/************************************************************************** * * Copyright 2007 VMware, Inc. * 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 VMWARE 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 #include "main/bufferobj.h" #include "main/enums.h" #include "main/fbobject.h" #include "main/formats.h" #include "main/format_utils.h" #include "main/glformats.h" #include "main/image.h" #include "main/imports.h" #include "main/macros.h" #include "main/mipmap.h" #include "main/pack.h" #include "main/pbo.h" #include "main/pixeltransfer.h" #include "main/texcompress.h" #include "main/texcompress_etc.h" #include "main/texgetimage.h" #include "main/teximage.h" #include "main/texobj.h" #include "main/texstore.h" #include "state_tracker/st_debug.h" #include "state_tracker/st_context.h" #include "state_tracker/st_cb_fbo.h" #include "state_tracker/st_cb_flush.h" #include "state_tracker/st_cb_texture.h" #include "state_tracker/st_cb_bufferobjects.h" #include "state_tracker/st_format.h" #include "state_tracker/st_texture.h" #include "state_tracker/st_gen_mipmap.h" #include "state_tracker/st_atom.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "pipe/p_shader_tokens.h" #include "util/u_tile.h" #include "util/u_format.h" #include "util/u_surface.h" #include "util/u_sampler.h" #include "util/u_math.h" #include "util/u_box.h" #define DBG if (0) printf enum pipe_texture_target gl_target_to_pipe(GLenum target) { switch (target) { case GL_TEXTURE_1D: case GL_PROXY_TEXTURE_1D: return PIPE_TEXTURE_1D; case GL_TEXTURE_2D: case GL_PROXY_TEXTURE_2D: case GL_TEXTURE_EXTERNAL_OES: case GL_TEXTURE_2D_MULTISAMPLE: case GL_PROXY_TEXTURE_2D_MULTISAMPLE: return PIPE_TEXTURE_2D; case GL_TEXTURE_RECTANGLE_NV: case GL_PROXY_TEXTURE_RECTANGLE_NV: return PIPE_TEXTURE_RECT; case GL_TEXTURE_3D: case GL_PROXY_TEXTURE_3D: return PIPE_TEXTURE_3D; case GL_TEXTURE_CUBE_MAP_ARB: case GL_PROXY_TEXTURE_CUBE_MAP_ARB: case GL_TEXTURE_CUBE_MAP_POSITIVE_X: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: return PIPE_TEXTURE_CUBE; case GL_TEXTURE_1D_ARRAY_EXT: case GL_PROXY_TEXTURE_1D_ARRAY_EXT: return PIPE_TEXTURE_1D_ARRAY; case GL_TEXTURE_2D_ARRAY_EXT: case GL_PROXY_TEXTURE_2D_ARRAY_EXT: case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY: return PIPE_TEXTURE_2D_ARRAY; case GL_TEXTURE_BUFFER: return PIPE_BUFFER; case GL_TEXTURE_CUBE_MAP_ARRAY: case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY: return PIPE_TEXTURE_CUBE_ARRAY; default: assert(0); return 0; } } /** called via ctx->Driver.NewTextureImage() */ static struct gl_texture_image * st_NewTextureImage(struct gl_context * ctx) { DBG("%s\n", __func__); (void) ctx; return (struct gl_texture_image *) ST_CALLOC_STRUCT(st_texture_image); } /** called via ctx->Driver.DeleteTextureImage() */ static void st_DeleteTextureImage(struct gl_context * ctx, struct gl_texture_image *img) { /* nothing special (yet) for st_texture_image */ _mesa_delete_texture_image(ctx, img); } /** called via ctx->Driver.NewTextureObject() */ static struct gl_texture_object * st_NewTextureObject(struct gl_context * ctx, GLuint name, GLenum target) { struct st_texture_object *obj = ST_CALLOC_STRUCT(st_texture_object); DBG("%s\n", __func__); _mesa_initialize_texture_object(ctx, &obj->base, name, target); return &obj->base; } /** called via ctx->Driver.DeleteTextureObject() */ static void st_DeleteTextureObject(struct gl_context *ctx, struct gl_texture_object *texObj) { struct st_context *st = st_context(ctx); struct st_texture_object *stObj = st_texture_object(texObj); pipe_resource_reference(&stObj->pt, NULL); st_texture_release_all_sampler_views(st, stObj); st_texture_free_sampler_views(stObj); _mesa_delete_texture_object(ctx, texObj); } /** called via ctx->Driver.FreeTextureImageBuffer() */ static void st_FreeTextureImageBuffer(struct gl_context *ctx, struct gl_texture_image *texImage) { struct st_texture_image *stImage = st_texture_image(texImage); DBG("%s\n", __func__); if (stImage->pt) { pipe_resource_reference(&stImage->pt, NULL); } free(stImage->transfer); stImage->transfer = NULL; stImage->num_transfers = 0; } /** called via ctx->Driver.MapTextureImage() */ static void st_MapTextureImage(struct gl_context *ctx, struct gl_texture_image *texImage, GLuint slice, GLuint x, GLuint y, GLuint w, GLuint h, GLbitfield mode, GLubyte **mapOut, GLint *rowStrideOut) { struct st_context *st = st_context(ctx); struct st_texture_image *stImage = st_texture_image(texImage); unsigned pipeMode; GLubyte *map; struct pipe_transfer *transfer; pipeMode = 0x0; if (mode & GL_MAP_READ_BIT) pipeMode |= PIPE_TRANSFER_READ; if (mode & GL_MAP_WRITE_BIT) pipeMode |= PIPE_TRANSFER_WRITE; if (mode & GL_MAP_INVALIDATE_RANGE_BIT) pipeMode |= PIPE_TRANSFER_DISCARD_RANGE; map = st_texture_image_map(st, stImage, pipeMode, x, y, slice, w, h, 1, &transfer); if (map) { if ((_mesa_is_format_etc2(texImage->TexFormat) && !st->has_etc2) || (texImage->TexFormat == MESA_FORMAT_ETC1_RGB8 && !st->has_etc1)) { /* ETC isn't supported by gallium and it's represented * by uncompressed formats. Only write transfers with precompressed * data are supported by ES3, which makes this really simple. * * Just create a temporary storage where the ETC texture will * be stored. It will be decompressed in the Unmap function. */ unsigned z = transfer->box.z; struct st_texture_image_transfer *itransfer = &stImage->transfer[z]; itransfer->temp_data = malloc(_mesa_format_image_size(texImage->TexFormat, w, h, 1)); itransfer->temp_stride = _mesa_format_row_stride(texImage->TexFormat, w); itransfer->map = map; *mapOut = itransfer->temp_data; *rowStrideOut = itransfer->temp_stride; } else { /* supported mapping */ *mapOut = map; *rowStrideOut = transfer->stride; } } else { *mapOut = NULL; *rowStrideOut = 0; } } /** called via ctx->Driver.UnmapTextureImage() */ static void st_UnmapTextureImage(struct gl_context *ctx, struct gl_texture_image *texImage, GLuint slice) { struct st_context *st = st_context(ctx); struct st_texture_image *stImage = st_texture_image(texImage); if ((_mesa_is_format_etc2(texImage->TexFormat) && !st->has_etc2) || (texImage->TexFormat == MESA_FORMAT_ETC1_RGB8 && !st->has_etc1)) { /* Decompress the ETC texture to the mapped one. */ unsigned z = slice + stImage->base.Face; struct st_texture_image_transfer *itransfer = &stImage->transfer[z]; struct pipe_transfer *transfer = itransfer->transfer; assert(z == transfer->box.z); if (texImage->TexFormat == MESA_FORMAT_ETC1_RGB8) { _mesa_etc1_unpack_rgba8888(itransfer->map, transfer->stride, itransfer->temp_data, itransfer->temp_stride, transfer->box.width, transfer->box.height); } else { _mesa_unpack_etc2_format(itransfer->map, transfer->stride, itransfer->temp_data, itransfer->temp_stride, transfer->box.width, transfer->box.height, texImage->TexFormat); } free(itransfer->temp_data); itransfer->temp_data = NULL; itransfer->temp_stride = 0; itransfer->map = 0; } st_texture_image_unmap(st, stImage, slice); } /** * Return default texture resource binding bitmask for the given format. */ static GLuint default_bindings(struct st_context *st, enum pipe_format format) { struct pipe_screen *screen = st->pipe->screen; const unsigned target = PIPE_TEXTURE_2D; unsigned bindings; if (util_format_is_depth_or_stencil(format)) bindings = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_DEPTH_STENCIL; else bindings = PIPE_BIND_SAMPLER_VIEW | PIPE_BIND_RENDER_TARGET; if (screen->is_format_supported(screen, format, target, 0, bindings)) return bindings; else { /* Try non-sRGB. */ format = util_format_linear(format); if (screen->is_format_supported(screen, format, target, 0, bindings)) return bindings; else return PIPE_BIND_SAMPLER_VIEW; } } /** * Given the size of a mipmap image, try to compute the size of the level=0 * mipmap image. * * Note that this isn't always accurate for odd-sized, non-POW textures. * For example, if level=1 and width=40 then the level=0 width may be 80 or 81. * * \return GL_TRUE for success, GL_FALSE for failure */ static GLboolean guess_base_level_size(GLenum target, GLuint width, GLuint height, GLuint depth, GLuint level, GLuint *width0, GLuint *height0, GLuint *depth0) { assert(width >= 1); assert(height >= 1); assert(depth >= 1); if (level > 0) { /* Guess the size of the base level. * Depending on the image's size, we can't always make a guess here. */ switch (target) { case GL_TEXTURE_1D: case GL_TEXTURE_1D_ARRAY: width <<= level; break; case GL_TEXTURE_2D: case GL_TEXTURE_2D_ARRAY: /* We can't make a good guess here, because the base level dimensions * can be non-square. */ if (width == 1 || height == 1) { return GL_FALSE; } width <<= level; height <<= level; break; case GL_TEXTURE_CUBE_MAP: case GL_TEXTURE_CUBE_MAP_ARRAY: width <<= level; height <<= level; break; case GL_TEXTURE_3D: /* We can't make a good guess here, because the base level dimensions * can be non-cube. */ if (width == 1 || height == 1 || depth == 1) { return GL_FALSE; } width <<= level; height <<= level; depth <<= level; break; case GL_TEXTURE_RECTANGLE: break; default: assert(0); } } *width0 = width; *height0 = height; *depth0 = depth; return GL_TRUE; } /** * Try to allocate a pipe_resource object for the given st_texture_object. * * We use the given st_texture_image as a clue to determine the size of the * mipmap image at level=0. * * \return GL_TRUE for success, GL_FALSE if out of memory. */ static GLboolean guess_and_alloc_texture(struct st_context *st, struct st_texture_object *stObj, const struct st_texture_image *stImage) { GLuint lastLevel, width, height, depth; GLuint bindings; GLuint ptWidth, ptHeight, ptDepth, ptLayers; enum pipe_format fmt; DBG("%s\n", __func__); assert(!stObj->pt); if (!guess_base_level_size(stObj->base.Target, stImage->base.Width2, stImage->base.Height2, stImage->base.Depth2, stImage->base.Level, &width, &height, &depth)) { /* we can't determine the image size at level=0 */ stObj->width0 = stObj->height0 = stObj->depth0 = 0; /* this is not an out of memory error */ return GL_TRUE; } /* At this point, (width x height x depth) is the expected size of * the level=0 mipmap image. */ /* Guess a reasonable value for lastLevel. With OpenGL we have no * idea how many mipmap levels will be in a texture until we start * to render with it. Make an educated guess here but be prepared * to re-allocating a texture buffer with space for more (or fewer) * mipmap levels later. */ if ((stObj->base.Sampler.MinFilter == GL_NEAREST || stObj->base.Sampler.MinFilter == GL_LINEAR || (stObj->base.BaseLevel == 0 && stObj->base.MaxLevel == 0) || stImage->base._BaseFormat == GL_DEPTH_COMPONENT || stImage->base._BaseFormat == GL_DEPTH_STENCIL_EXT) && !stObj->base.GenerateMipmap && stImage->base.Level == 0) { /* only alloc space for a single mipmap level */ lastLevel = 0; } else { /* alloc space for a full mipmap */ lastLevel = _mesa_get_tex_max_num_levels(stObj->base.Target, width, height, depth) - 1; } /* Save the level=0 dimensions */ stObj->width0 = width; stObj->height0 = height; stObj->depth0 = depth; fmt = st_mesa_format_to_pipe_format(st, stImage->base.TexFormat); bindings = default_bindings(st, fmt); st_gl_texture_dims_to_pipe_dims(stObj->base.Target, width, height, depth, &ptWidth, &ptHeight, &ptDepth, &ptLayers); stObj->pt = st_texture_create(st, gl_target_to_pipe(stObj->base.Target), fmt, lastLevel, ptWidth, ptHeight, ptDepth, ptLayers, 0, bindings); stObj->lastLevel = lastLevel; DBG("%s returning %d\n", __func__, (stObj->pt != NULL)); return stObj->pt != NULL; } /** * Called via ctx->Driver.AllocTextureImageBuffer(). * If the texture object/buffer already has space for the indicated image, * we're done. Otherwise, allocate memory for the new texture image. */ static GLboolean st_AllocTextureImageBuffer(struct gl_context *ctx, struct gl_texture_image *texImage) { struct st_context *st = st_context(ctx); struct st_texture_image *stImage = st_texture_image(texImage); struct st_texture_object *stObj = st_texture_object(texImage->TexObject); const GLuint level = texImage->Level; GLuint width = texImage->Width; GLuint height = texImage->Height; GLuint depth = texImage->Depth; DBG("%s\n", __func__); assert(!stImage->pt); /* xxx this might be wrong */ /* Look if the parent texture object has space for this image */ if (stObj->pt && level <= stObj->pt->last_level && st_texture_match_image(st, stObj->pt, texImage)) { /* this image will fit in the existing texture object's memory */ pipe_resource_reference(&stImage->pt, stObj->pt); return GL_TRUE; } /* The parent texture object does not have space for this image */ pipe_resource_reference(&stObj->pt, NULL); st_texture_release_all_sampler_views(st, stObj); if (!guess_and_alloc_texture(st, stObj, stImage)) { /* Probably out of memory. * Try flushing any pending rendering, then retry. */ st_finish(st); if (!guess_and_alloc_texture(st, stObj, stImage)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); return GL_FALSE; } } if (stObj->pt && st_texture_match_image(st, stObj->pt, texImage)) { /* The image will live in the object's mipmap memory */ pipe_resource_reference(&stImage->pt, stObj->pt); assert(stImage->pt); return GL_TRUE; } else { /* Create a new, temporary texture/resource/buffer to hold this * one texture image. Note that when we later access this image * (either for mapping or copying) we'll want to always specify * mipmap level=0, even if the image represents some other mipmap * level. */ enum pipe_format format = st_mesa_format_to_pipe_format(st, texImage->TexFormat); GLuint bindings = default_bindings(st, format); GLuint ptWidth, ptHeight, ptDepth, ptLayers; st_gl_texture_dims_to_pipe_dims(stObj->base.Target, width, height, depth, &ptWidth, &ptHeight, &ptDepth, &ptLayers); stImage->pt = st_texture_create(st, gl_target_to_pipe(stObj->base.Target), format, 0, /* lastLevel */ ptWidth, ptHeight, ptDepth, ptLayers, 0, bindings); return stImage->pt != NULL; } } /** * Preparation prior to glTexImage. Basically check the 'surface_based' * field and switch to a "normal" tex image if necessary. */ static void prep_teximage(struct gl_context *ctx, struct gl_texture_image *texImage, GLenum format, GLenum type) { struct gl_texture_object *texObj = texImage->TexObject; struct st_texture_object *stObj = st_texture_object(texObj); /* switch to "normal" */ if (stObj->surface_based) { const GLenum target = texObj->Target; const GLuint level = texImage->Level; mesa_format texFormat; _mesa_clear_texture_object(ctx, texObj); pipe_resource_reference(&stObj->pt, NULL); /* oops, need to init this image again */ texFormat = _mesa_choose_texture_format(ctx, texObj, target, level, texImage->InternalFormat, format, type); _mesa_init_teximage_fields(ctx, texImage, texImage->Width, texImage->Height, texImage->Depth, texImage->Border, texImage->InternalFormat, texFormat); stObj->surface_based = GL_FALSE; } } /** * Return a writemask for the gallium blit. The parameters can be base * formats or "format" from glDrawPixels/glTexImage/glGetTexImage. */ unsigned st_get_blit_mask(GLenum srcFormat, GLenum dstFormat) { switch (dstFormat) { case GL_DEPTH_STENCIL: switch (srcFormat) { case GL_DEPTH_STENCIL: return PIPE_MASK_ZS; case GL_DEPTH_COMPONENT: return PIPE_MASK_Z; case GL_STENCIL_INDEX: return PIPE_MASK_S; default: assert(0); return 0; } case GL_DEPTH_COMPONENT: switch (srcFormat) { case GL_DEPTH_STENCIL: case GL_DEPTH_COMPONENT: return PIPE_MASK_Z; default: assert(0); return 0; } case GL_STENCIL_INDEX: switch (srcFormat) { case GL_STENCIL_INDEX: return PIPE_MASK_S; default: assert(0); return 0; } default: return PIPE_MASK_RGBA; } } static void st_TexSubImage(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, 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 st_context *st = st_context(ctx); struct st_texture_image *stImage = st_texture_image(texImage); struct st_texture_object *stObj = st_texture_object(texImage->TexObject); struct pipe_context *pipe = st->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_resource *dst = stImage->pt; struct pipe_resource *src = NULL; struct pipe_resource src_templ; struct pipe_transfer *transfer; struct pipe_blit_info blit; enum pipe_format src_format, dst_format; mesa_format mesa_src_format; GLenum gl_target = texImage->TexObject->Target; unsigned bind; GLubyte *map; assert(!_mesa_is_format_etc2(texImage->TexFormat) && texImage->TexFormat != MESA_FORMAT_ETC1_RGB8); if (!st->prefer_blit_based_texture_transfer) { goto fallback; } if (!dst) { goto fallback; } /* XXX Fallback for depth-stencil formats due to an incomplete stencil * blit implementation in some drivers. */ if (format == GL_DEPTH_STENCIL) { goto fallback; } /* If the base internal format and the texture format don't match, * we can't use blit-based TexSubImage. */ if (texImage->_BaseFormat != _mesa_get_format_base_format(texImage->TexFormat)) { goto fallback; } /* See if the texture format already matches the format and type, * in which case the memcpy-based fast path will likely be used and * we don't have to blit. */ if (_mesa_format_matches_format_and_type(texImage->TexFormat, format, type, unpack->SwapBytes)) { goto fallback; } if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL) bind = PIPE_BIND_DEPTH_STENCIL; else bind = PIPE_BIND_RENDER_TARGET; /* See if the destination format is supported. * For luminance and intensity, only the red channel is stored there. */ dst_format = util_format_linear(dst->format); dst_format = util_format_luminance_to_red(dst_format); dst_format = util_format_intensity_to_red(dst_format); if (!dst_format || !screen->is_format_supported(screen, dst_format, dst->target, dst->nr_samples, bind)) { goto fallback; } /* Choose the source format. */ src_format = st_choose_matching_format(st, PIPE_BIND_SAMPLER_VIEW, format, type, unpack->SwapBytes); if (!src_format) { goto fallback; } mesa_src_format = st_pipe_format_to_mesa_format(src_format); /* There is no reason to do this if we cannot use memcpy for the temporary * source texture at least. This also takes transfer ops into account, * etc. */ if (!_mesa_texstore_can_use_memcpy(ctx, _mesa_get_format_base_format(mesa_src_format), mesa_src_format, format, type, unpack)) { goto fallback; } /* TexSubImage only sets a single cubemap face. */ if (gl_target == GL_TEXTURE_CUBE_MAP) { gl_target = GL_TEXTURE_2D; } /* TexSubImage can specify subsets of cube map array faces * so we need to upload via 2D array instead */ if (gl_target == GL_TEXTURE_CUBE_MAP_ARRAY) { gl_target = GL_TEXTURE_2D_ARRAY; } /* Initialize the source texture description. */ memset(&src_templ, 0, sizeof(src_templ)); src_templ.target = gl_target_to_pipe(gl_target); src_templ.format = src_format; src_templ.bind = PIPE_BIND_SAMPLER_VIEW; src_templ.usage = PIPE_USAGE_STAGING; st_gl_texture_dims_to_pipe_dims(gl_target, width, height, depth, &src_templ.width0, &src_templ.height0, &src_templ.depth0, &src_templ.array_size); /* Check for NPOT texture support. */ if (!screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES) && (!util_is_power_of_two(src_templ.width0) || !util_is_power_of_two(src_templ.height0) || !util_is_power_of_two(src_templ.depth0))) { goto fallback; } /* Create the source texture. */ src = screen->resource_create(screen, &src_templ); if (!src) { goto fallback; } /* Map source pixels. */ pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, depth, format, type, pixels, unpack, "glTexSubImage"); if (!pixels) { /* This is a GL error. */ pipe_resource_reference(&src, NULL); return; } /* From now on, we need the gallium representation of dimensions. */ if (gl_target == GL_TEXTURE_1D_ARRAY) { zoffset = yoffset; yoffset = 0; depth = height; height = 1; } map = pipe_transfer_map_3d(pipe, src, 0, PIPE_TRANSFER_WRITE, 0, 0, 0, width, height, depth, &transfer); if (!map) { _mesa_unmap_teximage_pbo(ctx, unpack); pipe_resource_reference(&src, NULL); goto fallback; } /* Upload pixels (just memcpy). */ { const uint bytesPerRow = width * util_format_get_blocksize(src_format); GLuint row, slice; for (slice = 0; slice < (unsigned) depth; slice++) { if (gl_target == GL_TEXTURE_1D_ARRAY) { /* 1D array textures. * We need to convert gallium coords to GL coords. */ GLvoid *src = _mesa_image_address3d(unpack, pixels, width, depth, format, type, 0, slice, 0); memcpy(map, src, bytesPerRow); } else { ubyte *slice_map = map; for (row = 0; row < (unsigned) height; row++) { GLvoid *src = _mesa_image_address3d(unpack, pixels, width, height, format, type, slice, row, 0); memcpy(slice_map, src, bytesPerRow); slice_map += transfer->stride; } } map += transfer->layer_stride; } } pipe_transfer_unmap(pipe, transfer); _mesa_unmap_teximage_pbo(ctx, unpack); /* Blit. */ memset(&blit, 0, sizeof(blit)); blit.src.resource = src; blit.src.level = 0; blit.src.format = src_format; blit.dst.resource = dst; blit.dst.level = stObj->pt != stImage->pt ? 0 : texImage->TexObject->MinLevel + texImage->Level; blit.dst.format = dst_format; blit.src.box.x = blit.src.box.y = blit.src.box.z = 0; blit.dst.box.x = xoffset; blit.dst.box.y = yoffset; blit.dst.box.z = zoffset + texImage->Face + texImage->TexObject->MinLayer; blit.src.box.width = blit.dst.box.width = width; blit.src.box.height = blit.dst.box.height = height; blit.src.box.depth = blit.dst.box.depth = depth; blit.mask = st_get_blit_mask(format, texImage->_BaseFormat); blit.filter = PIPE_TEX_FILTER_NEAREST; blit.scissor_enable = FALSE; st->pipe->blit(st->pipe, &blit); pipe_resource_reference(&src, NULL); return; fallback: _mesa_store_texsubimage(ctx, dims, texImage, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels, unpack); } static void st_TexImage(struct gl_context * ctx, GLuint dims, struct gl_texture_image *texImage, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *unpack) { assert(dims == 1 || dims == 2 || dims == 3); prep_teximage(ctx, texImage, format, type); if (texImage->Width == 0 || texImage->Height == 0 || texImage->Depth == 0) return; /* allocate storage for texture data */ if (!ctx->Driver.AllocTextureImageBuffer(ctx, texImage)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage%uD", dims); return; } st_TexSubImage(ctx, dims, texImage, 0, 0, 0, texImage->Width, texImage->Height, texImage->Depth, format, type, pixels, unpack); } static void st_CompressedTexImage(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, GLsizei imageSize, const GLvoid *data) { prep_teximage(ctx, texImage, GL_NONE, GL_NONE); _mesa_store_compressed_teximage(ctx, dims, texImage, imageSize, data); } /** * Called via ctx->Driver.GetTexSubImage() * * This uses a blit to copy the texture to a texture format which matches * the format and type combo and then a fast read-back is done using memcpy. * We can do arbitrary X/Y/Z/W/0/1 swizzling here as long as there is * a format which matches the swizzling. * * If such a format isn't available, it falls back to _mesa_GetTexImage_sw. * * NOTE: Drivers usually do a blit to convert between tiled and linear * texture layouts during texture uploads/downloads, so the blit * we do here should be free in such cases. */ static void st_GetTexSubImage(struct gl_context * ctx, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLint depth, GLenum format, GLenum type, GLvoid * pixels, struct gl_texture_image *texImage) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct pipe_screen *screen = pipe->screen; struct st_texture_image *stImage = st_texture_image(texImage); struct st_texture_object *stObj = st_texture_object(texImage->TexObject); struct pipe_resource *src = stObj->pt; struct pipe_resource *dst = NULL; struct pipe_resource dst_templ; enum pipe_format dst_format, src_format; mesa_format mesa_format; GLenum gl_target = texImage->TexObject->Target; enum pipe_texture_target pipe_target; struct pipe_blit_info blit; unsigned bind = PIPE_BIND_TRANSFER_READ; struct pipe_transfer *tex_xfer; ubyte *map = NULL; boolean done = FALSE; assert(!_mesa_is_format_etc2(texImage->TexFormat) && texImage->TexFormat != MESA_FORMAT_ETC1_RGB8); if (!st->prefer_blit_based_texture_transfer && !_mesa_is_format_compressed(texImage->TexFormat)) { /* Try to avoid the fallback if we're doing texture decompression here */ goto fallback; } if (!stImage->pt || !src) { goto fallback; } /* XXX Fallback to _mesa_GetTexImage_sw for depth-stencil formats * due to an incomplete stencil blit implementation in some drivers. */ if (format == GL_DEPTH_STENCIL || format == GL_STENCIL_INDEX) { goto fallback; } /* If the base internal format and the texture format don't match, we have * to fall back to _mesa_GetTexImage_sw. */ if (texImage->_BaseFormat != _mesa_get_format_base_format(texImage->TexFormat)) { goto fallback; } /* See if the texture format already matches the format and type, * in which case the memcpy-based fast path will be used. */ if (_mesa_format_matches_format_and_type(texImage->TexFormat, format, type, ctx->Pack.SwapBytes)) { goto fallback; } /* Convert the source format to what is expected by GetTexImage * and see if it's supported. * * This only applies to glGetTexImage: * - Luminance must be returned as (L,0,0,1). * - Luminance alpha must be returned as (L,0,0,A). * - Intensity must be returned as (I,0,0,1) */ if (stObj->surface_based) src_format = util_format_linear(stObj->surface_format); else src_format = util_format_linear(src->format); src_format = util_format_luminance_to_red(src_format); src_format = util_format_intensity_to_red(src_format); if (!src_format || !screen->is_format_supported(screen, src_format, src->target, src->nr_samples, PIPE_BIND_SAMPLER_VIEW)) { goto fallback; } if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL) bind |= PIPE_BIND_DEPTH_STENCIL; else bind |= PIPE_BIND_RENDER_TARGET; /* GetTexImage only returns a single face for cubemaps. */ if (gl_target == GL_TEXTURE_CUBE_MAP) { gl_target = GL_TEXTURE_2D; } pipe_target = gl_target_to_pipe(gl_target); /* Choose the destination format by finding the best match * for the format+type combo. */ dst_format = st_choose_matching_format(st, bind, format, type, ctx->Pack.SwapBytes); if (dst_format == PIPE_FORMAT_NONE) { GLenum dst_glformat; /* Fall back to _mesa_GetTexImage_sw except for compressed formats, * where decompression with a blit is always preferred. */ if (!util_format_is_compressed(src->format)) { goto fallback; } /* Set the appropriate format for the decompressed texture. * Luminance and sRGB formats shouldn't appear here.*/ switch (src_format) { case PIPE_FORMAT_DXT1_RGB: case PIPE_FORMAT_DXT1_RGBA: case PIPE_FORMAT_DXT3_RGBA: case PIPE_FORMAT_DXT5_RGBA: case PIPE_FORMAT_RGTC1_UNORM: case PIPE_FORMAT_RGTC2_UNORM: case PIPE_FORMAT_ETC1_RGB8: case PIPE_FORMAT_BPTC_RGBA_UNORM: dst_glformat = GL_RGBA8; break; case PIPE_FORMAT_RGTC1_SNORM: case PIPE_FORMAT_RGTC2_SNORM: if (!ctx->Extensions.EXT_texture_snorm) goto fallback; dst_glformat = GL_RGBA8_SNORM; break; case PIPE_FORMAT_BPTC_RGB_FLOAT: case PIPE_FORMAT_BPTC_RGB_UFLOAT: if (!ctx->Extensions.ARB_texture_float) goto fallback; dst_glformat = GL_RGBA32F; break; default: assert(0); goto fallback; } dst_format = st_choose_format(st, dst_glformat, format, type, pipe_target, 0, bind, FALSE); if (dst_format == PIPE_FORMAT_NONE) { /* unable to get an rgba format!?! */ goto fallback; } } /* create the destination texture of size (width X height X depth) */ memset(&dst_templ, 0, sizeof(dst_templ)); dst_templ.target = pipe_target; dst_templ.format = dst_format; dst_templ.bind = bind; dst_templ.usage = PIPE_USAGE_STAGING; st_gl_texture_dims_to_pipe_dims(gl_target, width, height, depth, &dst_templ.width0, &dst_templ.height0, &dst_templ.depth0, &dst_templ.array_size); dst = screen->resource_create(screen, &dst_templ); if (!dst) { goto fallback; } /* From now on, we need the gallium representation of dimensions. */ if (gl_target == GL_TEXTURE_1D_ARRAY) { depth = height; height = 1; } assert(texImage->Face == 0 || texImage->TexObject->MinLayer == 0 || zoffset == 0); memset(&blit, 0, sizeof(blit)); blit.src.resource = src; blit.src.level = texImage->Level + texImage->TexObject->MinLevel; blit.src.format = src_format; blit.dst.resource = dst; blit.dst.level = 0; blit.dst.format = dst->format; blit.src.box.x = xoffset; blit.dst.box.x = 0; blit.src.box.y = yoffset; blit.dst.box.y = 0; blit.src.box.z = texImage->Face + texImage->TexObject->MinLayer + zoffset; blit.dst.box.z = 0; blit.src.box.width = blit.dst.box.width = width; blit.src.box.height = blit.dst.box.height = height; blit.src.box.depth = blit.dst.box.depth = depth; blit.mask = st_get_blit_mask(texImage->_BaseFormat, format); blit.filter = PIPE_TEX_FILTER_NEAREST; blit.scissor_enable = FALSE; /* blit/render/decompress */ st->pipe->blit(st->pipe, &blit); pixels = _mesa_map_pbo_dest(ctx, &ctx->Pack, pixels); map = pipe_transfer_map_3d(pipe, dst, 0, PIPE_TRANSFER_READ, 0, 0, 0, width, height, depth, &tex_xfer); if (!map) { goto end; } mesa_format = st_pipe_format_to_mesa_format(dst_format); /* copy/pack data into user buffer */ if (_mesa_format_matches_format_and_type(mesa_format, format, type, ctx->Pack.SwapBytes)) { /* memcpy */ const uint bytesPerRow = width * util_format_get_blocksize(dst_format); GLuint row, slice; for (slice = 0; slice < depth; slice++) { if (gl_target == GL_TEXTURE_1D_ARRAY) { /* 1D array textures. * We need to convert gallium coords to GL coords. */ GLvoid *dest = _mesa_image_address3d(&ctx->Pack, pixels, width, depth, format, type, 0, slice, 0); memcpy(dest, map, bytesPerRow); } else { ubyte *slice_map = map; for (row = 0; row < height; row++) { GLvoid *dest = _mesa_image_address3d(&ctx->Pack, pixels, width, height, format, type, slice, row, 0); memcpy(dest, slice_map, bytesPerRow); slice_map += tex_xfer->stride; } } map += tex_xfer->layer_stride; } } else { /* format translation via floats */ GLuint row, slice; GLfloat *rgba; uint32_t dstMesaFormat; int dstStride, srcStride; assert(util_format_is_compressed(src->format)); rgba = malloc(width * 4 * sizeof(GLfloat)); if (!rgba) { goto end; } if (ST_DEBUG & DEBUG_FALLBACK) debug_printf("%s: fallback format translation\n", __func__); dstMesaFormat = _mesa_format_from_format_and_type(format, type); dstStride = _mesa_image_row_stride(&ctx->Pack, width, format, type); srcStride = 4 * width * sizeof(GLfloat); for (slice = 0; slice < depth; slice++) { if (gl_target == GL_TEXTURE_1D_ARRAY) { /* 1D array textures. * We need to convert gallium coords to GL coords. */ GLvoid *dest = _mesa_image_address3d(&ctx->Pack, pixels, width, depth, format, type, 0, slice, 0); /* get float[4] rgba row from surface */ pipe_get_tile_rgba_format(tex_xfer, map, 0, 0, width, 1, dst_format, rgba); _mesa_format_convert(dest, dstMesaFormat, dstStride, rgba, RGBA32_FLOAT, srcStride, width, 1, NULL); } else { for (row = 0; row < height; row++) { GLvoid *dest = _mesa_image_address3d(&ctx->Pack, pixels, width, height, format, type, slice, row, 0); /* get float[4] rgba row from surface */ pipe_get_tile_rgba_format(tex_xfer, map, 0, row, width, 1, dst_format, rgba); _mesa_format_convert(dest, dstMesaFormat, dstStride, rgba, RGBA32_FLOAT, srcStride, width, 1, NULL); } } map += tex_xfer->layer_stride; } free(rgba); } done = TRUE; end: if (map) pipe_transfer_unmap(pipe, tex_xfer); _mesa_unmap_pbo_dest(ctx, &ctx->Pack); pipe_resource_reference(&dst, NULL); fallback: if (!done) { _mesa_GetTexSubImage_sw(ctx, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels, texImage); } } /** * 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(struct gl_context *ctx, struct st_renderbuffer *strb, struct st_texture_image *stImage, GLenum baseFormat, GLint destX, GLint destY, GLint slice, GLint srcX, GLint srcY, GLsizei width, GLsizei height) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct pipe_transfer *src_trans; GLubyte *texDest; enum pipe_transfer_usage transfer_usage; void *map; unsigned dst_width = width; unsigned dst_height = height; unsigned dst_depth = 1; struct pipe_transfer *transfer; if (ST_DEBUG & DEBUG_FALLBACK) debug_printf("%s: fallback processing\n", __func__); if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { srcY = strb->Base.Height - srcY - height; } map = pipe_transfer_map(pipe, strb->texture, strb->surface->u.tex.level, strb->surface->u.tex.first_layer, PIPE_TRANSFER_READ, srcX, srcY, width, height, &src_trans); if ((baseFormat == GL_DEPTH_COMPONENT || baseFormat == GL_DEPTH_STENCIL) && util_format_is_depth_and_stencil(stImage->pt->format)) transfer_usage = PIPE_TRANSFER_READ_WRITE; else transfer_usage = PIPE_TRANSFER_WRITE; texDest = st_texture_image_map(st, stImage, transfer_usage, destX, destY, slice, dst_width, dst_height, dst_depth, &transfer); if (baseFormat == GL_DEPTH_COMPONENT || baseFormat == GL_DEPTH_STENCIL) { const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F || ctx->Pixel.DepthBias != 0.0F); GLint row, yStep; uint *data; /* 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; } data = malloc(width * sizeof(uint)); if (data) { /* To avoid a large temp memory allocation, do copy row by row */ for (row = 0; row < height; row++, srcY += yStep) { pipe_get_tile_z(src_trans, map, 0, srcY, width, 1, data); if (scaleOrBias) { _mesa_scale_and_bias_depth_uint(ctx, width, data); } if (stImage->pt->target == PIPE_TEXTURE_1D_ARRAY) { pipe_put_tile_z(transfer, texDest + row*transfer->layer_stride, 0, 0, width, 1, data); } else { pipe_put_tile_z(transfer, texDest, 0, row, width, 1, data); } } } else { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage()"); } free(data); } else { /* RGBA format */ GLfloat *tempSrc = malloc(width * height * 4 * sizeof(GLfloat)); if (tempSrc && texDest) { const GLint dims = 2; GLint dstRowStride; 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; } if (stImage->pt->target == PIPE_TEXTURE_1D_ARRAY) { dstRowStride = transfer->layer_stride; } else { dstRowStride = transfer->stride; } /* 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_format(src_trans, map, 0, 0, width, height, util_format_linear(strb->texture->format), 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. */ _mesa_texstore(ctx, dims, texImage->_BaseFormat, texImage->TexFormat, dstRowStride, &texDest, width, height, 1, GL_RGBA, GL_FLOAT, tempSrc, /* src */ &unpack); } else { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); } free(tempSrc); } st_texture_image_unmap(st, stImage, slice); pipe->transfer_unmap(pipe, 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_CopyTexSubImage(struct gl_context *ctx, GLuint dims, struct gl_texture_image *texImage, GLint destX, GLint destY, GLint slice, struct gl_renderbuffer *rb, GLint srcX, GLint srcY, GLsizei width, GLsizei height) { struct st_texture_image *stImage = st_texture_image(texImage); struct st_texture_object *stObj = st_texture_object(texImage->TexObject); struct st_renderbuffer *strb = st_renderbuffer(rb); struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; struct pipe_screen *screen = pipe->screen; struct pipe_blit_info blit; enum pipe_format dst_format; GLboolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP); unsigned bind; GLint srcY0, srcY1; assert(!_mesa_is_format_etc2(texImage->TexFormat) && texImage->TexFormat != MESA_FORMAT_ETC1_RGB8); if (!strb || !strb->surface || !stImage->pt) { debug_printf("%s: null strb or stImage\n", __func__); return; } if (_mesa_texstore_needs_transfer_ops(ctx, texImage->_BaseFormat, texImage->TexFormat)) { goto fallback; } /* The base internal format must match the mesa format, so make sure * e.g. an RGB internal format is really allocated as RGB and not as RGBA. */ if (texImage->_BaseFormat != _mesa_get_format_base_format(texImage->TexFormat) || rb->_BaseFormat != _mesa_get_format_base_format(rb->Format)) { goto fallback; } /* Choose the destination format to match the TexImage behavior. */ dst_format = util_format_linear(stImage->pt->format); dst_format = util_format_luminance_to_red(dst_format); dst_format = util_format_intensity_to_red(dst_format); /* See if the destination format is supported. */ if (texImage->_BaseFormat == GL_DEPTH_STENCIL || texImage->_BaseFormat == GL_DEPTH_COMPONENT) { bind = PIPE_BIND_DEPTH_STENCIL; } else { bind = PIPE_BIND_RENDER_TARGET; } if (!dst_format || !screen->is_format_supported(screen, dst_format, stImage->pt->target, stImage->pt->nr_samples, bind)) { goto fallback; } /* Y flipping for the main framebuffer. */ if (do_flip) { srcY1 = strb->Base.Height - srcY - height; srcY0 = srcY1 + height; } else { srcY0 = srcY; srcY1 = srcY0 + height; } /* Blit the texture. * This supports flipping, format conversions, and downsampling. */ memset(&blit, 0, sizeof(blit)); blit.src.resource = strb->texture; blit.src.format = util_format_linear(strb->surface->format); blit.src.level = strb->surface->u.tex.level; blit.src.box.x = srcX; blit.src.box.y = srcY0; blit.src.box.z = strb->surface->u.tex.first_layer; blit.src.box.width = width; blit.src.box.height = srcY1 - srcY0; blit.src.box.depth = 1; blit.dst.resource = stImage->pt; blit.dst.format = dst_format; blit.dst.level = stObj->pt != stImage->pt ? 0 : texImage->Level + texImage->TexObject->MinLevel; blit.dst.box.x = destX; blit.dst.box.y = destY; blit.dst.box.z = stImage->base.Face + slice + texImage->TexObject->MinLayer; blit.dst.box.width = width; blit.dst.box.height = height; blit.dst.box.depth = 1; blit.mask = st_get_blit_mask(rb->_BaseFormat, texImage->_BaseFormat); blit.filter = PIPE_TEX_FILTER_NEAREST; pipe->blit(pipe, &blit); return; fallback: /* software fallback */ fallback_copy_texsubimage(ctx, strb, stImage, texImage->_BaseFormat, destX, destY, slice, srcX, srcY, width, height); } /** * Copy image data from stImage into the texture object 'stObj' at level * 'dstLevel'. */ static void copy_image_data_to_texture(struct st_context *st, struct st_texture_object *stObj, GLuint dstLevel, struct st_texture_image *stImage) { /* debug checks */ { const struct gl_texture_image *dstImage = stObj->base.Image[stImage->base.Face][dstLevel]; assert(dstImage); assert(dstImage->Width == stImage->base.Width); assert(dstImage->Height == stImage->base.Height); assert(dstImage->Depth == stImage->base.Depth); } if (stImage->pt) { /* Copy potentially with the blitter: */ GLuint src_level; if (stImage->pt->last_level == 0) src_level = 0; else src_level = stImage->base.Level; assert(src_level <= stImage->pt->last_level); assert(u_minify(stImage->pt->width0, src_level) == stImage->base.Width); assert(stImage->pt->target == PIPE_TEXTURE_1D_ARRAY || u_minify(stImage->pt->height0, src_level) == stImage->base.Height); assert(stImage->pt->target == PIPE_TEXTURE_2D_ARRAY || stImage->pt->target == PIPE_TEXTURE_CUBE_ARRAY || u_minify(stImage->pt->depth0, src_level) == stImage->base.Depth); st_texture_image_copy(st->pipe, stObj->pt, dstLevel, /* dest texture, level */ stImage->pt, src_level, /* src texture, level */ stImage->base.Face); pipe_resource_reference(&stImage->pt, NULL); } pipe_resource_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(struct gl_context *ctx, struct pipe_context *pipe, struct gl_texture_object *tObj) { struct st_context *st = st_context(ctx); struct st_texture_object *stObj = st_texture_object(tObj); const GLuint nr_faces = (stObj->base.Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; GLuint face; const struct st_texture_image *firstImage; enum pipe_format firstImageFormat; GLuint ptWidth, ptHeight, ptDepth, ptLayers, ptNumSamples; if (tObj->Immutable) return GL_TRUE; if (_mesa_is_texture_complete(tObj, &tObj->Sampler)) { /* The texture is complete and we know exactly how many mipmap levels * are present/needed. This is conditional because we may be called * from the st_generate_mipmap() function when the texture object is * incomplete. In that case, we'll have set stObj->lastLevel before * we get here. */ if (stObj->base.Sampler.MinFilter == GL_LINEAR || stObj->base.Sampler.MinFilter == GL_NEAREST) stObj->lastLevel = stObj->base.BaseLevel; else stObj->lastLevel = stObj->base._MaxLevel; } if (tObj->Target == GL_TEXTURE_BUFFER) { struct st_buffer_object *st_obj = st_buffer_object(tObj->BufferObject); if (!st_obj) { pipe_resource_reference(&stObj->pt, NULL); st_texture_release_all_sampler_views(st, stObj); return GL_TRUE; } if (st_obj->buffer != stObj->pt) { pipe_resource_reference(&stObj->pt, st_obj->buffer); st_texture_release_all_sampler_views(st, stObj); stObj->width0 = stObj->pt->width0 / _mesa_get_format_bytes(tObj->_BufferObjectFormat); stObj->height0 = 1; stObj->depth0 = 1; } return GL_TRUE; } firstImage = st_texture_image_const(_mesa_base_tex_image(&stObj->base)); assert(firstImage); /* 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 && (!stObj->pt || firstImage->pt->last_level >= stObj->pt->last_level)) { pipe_resource_reference(&stObj->pt, firstImage->pt); st_texture_release_all_sampler_views(st, stObj); } /* If this texture comes from a window system, there is nothing else to do. */ if (stObj->surface_based) { return GL_TRUE; } /* Find gallium format for the Mesa texture */ firstImageFormat = st_mesa_format_to_pipe_format(st, firstImage->base.TexFormat); /* Find size of level=0 Gallium mipmap image, plus number of texture layers */ { GLuint width, height, depth; if (!guess_base_level_size(stObj->base.Target, firstImage->base.Width2, firstImage->base.Height2, firstImage->base.Depth2, firstImage->base.Level, &width, &height, &depth)) { width = stObj->width0; height = stObj->height0; depth = stObj->depth0; } /* convert GL dims to Gallium dims */ st_gl_texture_dims_to_pipe_dims(stObj->base.Target, width, height, depth, &ptWidth, &ptHeight, &ptDepth, &ptLayers); ptNumSamples = firstImage->base.NumSamples; } /* If we already have a gallium texture, check that it matches the texture * object's format, target, size, num_levels, etc. */ if (stObj->pt) { if (stObj->pt->target != gl_target_to_pipe(stObj->base.Target) || stObj->pt->format != firstImageFormat || stObj->pt->last_level < stObj->lastLevel || stObj->pt->width0 != ptWidth || stObj->pt->height0 != ptHeight || stObj->pt->depth0 != ptDepth || stObj->pt->nr_samples != ptNumSamples || stObj->pt->array_size != ptLayers) { /* The gallium texture does not match the Mesa texture so delete the * gallium texture now. We'll make a new one below. */ pipe_resource_reference(&stObj->pt, NULL); st_texture_release_all_sampler_views(st, stObj); st->dirty.st |= ST_NEW_FRAMEBUFFER; } } /* May need to create a new gallium texture: */ if (!stObj->pt) { GLuint bindings = default_bindings(st, firstImageFormat); stObj->pt = st_texture_create(st, gl_target_to_pipe(stObj->base.Target), firstImageFormat, stObj->lastLevel, ptWidth, ptHeight, ptDepth, ptLayers, ptNumSamples, bindings); 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 = stObj->base.BaseLevel; level <= stObj->lastLevel; level++) { struct st_texture_image *stImage = st_texture_image(stObj->base.Image[face][level]); /* Need to import images in main memory or held in other textures. */ if (stImage && stObj->pt != stImage->pt) { if (level == 0 || (stImage->base.Width == u_minify(stObj->width0, level) && stImage->base.Height == u_minify(stObj->height0, level) && stImage->base.Depth == u_minify(stObj->depth0, level))) { /* src image fits expected dest mipmap level size */ copy_image_data_to_texture(st, stObj, level, stImage); } } } } return GL_TRUE; } /** * Called via ctx->Driver.AllocTextureStorage() to allocate texture memory * for a whole mipmap stack. */ static GLboolean st_AllocTextureStorage(struct gl_context *ctx, struct gl_texture_object *texObj, GLsizei levels, GLsizei width, GLsizei height, GLsizei depth) { const GLuint numFaces = _mesa_num_tex_faces(texObj->Target); struct gl_texture_image *texImage = texObj->Image[0][0]; struct st_context *st = st_context(ctx); struct st_texture_object *stObj = st_texture_object(texObj); struct pipe_screen *screen = st->pipe->screen; GLuint ptWidth, ptHeight, ptDepth, ptLayers, bindings; enum pipe_format fmt; GLint level; GLuint num_samples = texImage->NumSamples; assert(levels > 0); /* Save the level=0 dimensions */ stObj->width0 = width; stObj->height0 = height; stObj->depth0 = depth; stObj->lastLevel = levels - 1; fmt = st_mesa_format_to_pipe_format(st, texImage->TexFormat); bindings = default_bindings(st, fmt); /* Raise the sample count if the requested one is unsupported. */ if (num_samples > 1) { boolean found = FALSE; for (; num_samples <= ctx->Const.MaxSamples; num_samples++) { if (screen->is_format_supported(screen, fmt, PIPE_TEXTURE_2D, num_samples, PIPE_BIND_SAMPLER_VIEW)) { /* Update the sample count in gl_texture_image as well. */ texImage->NumSamples = num_samples; found = TRUE; break; } } if (!found) { return GL_FALSE; } } st_gl_texture_dims_to_pipe_dims(texObj->Target, width, height, depth, &ptWidth, &ptHeight, &ptDepth, &ptLayers); stObj->pt = st_texture_create(st, gl_target_to_pipe(texObj->Target), fmt, levels - 1, ptWidth, ptHeight, ptDepth, ptLayers, num_samples, bindings); if (!stObj->pt) return GL_FALSE; /* Set image resource pointers */ for (level = 0; level < levels; level++) { GLuint face; for (face = 0; face < numFaces; face++) { struct st_texture_image *stImage = st_texture_image(texObj->Image[face][level]); pipe_resource_reference(&stImage->pt, stObj->pt); } } return GL_TRUE; } static GLboolean st_TestProxyTexImage(struct gl_context *ctx, GLenum target, GLint level, mesa_format format, GLint width, GLint height, GLint depth, GLint border) { struct st_context *st = st_context(ctx); struct pipe_context *pipe = st->pipe; if (width == 0 || height == 0 || depth == 0) { /* zero-sized images are legal, and always fit! */ return GL_TRUE; } if (pipe->screen->can_create_resource) { /* Ask the gallium driver if the texture is too large */ struct gl_texture_object *texObj = _mesa_get_current_tex_object(ctx, target); struct pipe_resource pt; /* Setup the pipe_resource object */ memset(&pt, 0, sizeof(pt)); pt.target = gl_target_to_pipe(target); pt.format = st_mesa_format_to_pipe_format(st, format); st_gl_texture_dims_to_pipe_dims(target, width, height, depth, &pt.width0, &pt.height0, &pt.depth0, &pt.array_size); if (level == 0 && (texObj->Sampler.MinFilter == GL_LINEAR || texObj->Sampler.MinFilter == GL_NEAREST)) { /* assume just one mipmap level */ pt.last_level = 0; } else { /* assume a full set of mipmaps */ pt.last_level = _mesa_logbase2(MAX3(width, height, depth)); } return pipe->screen->can_create_resource(pipe->screen, &pt); } else { /* Use core Mesa fallback */ return _mesa_test_proxy_teximage(ctx, target, level, format, width, height, depth, border); } } static GLboolean st_TextureView(struct gl_context *ctx, struct gl_texture_object *texObj, struct gl_texture_object *origTexObj) { struct st_texture_object *orig = st_texture_object(origTexObj); struct st_texture_object *tex = st_texture_object(texObj); struct gl_texture_image *image = texObj->Image[0][0]; const int numFaces = _mesa_num_tex_faces(texObj->Target); const int numLevels = texObj->NumLevels; int face; int level; pipe_resource_reference(&tex->pt, orig->pt); /* Set image resource pointers */ for (level = 0; level < numLevels; level++) { for (face = 0; face < numFaces; face++) { struct st_texture_image *stImage = st_texture_image(texObj->Image[face][level]); pipe_resource_reference(&stImage->pt, tex->pt); } } tex->surface_based = GL_TRUE; tex->surface_format = st_mesa_format_to_pipe_format(st_context(ctx), image->TexFormat); tex->width0 = image->Width; tex->height0 = image->Height; tex->depth0 = image->Depth; tex->lastLevel = numLevels - 1; return GL_TRUE; } void st_init_texture_functions(struct dd_function_table *functions) { functions->ChooseTextureFormat = st_ChooseTextureFormat; functions->QuerySamplesForFormat = st_QuerySamplesForFormat; functions->TexImage = st_TexImage; functions->TexSubImage = st_TexSubImage; functions->CompressedTexSubImage = _mesa_store_compressed_texsubimage; functions->CopyTexSubImage = st_CopyTexSubImage; functions->GenerateMipmap = st_generate_mipmap; functions->GetTexSubImage = st_GetTexSubImage; /* compressed texture functions */ functions->CompressedTexImage = st_CompressedTexImage; functions->GetCompressedTexSubImage = _mesa_GetCompressedTexSubImage_sw; functions->NewTextureObject = st_NewTextureObject; functions->NewTextureImage = st_NewTextureImage; functions->DeleteTextureImage = st_DeleteTextureImage; functions->DeleteTexture = st_DeleteTextureObject; functions->AllocTextureImageBuffer = st_AllocTextureImageBuffer; functions->FreeTextureImageBuffer = st_FreeTextureImageBuffer; functions->MapTextureImage = st_MapTextureImage; functions->UnmapTextureImage = st_UnmapTextureImage; /* XXX Temporary until we can query pipe's texture sizes */ functions->TestProxyTexImage = st_TestProxyTexImage; functions->AllocTextureStorage = st_AllocTextureStorage; functions->TextureView = st_TextureView; }