/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "main/mfeatures.h" #include "main/bufferobj.h" #if FEATURE_convolve #include "main/convolve.h" #endif #include "main/enums.h" #include "main/image.h" #include "main/imports.h" #include "main/macros.h" #include "main/mipmap.h" #include "main/pixel.h" #include "main/texcompress.h" #include "main/texformat.h" #include "main/texgetimage.h" #include "main/teximage.h" #include "main/texobj.h" #include "main/texstore.h" #include "state_tracker/st_context.h" #include "state_tracker/st_cb_fbo.h" #include "state_tracker/st_cb_texture.h" #include "state_tracker/st_format.h" #include "state_tracker/st_public.h" #include "state_tracker/st_texture.h" #include "state_tracker/st_gen_mipmap.h" #include "state_tracker/st_inlines.h" #include "state_tracker/st_atom.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/p_inlines.h" #include "util/u_tile.h" #include "util/u_blit.h" #include "util/u_surface.h" #include "util/u_math.h" #define DBG if (0) printf static enum pipe_texture_target gl_target_to_pipe(GLenum target) { switch (target) { case GL_TEXTURE_1D: return PIPE_TEXTURE_1D; case GL_TEXTURE_2D: case GL_TEXTURE_RECTANGLE_NV: return PIPE_TEXTURE_2D; case GL_TEXTURE_3D: return PIPE_TEXTURE_3D; case GL_TEXTURE_CUBE_MAP_ARB: return PIPE_TEXTURE_CUBE; default: assert(0); return 0; } } /** * Return nominal bytes per texel for a compressed format, 0 for non-compressed * format. */ static GLuint compressed_num_bytes(GLuint mesaFormat) { switch(mesaFormat) { #if FEATURE_texture_fxt1 case MESA_FORMAT_RGB_FXT1: case MESA_FORMAT_RGBA_FXT1: #endif #if FEATURE_texture_s3tc case MESA_FORMAT_RGB_DXT1: case MESA_FORMAT_RGBA_DXT1: return 2; case MESA_FORMAT_RGBA_DXT3: case MESA_FORMAT_RGBA_DXT5: return 4; #endif default: return 0; } } static GLboolean is_compressed_mesa_format(const struct gl_texture_format *format) { switch (format->MesaFormat) { case MESA_FORMAT_RGB_DXT1: case MESA_FORMAT_RGBA_DXT1: case MESA_FORMAT_RGBA_DXT3: case MESA_FORMAT_RGBA_DXT5: case MESA_FORMAT_SRGB_DXT1: case MESA_FORMAT_SRGBA_DXT1: case MESA_FORMAT_SRGBA_DXT3: case MESA_FORMAT_SRGBA_DXT5: return GL_TRUE; default: return GL_FALSE; } } /** called via ctx->Driver.NewTextureImage() */ static struct gl_texture_image * st_NewTextureImage(GLcontext * ctx) { DBG("%s\n", __FUNCTION__); (void) ctx; return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image); } /** called via ctx->Driver.NewTextureObject() */ static struct gl_texture_object * st_NewTextureObject(GLcontext * ctx, GLuint name, GLenum target) { struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object); DBG("%s\n", __FUNCTION__); _mesa_initialize_texture_object(&obj->base, name, target); return &obj->base; } /** called via ctx->Driver.DeleteTextureImage() */ static void st_DeleteTextureObject(GLcontext *ctx, struct gl_texture_object *texObj) { struct st_texture_object *stObj = st_texture_object(texObj); if (stObj->pt) pipe_texture_reference(&stObj->pt, NULL); _mesa_delete_texture_object(ctx, texObj); } /** called via ctx->Driver.FreeTexImageData() */ static void st_FreeTextureImageData(GLcontext * ctx, struct gl_texture_image *texImage) { struct st_texture_image *stImage = st_texture_image(texImage); DBG("%s\n", __FUNCTION__); if (stImage->pt) { pipe_texture_reference(&stImage->pt, NULL); } if (texImage->Data) { _mesa_align_free(texImage->Data); texImage->Data = NULL; } } /** * From linux kernel i386 header files, copes with odd sizes better * than COPY_DWORDS would: * XXX Put this in src/mesa/main/imports.h ??? */ #if defined(PIPE_CC_GCC) && defined(PIPE_ARCH_X86) static INLINE void * __memcpy(void *to, const void *from, size_t n) { int d0, d1, d2; __asm__ __volatile__("rep ; movsl\n\t" "testb $2,%b4\n\t" "je 1f\n\t" "movsw\n" "1:\ttestb $1,%b4\n\t" "je 2f\n\t" "movsb\n" "2:":"=&c"(d0), "=&D"(d1), "=&S"(d2) :"0"(n / 4), "q"(n), "1"((long) to), "2"((long) from) :"memory"); return (to); } #else #define __memcpy(a,b,c) memcpy(a,b,c) #endif /** * The system memcpy (at least on ubuntu 5.10) has problems copying * to agp (writecombined) memory from a source which isn't 64-byte * aligned - there is a 4x performance falloff. * * The x86 __memcpy is immune to this but is slightly slower * (10%-ish) than the system memcpy. * * The sse_memcpy seems to have a slight cliff at 64/32 bytes, but * isn't much faster than x86_memcpy for agp copies. * * TODO: switch dynamically. */ static void * do_memcpy(void *dest, const void *src, size_t n) { if ((((unsigned long) src) & 63) || (((unsigned long) dest) & 63)) { return __memcpy(dest, src, n); } else return memcpy(dest, src, n); } /** * Return default texture usage bitmask for the given texture format. */ static GLuint default_usage(enum pipe_format fmt) { GLuint usage = PIPE_TEXTURE_USAGE_SAMPLER; if (pf_is_depth_stencil(fmt)) usage |= PIPE_TEXTURE_USAGE_DEPTH_STENCIL; else usage |= PIPE_TEXTURE_USAGE_RENDER_TARGET; return usage; } /** * Allocate a pipe_texture object for the given st_texture_object using * the given st_texture_image to guess the mipmap size/levels. * * [comments...] * Otherwise, store it in memory if (Border != 0) or (any dimension == * 1). * * Otherwise, if max_level >= level >= min_level, create texture with * space for images from min_level down to max_level. * * Otherwise, create texture with space for images from (level 0)..(1x1). * Consider pruning this texture at a validation if the saving is worth it. */ static void guess_and_alloc_texture(struct st_context *st, struct st_texture_object *stObj, const struct st_texture_image *stImage) { GLuint firstLevel; GLuint lastLevel; GLuint width = stImage->base.Width2; /* size w/out border */ GLuint height = stImage->base.Height2; GLuint depth = stImage->base.Depth2; GLuint i, usage; enum pipe_format fmt; DBG("%s\n", __FUNCTION__); assert(!stObj->pt); if (stObj->pt && (GLint) stImage->level > stObj->base.BaseLevel && (stImage->base.Width == 1 || (stObj->base.Target != GL_TEXTURE_1D && stImage->base.Height == 1) || (stObj->base.Target == GL_TEXTURE_3D && stImage->base.Depth == 1))) return; /* If this image disrespects BaseLevel, allocate from level zero. * Usually BaseLevel == 0, so it's unlikely to happen. */ if ((GLint) stImage->level < stObj->base.BaseLevel) firstLevel = 0; else firstLevel = stObj->base.BaseLevel; /* Figure out image dimensions at start level. */ for (i = stImage->level; i > firstLevel; i--) { if (width != 1) width <<= 1; if (height != 1) height <<= 1; if (depth != 1) depth <<= 1; } if (width == 0 || height == 0 || depth == 0) { /* no texture needed */ return; } /* Guess a reasonable value for lastLevel. This is probably going * to be wrong fairly often and might mean that we have to look at * resizable buffers, or require that buffers implement lazy * pagetable arrangements. */ if ((stObj->base.MinFilter == GL_NEAREST || stObj->base.MinFilter == GL_LINEAR || stImage->base._BaseFormat == GL_DEPTH_COMPONENT || stImage->base._BaseFormat == GL_DEPTH_STENCIL_EXT) && stImage->level == firstLevel) { lastLevel = firstLevel; } else { GLuint l2width = util_logbase2(width); GLuint l2height = util_logbase2(height); GLuint l2depth = util_logbase2(depth); lastLevel = firstLevel + MAX2(MAX2(l2width, l2height), l2depth); } fmt = st_mesa_format_to_pipe_format(stImage->base.TexFormat->MesaFormat); usage = default_usage(fmt); stObj->pt = st_texture_create(st, gl_target_to_pipe(stObj->base.Target), fmt, lastLevel, width, height, depth, usage); DBG("%s - success\n", __FUNCTION__); } /** * Adjust pixel unpack params and image dimensions to strip off the * texture border. * Gallium doesn't support texture borders. They've seldem been used * and seldom been implemented correctly anyway. * \param unpackNew returns the new pixel unpack parameters */ static void strip_texture_border(GLint border, GLint *width, GLint *height, GLint *depth, const struct gl_pixelstore_attrib *unpack, struct gl_pixelstore_attrib *unpackNew) { assert(border > 0); /* sanity check */ *unpackNew = *unpack; if (unpackNew->RowLength == 0) unpackNew->RowLength = *width; if (depth && unpackNew->ImageHeight == 0) unpackNew->ImageHeight = *height; unpackNew->SkipPixels += border; if (height) unpackNew->SkipRows += border; if (depth) unpackNew->SkipImages += border; assert(*width >= 3); *width = *width - 2 * border; if (height && *height >= 3) *height = *height - 2 * border; if (depth && *depth >= 3) *depth = *depth - 2 * border; } /** * Try to do texture compression via rendering. If the Gallium driver * can render into a compressed surface this will allow us to do texture * compression. * \return GL_TRUE for success, GL_FALSE for failure */ static GLboolean compress_with_blit(GLcontext * ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint width, GLint height, GLint depth, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_image *texImage) { const GLuint dstImageOffsets[1] = {0}; struct st_texture_image *stImage = st_texture_image(texImage); struct pipe_screen *screen = ctx->st->pipe->screen; const struct gl_texture_format *mesa_format; struct pipe_texture templ; struct pipe_texture *src_tex; struct pipe_surface *dst_surface; struct pipe_transfer *tex_xfer; void *map; if (!stImage->pt) { /* XXX: Can this happen? Should we assert? */ return GL_FALSE; } /* get destination surface (in the compressed texture) */ dst_surface = screen->get_tex_surface(screen, stImage->pt, stImage->face, stImage->level, 0, PIPE_BUFFER_USAGE_GPU_WRITE); if (!dst_surface) { /* can't render into this format (or other problem) */ return GL_FALSE; } /* Choose format for the temporary RGBA texture image. */ mesa_format = st_ChooseTextureFormat(ctx, GL_RGBA, format, type); assert(mesa_format); if (!mesa_format) return GL_FALSE; /* Create the temporary source texture */ memset(&templ, 0, sizeof(templ)); templ.target = PIPE_TEXTURE_2D; templ.format = st_mesa_format_to_pipe_format(mesa_format->MesaFormat); pf_get_block(templ.format, &templ.block); templ.width[0] = width; templ.height[0] = height; templ.depth[0] = 1; templ.last_level = 0; templ.tex_usage = PIPE_TEXTURE_USAGE_SAMPLER; src_tex = screen->texture_create(screen, &templ); if (!src_tex) return GL_FALSE; /* Put user's tex data into the temporary texture */ tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx), src_tex, 0, 0, 0, /* face, level are zero */ PIPE_TRANSFER_WRITE, 0, 0, width, height); /* x, y, w, h */ map = screen->transfer_map(screen, tex_xfer); mesa_format->StoreImage(ctx, 2, GL_RGBA, mesa_format, map, /* dest ptr */ 0, 0, 0, /* dest x/y/z offset */ tex_xfer->stride, /* dest row stride (bytes) */ dstImageOffsets, /* image offsets (for 3D only) */ width, height, 1, /* size */ format, type, /* source format/type */ pixels, /* source data */ unpack); /* source data packing */ screen->transfer_unmap(screen, tex_xfer); screen->tex_transfer_destroy(tex_xfer); /* copy / compress image */ util_blit_pixels_tex(ctx->st->blit, src_tex, /* pipe_texture (src) */ 0, 0, /* src x0, y0 */ width, height, /* src x1, y1 */ dst_surface, /* pipe_surface (dst) */ xoffset, yoffset, /* dst x0, y0 */ xoffset + width, /* dst x1 */ yoffset + height, /* dst y1 */ 0.0, /* z */ PIPE_TEX_MIPFILTER_NEAREST); pipe_surface_reference(&dst_surface, NULL); pipe_texture_reference(&src_tex, NULL); return GL_TRUE; } /** * Do glTexImage1/2/3D(). */ static void st_TexImage(GLcontext * ctx, GLint dims, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage, GLsizei imageSize, GLboolean compressed_src) { struct pipe_screen *screen = ctx->st->pipe->screen; struct st_texture_object *stObj = st_texture_object(texObj); struct st_texture_image *stImage = st_texture_image(texImage); GLint postConvWidth, postConvHeight; GLint texelBytes, sizeInBytes; GLuint dstRowStride; struct gl_pixelstore_attrib unpackNB; enum pipe_transfer_usage transfer_usage; DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__, _mesa_lookup_enum_by_nr(target), level, width, height, depth, border); /* switch to "normal" */ if (stObj->surface_based) { _mesa_clear_texture_object(ctx, texObj); stObj->surface_based = GL_FALSE; } /* gallium does not support texture borders, strip it off */ if (border) { strip_texture_border(border, &width, &height, &depth, unpack, &unpackNB); unpack = &unpackNB; texImage->Width = width; texImage->Height = height; texImage->Depth = depth; texImage->Border = 0; border = 0; } postConvWidth = width; postConvHeight = height; stImage->face = _mesa_tex_target_to_face(target); stImage->level = level; #if FEATURE_convolve if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, dims, &postConvWidth, &postConvHeight); } #endif /* choose the texture format */ texImage->TexFormat = st_ChooseTextureFormat(ctx, internalFormat, format, type); _mesa_set_fetch_functions(texImage, dims); if (texImage->TexFormat->TexelBytes == 0) { /* must be a compressed format */ texelBytes = 0; texImage->IsCompressed = GL_TRUE; texImage->CompressedSize = ctx->Driver.CompressedTextureSize(ctx, texImage->Width, texImage->Height, texImage->Depth, texImage->TexFormat->MesaFormat); } else { texelBytes = texImage->TexFormat->TexelBytes; /* Minimum pitch of 32 bytes */ if (postConvWidth * texelBytes < 32) { postConvWidth = 32 / texelBytes; texImage->RowStride = postConvWidth; } /* we'll set RowStride elsewhere when the texture is a "mapped" state */ /*assert(texImage->RowStride == postConvWidth);*/ } /* Release the reference to a potentially orphaned buffer. * Release any old malloced memory. */ if (stImage->pt) { pipe_texture_reference(&stImage->pt, NULL); assert(!texImage->Data); } else if (texImage->Data) { _mesa_align_free(texImage->Data); } if (width == 0 || height == 0 || depth == 0) { /* stop after freeing old image */ return; } /* If this is the only mipmap level in the texture, could call * bmBufferData with NULL data to free the old block and avoid * waiting on any outstanding fences. */ if (stObj->pt) { if (stObj->teximage_realloc || level > (GLint) stObj->pt->last_level || (stObj->pt->last_level == level && stObj->pt->target != PIPE_TEXTURE_CUBE && !st_texture_match_image(stObj->pt, &stImage->base, stImage->face, stImage->level))) { DBG("release it\n"); pipe_texture_reference(&stObj->pt, NULL); assert(!stObj->pt); stObj->teximage_realloc = FALSE; } } if (!stObj->pt) { guess_and_alloc_texture(ctx->st, stObj, stImage); if (!stObj->pt) { /* Probably out of memory. * Try flushing any pending rendering, then retry. */ st_finish(ctx->st); guess_and_alloc_texture(ctx->st, stObj, stImage); if (!stObj->pt) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); return; } } } assert(!stImage->pt); if (stObj->pt && st_texture_match_image(stObj->pt, &stImage->base, stImage->face, stImage->level)) { pipe_texture_reference(&stImage->pt, stObj->pt); assert(stImage->pt); } if (!stImage->pt) DBG("XXX: Image did not fit into texture - storing in local memory!\n"); /* st_CopyTexImage calls this function with pixels == NULL, with * the expectation that the texture will be set up but nothing * more will be done. This is where those calls return: */ if (compressed_src) { pixels = _mesa_validate_pbo_compressed_teximage(ctx, imageSize, pixels, unpack, "glCompressedTexImage"); } else { pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1, format, type, pixels, unpack, "glTexImage"); } if (!pixels) return; /* See if we can do texture compression with a blit/render. */ if (!compressed_src && !ctx->Mesa_DXTn && is_compressed_mesa_format(texImage->TexFormat) && screen->is_format_supported(screen, stImage->pt->format, stImage->pt->target, PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) { if (compress_with_blit(ctx, target, level, 0, 0, 0, width, height, depth, format, type, pixels, unpack, texImage)) { goto done; } } if (stImage->pt) { if (format == GL_DEPTH_COMPONENT && pf_is_depth_and_stencil(stImage->pt->format)) transfer_usage = PIPE_TRANSFER_READ_WRITE; else transfer_usage = PIPE_TRANSFER_WRITE; texImage->Data = st_texture_image_map(ctx->st, stImage, 0, transfer_usage, 0, 0, stImage->base.Width, stImage->base.Height); if(stImage->transfer) dstRowStride = stImage->transfer->stride; } else { /* Allocate regular memory and store the image there temporarily. */ if (texImage->IsCompressed) { sizeInBytes = texImage->CompressedSize; dstRowStride = _mesa_compressed_row_stride(texImage->TexFormat->MesaFormat, width); assert(dims != 3); } else { dstRowStride = postConvWidth * texelBytes; sizeInBytes = depth * dstRowStride * postConvHeight; } texImage->Data = _mesa_align_malloc(sizeInBytes, 16); } if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); return; } DBG("Upload image %dx%dx%d row_len %x pitch %x\n", width, height, depth, width * texelBytes, dstRowStride); /* Copy data. Would like to know when it's ok for us to eg. use * the blitter to copy. Or, use the hardware to do the format * conversion and copy: */ if (compressed_src) { memcpy(texImage->Data, pixels, imageSize); } else { const GLuint srcImageStride = _mesa_image_image_stride(unpack, width, height, format, type); GLint i; const GLubyte *src = (const GLubyte *) pixels; for (i = 0; i < depth; i++) { if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, texImage->TexFormat, texImage->Data, 0, 0, 0, /* dstX/Y/Zoffset */ dstRowStride, texImage->ImageOffsets, width, height, 1, format, type, src, unpack)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); } if (stImage->pt && i + 1 < depth) { /* unmap this slice */ st_texture_image_unmap(ctx->st, stImage); /* map next slice of 3D texture */ texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1, transfer_usage, 0, 0, stImage->base.Width, stImage->base.Height); src += srcImageStride; } } } _mesa_unmap_teximage_pbo(ctx, unpack); done: if (stImage->pt && texImage->Data) { st_texture_image_unmap(ctx->st, stImage); texImage->Data = NULL; } if (level == texObj->BaseLevel && texObj->GenerateMipmap) { ctx->Driver.GenerateMipmap(ctx, target, texObj); } } static void st_TexImage3D(GLcontext * ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { st_TexImage(ctx, 3, target, level, internalFormat, width, height, depth, border, format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE); } static void st_TexImage2D(GLcontext * ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border, format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE); } static void st_TexImage1D(GLcontext * ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { st_TexImage(ctx, 1, target, level, internalFormat, width, 1, 1, border, format, type, pixels, unpack, texObj, texImage, 0, GL_FALSE); } static void st_CompressedTexImage2D(GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { st_TexImage(ctx, 2, target, level, internalFormat, width, height, 1, border, 0, 0, data, &ctx->Unpack, texObj, texImage, imageSize, GL_TRUE); } /** * glGetTexImage() helper: decompress a compressed texture by rendering * a textured quad. Store the results in the user's buffer. */ static void decompress_with_blit(GLcontext * ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { struct pipe_screen *screen = ctx->st->pipe->screen; struct st_texture_image *stImage = st_texture_image(texImage); const GLuint width = texImage->Width; const GLuint height = texImage->Height; struct pipe_surface *dst_surface; struct pipe_texture *dst_texture; struct pipe_transfer *tex_xfer; /* create temp / dest surface */ if (!util_create_rgba_surface(screen, width, height, &dst_texture, &dst_surface)) { _mesa_problem(ctx, "util_create_rgba_surface() failed " "in decompress_with_blit()"); return; } /* blit/render/decompress */ util_blit_pixels_tex(ctx->st->blit, stImage->pt, /* pipe_texture (src) */ 0, 0, /* src x0, y0 */ width, height, /* src x1, y1 */ dst_surface, /* pipe_surface (dst) */ 0, 0, /* dst x0, y0 */ width, height, /* dst x1, y1 */ 0.0, /* z */ PIPE_TEX_MIPFILTER_NEAREST); /* map the dst_surface so we can read from it */ tex_xfer = st_cond_flush_get_tex_transfer(st_context(ctx), dst_texture, 0, 0, 0, PIPE_TRANSFER_READ, 0, 0, width, height); pixels = _mesa_map_readpix_pbo(ctx, &ctx->Pack, pixels); /* copy/pack data into user buffer */ if (st_equal_formats(stImage->pt->format, format, type)) { /* memcpy */ const uint bytesPerRow = width * pf_get_size(stImage->pt->format); ubyte *map = screen->transfer_map(screen, tex_xfer); GLuint row; for (row = 0; row < height; row++) { GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width, height, format, type, row, 0); memcpy(dest, map, bytesPerRow); map += tex_xfer->stride; } screen->transfer_unmap(screen, tex_xfer); } else { /* format translation via floats */ GLuint row; for (row = 0; row < height; row++) { const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */ GLfloat rgba[4 * MAX_WIDTH]; GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width, height, format, type, row, 0); /* get float[4] rgba row from surface */ pipe_get_tile_rgba(tex_xfer, 0, row, width, 1, rgba); _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format, type, dest, &ctx->Pack, transferOps); } } _mesa_unmap_readpix_pbo(ctx, &ctx->Pack); /* destroy the temp / dest surface */ util_destroy_rgba_surface(dst_texture, dst_surface); } /** * Need to map texture image into memory before copying image data, * then unmap it. */ static void st_get_tex_image(GLcontext * ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage, GLboolean compressed_dst) { struct st_texture_image *stImage = st_texture_image(texImage); const GLuint dstImageStride = _mesa_image_image_stride(&ctx->Pack, texImage->Width, texImage->Height, format, type); GLuint depth, i; GLubyte *dest; if (stImage->pt && pf_is_compressed(stImage->pt->format) && !compressed_dst) { /* Need to decompress the texture. * We'll do this by rendering a textured quad. * Note that we only expect RGBA formats (no Z/depth formats). */ decompress_with_blit(ctx, target, level, format, type, pixels, texObj, texImage); return; } /* Map */ if (stImage->pt) { /* Image is stored in hardware format in a buffer managed by the * kernel. Need to explicitly map and unmap it. */ unsigned face = _mesa_tex_target_to_face(target); st_teximage_flush_before_map(ctx->st, stImage->pt, face, level, PIPE_TRANSFER_READ); texImage->Data = st_texture_image_map(ctx->st, stImage, 0, PIPE_TRANSFER_READ, 0, 0, stImage->base.Width, stImage->base.Height); texImage->RowStride = stImage->transfer->stride / stImage->pt->block.size; } else { /* Otherwise, the image should actually be stored in * texImage->Data. This is pretty confusing for * everybody, I'd much prefer to separate the two functions of * texImage->Data - storage for texture images in main memory * and access (ie mappings) of images. In other words, we'd * create a new texImage->Map field and leave Data simply for * storage. */ assert(texImage->Data); } depth = texImage->Depth; texImage->Depth = 1; dest = (GLubyte *) pixels; for (i = 0; i < depth; i++) { if (compressed_dst) { _mesa_get_compressed_teximage(ctx, target, level, dest, texObj, texImage); } else { _mesa_get_teximage(ctx, target, level, format, type, dest, texObj, texImage); } if (stImage->pt && i + 1 < depth) { /* unmap this slice */ st_texture_image_unmap(ctx->st, stImage); /* map next slice of 3D texture */ texImage->Data = st_texture_image_map(ctx->st, stImage, i + 1, PIPE_TRANSFER_READ, 0, 0, stImage->base.Width, stImage->base.Height); dest += dstImageStride; } } texImage->Depth = depth; /* Unmap */ if (stImage->pt) { st_texture_image_unmap(ctx->st, stImage); texImage->Data = NULL; } } static void st_GetTexImage(GLcontext * ctx, GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { st_get_tex_image(ctx, target, level, format, type, pixels, texObj, texImage, GL_FALSE); } static void st_GetCompressedTexImage(GLcontext *ctx, GLenum target, GLint level, GLvoid *pixels, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { st_get_tex_image(ctx, target, level, 0, 0, pixels, texObj, texImage, GL_TRUE); } static void st_TexSubimage(GLcontext *ctx, GLint dims, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint width, GLint height, GLint depth, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { struct pipe_screen *screen = ctx->st->pipe->screen; struct st_texture_image *stImage = st_texture_image(texImage); GLuint dstRowStride; const GLuint srcImageStride = _mesa_image_image_stride(packing, width, height, format, type); GLint i; const GLubyte *src; /* init to silence warning only: */ enum pipe_transfer_usage transfer_usage = PIPE_TRANSFER_WRITE; DBG("%s target %s level %d offset %d,%d %dx%d\n", __FUNCTION__, _mesa_lookup_enum_by_nr(target), level, xoffset, yoffset, width, height); pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format, type, pixels, packing, "glTexSubImage2D"); if (!pixels) return; /* See if we can do texture compression with a blit/render. */ if (!ctx->Mesa_DXTn && is_compressed_mesa_format(texImage->TexFormat) && screen->is_format_supported(screen, stImage->pt->format, stImage->pt->target, PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) { if (compress_with_blit(ctx, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels, packing, texImage)) { goto done; } } /* Map buffer if necessary. Need to lock to prevent other contexts * from uploading the buffer under us. */ if (stImage->pt) { unsigned face = _mesa_tex_target_to_face(target); if (format == GL_DEPTH_COMPONENT && pf_is_depth_and_stencil(stImage->pt->format)) transfer_usage = PIPE_TRANSFER_READ_WRITE; else transfer_usage = PIPE_TRANSFER_WRITE; st_teximage_flush_before_map(ctx->st, stImage->pt, face, level, transfer_usage); texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset, transfer_usage, xoffset, yoffset, width, height); } if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); return; } src = (const GLubyte *) pixels; dstRowStride = stImage->transfer->stride; for (i = 0; i < depth; i++) { if (!texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, texImage->TexFormat, texImage->Data, 0, 0, 0, dstRowStride, texImage->ImageOffsets, width, height, 1, format, type, src, packing)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); } if (stImage->pt && i + 1 < depth) { /* unmap this slice */ st_texture_image_unmap(ctx->st, stImage); /* map next slice of 3D texture */ texImage->Data = st_texture_image_map(ctx->st, stImage, zoffset + i + 1, transfer_usage, xoffset, yoffset, width, height); src += srcImageStride; } } _mesa_unmap_teximage_pbo(ctx, packing); done: if (stImage->pt) { st_texture_image_unmap(ctx->st, stImage); texImage->Data = NULL; } if (level == texObj->BaseLevel && texObj->GenerateMipmap) { ctx->Driver.GenerateMipmap(ctx, target, texObj); } } static void st_TexSubImage3D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { st_TexSubimage(ctx, 3, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels, packing, texObj, texImage); } static void st_TexSubImage2D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { st_TexSubimage(ctx, 2, target, level, xoffset, yoffset, 0, width, height, 1, format, type, pixels, packing, texObj, texImage); } static void st_TexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { st_TexSubimage(ctx, 1, target, level, xoffset, 0, 0, width, 1, 1, format, type, pixels, packing, texObj, texImage); } static void st_CompressedTexSubImage1D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { assert(0); } static void st_CompressedTexSubImage2D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLint height, GLenum format, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { struct st_texture_image *stImage = st_texture_image(texImage); struct pipe_format_block block; int srcBlockStride; int dstBlockStride; int y; if (stImage->pt) { unsigned face = _mesa_tex_target_to_face(target); st_teximage_flush_before_map(ctx->st, stImage->pt, face, level, PIPE_TRANSFER_WRITE); texImage->Data = st_texture_image_map(ctx->st, stImage, 0, PIPE_TRANSFER_WRITE, xoffset, yoffset, width, height); block = stImage->pt->block; srcBlockStride = pf_get_stride(&block, width); dstBlockStride = stImage->transfer->stride; } else { assert(stImage->pt); /* TODO find good values for block and strides */ /* TODO also adjust texImage->data for yoffset/xoffset */ return; } if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexSubImage"); return; } assert(xoffset % block.width == 0); assert(yoffset % block.height == 0); assert(width % block.width == 0); assert(height % block.height == 0); for (y = 0; y < height; y += block.height) { /* don't need to adjust for xoffset and yoffset as st_texture_image_map does that */ const char *src = (const char*)data + srcBlockStride * pf_get_nblocksy(&block, y); char *dst = (char*)texImage->Data + dstBlockStride * pf_get_nblocksy(&block, y); memcpy(dst, src, pf_get_stride(&block, width)); } if (stImage->pt) { st_texture_image_unmap(ctx->st, stImage); texImage->Data = NULL; } } static void st_CompressedTexSubImage3D(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLint height, GLint depth, GLenum format, GLsizei imageSize, const GLvoid *data, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { assert(0); } /** * Do a CopyTexSubImage operation using a read transfer from the source, * a write transfer to the destination and get_tile()/put_tile() to access * the pixels/texels. * * Note: srcY=0=TOP of renderbuffer */ static void fallback_copy_texsubimage(GLcontext *ctx, GLenum target, GLint level, struct st_renderbuffer *strb, struct st_texture_image *stImage, GLenum baseFormat, GLint destX, GLint destY, GLint destZ, GLint srcX, GLint srcY, GLsizei width, GLsizei height) { struct pipe_context *pipe = ctx->st->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_transfer *src_trans; GLvoid *texDest; enum pipe_transfer_usage transfer_usage; assert(width <= MAX_WIDTH); if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { srcY = strb->Base.Height - srcY - height; } src_trans = st_cond_flush_get_tex_transfer( st_context(ctx), strb->texture, 0, 0, 0, PIPE_TRANSFER_READ, srcX, srcY, width, height); if (baseFormat == GL_DEPTH_COMPONENT && pf_is_depth_and_stencil(stImage->pt->format)) transfer_usage = PIPE_TRANSFER_READ_WRITE; else transfer_usage = PIPE_TRANSFER_WRITE; st_teximage_flush_before_map(ctx->st, stImage->pt, 0, 0, transfer_usage); texDest = st_texture_image_map(ctx->st, stImage, 0, transfer_usage, destX, destY, width, height); if (baseFormat == GL_DEPTH_COMPONENT || baseFormat == GL_DEPTH24_STENCIL8) { const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F || ctx->Pixel.DepthBias != 0.0F); GLint row, yStep; /* determine bottom-to-top vs. top-to-bottom order for src buffer */ if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { srcY = height - 1; yStep = -1; } else { srcY = 0; yStep = 1; } /* To avoid a large temp memory allocation, do copy row by row */ for (row = 0; row < height; row++, srcY += yStep) { uint data[MAX_WIDTH]; pipe_get_tile_z(src_trans, 0, srcY, width, 1, data); if (scaleOrBias) { _mesa_scale_and_bias_depth_uint(ctx, width, data); } pipe_put_tile_z(stImage->transfer, 0, row, width, 1, data); } } else { /* RGBA format */ GLfloat *tempSrc = (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat)); if (tempSrc && texDest) { const GLint dims = 2; const GLint dstRowStride = stImage->transfer->stride; struct gl_texture_image *texImage = &stImage->base; struct gl_pixelstore_attrib unpack = ctx->DefaultPacking; if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { unpack.Invert = GL_TRUE; } /* get float/RGBA image from framebuffer */ /* XXX this usually involves a lot of int/float conversion. * try to avoid that someday. */ pipe_get_tile_rgba(src_trans, 0, 0, width, height, tempSrc); /* Store into texture memory. * Note that this does some special things such as pixel transfer * ops and format conversion. In particular, if the dest tex format * is actually RGBA but the user created the texture as GL_RGB we * need to fill-in/override the alpha channel with 1.0. */ texImage->TexFormat->StoreImage(ctx, dims, texImage->_BaseFormat, texImage->TexFormat, texDest, 0, 0, 0, dstRowStride, texImage->ImageOffsets, width, height, 1, GL_RGBA, GL_FLOAT, tempSrc, /* src */ &unpack); } else { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); } if (tempSrc) _mesa_free(tempSrc); } st_texture_image_unmap(ctx->st, stImage); screen->tex_transfer_destroy(src_trans); } /** * Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible. * Note that the region to copy has already been clipped so we know we * won't read from outside the source renderbuffer's bounds. * * Note: srcY=0=Bottom of renderbuffer (GL convention) */ static void st_copy_texsubimage(GLcontext *ctx, GLenum target, GLint level, GLint destX, GLint destY, GLint destZ, GLint srcX, GLint srcY, GLsizei width, GLsizei height) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; struct gl_texture_object *texObj = _mesa_select_tex_object(ctx, texUnit, target); struct gl_texture_image *texImage = _mesa_select_tex_image(ctx, texObj, target, level); struct st_texture_image *stImage = st_texture_image(texImage); const GLenum texBaseFormat = texImage->InternalFormat; struct gl_framebuffer *fb = ctx->ReadBuffer; struct st_renderbuffer *strb; struct pipe_context *pipe = ctx->st->pipe; struct pipe_screen *screen = pipe->screen; enum pipe_format dest_format, src_format; GLboolean use_fallback = GL_TRUE; GLboolean matching_base_formats; /* any rendering in progress must flushed before we grab the fb image */ st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL); /* make sure finalize_textures has been called? */ if (0) st_validate_state(ctx->st); /* determine if copying depth or color data */ if (texBaseFormat == GL_DEPTH_COMPONENT || texBaseFormat == GL_DEPTH24_STENCIL8) { strb = st_renderbuffer(fb->_DepthBuffer); } else if (texBaseFormat == GL_DEPTH_STENCIL_EXT) { strb = st_renderbuffer(fb->_StencilBuffer); } else { /* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */ strb = st_renderbuffer(fb->_ColorReadBuffer); } if (!strb || !strb->surface || !stImage->pt) { debug_printf("%s: null strb or stImage\n", __FUNCTION__); return; } if (srcX < 0) { width -= -srcX; destX += -srcX; srcX = 0; } if (srcY < 0) { height -= -srcY; destY += -srcY; srcY = 0; } if (destX < 0) { width -= -destX; srcX += -destX; destX = 0; } if (destY < 0) { height -= -destY; srcY += -destY; destY = 0; } if (width < 0 || height < 0) return; assert(strb); assert(strb->surface); assert(stImage->pt); src_format = strb->surface->format; dest_format = stImage->pt->format; /* * Determine if the src framebuffer and dest texture have the same * base format. We need this to detect a case such as the framebuffer * being GL_RGBA but the texture being GL_RGB. If the actual hardware * texture format stores RGBA we need to set A=1 (overriding the * framebuffer's alpha values). We can't do that with the blit or * textured-quad paths. */ matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat); if (matching_base_formats && ctx->_ImageTransferState == 0x0) { /* try potential hardware path */ struct pipe_surface *dest_surface = NULL; boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP); if (src_format == dest_format && !do_flip) { /* use surface_copy() / blit */ dest_surface = screen->get_tex_surface(screen, stImage->pt, stImage->face, stImage->level, destZ, PIPE_BUFFER_USAGE_GPU_WRITE); /* for surface_copy(), y=0=top, always */ pipe->surface_copy(pipe, /* dest */ dest_surface, destX, destY, /* src */ strb->surface, srcX, srcY, /* size */ width, height); use_fallback = GL_FALSE; } else if (screen->is_format_supported(screen, src_format, PIPE_TEXTURE_2D, PIPE_TEXTURE_USAGE_SAMPLER, 0) && screen->is_format_supported(screen, dest_format, PIPE_TEXTURE_2D, PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) { /* draw textured quad to do the copy */ GLint srcY0, srcY1; dest_surface = screen->get_tex_surface(screen, stImage->pt, stImage->face, stImage->level, destZ, PIPE_BUFFER_USAGE_GPU_WRITE); if (do_flip) { srcY1 = strb->Base.Height - srcY - height; srcY0 = srcY1 + height; } else { srcY0 = srcY; srcY1 = srcY0 + height; } util_blit_pixels(ctx->st->blit, strb->surface, srcX, srcY0, srcX + width, srcY1, dest_surface, destX, destY, destX + width, destY + height, 0.0, PIPE_TEX_MIPFILTER_NEAREST); use_fallback = GL_FALSE; } if (dest_surface) pipe_surface_reference(&dest_surface, NULL); } if (use_fallback) { /* software fallback */ fallback_copy_texsubimage(ctx, target, level, strb, stImage, texBaseFormat, destX, destY, destZ, srcX, srcY, width, height); } if (level == texObj->BaseLevel && texObj->GenerateMipmap) { ctx->Driver.GenerateMipmap(ctx, target, texObj); } } static void st_CopyTexImage1D(GLcontext * ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLint border) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; struct gl_texture_object *texObj = _mesa_select_tex_object(ctx, texUnit, target); struct gl_texture_image *texImage = _mesa_select_tex_image(ctx, texObj, target, level); /* Setup or redefine the texture object, texture and texture * image. Don't populate yet. */ ctx->Driver.TexImage1D(ctx, target, level, internalFormat, width, border, GL_RGBA, CHAN_TYPE, NULL, &ctx->DefaultPacking, texObj, texImage); st_copy_texsubimage(ctx, target, level, 0, 0, 0, /* destX,Y,Z */ x, y, width, 1); /* src X, Y, size */ } static void st_CopyTexImage2D(GLcontext * ctx, GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; struct gl_texture_object *texObj = _mesa_select_tex_object(ctx, texUnit, target); struct gl_texture_image *texImage = _mesa_select_tex_image(ctx, texObj, target, level); /* Setup or redefine the texture object, texture and texture * image. Don't populate yet. */ ctx->Driver.TexImage2D(ctx, target, level, internalFormat, width, height, border, GL_RGBA, CHAN_TYPE, NULL, &ctx->DefaultPacking, texObj, texImage); st_copy_texsubimage(ctx, target, level, 0, 0, 0, /* destX,Y,Z */ x, y, width, height); /* src X, Y, size */ } static void st_CopyTexSubImage1D(GLcontext * ctx, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { const GLint yoffset = 0, zoffset = 0; const GLsizei height = 1; st_copy_texsubimage(ctx, target, level, xoffset, yoffset, zoffset, /* destX,Y,Z */ x, y, width, height); /* src X, Y, size */ } static void st_CopyTexSubImage2D(GLcontext * ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { const GLint zoffset = 0; st_copy_texsubimage(ctx, target, level, xoffset, yoffset, zoffset, /* destX,Y,Z */ x, y, width, height); /* src X, Y, size */ } static void st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { st_copy_texsubimage(ctx, target, level, xoffset, yoffset, zoffset, /* destX,Y,Z */ x, y, width, height); /* src X, Y, size */ } /** * Compute which mipmap levels that really need to be sent to the hardware. * This depends on the base image size, GL_TEXTURE_MIN_LOD, * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. */ static void calculate_first_last_level(struct st_texture_object *stObj) { struct gl_texture_object *tObj = &stObj->base; /* These must be signed values. MinLod and MaxLod can be negative numbers, * and having firstLevel and lastLevel as signed prevents the need for * extra sign checks. */ GLint firstLevel; GLint lastLevel; /* Yes, this looks overly complicated, but it's all needed. */ switch (tObj->Target) { case GL_TEXTURE_1D: case GL_TEXTURE_2D: case GL_TEXTURE_3D: case GL_TEXTURE_CUBE_MAP: if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) { /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL. */ firstLevel = lastLevel = tObj->BaseLevel; } else { firstLevel = 0; lastLevel = MIN2(tObj->MaxLevel, (int) tObj->Image[0][tObj->BaseLevel]->WidthLog2); } break; case GL_TEXTURE_RECTANGLE_NV: case GL_TEXTURE_4D_SGIS: firstLevel = lastLevel = 0; break; default: return; } stObj->lastLevel = lastLevel; } static void copy_image_data_to_texture(struct st_context *st, struct st_texture_object *stObj, GLuint dstLevel, struct st_texture_image *stImage) { if (stImage->pt) { /* Copy potentially with the blitter: */ st_texture_image_copy(st->pipe, stObj->pt, dstLevel, /* dest texture, level */ stImage->pt, /* src texture */ stImage->face ); pipe_texture_reference(&stImage->pt, NULL); } else if (stImage->base.Data) { assert(stImage->base.Data != NULL); /* More straightforward upload. */ st_teximage_flush_before_map(st, stObj->pt, stImage->face, dstLevel, PIPE_TRANSFER_WRITE); st_texture_image_data(st, stObj->pt, stImage->face, dstLevel, stImage->base.Data, stImage->base.RowStride * stObj->pt->block.size, stImage->base.RowStride * stImage->base.Height * stObj->pt->block.size); _mesa_align_free(stImage->base.Data); stImage->base.Data = NULL; } pipe_texture_reference(&stImage->pt, stObj->pt); } /** * Called during state validation. When this function is finished, * the texture object should be ready for rendering. * \return GL_TRUE for success, GL_FALSE for failure (out of mem) */ GLboolean st_finalize_texture(GLcontext *ctx, struct pipe_context *pipe, struct gl_texture_object *tObj, GLboolean *needFlush) { struct st_texture_object *stObj = st_texture_object(tObj); const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; GLuint cpp, face; struct st_texture_image *firstImage; *needFlush = GL_FALSE; /* We know/require this is true by now: */ assert(stObj->base._Complete); /* What levels must the texture include at a minimum? */ calculate_first_last_level(stObj); firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]); /* If both firstImage and stObj point to a texture which can contain * all active images, favour firstImage. Note that because of the * completeness requirement, we know that the image dimensions * will match. */ if (firstImage->pt && firstImage->pt != stObj->pt && firstImage->pt->last_level >= stObj->lastLevel) { pipe_texture_reference(&stObj->pt, firstImage->pt); } /* FIXME: determine format block instead of cpp */ if (firstImage->base.IsCompressed) { cpp = compressed_num_bytes(firstImage->base.TexFormat->MesaFormat); } else { cpp = firstImage->base.TexFormat->TexelBytes; } /* If we already have a gallium texture, check that it matches the texture * object's format, target, size, num_levels, etc. */ if (stObj->pt) { const enum pipe_format fmt = st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat); if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || stObj->pt->format != fmt || stObj->pt->last_level < stObj->lastLevel || stObj->pt->width[0] != firstImage->base.Width2 || stObj->pt->height[0] != firstImage->base.Height2 || stObj->pt->depth[0] != firstImage->base.Depth2 || /* Nominal bytes per pixel: */ stObj->pt->block.size / stObj->pt->block.width != cpp) { pipe_texture_reference(&stObj->pt, NULL); ctx->st->dirty.st |= ST_NEW_FRAMEBUFFER; } } /* May need to create a new gallium texture: */ if (!stObj->pt) { const enum pipe_format fmt = st_mesa_format_to_pipe_format(firstImage->base.TexFormat->MesaFormat); GLuint usage = default_usage(fmt); stObj->pt = st_texture_create(ctx->st, gl_target_to_pipe(stObj->base.Target), fmt, stObj->lastLevel, firstImage->base.Width2, firstImage->base.Height2, firstImage->base.Depth2, usage); if (!stObj->pt) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); return GL_FALSE; } } /* Pull in any images not in the object's texture: */ for (face = 0; face < nr_faces; face++) { GLuint level; for (level = 0; level <= stObj->lastLevel; level++) { struct st_texture_image *stImage = st_texture_image(stObj->base.Image[face][stObj->base.BaseLevel + level]); /* Need to import images in main memory or held in other textures. */ if (stImage && stObj->pt != stImage->pt) { copy_image_data_to_texture(ctx->st, stObj, level, stImage); *needFlush = GL_TRUE; } } } return GL_TRUE; } /** * Returns pointer to a default/dummy texture. * This is typically used when the current shader has tex/sample instructions * but the user has not provided a (any) texture(s). */ struct gl_texture_object * st_get_default_texture(struct st_context *st) { if (!st->default_texture) { static const GLenum target = GL_TEXTURE_2D; GLubyte pixels[16][16][4]; struct gl_texture_object *texObj; struct gl_texture_image *texImg; GLuint i, j; /* The ARB_fragment_program spec says (0,0,0,1) should be returned * when attempting to sample incomplete textures. */ for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { pixels[i][j][0] = 0; pixels[i][j][1] = 0; pixels[i][j][2] = 0; pixels[i][j][3] = 255; } } texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target); texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0); _mesa_init_teximage_fields(st->ctx, target, texImg, 16, 16, 1, 0, /* w, h, d, border */ GL_RGBA); st_TexImage(st->ctx, 2, target, 0, GL_RGBA, /* level, intformat */ 16, 16, 1, 0, /* w, h, d, border */ GL_RGBA, GL_UNSIGNED_BYTE, pixels, &st->ctx->DefaultPacking, texObj, texImg, 0, 0); texObj->MinFilter = GL_NEAREST; texObj->MagFilter = GL_NEAREST; texObj->_Complete = GL_TRUE; st->default_texture = texObj; } return st->default_texture; } void st_init_texture_functions(struct dd_function_table *functions) { functions->ChooseTextureFormat = st_ChooseTextureFormat; functions->TexImage1D = st_TexImage1D; functions->TexImage2D = st_TexImage2D; functions->TexImage3D = st_TexImage3D; functions->TexSubImage1D = st_TexSubImage1D; functions->TexSubImage2D = st_TexSubImage2D; functions->TexSubImage3D = st_TexSubImage3D; functions->CompressedTexSubImage1D = st_CompressedTexSubImage1D; functions->CompressedTexSubImage2D = st_CompressedTexSubImage2D; functions->CompressedTexSubImage3D = st_CompressedTexSubImage3D; functions->CopyTexImage1D = st_CopyTexImage1D; functions->CopyTexImage2D = st_CopyTexImage2D; functions->CopyTexSubImage1D = st_CopyTexSubImage1D; functions->CopyTexSubImage2D = st_CopyTexSubImage2D; functions->CopyTexSubImage3D = st_CopyTexSubImage3D; functions->GenerateMipmap = st_generate_mipmap; functions->GetTexImage = st_GetTexImage; /* compressed texture functions */ functions->CompressedTexImage2D = st_CompressedTexImage2D; functions->GetCompressedTexImage = st_GetCompressedTexImage; functions->CompressedTextureSize = _mesa_compressed_texture_size; functions->NewTextureObject = st_NewTextureObject; functions->NewTextureImage = st_NewTextureImage; functions->DeleteTexture = st_DeleteTextureObject; functions->FreeTexImageData = st_FreeTextureImageData; functions->UpdateTexturePalette = 0; functions->TextureMemCpy = do_memcpy; /* XXX Temporary until we can query pipe's texture sizes */ functions->TestProxyTexImage = _mesa_test_proxy_teximage; }