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#include "swrast/swrast.h"
#include "main/renderbuffer.h"
#include "main/texobj.h"
#include "main/teximage.h"
#include "main/mipmap.h"
#include "drivers/common/meta.h"
#include "intel_context.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
#define FILE_DEBUG_FLAG DEBUG_TEXTURE
static struct gl_texture_image *
intelNewTextureImage(struct gl_context * ctx)
{
DBG("%s\n", __FUNCTION__);
(void) ctx;
return (struct gl_texture_image *) CALLOC_STRUCT(intel_texture_image);
}
static void
intelDeleteTextureImage(struct gl_context * ctx, struct gl_texture_image *img)
{
/* nothing special (yet) for intel_texture_image */
_mesa_delete_texture_image(ctx, img);
}
static struct gl_texture_object *
intelNewTextureObject(struct gl_context * ctx, GLuint name, GLenum target)
{
struct intel_texture_object *obj = CALLOC_STRUCT(intel_texture_object);
(void) ctx;
DBG("%s\n", __FUNCTION__);
_mesa_initialize_texture_object(&obj->base, name, target);
return &obj->base;
}
static void
intelDeleteTextureObject(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
struct intel_texture_object *intelObj = intel_texture_object(texObj);
intel_miptree_release(&intelObj->mt);
_mesa_delete_texture_object(ctx, texObj);
}
static GLboolean
intel_alloc_texture_image_buffer(struct gl_context *ctx,
struct gl_texture_image *image)
{
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(image);
struct gl_texture_object *texobj = image->TexObject;
struct intel_texture_object *intel_texobj = intel_texture_object(texobj);
GLuint slices;
assert(image->Border == 0);
/* Because the driver uses AllocTextureImageBuffer() internally, it may end
* up mismatched with FreeTextureImageBuffer(), but that is safe to call
* multiple times.
*/
ctx->Driver.FreeTextureImageBuffer(ctx, image);
/* Allocate the swrast_texture_image::ImageOffsets array now */
switch (texobj->Target) {
case GL_TEXTURE_3D:
case GL_TEXTURE_2D_ARRAY:
slices = image->Depth;
break;
case GL_TEXTURE_1D_ARRAY:
slices = image->Height;
break;
default:
slices = 1;
}
assert(!intel_image->base.ImageOffsets);
intel_image->base.ImageOffsets = malloc(slices * sizeof(GLuint));
_swrast_init_texture_image(image);
if (intel_texobj->mt &&
intel_miptree_match_image(intel_texobj->mt, image)) {
intel_miptree_reference(&intel_image->mt, intel_texobj->mt);
DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n",
__FUNCTION__, texobj, image->Level,
image->Width, image->Height, image->Depth, intel_texobj->mt);
} else {
intel_image->mt = intel_miptree_create_for_teximage(intel, intel_texobj,
intel_image,
false);
/* Even if the object currently has a mipmap tree associated
* with it, this one is a more likely candidate to represent the
* whole object since our level didn't fit what was there
* before, and any lower levels would fit into our miptree.
*/
intel_miptree_reference(&intel_texobj->mt, intel_image->mt);
DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n",
__FUNCTION__, texobj, image->Level,
image->Width, image->Height, image->Depth, intel_image->mt);
}
return true;
}
/**
* Called via ctx->Driver.AllocTextureStorage()
* Just have to allocate memory for the texture images.
*/
static GLboolean
intel_alloc_texture_storage(struct gl_context *ctx,
struct gl_texture_object *texObj,
GLsizei levels, GLsizei width,
GLsizei height, GLsizei depth)
{
const int numFaces = _mesa_num_tex_faces(texObj->Target);
int face;
int level;
for (face = 0; face < numFaces; face++) {
for (level = 0; level < levels; level++) {
struct gl_texture_image *const texImage = texObj->Image[face][level];
if (!intel_alloc_texture_image_buffer(ctx, texImage))
return false;
}
}
return true;
}
static void
intel_free_texture_image_buffer(struct gl_context * ctx,
struct gl_texture_image *texImage)
{
struct intel_texture_image *intelImage = intel_texture_image(texImage);
DBG("%s\n", __FUNCTION__);
intel_miptree_release(&intelImage->mt);
if (intelImage->base.Buffer) {
_mesa_align_free(intelImage->base.Buffer);
intelImage->base.Buffer = NULL;
}
free(intelImage->base.ImageOffsets);
intelImage->base.ImageOffsets = NULL;
}
/**
* Map texture memory/buffer into user space.
* Note: the region of interest parameters are ignored here.
* \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
* \param mapOut returns start of mapping of region of interest
* \param rowStrideOut returns row stride in bytes
*/
static void
intel_map_texture_image(struct gl_context *ctx,
struct gl_texture_image *tex_image,
GLuint slice,
GLuint x, GLuint y, GLuint w, GLuint h,
GLbitfield mode,
GLubyte **map,
GLint *stride)
{
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(tex_image);
struct intel_mipmap_tree *mt = intel_image->mt;
/* Our texture data is always stored in a miptree. */
assert(mt);
/* Check that our caller wasn't confused about how to map a 1D texture. */
assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY ||
h == 1);
/* intel_miptree_map operates on a unified "slice" number that references the
* cube face, since it's all just slices to the miptree code.
*/
if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
slice = tex_image->Face;
intel_miptree_map(intel, mt, tex_image->Level, slice, x, y, w, h, mode,
(void **)map, stride);
}
static void
intel_unmap_texture_image(struct gl_context *ctx,
struct gl_texture_image *tex_image, GLuint slice)
{
struct intel_context *intel = intel_context(ctx);
struct intel_texture_image *intel_image = intel_texture_image(tex_image);
struct intel_mipmap_tree *mt = intel_image->mt;
if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
slice = tex_image->Face;
intel_miptree_unmap(intel, mt, tex_image->Level, slice);
}
void
intelInitTextureFuncs(struct dd_function_table *functions)
{
functions->NewTextureObject = intelNewTextureObject;
functions->NewTextureImage = intelNewTextureImage;
functions->DeleteTextureImage = intelDeleteTextureImage;
functions->DeleteTexture = intelDeleteTextureObject;
functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer;
functions->FreeTextureImageBuffer = intel_free_texture_image_buffer;
functions->AllocTextureStorage = intel_alloc_texture_storage;
functions->MapTextureImage = intel_map_texture_image;
functions->UnmapTextureImage = intel_unmap_texture_image;
}
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