/* * Mesa 3-D graphics library * * Copyright (C) 2014 Intel Corporation. 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, 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. */ #include "glheader.h" #include "context.h" #include "enums.h" #include "imports.h" #include "macros.h" #include "teximage.h" #include "texobj.h" #include "fbobject.h" #include "buffers.h" #include "state.h" #include "mtypes.h" #include "meta.h" /* This function makes a texture view without bothering with all of the API * checks. Most of them are the same for CopyTexSubImage so checking would * be redundant. The one major difference is that we don't check for * whether the texture is immutable or not. However, since the view will * be created and then immediately destroyed, this should not be a problem. */ static bool make_view(struct gl_context *ctx, struct gl_texture_image *tex_image, struct gl_texture_image **view_tex_image, GLuint *view_tex_name, GLenum internal_format) { struct gl_texture_object *tex_obj = tex_image->TexObject; struct gl_texture_object *view_tex_obj; mesa_format tex_format; /* Set up the new texture object */ _mesa_GenTextures(1, view_tex_name); view_tex_obj = _mesa_lookup_texture(ctx, *view_tex_name); if (!view_tex_obj) return false; tex_format = _mesa_choose_texture_format(ctx, view_tex_obj, tex_obj->Target, 0, internal_format, GL_NONE, GL_NONE); if (!ctx->Driver.TestProxyTexImage(ctx, tex_obj->Target, 0, tex_format, tex_image->Width, tex_image->Height, tex_image->Depth, 0)) { return false; } view_tex_obj->Target = tex_obj->Target; *view_tex_image = _mesa_get_tex_image(ctx, view_tex_obj, tex_obj->Target, 0); _mesa_init_teximage_fields(ctx, *view_tex_image, tex_image->Width, tex_image->Height, tex_image->Depth, 0, internal_format, tex_format); view_tex_obj->MinLevel = 0; view_tex_obj->NumLevels = 1; view_tex_obj->MinLayer = tex_obj->MinLayer; view_tex_obj->NumLayers = tex_obj->NumLayers; view_tex_obj->Immutable = tex_obj->Immutable; view_tex_obj->ImmutableLevels = tex_obj->ImmutableLevels; view_tex_obj->Target = tex_obj->Target; if (ctx->Driver.TextureView != NULL && !ctx->Driver.TextureView(ctx, view_tex_obj, tex_obj)) { _mesa_DeleteTextures(1, view_tex_name); *view_tex_name = 0; return false; /* driver recorded error */ } return true; } /** A partial implementation of glCopyImageSubData * * This is a partial implementation of glCopyImageSubData that works only * if both textures are uncompressed and the destination texture is * renderable. It uses a slight abuse of a texture view (see make_view) to * turn the source texture into the destination texture type and then uses * _mesa_meta_BlitFramebuffers to do the copy. */ bool _mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx, struct gl_texture_image *src_tex_image, int src_x, int src_y, int src_z, struct gl_texture_image *dst_tex_image, int dst_x, int dst_y, int dst_z, int src_width, int src_height) { GLuint src_view_texture = 0; struct gl_texture_image *src_view_tex_image; GLuint fbos[2]; bool success = false; GLbitfield mask; GLenum status, attachment; if (_mesa_is_format_compressed(dst_tex_image->TexFormat)) return false; if (_mesa_is_format_compressed(src_tex_image->TexFormat)) return false; if (src_tex_image->InternalFormat == dst_tex_image->InternalFormat) { src_view_tex_image = src_tex_image; } else { if (!make_view(ctx, src_tex_image, &src_view_tex_image, &src_view_texture, dst_tex_image->InternalFormat)) goto cleanup; } /* We really only need to stash the bound framebuffers. */ _mesa_meta_begin(ctx, 0); _mesa_GenFramebuffers(2, fbos); _mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]); _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]); switch (_mesa_get_format_base_format(src_tex_image->TexFormat)) { case GL_DEPTH_COMPONENT: attachment = GL_DEPTH_ATTACHMENT; mask = GL_DEPTH_BUFFER_BIT; break; case GL_DEPTH_STENCIL: attachment = GL_DEPTH_STENCIL_ATTACHMENT; mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; break; case GL_STENCIL_INDEX: attachment = GL_STENCIL_ATTACHMENT; mask = GL_STENCIL_BUFFER_BIT; break; default: attachment = GL_COLOR_ATTACHMENT0; mask = GL_COLOR_BUFFER_BIT; _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0); _mesa_ReadBuffer(GL_COLOR_ATTACHMENT0); } _mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, attachment, src_view_tex_image, src_z); status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) goto meta_end; _mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, attachment, dst_tex_image, dst_z); status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) goto meta_end; /* Since we've bound a new draw framebuffer, we need to update its * derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to * be correct. */ _mesa_update_state(ctx); /* We skip the core BlitFramebuffer checks for format consistency. * We have already created views to ensure that the texture formats * match. */ ctx->Driver.BlitFramebuffer(ctx, src_x, src_y, src_x + src_width, src_y + src_height, dst_x, dst_y, dst_x + src_width, dst_y + src_height, mask, GL_NEAREST); success = true; meta_end: _mesa_DeleteFramebuffers(2, fbos); _mesa_meta_end(ctx); cleanup: _mesa_DeleteTextures(1, &src_view_texture); return success; }