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|
/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (c) 2008-2009 VMware, Inc.
*
* 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, sublicense,
* 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 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 NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
/*
* Authors:
* Brian Paul
*/
/**
* The GL texture image functions in teximage.c basically just do
* error checking and data structure allocation. They in turn call
* device driver functions which actually copy/convert/store the user's
* texture image data.
*
* However, most device drivers will be able to use the fallback functions
* in this file. That is, most drivers will have the following bit of
* code:
* ctx->Driver.TexImage = _mesa_store_teximage;
* ctx->Driver.TexSubImage = _mesa_store_texsubimage;
* etc...
*
* Texture image processing is actually kind of complicated. We have to do:
* Format/type conversions
* pixel unpacking
* pixel transfer (scale, bais, lookup, etc)
*
* These functions can handle most everything, including processing full
* images and sub-images.
*/
#include "glheader.h"
#include "bufferobj.h"
#include "colormac.h"
#include "format_pack.h"
#include "format_utils.h"
#include "image.h"
#include "macros.h"
#include "mipmap.h"
#include "mtypes.h"
#include "pack.h"
#include "pbo.h"
#include "imports.h"
#include "texcompress.h"
#include "texcompress_fxt1.h"
#include "texcompress_rgtc.h"
#include "texcompress_s3tc.h"
#include "texcompress_etc.h"
#include "texcompress_bptc.h"
#include "teximage.h"
#include "texstore.h"
#include "enums.h"
#include "glformats.h"
#include "../../gallium/auxiliary/util/u_format_rgb9e5.h"
#include "../../gallium/auxiliary/util/u_format_r11g11b10f.h"
enum {
ZERO = 4,
ONE = 5
};
/**
* Texture image storage function.
*/
typedef GLboolean (*StoreTexImageFunc)(TEXSTORE_PARAMS);
/**
* Make a temporary (color) texture image with GLfloat components.
* Apply all needed pixel unpacking and pixel transfer operations.
* Note that there are both logicalBaseFormat and textureBaseFormat parameters.
* Suppose the user specifies GL_LUMINANCE as the internal texture format
* but the graphics hardware doesn't support luminance textures. So, we might
* use an RGB hardware format instead.
* If logicalBaseFormat != textureBaseFormat we have some extra work to do.
*
* \param ctx the rendering context
* \param dims image dimensions: 1, 2 or 3
* \param logicalBaseFormat basic texture derived from the user's
* internal texture format value
* \param textureBaseFormat the actual basic format of the texture
* \param srcWidth source image width
* \param srcHeight source image height
* \param srcDepth source image depth
* \param srcFormat source image format
* \param srcType source image type
* \param srcAddr source image address
* \param srcPacking source image pixel packing
* \return resulting image with format = textureBaseFormat and type = GLfloat.
*/
GLfloat *
_mesa_make_temp_float_image(struct gl_context *ctx, GLuint dims,
GLenum logicalBaseFormat,
GLenum textureBaseFormat,
GLint srcWidth, GLint srcHeight, GLint srcDepth,
GLenum srcFormat, GLenum srcType,
const GLvoid *srcAddr,
const struct gl_pixelstore_attrib *srcPacking,
GLbitfield transferOps)
{
GLfloat *tempImage;
const GLint components = _mesa_components_in_format(logicalBaseFormat);
const GLint srcStride =
_mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType);
GLfloat *dst;
GLint img, row;
ASSERT(dims >= 1 && dims <= 3);
ASSERT(logicalBaseFormat == GL_RGBA ||
logicalBaseFormat == GL_RGB ||
logicalBaseFormat == GL_RG ||
logicalBaseFormat == GL_RED ||
logicalBaseFormat == GL_LUMINANCE_ALPHA ||
logicalBaseFormat == GL_LUMINANCE ||
logicalBaseFormat == GL_ALPHA ||
logicalBaseFormat == GL_INTENSITY ||
logicalBaseFormat == GL_DEPTH_COMPONENT);
ASSERT(textureBaseFormat == GL_RGBA ||
textureBaseFormat == GL_RGB ||
textureBaseFormat == GL_RG ||
textureBaseFormat == GL_RED ||
textureBaseFormat == GL_LUMINANCE_ALPHA ||
textureBaseFormat == GL_LUMINANCE ||
textureBaseFormat == GL_ALPHA ||
textureBaseFormat == GL_INTENSITY ||
textureBaseFormat == GL_DEPTH_COMPONENT);
tempImage = malloc(srcWidth * srcHeight * srcDepth
* components * sizeof(GLfloat));
if (!tempImage)
return NULL;
dst = tempImage;
for (img = 0; img < srcDepth; img++) {
const GLubyte *src
= (const GLubyte *) _mesa_image_address(dims, srcPacking, srcAddr,
srcWidth, srcHeight,
srcFormat, srcType,
img, 0, 0);
for (row = 0; row < srcHeight; row++) {
_mesa_unpack_color_span_float(ctx, srcWidth, logicalBaseFormat,
dst, srcFormat, srcType, src,
srcPacking, transferOps);
dst += srcWidth * components;
src += srcStride;
}
}
if (logicalBaseFormat != textureBaseFormat) {
/* more work */
GLint texComponents = _mesa_components_in_format(textureBaseFormat);
GLint logComponents = _mesa_components_in_format(logicalBaseFormat);
GLfloat *newImage;
GLint i, n;
GLubyte map[6];
/* we only promote up to RGB, RGBA and LUMINANCE_ALPHA formats for now */
ASSERT(textureBaseFormat == GL_RGB || textureBaseFormat == GL_RGBA ||
textureBaseFormat == GL_LUMINANCE_ALPHA);
/* The actual texture format should have at least as many components
* as the logical texture format.
*/
ASSERT(texComponents >= logComponents);
newImage = malloc(srcWidth * srcHeight * srcDepth
* texComponents * sizeof(GLfloat));
if (!newImage) {
free(tempImage);
return NULL;
}
_mesa_compute_component_mapping(logicalBaseFormat, textureBaseFormat, map);
n = srcWidth * srcHeight * srcDepth;
for (i = 0; i < n; i++) {
GLint k;
for (k = 0; k < texComponents; k++) {
GLint j = map[k];
if (j == ZERO)
newImage[i * texComponents + k] = 0.0F;
else if (j == ONE)
newImage[i * texComponents + k] = 1.0F;
else
newImage[i * texComponents + k] = tempImage[i * logComponents + j];
}
}
free(tempImage);
tempImage = newImage;
}
return tempImage;
}
/**
* Make a temporary (color) texture image with GLubyte components.
* Apply all needed pixel unpacking and pixel transfer operations.
* Note that there are both logicalBaseFormat and textureBaseFormat parameters.
* Suppose the user specifies GL_LUMINANCE as the internal texture format
* but the graphics hardware doesn't support luminance textures. So, we might
* use an RGB hardware format instead.
* If logicalBaseFormat != textureBaseFormat we have some extra work to do.
*
* \param ctx the rendering context
* \param dims image dimensions: 1, 2 or 3
* \param logicalBaseFormat basic texture derived from the user's
* internal texture format value
* \param textureBaseFormat the actual basic format of the texture
* \param srcWidth source image width
* \param srcHeight source image height
* \param srcDepth source image depth
* \param srcFormat source image format
* \param srcType source image type
* \param srcAddr source image address
* \param srcPacking source image pixel packing
* \return resulting image with format = textureBaseFormat and type = GLubyte.
*/
GLubyte *
_mesa_make_temp_ubyte_image(struct gl_context *ctx, GLuint dims,
GLenum logicalBaseFormat,
GLenum textureBaseFormat,
GLint srcWidth, GLint srcHeight, GLint srcDepth,
GLenum srcFormat, GLenum srcType,
const GLvoid *srcAddr,
const struct gl_pixelstore_attrib *srcPacking)
{
GLuint transferOps = ctx->_ImageTransferState;
const GLint components = _mesa_components_in_format(logicalBaseFormat);
GLint img, row;
GLubyte *tempImage, *dst;
ASSERT(dims >= 1 && dims <= 3);
ASSERT(logicalBaseFormat == GL_RGBA ||
logicalBaseFormat == GL_RGB ||
logicalBaseFormat == GL_RG ||
logicalBaseFormat == GL_RED ||
logicalBaseFormat == GL_LUMINANCE_ALPHA ||
logicalBaseFormat == GL_LUMINANCE ||
logicalBaseFormat == GL_ALPHA ||
logicalBaseFormat == GL_INTENSITY);
ASSERT(textureBaseFormat == GL_RGBA ||
textureBaseFormat == GL_RGB ||
textureBaseFormat == GL_RG ||
textureBaseFormat == GL_RED ||
textureBaseFormat == GL_LUMINANCE_ALPHA ||
textureBaseFormat == GL_LUMINANCE ||
textureBaseFormat == GL_ALPHA ||
textureBaseFormat == GL_INTENSITY);
/* unpack and transfer the source image */
tempImage = malloc(srcWidth * srcHeight * srcDepth
* components * sizeof(GLubyte));
if (!tempImage) {
return NULL;
}
dst = tempImage;
for (img = 0; img < srcDepth; img++) {
const GLint srcStride =
_mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType);
const GLubyte *src =
(const GLubyte *) _mesa_image_address(dims, srcPacking, srcAddr,
srcWidth, srcHeight,
srcFormat, srcType,
img, 0, 0);
for (row = 0; row < srcHeight; row++) {
_mesa_unpack_color_span_ubyte(ctx, srcWidth, logicalBaseFormat, dst,
srcFormat, srcType, src, srcPacking,
transferOps);
dst += srcWidth * components;
src += srcStride;
}
}
if (logicalBaseFormat != textureBaseFormat) {
/* one more conversion step */
GLint texComponents = _mesa_components_in_format(textureBaseFormat);
GLint logComponents = _mesa_components_in_format(logicalBaseFormat);
GLubyte *newImage;
GLint i, n;
GLubyte map[6];
/* we only promote up to RGB, RGBA and LUMINANCE_ALPHA formats for now */
ASSERT(textureBaseFormat == GL_RGB || textureBaseFormat == GL_RGBA ||
textureBaseFormat == GL_LUMINANCE_ALPHA);
/* The actual texture format should have at least as many components
* as the logical texture format.
*/
ASSERT(texComponents >= logComponents);
newImage = malloc(srcWidth * srcHeight * srcDepth
* texComponents * sizeof(GLubyte));
if (!newImage) {
free(tempImage);
return NULL;
}
_mesa_compute_component_mapping(logicalBaseFormat, textureBaseFormat, map);
n = srcWidth * srcHeight * srcDepth;
for (i = 0; i < n; i++) {
GLint k;
for (k = 0; k < texComponents; k++) {
GLint j = map[k];
if (j == ZERO)
newImage[i * texComponents + k] = 0;
else if (j == ONE)
newImage[i * texComponents + k] = 255;
else
newImage[i * texComponents + k] = tempImage[i * logComponents + j];
}
}
free(tempImage);
tempImage = newImage;
}
return tempImage;
}
static const GLubyte map_identity[6] = { 0, 1, 2, 3, ZERO, ONE };
static const GLubyte map_3210[6] = { 3, 2, 1, 0, ZERO, ONE };
static const GLubyte map_1032[6] = { 1, 0, 3, 2, ZERO, ONE };
/**
* Teximage storage routine for when a simple memcpy will do.
* No pixel transfer operations or special texel encodings allowed.
* 1D, 2D and 3D images supported.
*/
static void
memcpy_texture(struct gl_context *ctx,
GLuint dimensions,
mesa_format dstFormat,
GLint dstRowStride,
GLubyte **dstSlices,
GLint srcWidth, GLint srcHeight, GLint srcDepth,
GLenum srcFormat, GLenum srcType,
const GLvoid *srcAddr,
const struct gl_pixelstore_attrib *srcPacking)
{
const GLint srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth,
srcFormat, srcType);
const GLint srcImageStride = _mesa_image_image_stride(srcPacking,
srcWidth, srcHeight, srcFormat, srcType);
const GLubyte *srcImage = (const GLubyte *) _mesa_image_address(dimensions,
srcPacking, srcAddr, srcWidth, srcHeight, srcFormat, srcType, 0, 0, 0);
const GLuint texelBytes = _mesa_get_format_bytes(dstFormat);
const GLint bytesPerRow = srcWidth * texelBytes;
if (dstRowStride == srcRowStride &&
dstRowStride == bytesPerRow) {
/* memcpy image by image */
GLint img;
for (img = 0; img < srcDepth; img++) {
GLubyte *dstImage = dstSlices[img];
memcpy(dstImage, srcImage, bytesPerRow * srcHeight);
srcImage += srcImageStride;
}
}
else {
/* memcpy row by row */
GLint img, row;
for (img = 0; img < srcDepth; img++) {
const GLubyte *srcRow = srcImage;
GLubyte *dstRow = dstSlices[img];
for (row = 0; row < srcHeight; row++) {
memcpy(dstRow, srcRow, bytesPerRow);
dstRow += dstRowStride;
srcRow += srcRowStride;
}
srcImage += srcImageStride;
}
}
}
/**
* Store a 32-bit integer or float depth component texture image.
*/
static GLboolean
_mesa_texstore_z32(TEXSTORE_PARAMS)
{
const GLuint depthScale = 0xffffffff;
GLenum dstType;
(void) dims;
ASSERT(dstFormat == MESA_FORMAT_Z_UNORM32 ||
dstFormat == MESA_FORMAT_Z_FLOAT32);
ASSERT(_mesa_get_format_bytes(dstFormat) == sizeof(GLuint));
if (dstFormat == MESA_FORMAT_Z_UNORM32)
dstType = GL_UNSIGNED_INT;
else
dstType = GL_FLOAT;
{
/* general path */
GLint img, row;
for (img = 0; img < srcDepth; img++) {
GLubyte *dstRow = dstSlices[img];
for (row = 0; row < srcHeight; row++) {
const GLvoid *src = _mesa_image_address(dims, srcPacking,
srcAddr, srcWidth, srcHeight, srcFormat, srcType, img, row, 0);
_mesa_unpack_depth_span(ctx, srcWidth,
dstType, dstRow,
depthScale, srcType, src, srcPacking);
dstRow += dstRowStride;
}
}
}
return GL_TRUE;
}
/**
* Store a 24-bit integer depth component texture image.
*/
static GLboolean
_mesa_texstore_x8_z24(TEXSTORE_PARAMS)
{
const GLuint depthScale = 0xffffff;
(void) dims;
ASSERT(dstFormat == MESA_FORMAT_Z24_UNORM_X8_UINT);
{
/* general path */
GLint img, row;
for (img = 0; img < srcDepth; img++) {
GLubyte *dstRow = dstSlices[img];
for (row = 0; row < srcHeight; row++) {
const GLvoid *src = _mesa_image_address(dims, srcPacking,
srcAddr, srcWidth, srcHeight, srcFormat, srcType, img, row, 0);
_mesa_unpack_depth_span(ctx, srcWidth,
GL_UNSIGNED_INT, (GLuint *) dstRow,
depthScale, srcType, src, srcPacking);
dstRow += dstRowStride;
}
}
}
return GL_TRUE;
}
/**
* Store a 24-bit integer depth component texture image.
*/
static GLboolean
_mesa_texstore_z24_x8(TEXSTORE_PARAMS)
{
const GLuint depthScale = 0xffffff;
(void) dims;
ASSERT(dstFormat == MESA_FORMAT_X8_UINT_Z24_UNORM);
{
/* general path */
GLint img, row;
for (img = 0; img < srcDepth; img++) {
GLubyte *dstRow = dstSlices[img];
for (row = 0; row < srcHeight; row++) {
const GLvoid *src = _mesa_image_address(dims, srcPacking,
srcAddr, srcWidth, srcHeight, srcFormat, srcType, img, row, 0);
GLuint *dst = (GLuint *) dstRow;
GLint i;
_mesa_unpack_depth_span(ctx, srcWidth,
GL_UNSIGNED_INT, dst,
depthScale, srcType, src, srcPacking);
for (i = 0; i < srcWidth; i++)
dst[i] <<= 8;
dstRow += dstRowStride;
}
}
}
return GL_TRUE;
}
/**
* Store a 16-bit integer depth component texture image.
*/
static GLboolean
_mesa_texstore_z16(TEXSTORE_PARAMS)
{
const GLuint depthScale = 0xffff;
(void) dims;
ASSERT(dstFormat == MESA_FORMAT_Z_UNORM16);
ASSERT(_mesa_get_format_bytes(dstFormat) == sizeof(GLushort));
{
/* general path */
GLint img, row;
for (img = 0; img < srcDepth; img++) {
GLubyte *dstRow = dstSlices[img];
for (row = 0; row < srcHeight; row++) {
const GLvoid *src = _mesa_image_address(dims, srcPacking,
srcAddr, srcWidth, srcHeight, srcFormat, srcType, img, row, 0);
GLushort *dst16 = (GLushort *) dstRow;
_mesa_unpack_depth_span(ctx, srcWidth,
GL_UNSIGNED_SHORT, dst16, depthScale,
srcType, src, srcPacking);
dstRow += dstRowStride;
}
}
}
return GL_TRUE;
}
/**
* Texstore for _mesa_texformat_ycbcr or _mesa_texformat_ycbcr_REV.
*/
static GLboolean
_mesa_texstore_ycbcr(TEXSTORE_PARAMS)
{
const GLboolean littleEndian = _mesa_little_endian();
(void) ctx; (void) dims; (void) baseInternalFormat;
ASSERT((dstFormat == MESA_FORMAT_YCBCR) ||
(dstFormat == MESA_FORMAT_YCBCR_REV));
ASSERT(_mesa_get_format_bytes(dstFormat) == 2);
ASSERT(ctx->Extensions.MESA_ycbcr_texture);
ASSERT(srcFormat == GL_YCBCR_MESA);
ASSERT((srcType == GL_UNSIGNED_SHORT_8_8_MESA) ||
(srcType == GL_UNSIGNED_SHORT_8_8_REV_MESA));
ASSERT(baseInternalFormat == GL_YCBCR_MESA);
/* always just memcpy since no pixel transfer ops apply */
memcpy_texture(ctx, dims,
dstFormat,
dstRowStride, dstSlices,
srcWidth, srcHeight, srcDepth, srcFormat, srcType,
srcAddr, srcPacking);
/* Check if we need byte swapping */
/* XXX the logic here _might_ be wrong */
if (srcPacking->SwapBytes ^
(srcType == GL_UNSIGNED_SHORT_8_8_REV_MESA) ^
(dstFormat == MESA_FORMAT_YCBCR_REV) ^
!littleEndian) {
GLint img, row;
for (img = 0; img < srcDepth; img++) {
GLubyte *dstRow = dstSlices[img];
for (row = 0; row < srcHeight; row++) {
_mesa_swap2((GLushort *) dstRow, srcWidth);
dstRow += dstRowStride;
}
}
}
return GL_TRUE;
}
/**
* Store a combined depth/stencil texture image.
*/
static GLboolean
_mesa_texstore_z24_s8(TEXSTORE_PARAMS)
{
const GLuint depthScale = 0xffffff;
const GLint srcRowStride
= _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType);
GLint img, row;
GLuint *depth = malloc(srcWidth * sizeof(GLuint));
GLubyte *stencil = malloc(srcWidth * sizeof(GLubyte));
ASSERT(dstFormat == MESA_FORMAT_S8_UINT_Z24_UNORM);
ASSERT(srcFormat == GL_DEPTH_STENCIL_EXT ||
srcFormat == GL_DEPTH_COMPONENT ||
srcFormat == GL_STENCIL_INDEX);
ASSERT(srcFormat != GL_DEPTH_STENCIL_EXT ||
srcType == GL_UNSIGNED_INT_24_8_EXT ||
srcType == GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
if (!depth || !stencil) {
free(depth);
free(stencil);
return GL_FALSE;
}
/* In case we only upload depth we need to preserve the stencil */
for (img = 0; img < srcDepth; img++) {
GLuint *dstRow = (GLuint *) dstSlices[img];
const GLubyte *src
= (const GLubyte *) _mesa_image_address(dims, srcPacking, srcAddr,
srcWidth, srcHeight,
srcFormat, srcType,
img, 0, 0);
for (row = 0; row < srcHeight; row++) {
GLint i;
GLboolean keepdepth = GL_FALSE, keepstencil = GL_FALSE;
if (srcFormat == GL_DEPTH_COMPONENT) { /* preserve stencil */
keepstencil = GL_TRUE;
}
else if (srcFormat == GL_STENCIL_INDEX) { /* preserve depth */
keepdepth = GL_TRUE;
}
if (keepdepth == GL_FALSE)
/* the 24 depth bits will be in the low position: */
_mesa_unpack_depth_span(ctx, srcWidth,
GL_UNSIGNED_INT, /* dst type */
keepstencil ? depth : dstRow, /* dst addr */
depthScale,
srcType, src, srcPacking);
if (keepstencil == GL_FALSE)
/* get the 8-bit stencil values */
_mesa_unpack_stencil_span(ctx, srcWidth,
GL_UNSIGNED_BYTE, /* dst type */
stencil, /* dst addr */
srcType, src, srcPacking,
ctx->_ImageTransferState);
for (i = 0; i < srcWidth; i++) {
if (keepstencil)
dstRow[i] = depth[i] << 8 | (dstRow[i] & 0x000000FF);
else
dstRow[i] = (dstRow[i] & 0xFFFFFF00) | (stencil[i] & 0xFF);
}
src += srcRowStride;
dstRow += dstRowStride / sizeof(GLuint);
}
}
free(depth);
free(stencil);
return GL_TRUE;
}
/**
* Store a combined depth/stencil texture image.
*/
static GLboolean
_mesa_texstore_s8_z24(TEXSTORE_PARAMS)
{
const GLuint depthScale = 0xffffff;
const GLint srcRowStride
= _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType);
GLint img, row;
GLuint *depth;
GLubyte *stencil;
ASSERT(dstFormat == MESA_FORMAT_Z24_UNORM_S8_UINT);
ASSERT(srcFormat == GL_DEPTH_STENCIL_EXT ||
srcFormat == GL_DEPTH_COMPONENT ||
srcFormat == GL_STENCIL_INDEX);
ASSERT(srcFormat != GL_DEPTH_STENCIL_EXT ||
srcType == GL_UNSIGNED_INT_24_8_EXT ||
srcType == GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
depth = malloc(srcWidth * sizeof(GLuint));
stencil = malloc(srcWidth * sizeof(GLubyte));
if (!depth || !stencil) {
free(depth);
free(stencil);
return GL_FALSE;
}
for (img = 0; img < srcDepth; img++) {
GLuint *dstRow = (GLuint *) dstSlices[img];
const GLubyte *src
= (const GLubyte *) _mesa_image_address(dims, srcPacking, srcAddr,
srcWidth, srcHeight,
srcFormat, srcType,
img, 0, 0);
for (row = 0; row < srcHeight; row++) {
GLint i;
GLboolean keepdepth = GL_FALSE, keepstencil = GL_FALSE;
if (srcFormat == GL_DEPTH_COMPONENT) { /* preserve stencil */
keepstencil = GL_TRUE;
}
else if (srcFormat == GL_STENCIL_INDEX) { /* preserve depth */
keepdepth = GL_TRUE;
}
if (keepdepth == GL_FALSE)
/* the 24 depth bits will be in the low position: */
_mesa_unpack_depth_span(ctx, srcWidth,
GL_UNSIGNED_INT, /* dst type */
keepstencil ? depth : dstRow, /* dst addr */
depthScale,
srcType, src, srcPacking);
if (keepstencil == GL_FALSE)
/* get the 8-bit stencil values */
_mesa_unpack_stencil_span(ctx, srcWidth,
GL_UNSIGNED_BYTE, /* dst type */
stencil, /* dst addr */
srcType, src, srcPacking,
ctx->_ImageTransferState);
/* merge stencil values into depth values */
for (i = 0; i < srcWidth; i++) {
if (keepstencil)
dstRow[i] = depth[i] | (dstRow[i] & 0xFF000000);
else
dstRow[i] = (dstRow[i] & 0xFFFFFF) | (stencil[i] << 24);
}
src += srcRowStride;
dstRow += dstRowStride / sizeof(GLuint);
}
}
free(depth);
free(stencil);
return GL_TRUE;
}
/**
* Store simple 8-bit/value stencil texture data.
*/
static GLboolean
_mesa_texstore_s8(TEXSTORE_PARAMS)
{
ASSERT(dstFormat == MESA_FORMAT_S_UINT8);
ASSERT(srcFormat == GL_STENCIL_INDEX);
{
const GLint srcRowStride
= _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType);
GLint img, row;
GLubyte *stencil = malloc(srcWidth * sizeof(GLubyte));
if (!stencil)
return GL_FALSE;
for (img = 0; img < srcDepth; img++) {
GLubyte *dstRow = dstSlices[img];
const GLubyte *src
= (const GLubyte *) _mesa_image_address(dims, srcPacking, srcAddr,
srcWidth, srcHeight,
srcFormat, srcType,
img, 0, 0);
for (row = 0; row < srcHeight; row++) {
GLint i;
/* get the 8-bit stencil values */
_mesa_unpack_stencil_span(ctx, srcWidth,
GL_UNSIGNED_BYTE, /* dst type */
stencil, /* dst addr */
srcType, src, srcPacking,
ctx->_ImageTransferState);
/* merge stencil values into depth values */
for (i = 0; i < srcWidth; i++)
dstRow[i] = stencil[i];
src += srcRowStride;
dstRow += dstRowStride / sizeof(GLubyte);
}
}
free(stencil);
}
return GL_TRUE;
}
static GLboolean
_mesa_texstore_z32f_x24s8(TEXSTORE_PARAMS)
{
GLint img, row;
const GLint srcRowStride
= _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType)
/ sizeof(uint64_t);
ASSERT(dstFormat == MESA_FORMAT_Z32_FLOAT_S8X24_UINT);
ASSERT(srcFormat == GL_DEPTH_STENCIL ||
srcFormat == GL_DEPTH_COMPONENT ||
srcFormat == GL_STENCIL_INDEX);
ASSERT(srcFormat != GL_DEPTH_STENCIL ||
srcType == GL_UNSIGNED_INT_24_8 ||
srcType == GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
/* In case we only upload depth we need to preserve the stencil */
for (img = 0; img < srcDepth; img++) {
uint64_t *dstRow = (uint64_t *) dstSlices[img];
const uint64_t *src
= (const uint64_t *) _mesa_image_address(dims, srcPacking, srcAddr,
srcWidth, srcHeight,
srcFormat, srcType,
img, 0, 0);
for (row = 0; row < srcHeight; row++) {
/* The unpack functions with:
* dstType = GL_FLOAT_32_UNSIGNED_INT_24_8_REV
* only write their own dword, so the other dword (stencil
* or depth) is preserved. */
if (srcFormat != GL_STENCIL_INDEX)
_mesa_unpack_depth_span(ctx, srcWidth,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV, /* dst type */
dstRow, /* dst addr */
~0U, srcType, src, srcPacking);
if (srcFormat != GL_DEPTH_COMPONENT)
_mesa_unpack_stencil_span(ctx, srcWidth,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV, /* dst type */
dstRow, /* dst addr */
srcType, src, srcPacking,
ctx->_ImageTransferState);
src += srcRowStride;
dstRow += dstRowStride / sizeof(uint64_t);
}
}
return GL_TRUE;
}
static GLboolean
texstore_depth_stencil(TEXSTORE_PARAMS)
{
static StoreTexImageFunc table[MESA_FORMAT_COUNT];
static GLboolean initialized = GL_FALSE;
if (!initialized) {
memset(table, 0, sizeof table);
table[MESA_FORMAT_S8_UINT_Z24_UNORM] = _mesa_texstore_z24_s8;
table[MESA_FORMAT_Z24_UNORM_S8_UINT] = _mesa_texstore_s8_z24;
table[MESA_FORMAT_Z_UNORM16] = _mesa_texstore_z16;
table[MESA_FORMAT_Z24_UNORM_X8_UINT] = _mesa_texstore_x8_z24;
table[MESA_FORMAT_X8_UINT_Z24_UNORM] = _mesa_texstore_z24_x8;
table[MESA_FORMAT_Z_UNORM32] = _mesa_texstore_z32;
table[MESA_FORMAT_S_UINT8] = _mesa_texstore_s8;
table[MESA_FORMAT_Z_FLOAT32] = _mesa_texstore_z32;
table[MESA_FORMAT_Z32_FLOAT_S8X24_UINT] = _mesa_texstore_z32f_x24s8;
initialized = GL_TRUE;
}
ASSERT(table[dstFormat]);
return table[dstFormat](ctx, dims, baseInternalFormat,
dstFormat, dstRowStride, dstSlices,
srcWidth, srcHeight, srcDepth,
srcFormat, srcType, srcAddr, srcPacking);
}
static GLboolean
texstore_compressed(TEXSTORE_PARAMS)
{
static StoreTexImageFunc table[MESA_FORMAT_COUNT];
static GLboolean initialized = GL_FALSE;
if (!initialized) {
memset(table, 0, sizeof table);
table[MESA_FORMAT_SRGB_DXT1] = _mesa_texstore_rgb_dxt1;
table[MESA_FORMAT_SRGBA_DXT1] = _mesa_texstore_rgba_dxt1;
table[MESA_FORMAT_SRGBA_DXT3] = _mesa_texstore_rgba_dxt3;
table[MESA_FORMAT_SRGBA_DXT5] = _mesa_texstore_rgba_dxt5;
table[MESA_FORMAT_RGB_FXT1] = _mesa_texstore_rgb_fxt1;
table[MESA_FORMAT_RGBA_FXT1] = _mesa_texstore_rgba_fxt1;
table[MESA_FORMAT_RGB_DXT1] = _mesa_texstore_rgb_dxt1;
table[MESA_FORMAT_RGBA_DXT1] = _mesa_texstore_rgba_dxt1;
table[MESA_FORMAT_RGBA_DXT3] = _mesa_texstore_rgba_dxt3;
table[MESA_FORMAT_RGBA_DXT5] = _mesa_texstore_rgba_dxt5;
table[MESA_FORMAT_R_RGTC1_UNORM] = _mesa_texstore_red_rgtc1;
table[MESA_FORMAT_R_RGTC1_SNORM] = _mesa_texstore_signed_red_rgtc1;
table[MESA_FORMAT_RG_RGTC2_UNORM] = _mesa_texstore_rg_rgtc2;
table[MESA_FORMAT_RG_RGTC2_SNORM] = _mesa_texstore_signed_rg_rgtc2;
table[MESA_FORMAT_L_LATC1_UNORM] = _mesa_texstore_red_rgtc1;
table[MESA_FORMAT_L_LATC1_SNORM] = _mesa_texstore_signed_red_rgtc1;
table[MESA_FORMAT_LA_LATC2_UNORM] = _mesa_texstore_rg_rgtc2;
table[MESA_FORMAT_LA_LATC2_SNORM] = _mesa_texstore_signed_rg_rgtc2;
table[MESA_FORMAT_ETC1_RGB8] = _mesa_texstore_etc1_rgb8;
table[MESA_FORMAT_ETC2_RGB8] = _mesa_texstore_etc2_rgb8;
table[MESA_FORMAT_ETC2_SRGB8] = _mesa_texstore_etc2_srgb8;
table[MESA_FORMAT_ETC2_RGBA8_EAC] = _mesa_texstore_etc2_rgba8_eac;
table[MESA_FORMAT_ETC2_SRGB8_ALPHA8_EAC] = _mesa_texstore_etc2_srgb8_alpha8_eac;
table[MESA_FORMAT_ETC2_R11_EAC] = _mesa_texstore_etc2_r11_eac;
table[MESA_FORMAT_ETC2_RG11_EAC] = _mesa_texstore_etc2_rg11_eac;
table[MESA_FORMAT_ETC2_SIGNED_R11_EAC] = _mesa_texstore_etc2_signed_r11_eac;
table[MESA_FORMAT_ETC2_SIGNED_RG11_EAC] = _mesa_texstore_etc2_signed_rg11_eac;
table[MESA_FORMAT_ETC2_RGB8_PUNCHTHROUGH_ALPHA1] =
_mesa_texstore_etc2_rgb8_punchthrough_alpha1;
table[MESA_FORMAT_ETC2_SRGB8_PUNCHTHROUGH_ALPHA1] =
_mesa_texstore_etc2_srgb8_punchthrough_alpha1;
table[MESA_FORMAT_BPTC_RGBA_UNORM] =
_mesa_texstore_bptc_rgba_unorm;
table[MESA_FORMAT_BPTC_SRGB_ALPHA_UNORM] =
_mesa_texstore_bptc_rgba_unorm;
table[MESA_FORMAT_BPTC_RGB_SIGNED_FLOAT] =
_mesa_texstore_bptc_rgb_signed_float;
table[MESA_FORMAT_BPTC_RGB_UNSIGNED_FLOAT] =
_mesa_texstore_bptc_rgb_unsigned_float;
initialized = GL_TRUE;
}
ASSERT(table[dstFormat]);
return table[dstFormat](ctx, dims, baseInternalFormat,
dstFormat, dstRowStride, dstSlices,
srcWidth, srcHeight, srcDepth,
srcFormat, srcType, srcAddr, srcPacking);
}
static GLboolean
texstore_rgba(TEXSTORE_PARAMS)
{
void *tempImage = NULL;
int srcRowStride, img;
GLubyte *src;
uint32_t srcMesaFormat;
uint8_t rebaseSwizzle[4];
bool needRebase;
/* We have to handle MESA_FORMAT_YCBCR manually because it is a special case
* and _mesa_format_convert does not support it. In this case the we only
* allow conversions between YCBCR formats and it is mostly a memcpy.
*/
if (dstFormat == MESA_FORMAT_YCBCR || dstFormat == MESA_FORMAT_YCBCR_REV) {
return _mesa_texstore_ycbcr(ctx, dims, baseInternalFormat,
dstFormat, dstRowStride, dstSlices,
srcWidth, srcHeight, srcDepth,
srcFormat, srcType, srcAddr,
srcPacking);
}
/* We have to deal with GL_COLOR_INDEX manually because
* _mesa_format_convert does not handle this format. So what we do here is
* convert it to RGBA ubyte first and then convert from that to dst as usual.
*/
if (srcFormat == GL_COLOR_INDEX) {
/* Notice that this will already handle byte swapping if necessary */
tempImage = _mesa_make_temp_ubyte_image(ctx, dims,
baseInternalFormat,
GL_RGBA,
srcWidth, srcHeight, srcDepth,
srcFormat, srcType, srcAddr,
srcPacking);
if (!tempImage)
return GL_FALSE;
/* Now we only have to adjust our src info for a conversion from
* the RGBA ubyte and then we continue as usual.
*/
srcAddr = tempImage;
srcFormat = GL_RGBA;
srcType = GL_UNSIGNED_BYTE;
} else if (srcPacking->SwapBytes) {
/* We have to handle byte-swapping scenarios before calling
* _mesa_format_convert
*/
GLint swapSize = _mesa_sizeof_packed_type(srcType);
if (swapSize == 2 || swapSize == 4) {
int components = _mesa_components_in_format(srcFormat);
int elementCount = srcWidth * srcHeight * components;
tempImage = malloc(elementCount * swapSize);
if (!tempImage)
return GL_FALSE;
if (swapSize == 2)
_mesa_swap2_copy(tempImage, (GLushort *) srcAddr, elementCount);
else
_mesa_swap4_copy(tempImage, (GLuint *) srcAddr, elementCount);
srcAddr = tempImage;
}
}
srcRowStride =
_mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType);
src = (GLubyte *)
_mesa_image_address(dims, srcPacking, srcAddr, srcWidth, srcHeight,
srcFormat, srcType, 0, 0, 0);
srcMesaFormat = _mesa_format_from_format_and_type(srcFormat, srcType);
dstFormat = _mesa_get_srgb_format_linear(dstFormat);
if (_mesa_get_format_base_format(dstFormat) != baseInternalFormat) {
needRebase =
_mesa_compute_rgba2base2rgba_component_mapping(baseInternalFormat,
rebaseSwizzle);
} else {
needRebase = false;
}
for (img = 0; img < srcDepth; img++) {
_mesa_format_convert(dstSlices[img], dstFormat, dstRowStride,
src, srcMesaFormat, srcRowStride,
srcWidth, srcHeight,
needRebase ? rebaseSwizzle : NULL);
src += srcHeight * srcRowStride;
}
free(tempImage);
return GL_TRUE;
}
GLboolean
_mesa_texstore_needs_transfer_ops(struct gl_context *ctx,
GLenum baseInternalFormat,
mesa_format dstFormat)
{
GLenum dstType;
/* There are different rules depending on the base format. */
switch (baseInternalFormat) {
case GL_DEPTH_COMPONENT:
case GL_DEPTH_STENCIL:
return ctx->Pixel.DepthScale != 1.0f ||
ctx->Pixel.DepthBias != 0.0f;
case GL_STENCIL_INDEX:
return GL_FALSE;
default:
/* Color formats.
* Pixel transfer ops (scale, bias, table lookup) do not apply
* to integer formats.
*/
dstType = _mesa_get_format_datatype(dstFormat);
return dstType != GL_INT && dstType != GL_UNSIGNED_INT &&
ctx->_ImageTransferState;
}
}
GLboolean
_mesa_texstore_can_use_memcpy(struct gl_context *ctx,
GLenum baseInternalFormat, mesa_format dstFormat,
GLenum srcFormat, GLenum srcType,
const struct gl_pixelstore_attrib *srcPacking)
{
if (_mesa_texstore_needs_transfer_ops(ctx, baseInternalFormat, dstFormat)) {
return GL_FALSE;
}
/* The base internal format and the base Mesa format must match. */
if (baseInternalFormat != _mesa_get_format_base_format(dstFormat)) {
return GL_FALSE;
}
/* The Mesa format must match the input format and type. */
if (!_mesa_format_matches_format_and_type(dstFormat, srcFormat, srcType,
srcPacking->SwapBytes)) {
return GL_FALSE;
}
/* Depth texture data needs clamping in following cases:
* - Floating point dstFormat with signed srcType: clamp to [0.0, 1.0].
* - Fixed point dstFormat with signed srcType: clamp to [0, 2^n -1].
*
* All the cases except one (float dstFormat with float srcType) are ruled
* out by _mesa_format_matches_format_and_type() check above. Handle the
* remaining case here.
*/
if ((baseInternalFormat == GL_DEPTH_COMPONENT ||
baseInternalFormat == GL_DEPTH_STENCIL) &&
(srcType == GL_FLOAT ||
srcType == GL_FLOAT_32_UNSIGNED_INT_24_8_REV)) {
return GL_FALSE;
}
return GL_TRUE;
}
static GLboolean
_mesa_texstore_memcpy(TEXSTORE_PARAMS)
{
if (!_mesa_texstore_can_use_memcpy(ctx, baseInternalFormat, dstFormat,
srcFormat, srcType, srcPacking)) {
return GL_FALSE;
}
memcpy_texture(ctx, dims,
dstFormat,
dstRowStride, dstSlices,
srcWidth, srcHeight, srcDepth, srcFormat, srcType,
srcAddr, srcPacking);
return GL_TRUE;
}
/**
* Store user data into texture memory.
* Called via glTex[Sub]Image1/2/3D()
* \return GL_TRUE for success, GL_FALSE for failure (out of memory).
*/
GLboolean
_mesa_texstore(TEXSTORE_PARAMS)
{
if (_mesa_texstore_memcpy(ctx, dims, baseInternalFormat,
dstFormat,
dstRowStride, dstSlices,
srcWidth, srcHeight, srcDepth,
srcFormat, srcType, srcAddr, srcPacking)) {
return GL_TRUE;
}
if (_mesa_is_depth_or_stencil_format(baseInternalFormat)) {
return texstore_depth_stencil(ctx, dims, baseInternalFormat,
dstFormat, dstRowStride, dstSlices,
srcWidth, srcHeight, srcDepth,
srcFormat, srcType, srcAddr, srcPacking);
} else if (_mesa_is_format_compressed(dstFormat)) {
return texstore_compressed(ctx, dims, baseInternalFormat,
dstFormat, dstRowStride, dstSlices,
srcWidth, srcHeight, srcDepth,
srcFormat, srcType, srcAddr, srcPacking);
} else {
return texstore_rgba(ctx, dims, baseInternalFormat,
dstFormat, dstRowStride, dstSlices,
srcWidth, srcHeight, srcDepth,
srcFormat, srcType, srcAddr, srcPacking);
}
}
/**
* Normally, we'll only _write_ texel data to a texture when we map it.
* But if the user is providing depth or stencil values and the texture
* image is a combined depth/stencil format, we'll actually read from
* the texture buffer too (in order to insert the depth or stencil values.
* \param userFormat the user-provided image format
* \param texFormat the destination texture format
*/
static GLbitfield
get_read_write_mode(GLenum userFormat, mesa_format texFormat)
{
if ((userFormat == GL_STENCIL_INDEX || userFormat == GL_DEPTH_COMPONENT)
&& _mesa_get_format_base_format(texFormat) == GL_DEPTH_STENCIL)
return GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
else
return GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
}
/**
* Helper function for storing 1D, 2D, 3D whole and subimages into texture
* memory.
* The source of the image data may be user memory or a PBO. In the later
* case, we'll map the PBO, copy from it, then unmap it.
*/
static void
store_texsubimage(struct gl_context *ctx,
struct gl_texture_image *texImage,
GLint xoffset, GLint yoffset, GLint zoffset,
GLint width, GLint height, GLint depth,
GLenum format, GLenum type, const GLvoid *pixels,
const struct gl_pixelstore_attrib *packing,
const char *caller)
{
const GLbitfield mapMode = get_read_write_mode(format, texImage->TexFormat);
const GLenum target = texImage->TexObject->Target;
GLboolean success = GL_FALSE;
GLuint dims, slice, numSlices = 1, sliceOffset = 0;
GLint srcImageStride = 0;
const GLubyte *src;
assert(xoffset + width <= texImage->Width);
assert(yoffset + height <= texImage->Height);
assert(zoffset + depth <= texImage->Depth);
switch (target) {
case GL_TEXTURE_1D:
dims = 1;
break;
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_CUBE_MAP_ARRAY:
case GL_TEXTURE_3D:
dims = 3;
break;
default:
dims = 2;
}
/* get pointer to src pixels (may be in a pbo which we'll map here) */
src = (const GLubyte *)
_mesa_validate_pbo_teximage(ctx, dims, width, height, depth,
format, type, pixels, packing, caller);
if (!src)
return;
/* compute slice info (and do some sanity checks) */
switch (target) {
case GL_TEXTURE_2D:
case GL_TEXTURE_RECTANGLE:
case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_EXTERNAL_OES:
/* one image slice, nothing special needs to be done */
break;
case GL_TEXTURE_1D:
assert(height == 1);
assert(depth == 1);
assert(yoffset == 0);
assert(zoffset == 0);
break;
case GL_TEXTURE_1D_ARRAY:
assert(depth == 1);
assert(zoffset == 0);
numSlices = height;
sliceOffset = yoffset;
height = 1;
yoffset = 0;
srcImageStride = _mesa_image_row_stride(packing, width, format, type);
break;
case GL_TEXTURE_2D_ARRAY:
numSlices = depth;
sliceOffset = zoffset;
depth = 1;
zoffset = 0;
srcImageStride = _mesa_image_image_stride(packing, width, height,
format, type);
break;
case GL_TEXTURE_3D:
/* we'll store 3D images as a series of slices */
numSlices = depth;
sliceOffset = zoffset;
srcImageStride = _mesa_image_image_stride(packing, width, height,
format, type);
break;
case GL_TEXTURE_CUBE_MAP_ARRAY:
numSlices = depth;
sliceOffset = zoffset;
srcImageStride = _mesa_image_image_stride(packing, width, height,
format, type);
break;
default:
_mesa_warning(ctx, "Unexpected target 0x%x in store_texsubimage()", target);
return;
}
assert(numSlices == 1 || srcImageStride != 0);
for (slice = 0; slice < numSlices; slice++) {
GLubyte *dstMap;
GLint dstRowStride;
ctx->Driver.MapTextureImage(ctx, texImage,
slice + sliceOffset,
xoffset, yoffset, width, height,
mapMode, &dstMap, &dstRowStride);
if (dstMap) {
/* Note: we're only storing a 2D (or 1D) slice at a time but we need
* to pass the right 'dims' value so that GL_UNPACK_SKIP_IMAGES is
* used for 3D images.
*/
success = _mesa_texstore(ctx, dims, texImage->_BaseFormat,
texImage->TexFormat,
dstRowStride,
&dstMap,
width, height, 1, /* w, h, d */
format, type, src, packing);
ctx->Driver.UnmapTextureImage(ctx, texImage, slice + sliceOffset);
}
src += srcImageStride;
if (!success)
break;
}
if (!success)
_mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", caller);
_mesa_unmap_teximage_pbo(ctx, packing);
}
/**
* Fallback code for ctx->Driver.TexImage().
* Basically, allocate storage for the texture image, then copy the
* user's image into it.
*/
void
_mesa_store_teximage(struct gl_context *ctx,
GLuint dims,
struct gl_texture_image *texImage,
GLenum format, GLenum type, const GLvoid *pixels,
const struct gl_pixelstore_attrib *packing)
{
assert(dims == 1 || dims == 2 || dims == 3);
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;
}
store_texsubimage(ctx, texImage,
0, 0, 0, texImage->Width, texImage->Height, texImage->Depth,
format, type, pixels, packing, "glTexImage");
}
/*
* Fallback for Driver.TexSubImage().
*/
void
_mesa_store_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 *packing)
{
store_texsubimage(ctx, texImage,
xoffset, yoffset, zoffset, width, height, depth,
format, type, pixels, packing, "glTexSubImage");
}
static void
clear_image_to_zero(GLubyte *dstMap, GLint dstRowStride,
GLsizei width, GLsizei height,
GLsizei clearValueSize)
{
GLsizei y;
for (y = 0; y < height; y++) {
memset(dstMap, 0, clearValueSize * width);
dstMap += dstRowStride;
}
}
static void
clear_image_to_value(GLubyte *dstMap, GLint dstRowStride,
GLsizei width, GLsizei height,
const GLvoid *clearValue,
GLsizei clearValueSize)
{
GLsizei y, x;
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
memcpy(dstMap, clearValue, clearValueSize);
dstMap += clearValueSize;
}
dstMap += dstRowStride - clearValueSize * width;
}
}
/*
* Fallback for Driver.ClearTexSubImage().
*/
void
_mesa_store_cleartexsubimage(struct gl_context *ctx,
struct gl_texture_image *texImage,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
const GLvoid *clearValue)
{
GLubyte *dstMap;
GLint dstRowStride;
GLsizeiptr clearValueSize;
GLsizei z;
clearValueSize = _mesa_get_format_bytes(texImage->TexFormat);
for (z = 0; z < depth; z++) {
ctx->Driver.MapTextureImage(ctx, texImage,
z + zoffset, xoffset, yoffset,
width, height,
GL_MAP_WRITE_BIT,
&dstMap, &dstRowStride);
if (dstMap == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glClearTex*Image");
return;
}
if (clearValue) {
clear_image_to_value(dstMap, dstRowStride,
width, height,
clearValue,
clearValueSize);
} else {
clear_image_to_zero(dstMap, dstRowStride,
width, height,
clearValueSize);
}
ctx->Driver.UnmapTextureImage(ctx, texImage, z + zoffset);
}
}
/**
* Fallback for Driver.CompressedTexImage()
*/
void
_mesa_store_compressed_teximage(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
GLsizei imageSize, const GLvoid *data)
{
/* only 2D and 3D compressed images are supported at this time */
if (dims == 1) {
_mesa_problem(ctx, "Unexpected glCompressedTexImage1D call");
return;
}
/* This is pretty simple, because unlike the general texstore path we don't
* have to worry about the usual image unpacking or image transfer
* operations.
*/
ASSERT(texImage);
ASSERT(texImage->Width > 0);
ASSERT(texImage->Height > 0);
ASSERT(texImage->Depth > 0);
/* allocate storage for texture data */
if (!ctx->Driver.AllocTextureImageBuffer(ctx, texImage)) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexImage%uD", dims);
return;
}
_mesa_store_compressed_texsubimage(ctx, dims, texImage,
0, 0, 0,
texImage->Width, texImage->Height, texImage->Depth,
texImage->TexFormat,
imageSize, data);
}
/**
* Compute compressed_pixelstore parameters for copying compressed
* texture data.
* \param dims number of texture image dimensions: 1, 2 or 3
* \param texFormat the compressed texture format
* \param width, height, depth size of image to copy
* \param packing pixelstore parameters describing user-space image packing
* \param store returns the compressed_pixelstore parameters
*/
void
_mesa_compute_compressed_pixelstore(GLuint dims, mesa_format texFormat,
GLsizei width, GLsizei height,
GLsizei depth,
const struct gl_pixelstore_attrib *packing,
struct compressed_pixelstore *store)
{
GLuint bw, bh;
_mesa_get_format_block_size(texFormat, &bw, &bh);
store->SkipBytes = 0;
store->TotalBytesPerRow = store->CopyBytesPerRow =
_mesa_format_row_stride(texFormat, width);
store->TotalRowsPerSlice = store->CopyRowsPerSlice =
(height + bh - 1) / bh;
store->CopySlices = depth;
if (packing->CompressedBlockWidth &&
packing->CompressedBlockSize) {
bw = packing->CompressedBlockWidth;
if (packing->RowLength) {
store->TotalBytesPerRow = packing->CompressedBlockSize *
((packing->RowLength + bw - 1) / bw);
}
store->SkipBytes += packing->SkipPixels * packing->CompressedBlockSize / bw;
}
if (dims > 1 && packing->CompressedBlockHeight &&
packing->CompressedBlockSize) {
bh = packing->CompressedBlockHeight;
store->SkipBytes += packing->SkipRows * store->TotalBytesPerRow / bh;
store->CopyRowsPerSlice = (height + bh - 1) / bh; /* rows in blocks */
if (packing->ImageHeight) {
store->TotalRowsPerSlice = (packing->ImageHeight + bh - 1) / bh;
}
}
if (dims > 2 && packing->CompressedBlockDepth &&
packing->CompressedBlockSize) {
int bd = packing->CompressedBlockDepth;
store->SkipBytes += packing->SkipImages * store->TotalBytesPerRow *
store->TotalRowsPerSlice / bd;
}
}
/**
* Fallback for Driver.CompressedTexSubImage()
*/
void
_mesa_store_compressed_texsubimage(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *texImage,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum format,
GLsizei imageSize, const GLvoid *data)
{
struct compressed_pixelstore store;
GLint dstRowStride;
GLint i, slice;
GLubyte *dstMap;
const GLubyte *src;
if (dims == 1) {
_mesa_problem(ctx, "Unexpected 1D compressed texsubimage call");
return;
}
_mesa_compute_compressed_pixelstore(dims, texImage->TexFormat,
width, height, depth,
&ctx->Unpack, &store);
/* get pointer to src pixels (may be in a pbo which we'll map here) */
data = _mesa_validate_pbo_compressed_teximage(ctx, dims, imageSize, data,
&ctx->Unpack,
"glCompressedTexSubImage");
if (!data)
return;
src = (const GLubyte *) data + store.SkipBytes;
for (slice = 0; slice < store.CopySlices; slice++) {
/* Map dest texture buffer */
ctx->Driver.MapTextureImage(ctx, texImage, slice + zoffset,
xoffset, yoffset, width, height,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT,
&dstMap, &dstRowStride);
if (dstMap) {
/* copy rows of blocks */
for (i = 0; i < store.CopyRowsPerSlice; i++) {
memcpy(dstMap, src, store.CopyBytesPerRow);
dstMap += dstRowStride;
src += store.TotalBytesPerRow;
}
ctx->Driver.UnmapTextureImage(ctx, texImage, slice + zoffset);
/* advance to next slice */
src += store.TotalBytesPerRow * (store.TotalRowsPerSlice - store.CopyRowsPerSlice);
}
else {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCompressedTexSubImage%uD",
dims);
}
}
_mesa_unmap_teximage_pbo(ctx, &ctx->Unpack);
}
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