690 texImage->Data = st_texture_image_map(ctx->st, stImage, 0, 691 PIPE_BUFFER_USAGE_CPU_READ); 692 texImage->RowStride = stImage->surface->stride / stImage->pt->block.size; 693 } 694 else { 695 /* Otherwise, the image should actually be stored in 696 * texImage->Data. This is pretty confusing for 697 * everybody, I'd much prefer to separate the two functions of 698 * texImage->Data - storage for texture images in main memory 699 * and access (ie mappings) of images. In other words, we'd 700 * create a new texImage->Map field and leave Data simply for 701 * storage. 702 */ 703 assert(texImage->Data); 704 } 705 706 depth = texImage->Depth; 707 texImage->Depth = 1; 708 709 dest = (GLubyte *) pixels; 710 711 for (i = 0; i++ < depth;) { 712 if (compressed) { 713 _mesa_get_compressed_teximage(ctx, target, level, dest, 714 texObj, texImage); 715 } else { 716 _mesa_get_teximage(ctx, target, level, format, type, dest, 717 texObj, texImage); 718 } 719 720 if (stImage->pt && i < depth) { 721 st_texture_image_unmap(ctx->st, stImage); 722 texImage->Data = st_texture_image_map(ctx->st, stImage, i, 723 PIPE_BUFFER_USAGE_CPU_READ); 724 dest += dstImageStride; 725 } 726 } 727 728 texImage->Depth = depth; 729 730 /* Unmap */ 731 if (stImage->pt) { 732 st_texture_image_unmap(ctx->st, stImage); 733 texImage->Data = NULL; 734 } 735} 736 737 738static void 739st_GetTexImage(GLcontext * ctx, GLenum target, GLint level, 740 GLenum format, GLenum type, GLvoid * pixels, 741 struct gl_texture_object *texObj, 742 struct gl_texture_image *texImage) 743{ 744 st_get_tex_image(ctx, target, level, format, type, pixels, 745 texObj, texImage, 0); 746} 747 748 749static void 750st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level, 751 GLvoid *pixels, 752 const struct gl_texture_object *texObj, 753 const struct gl_texture_image *texImage) 754{ 755 st_get_tex_image(ctx, target, level, 0, 0, pixels, 756 (struct gl_texture_object *) texObj, 757 (struct gl_texture_image *) texImage, 1); 758} 759 760 761 762static void 763st_TexSubimage(GLcontext * ctx, 764 GLint dims, 765 GLenum target, GLint level, 766 GLint xoffset, GLint yoffset, GLint zoffset, 767 GLint width, GLint height, GLint depth, 768 GLenum format, GLenum type, const void *pixels, 769 const struct gl_pixelstore_attrib *packing, 770 struct gl_texture_object *texObj, 771 struct gl_texture_image *texImage) 772{ 773 struct st_texture_image *stImage = st_texture_image(texImage); 774 GLuint dstRowStride; 775 GLuint srcImageStride = _mesa_image_image_stride(packing, width, height, 776 format, type); 777 int i; 778 const GLubyte *src; 779 780 DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__, 781 _mesa_lookup_enum_by_nr(target), 782 level, xoffset, yoffset, width, height); 783 784 pixels = 785 _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format, 786 type, pixels, packing, "glTexSubImage2D"); 787 if (!pixels) 788 return; 789 790 /* Map buffer if necessary. Need to lock to prevent other contexts 791 * from uploading the buffer under us. 792 */ 793 if (stImage->pt) { 794 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset, 795 PIPE_BUFFER_USAGE_CPU_WRITE); 796 if (stImage->surface) 797 dstRowStride = stImage->surface->stride; 798 } 799 800 if (!texImage->Data) { 801 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); 802 return; 803 } 804 805 src = (const GLubyte *) pixels; 806 807 for (i = 0; i++ < depth;) { 808 if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, 809 texImage->TexFormat, 810 texImage->Data, 811 xoffset, yoffset, 0, 812 dstRowStride, 813 texImage->ImageOffsets, 814 width, height, 1, 815 format, type, src, packing)) { 816 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); 817 } 818 819 if (stImage->pt && i < depth) { 820 /* map next slice of 3D texture */ 821 st_texture_image_unmap(ctx->st, stImage); 822 texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i, 823 PIPE_BUFFER_USAGE_CPU_WRITE); 824 src += srcImageStride; 825 } 826 } 827 828 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 829 ctx->Driver.GenerateMipmap(ctx, target, texObj); 830 } 831 832 _mesa_unmap_teximage_pbo(ctx, packing); 833 834 if (stImage->pt) { 835 st_texture_image_unmap(ctx->st, stImage); 836 texImage->Data = NULL; 837 } 838} 839 840 841 842static void 843st_TexSubImage3D(GLcontext * ctx, 844 GLenum target, 845 GLint level, 846 GLint xoffset, GLint yoffset, GLint zoffset, 847 GLsizei width, GLsizei height, GLsizei depth, 848 GLenum format, GLenum type, 849 const GLvoid * pixels, 850 const struct gl_pixelstore_attrib *packing, 851 struct gl_texture_object *texObj, 852 struct gl_texture_image *texImage) 853{ 854 st_TexSubimage(ctx, 3, target, level, 855 xoffset, yoffset, zoffset, 856 width, height, depth, 857 format, type, pixels, packing, texObj, texImage); 858} 859 860 861static void 862st_TexSubImage2D(GLcontext * ctx, 863 GLenum target, 864 GLint level, 865 GLint xoffset, GLint yoffset, 866 GLsizei width, GLsizei height, 867 GLenum format, GLenum type, 868 const GLvoid * pixels, 869 const struct gl_pixelstore_attrib *packing, 870 struct gl_texture_object *texObj, 871 struct gl_texture_image *texImage) 872{ 873 st_TexSubimage(ctx, 2, target, level, 874 xoffset, yoffset, 0, 875 width, height, 1, 876 format, type, pixels, packing, texObj, texImage); 877} 878 879 880static void 881st_TexSubImage1D(GLcontext * ctx, 882 GLenum target, 883 GLint level, 884 GLint xoffset, 885 GLsizei width, 886 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, 893 xoffset, 0, 0, 894 width, 1, 1, 895 format, type, pixels, packing, texObj, texImage); 896} 897 898 899 900/** 901 * Return 0 for GL_TEXTURE_CUBE_MAP_POSITIVE_X, 902 * 1 for GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 903 * etc. 904 * XXX duplicated from main/teximage.c 905 */ 906static uint 907texture_face(GLenum target) 908{ 909 if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB && 910 target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB) 911 return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X; 912 else 913 return 0; 914} 915 916 917 918/** 919 * Do a CopyTexSubImage operation by mapping the source surface and 920 * dest surface and using get_tile()/put_tile() to access the pixels/texels. 921 * 922 * Note: srcY=0=TOP of renderbuffer 923 */ 924static void 925fallback_copy_texsubimage(GLcontext *ctx, 926 GLenum target, 927 GLint level, 928 struct st_renderbuffer *strb, 929 struct st_texture_image *stImage, 930 GLenum baseFormat, 931 GLint destX, GLint destY, GLint destZ, 932 GLint srcX, GLint srcY, 933 GLsizei width, GLsizei height) 934{ 935 struct pipe_context *pipe = ctx->st->pipe; 936 struct pipe_screen *screen = pipe->screen; 937 const uint face = texture_face(target); 938 struct pipe_texture *pt = stImage->pt; 939 struct pipe_surface *src_surf, *dest_surf; 940 941 /* We'd use strb->surface, here but it's created for GPU read/write only */ 942 src_surf = pipe->screen->get_tex_surface( pipe->screen, 943 strb->texture, 944 0, 0, 0, 945 PIPE_BUFFER_USAGE_CPU_READ); 946 947 dest_surf = screen->get_tex_surface(screen, pt, face, level, destZ, 948 PIPE_BUFFER_USAGE_CPU_WRITE); 949 950 assert(width <= MAX_WIDTH); 951 952 if (baseFormat == GL_DEPTH_COMPONENT) { 953 const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F || 954 ctx->Pixel.DepthBias != 0.0F); 955 GLint row, yStep; 956 957 /* determine bottom-to-top vs. top-to-bottom order for src buffer */ 958 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 959 srcY = strb->Base.Height - 1 - srcY; 960 yStep = -1; 961 } 962 else { 963 yStep = 1; 964 } 965 966 /* To avoid a large temp memory allocation, do copy row by row */ 967 for (row = 0; row < height; row++, srcY += yStep, destY++) { 968 uint data[MAX_WIDTH]; 969 pipe_get_tile_z(src_surf, srcX, srcY, width, 1, data); 970 if (scaleOrBias) { 971 _mesa_scale_and_bias_depth_uint(ctx, width, data); 972 } 973 pipe_put_tile_z(dest_surf, destX, destY, width, 1, data); 974 } 975 } 976 else { 977 /* RGBA format */ 978 GLfloat *tempSrc = 979 (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat)); 980 GLvoid *texDest = 981 st_texture_image_map(ctx->st, stImage, 0,PIPE_BUFFER_USAGE_CPU_WRITE); 982 983 if (tempSrc && texDest) { 984 const GLint dims = 2; 985 struct gl_texture_image *texImage = &stImage->base; 986 GLint dstRowStride = stImage->surface->stride; 987 struct gl_pixelstore_attrib unpack = ctx->DefaultPacking; 988 989 if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { 990 /* need to invert src */ 991 srcY = strb->Base.Height - srcY - height; 992 unpack.Invert = GL_TRUE; 993 } 994 995 /* get float/RGBA image from framebuffer */ 996 /* XXX this usually involves a lot of int/float conversion. 997 * try to avoid that someday. 998 */ 999 pipe_get_tile_rgba(src_surf, srcX, srcY, width, height, tempSrc); 1000 1001 /* Store into texture memory. 1002 * Note that this does some special things such as pixel transfer 1003 * ops and format conversion. In particular, if the dest tex format 1004 * is actually RGBA but the user created the texture as GL_RGB we 1005 * need to fill-in/override the alpha channel with 1.0. 1006 */ 1007 texImage->TexFormat->StoreImage(ctx, dims, 1008 texImage->_BaseFormat, 1009 texImage->TexFormat, 1010 texDest, 1011 destX, destY, destZ, 1012 dstRowStride, 1013 texImage->ImageOffsets, 1014 width, height, 1, 1015 GL_RGBA, GL_FLOAT, tempSrc, /* src */ 1016 &unpack); 1017 } 1018 else { 1019 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); 1020 } 1021 1022 if (tempSrc) 1023 _mesa_free(tempSrc); 1024 if (texDest) 1025 st_texture_image_unmap(ctx->st, stImage); 1026 } 1027 1028 screen->tex_surface_release(screen, &dest_surf); 1029 screen->tex_surface_release(screen, &src_surf); 1030} 1031 1032 1033/** 1034 * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible. 1035 * Note that the region to copy has already been clipped so we know we 1036 * won't read from outside the source renderbuffer's bounds. 1037 * 1038 * Note: srcY=0=Bottom of renderbuffer (GL convention) 1039 */ 1040static void 1041st_copy_texsubimage(GLcontext *ctx, 1042 GLenum target, GLint level, 1043 GLint destX, GLint destY, GLint destZ, 1044 GLint srcX, GLint srcY, 1045 GLsizei width, GLsizei height) 1046{ 1047 struct gl_texture_unit *texUnit = 1048 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1049 struct gl_texture_object *texObj = 1050 _mesa_select_tex_object(ctx, texUnit, target); 1051 struct gl_texture_image *texImage = 1052 _mesa_select_tex_image(ctx, texObj, target, level); 1053 struct st_texture_image *stImage = st_texture_image(texImage); 1054 const GLenum texBaseFormat = texImage->InternalFormat; 1055 struct gl_framebuffer *fb = ctx->ReadBuffer; 1056 struct st_renderbuffer *strb; 1057 struct pipe_context *pipe = ctx->st->pipe; 1058 struct pipe_screen *screen = pipe->screen; 1059 enum pipe_format dest_format, src_format; 1060 GLboolean use_fallback = GL_TRUE; 1061 GLboolean matching_base_formats; 1062 1063 /* any rendering in progress must complete before we grab the fb image */ 1064 st_finish(ctx->st); 1065 1066 /* determine if copying depth or color data */ 1067 if (texBaseFormat == GL_DEPTH_COMPONENT) { 1068 strb = st_renderbuffer(fb->_DepthBuffer); 1069 } 1070 else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) { 1071 strb = st_renderbuffer(fb->_StencilBuffer); 1072 } 1073 else { 1074 /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */ 1075 strb = st_renderbuffer(fb->_ColorReadBuffer); 1076 } 1077 1078 assert(strb); 1079 assert(strb->surface); 1080 assert(stImage->pt); 1081 1082 src_format = strb->surface->format; 1083 dest_format = stImage->pt->format; 1084 1085 /* 1086 * Determine if the src framebuffer and dest texture have the same 1087 * base format. We need this to detect a case such as the framebuffer 1088 * being GL_RGBA but the texture being GL_RGB. If the actual hardware 1089 * texture format stores RGBA we need to set A=1 (overriding the 1090 * framebuffer's alpha values). We can't do that with the blit or 1091 * textured-quad paths. 1092 */ 1093 matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat); 1094 1095 if (matching_base_formats && ctx->_ImageTransferState == 0x0) { 1096 /* try potential hardware path */ 1097 struct pipe_surface *dest_surface = NULL; 1098 1099 if (src_format == dest_format) { 1100 /* use surface_copy() / blit */ 1101 boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP); 1102 1103 dest_surface = screen->get_tex_surface(screen, stImage->pt, 1104 stImage->face, stImage->level, 1105 destZ, 1106 PIPE_BUFFER_USAGE_GPU_WRITE); 1107 if (do_flip) 1108 srcY = strb->surface->height - srcY - height; 1109 1110 /* for surface_copy(), y=0=top, always */ 1111 pipe->surface_copy(pipe, 1112 do_flip, 1113 /* dest */ 1114 dest_surface, 1115 destX, destY, 1116 /* src */ 1117 strb->surface, 1118 srcX, srcY, 1119 /* size */ 1120 width, height); 1121 use_fallback = GL_FALSE; 1122 } 1123 else if (screen->is_format_supported(screen, src_format, 1124 PIPE_TEXTURE_2D, 1125 PIPE_TEXTURE_USAGE_SAMPLER, 1126 0) && 1127 screen->is_format_supported(screen, dest_format, 1128 PIPE_TEXTURE_2D, 1129 PIPE_TEXTURE_USAGE_RENDER_TARGET, 1130 0)) { 1131 /* draw textured quad to do the copy */ 1132 boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP); 1133 int srcY0, srcY1; 1134 1135 dest_surface = screen->get_tex_surface(screen, stImage->pt, 1136 stImage->face, stImage->level, 1137 destZ, 1138 PIPE_BUFFER_USAGE_GPU_WRITE); 1139 1140 if (do_flip) { 1141 srcY1 = strb->Base.Height - srcY - height; 1142 srcY0 = srcY1 + height; 1143 } 1144 else { 1145 srcY0 = srcY; 1146 srcY1 = srcY0 + height; 1147 } 1148 util_blit_pixels(ctx->st->blit, 1149 strb->surface, 1150 srcX, srcY0, 1151 srcX + width, srcY1, 1152 dest_surface, 1153 destX, destY, 1154 destX + width, destY + height, 1155 0.0, PIPE_TEX_MIPFILTER_NEAREST); 1156 use_fallback = GL_FALSE; 1157 } 1158 1159 if (dest_surface) 1160 pipe_surface_reference(&dest_surface, NULL); 1161 } 1162 1163 if (use_fallback) { 1164 /* software fallback */ 1165 fallback_copy_texsubimage(ctx, target, level, 1166 strb, stImage, texBaseFormat, 1167 destX, destY, destZ, 1168 srcX, srcY, width, height); 1169 } 1170 1171 if (level == texObj->BaseLevel && texObj->GenerateMipmap) { 1172 ctx->Driver.GenerateMipmap(ctx, target, texObj); 1173 } 1174} 1175 1176 1177 1178static void 1179st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level, 1180 GLenum internalFormat, 1181 GLint x, GLint y, GLsizei width, GLint border) 1182{ 1183 struct gl_texture_unit *texUnit = 1184 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1185 struct gl_texture_object *texObj = 1186 _mesa_select_tex_object(ctx, texUnit, target); 1187 struct gl_texture_image *texImage = 1188 _mesa_select_tex_image(ctx, texObj, target, level); 1189 1190#if 0 1191 if (border) 1192 goto fail; 1193#endif 1194 1195 /* Setup or redefine the texture object, texture and texture 1196 * image. Don't populate yet. 1197 */ 1198 ctx->Driver.TexImage1D(ctx, target, level, internalFormat, 1199 width, border, 1200 GL_RGBA, CHAN_TYPE, NULL, 1201 &ctx->DefaultPacking, texObj, texImage); 1202 1203 st_copy_texsubimage(ctx, target, level, 1204 0, 0, 0, /* destX,Y,Z */ 1205 x, y, width, 1); /* src X, Y, size */ 1206} 1207 1208 1209static void 1210st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level, 1211 GLenum internalFormat, 1212 GLint x, GLint y, GLsizei width, GLsizei height, 1213 GLint border) 1214{ 1215 struct gl_texture_unit *texUnit = 1216 &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; 1217 struct gl_texture_object *texObj = 1218 _mesa_select_tex_object(ctx, texUnit, target); 1219 struct gl_texture_image *texImage = 1220 _mesa_select_tex_image(ctx, texObj, target, level); 1221 1222 /* Setup or redefine the texture object, texture and texture 1223 * image. Don't populate yet. 1224 */ 1225 ctx->Driver.TexImage2D(ctx, target, level, internalFormat, 1226 width, height, border, 1227 GL_RGBA, CHAN_TYPE, NULL, 1228 &ctx->DefaultPacking, texObj, texImage); 1229 1230 st_copy_texsubimage(ctx, target, level, 1231 0, 0, 0, /* destX,Y,Z */ 1232 x, y, width, height); /* src X, Y, size */ 1233} 1234 1235 1236static void 1237st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level, 1238 GLint xoffset, GLint x, GLint y, GLsizei width) 1239{ 1240 const GLint yoffset = 0, zoffset = 0; 1241 const GLsizei height = 1; 1242 st_copy_texsubimage(ctx, target, level, 1243 xoffset, yoffset, zoffset, /* destX,Y,Z */ 1244 x, y, width, height); /* src X, Y, size */ 1245} 1246 1247 1248static void 1249st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level, 1250 GLint xoffset, GLint yoffset, 1251 GLint x, GLint y, GLsizei width, GLsizei height) 1252{ 1253 const GLint zoffset = 0; 1254 st_copy_texsubimage(ctx, target, level, 1255 xoffset, yoffset, zoffset, /* destX,Y,Z */ 1256 x, y, width, height); /* src X, Y, size */ 1257} 1258 1259 1260static void 1261st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level, 1262 GLint xoffset, GLint yoffset, GLint zoffset, 1263 GLint x, GLint y, GLsizei width, GLsizei height) 1264{ 1265 st_copy_texsubimage(ctx, target, level, 1266 xoffset, yoffset, zoffset, /* destX,Y,Z */ 1267 x, y, width, height); /* src X, Y, size */ 1268} 1269 1270 1271/** 1272 * Compute which mipmap levels that really need to be sent to the hardware. 1273 * This depends on the base image size, GL_TEXTURE_MIN_LOD, 1274 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. 1275 */ 1276static void 1277calculate_first_last_level(struct st_texture_object *stObj) 1278{ 1279 struct gl_texture_object *tObj = &stObj->base; 1280 1281 /* These must be signed values. MinLod and MaxLod can be negative numbers, 1282 * and having firstLevel and lastLevel as signed prevents the need for 1283 * extra sign checks. 1284 */ 1285 int firstLevel; 1286 int lastLevel; 1287 1288 /* Yes, this looks overly complicated, but it's all needed. 1289 */ 1290 switch (tObj->Target) { 1291 case GL_TEXTURE_1D: 1292 case GL_TEXTURE_2D: 1293 case GL_TEXTURE_3D: 1294 case GL_TEXTURE_CUBE_MAP: 1295 if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { 1296 /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL. 1297 */ 1298 firstLevel = lastLevel = tObj->BaseLevel; 1299 } 1300 else { 1301 firstLevel = 0; 1302 lastLevel = MIN2(tObj->MaxLevel, 1303 (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2); 1304 } 1305 break; 1306 case GL_TEXTURE_RECTANGLE_NV: 1307 case GL_TEXTURE_4D_SGIS: 1308 firstLevel = lastLevel = 0; 1309 break; 1310 default: 1311 return; 1312 } 1313 1314 stObj->lastLevel = lastLevel; 1315} 1316 1317 1318static void 1319copy_image_data_to_texture(struct st_context *st, 1320 struct st_texture_object *stObj, 1321 GLuint dstLevel, 1322 struct st_texture_image *stImage) 1323{ 1324 if (stImage->pt) { 1325 /* Copy potentially with the blitter: 1326 */ 1327 st_texture_image_copy(st->pipe, 1328 stObj->pt, dstLevel, /* dest texture, level */ 1329 stImage->pt, /* src texture */ 1330 stImage->face 1331 ); 1332 1333 pipe_texture_reference(&stImage->pt, NULL); 1334 } 1335 else if (stImage->base.Data) { 1336 assert(stImage->base.Data != NULL); 1337 1338 /* More straightforward upload. 1339 */ 1340 st_texture_image_data(st->pipe, 1341 stObj->pt, 1342 stImage->face, 1343 dstLevel, 1344 stImage->base.Data, 1345 stImage->base.RowStride * 1346 stObj->pt->block.size, 1347 stImage->base.RowStride * 1348 stImage->base.Height * 1349 stObj->pt->block.size); 1350 _mesa_align_free(stImage->base.Data); 1351 stImage->base.Data = NULL; 1352 } 1353 1354 pipe_texture_reference(&stImage->pt, stObj->pt); 1355} 1356 1357 1358/** 1359 * Called during state validation. When this function is finished, 1360 * the texture object should be ready for rendering. 1361 * \return GL_TRUE for success, GL_FALSE for failure (out of mem) 1362 */ 1363GLboolean 1364st_finalize_texture(GLcontext *ctx, 1365 struct pipe_context *pipe, 1366 struct gl_texture_object *tObj, 1367 GLboolean *needFlush) 1368{ 1369 struct st_texture_object *stObj = st_texture_object(tObj); 1370 const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 1371 int comp_byte = 0; 1372 int cpp; 1373 GLuint face; 1374 struct st_texture_image *firstImage; 1375 1376 *needFlush = GL_FALSE; 1377 1378 /* We know/require this is true by now: 1379 */ 1380 assert(stObj->base._Complete); 1381 1382 /* What levels must the texture include at a minimum? 1383 */ 1384 calculate_first_last_level(stObj); 1385 firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]); 1386 1387 /* If both firstImage and stObj point to a texture which can contain 1388 * all active images, favour firstImage. Note that because of the 1389 * completeness requirement, we know that the image dimensions 1390 * will match. 1391 */ 1392 if (firstImage->pt && 1393 firstImage->pt != stObj->pt && 1394 firstImage->pt->last_level >= stObj->lastLevel) { 1395 1396 pipe_texture_reference(&stObj->pt, firstImage->pt); 1397 } 1398 1399 /* FIXME: determine format block instead of cpp */ 1400 if (firstImage->base.IsCompressed) { 1401 comp_byte = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat); 1402 cpp = comp_byte; 1403 } 1404 else { 1405 cpp = firstImage->base.TexFormat->TexelBytes; 1406 } 1407 1408 /* If we already have a gallium texture, check that it matches the texture 1409 * object's format, target, size, num_levels, etc. 1410 */ 1411 if (stObj->pt) { 1412 const enum pipe_format fmt = 1413 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat); 1414 if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || 1415 stObj->pt->format != fmt || 1416 stObj->pt->last_level < stObj->lastLevel || 1417 stObj->pt->width[0] != firstImage->base.Width2 || 1418 stObj->pt->height[0] != firstImage->base.Height2 || 1419 stObj->pt->depth[0] != firstImage->base.Depth2 || 1420 stObj->pt->block.size != cpp || 1421 stObj->pt->block.width != 1 || 1422 stObj->pt->block.height != 1 || 1423 stObj->pt->compressed != firstImage->base.IsCompressed) { 1424 pipe_texture_release(&stObj->pt); 1425 ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER; 1426 } 1427 } 1428 1429 /* May need to create a new gallium texture: 1430 */ 1431 if (!stObj->pt) { 1432 const enum pipe_format fmt = 1433 st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat); 1434 stObj->pt = st_texture_create(ctx->st, 1435 gl_target_to_pipe(stObj->base.Target), 1436 fmt, 1437 stObj->lastLevel, 1438 firstImage->base.Width2, 1439 firstImage->base.Height2, 1440 firstImage->base.Depth2, 1441 comp_byte, 1442 ( (pf_is_depth_stencil(fmt) ? 1443 PIPE_TEXTURE_USAGE_DEPTH_STENCIL : 1444 PIPE_TEXTURE_USAGE_RENDER_TARGET) | 1445 PIPE_TEXTURE_USAGE_SAMPLER )); 1446 1447 if (!stObj->pt) { 1448 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); 1449 return GL_FALSE; 1450 } 1451 } 1452 1453 /* Pull in any images not in the object's texture: 1454 */ 1455 for (face = 0; face < nr_faces; face++) { 1456 GLuint level; 1457 for (level = 0; level <= stObj->lastLevel; level++) { 1458 struct st_texture_image *stImage = 1459 st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]); 1460 1461 /* Need to import images in main memory or held in other textures. 1462 */ 1463 if (stImage && stObj->pt != stImage->pt) { 1464 copy_image_data_to_texture(ctx->st, stObj, level, stImage); 1465 *needFlush = GL_TRUE; 1466 } 1467 } 1468 } 1469 1470 return GL_TRUE; 1471} 1472 1473 1474/** 1475 * Returns pointer to a default/dummy texture. 1476 * This is typically used when the current shader has tex/sample instructions 1477 * but the user has not provided a (any) texture(s). 1478 */ 1479struct gl_texture_object * 1480st_get_default_texture(struct st_context *st) 1481{ 1482 if (!st->default_texture) { 1483 static const GLenum target = GL_TEXTURE_2D; 1484 GLubyte pixels[16][16][4]; 1485 struct gl_texture_object *texObj; 1486 struct gl_texture_image *texImg; 1487 1488 /* init image to gray */ 1489 memset(pixels, 127, sizeof(pixels)); 1490 1491 texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target); 1492 1493 texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0); 1494 1495 _mesa_init_teximage_fields(st->ctx, target, texImg, 1496 16, 16, 1, 0, /* w, h, d, border */ 1497 GL_RGBA); 1498 1499 st_TexImage(st->ctx, 2, target, 1500 0, GL_RGBA, /* level, intformat */ 1501 16, 16, 1, 0, /* w, h, d, border */ 1502 GL_RGBA, GL_UNSIGNED_BYTE, pixels, 1503 &st->ctx->DefaultPacking, 1504 texObj, texImg, 1505 0, 0); 1506 1507 texObj->MinFilter = GL_NEAREST; 1508 texObj->MagFilter = GL_NEAREST; 1509 texObj->_Complete = GL_TRUE; 1510 1511 st->default_texture = texObj; 1512 } 1513 return st->default_texture; 1514} 1515 1516 1517void 1518st_init_texture_functions(struct dd_function_table *functions) 1519{ 1520 functions->ChooseTextureFormat = st_ChooseTextureFormat; 1521 functions->TexImage1D = st_TexImage1D; 1522 functions->TexImage2D = st_TexImage2D; 1523 functions->TexImage3D = st_TexImage3D; 1524 functions->TexSubImage1D = st_TexSubImage1D; 1525 functions->TexSubImage2D = st_TexSubImage2D; 1526 functions->TexSubImage3D = st_TexSubImage3D; 1527 functions->CopyTexImage1D = st_CopyTexImage1D; 1528 functions->CopyTexImage2D = st_CopyTexImage2D; 1529 functions->CopyTexSubImage1D = st_CopyTexSubImage1D; 1530 functions->CopyTexSubImage2D = st_CopyTexSubImage2D; 1531 functions->CopyTexSubImage3D = st_CopyTexSubImage3D; 1532 functions->GenerateMipmap = st_generate_mipmap; 1533 1534 functions->GetTexImage = st_GetTexImage; 1535 1536 /* compressed texture functions */ 1537 functions->CompressedTexImage2D = st_CompressedTexImage2D; 1538 functions->GetCompressedTexImage = st_GetCompressedTexImage; 1539 functions->CompressedTextureSize = _mesa_compressed_texture_size; 1540 1541 functions->NewTextureObject = st_NewTextureObject; 1542 functions->NewTextureImage = st_NewTextureImage; 1543 functions->DeleteTexture = st_DeleteTextureObject; 1544 functions->FreeTexImageData = st_FreeTextureImageData; 1545 functions->UpdateTexturePalette = 0; 1546 1547 functions->TextureMemCpy = do_memcpy; 1548 1549 /* XXX Temporary until we can query pipe's texture sizes */ 1550 functions->TestProxyTexImage = _mesa_test_proxy_teximage; 1551} 1552