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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "main/mfeatures.h"
#include "main/bufferobj.h"
#include "main/enums.h"
#include "main/fbobject.h"
#include "main/formats.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/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_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_blit.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
static enum pipe_texture_target
gl_target_to_pipe(GLenum target)
{
switch (target) {
case GL_TEXTURE_1D:
return PIPE_TEXTURE_1D;
case GL_TEXTURE_2D:
case GL_TEXTURE_EXTERNAL_OES:
return PIPE_TEXTURE_2D;
case GL_TEXTURE_RECTANGLE_NV:
return PIPE_TEXTURE_RECT;
case GL_TEXTURE_3D:
return PIPE_TEXTURE_3D;
case GL_TEXTURE_CUBE_MAP_ARB:
return PIPE_TEXTURE_CUBE;
case GL_TEXTURE_1D_ARRAY_EXT:
return PIPE_TEXTURE_1D_ARRAY;
case GL_TEXTURE_2D_ARRAY_EXT:
return PIPE_TEXTURE_2D_ARRAY;
case GL_TEXTURE_BUFFER:
return PIPE_BUFFER;
default:
assert(0);
return 0;
}
}
/** called via ctx->Driver.NewTextureImage() */
static struct gl_texture_image *
st_NewTextureImage(struct gl_context * ctx)
{
DBG("%s\n", __FUNCTION__);
(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", __FUNCTION__);
_mesa_initialize_texture_object(&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);
if (stObj->pt)
pipe_resource_reference(&stObj->pt, NULL);
if (stObj->sampler_view) {
if (stObj->sampler_view->context != st->pipe) {
/* Take "ownership" of this texture sampler view by setting
* its context pointer to this context. This avoids potential
* crashes when the texture object is shared among contexts
* and the original/owner context has already been destroyed.
*/
stObj->sampler_view->context = st->pipe;
}
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
}
_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", __FUNCTION__);
if (stImage->pt) {
pipe_resource_reference(&stImage->pt, NULL);
}
if (stImage->TexData) {
_mesa_align_free(stImage->TexData);
stImage->TexData = NULL;
}
}
/** 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;
pipeMode = 0x0;
if (mode & GL_MAP_READ_BIT)
pipeMode |= PIPE_TRANSFER_READ;
if (mode & GL_MAP_WRITE_BIT)
pipeMode |= PIPE_TRANSFER_WRITE;
map = st_texture_image_map(st, stImage, slice, pipeMode, x, y, w, h);
if (map) {
*mapOut = map;
*rowStrideOut = stImage->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);
st_texture_image_unmap(st, stImage);
}
/**
* 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;
}
}
/** Return number of image dimensions (1, 2 or 3) for a texture target. */
static GLuint
get_texture_dims(GLenum target)
{
switch (target) {
case GL_TEXTURE_1D:
case GL_TEXTURE_1D_ARRAY_EXT:
case GL_TEXTURE_BUFFER:
return 1;
case GL_TEXTURE_2D:
case GL_TEXTURE_CUBE_MAP_ARB:
case GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB:
case GL_TEXTURE_RECTANGLE_NV:
case GL_TEXTURE_2D_ARRAY_EXT:
case GL_TEXTURE_EXTERNAL_OES:
return 2;
case GL_TEXTURE_3D:
return 3;
default:
assert(0 && "invalid texture target in get_texture_dims()");
return 1;
}
}
/**
* 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)
{
const GLuint dims = get_texture_dims(target);
assert(width >= 1);
assert(height >= 1);
assert(depth >= 1);
if (level > 0) {
/* Depending on the image's size, we can't always make a guess here */
if ((dims >= 1 && width == 1) ||
(dims >= 2 && height == 1) ||
(dims >= 3 && depth == 1)) {
/* we can't determine the image size at level=0 */
return GL_FALSE;
}
/* grow the image size until we hit level = 0 */
while (level > 0) {
if (width > 1)
width <<= 1;
if (height > 1)
height <<= 1;
if (depth > 1)
depth <<= 1;
level--;
}
}
*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", __FUNCTION__);
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 ||
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 */
GLuint l2width = util_logbase2(width);
GLuint l2height = util_logbase2(height);
GLuint l2depth = util_logbase2(depth);
lastLevel = MAX2(MAX2(l2width, l2height), l2depth);
}
/* Save the level=0 dimensions */
stObj->width0 = width;
stObj->height0 = height;
stObj->depth0 = depth;
fmt = st_mesa_format_to_pipe_format(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,
bindings);
DBG("%s returning %d\n", __FUNCTION__, (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,
gl_format format, GLsizei width,
GLsizei height, GLsizei depth)
{
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;
DBG("%s\n", __FUNCTION__);
assert(width > 0);
assert(height > 0);
assert(depth > 0);
assert(!stImage->TexData);
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(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);
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
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(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(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,
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,
GLint internalFormat,
GLint width, GLint height, GLint depth, GLint border,
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;
gl_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,
internalFormat, format, type);
_mesa_init_teximage_fields(ctx, texImage,
width, height, depth, border,
internalFormat, texFormat);
stObj->surface_based = GL_FALSE;
}
}
static void
st_TexImage3D(struct gl_context * ctx,
struct gl_texture_image *texImage,
GLint internalFormat,
GLint width, GLint height, GLint depth,
GLint border,
GLenum format, GLenum type, const void *pixels,
const struct gl_pixelstore_attrib *unpack)
{
prep_teximage(ctx, texImage, internalFormat, width, height, depth, border,
format, type);
_mesa_store_teximage3d(ctx, texImage, internalFormat, width, height, depth,
border, format, type, pixels, unpack);
}
static void
st_TexImage2D(struct gl_context * ctx,
struct gl_texture_image *texImage,
GLint internalFormat,
GLint width, GLint height, GLint border,
GLenum format, GLenum type, const void *pixels,
const struct gl_pixelstore_attrib *unpack)
{
prep_teximage(ctx, texImage, internalFormat, width, height, 1, border,
format, type);
_mesa_store_teximage2d(ctx, texImage, internalFormat, width, height,
border, format, type, pixels, unpack);
}
static void
st_TexImage1D(struct gl_context * ctx,
struct gl_texture_image *texImage,
GLint internalFormat,
GLint width, GLint border,
GLenum format, GLenum type, const void *pixels,
const struct gl_pixelstore_attrib *unpack)
{
prep_teximage(ctx, texImage, internalFormat, width, 1, 1, border,
format, type);
_mesa_store_teximage1d(ctx, texImage, internalFormat, width,
border, format, type, pixels, unpack);
}
static void
st_CompressedTexImage2D(struct gl_context *ctx,
struct gl_texture_image *texImage,
GLint internalFormat,
GLint width, GLint height, GLint border,
GLsizei imageSize, const GLvoid *data)
{
prep_teximage(ctx, texImage, internalFormat, width, 1, 1, border,
GL_NONE, GL_NONE);
_mesa_store_compressed_teximage2d(ctx, texImage, internalFormat, width,
height, border, imageSize, data);
}
/**
* glGetTexImage() helper: decompress a compressed texture by rendering
* a textured quad. Store the results in the user's buffer.
*/
static void
decompress_with_blit(struct gl_context * ctx,
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 st_texture_image *stImage = st_texture_image(texImage);
struct st_texture_object *stObj = st_texture_object(texImage->TexObject);
struct pipe_sampler_view *src_view =
st_get_texture_sampler_view(stObj, pipe);
const GLuint width = texImage->Width;
const GLuint height = texImage->Height;
struct pipe_surface *dst_surface;
struct pipe_resource *dst_texture;
struct pipe_transfer *tex_xfer;
unsigned bind = (PIPE_BIND_RENDER_TARGET | /* util_blit may choose to render */
PIPE_BIND_TRANSFER_READ);
/* create temp / dest surface */
if (!util_create_rgba_surface(pipe, width, height, bind,
&dst_texture, &dst_surface)) {
_mesa_problem(ctx, "util_create_rgba_surface() failed "
"in decompress_with_blit()");
return;
}
/* Disable conditional rendering. */
if (st->render_condition) {
pipe->render_condition(pipe, NULL, 0);
}
/* Choose the source mipmap level */
src_view->u.tex.first_level = src_view->u.tex.last_level = texImage->Level;
/* blit/render/decompress */
util_blit_pixels_tex(st->blit,
src_view, /* pipe_resource (src) */
0, 0, /* src x0, y0 */
width, height, /* src x1, y1 */
dst_surface, /* pipe_surface (dst) */
0, 0, /* dst x0, y0 */
width, height, /* dst x1, y1 */
0.0, /* z */
PIPE_TEX_MIPFILTER_NEAREST);
/* Restore conditional rendering state. */
if (st->render_condition) {
pipe->render_condition(pipe, st->render_condition,
st->condition_mode);
}
/* map the dst_surface so we can read from it */
tex_xfer = pipe_get_transfer(pipe,
dst_texture, 0, 0,
PIPE_TRANSFER_READ,
0, 0, width, height);
pixels = _mesa_map_pbo_dest(ctx, &ctx->Pack, pixels);
/* copy/pack data into user buffer */
if (st_equal_formats(stImage->pt->format, format, type)) {
/* memcpy */
const uint bytesPerRow = width * util_format_get_blocksize(stImage->pt->format);
ubyte *map = pipe_transfer_map(pipe, tex_xfer);
GLuint row;
for (row = 0; row < height; row++) {
GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
height, format, type, row, 0);
memcpy(dest, map, bytesPerRow);
map += tex_xfer->stride;
}
pipe_transfer_unmap(pipe, tex_xfer);
}
else {
/* format translation via floats */
GLuint row;
enum pipe_format pformat = util_format_linear(dst_texture->format);
for (row = 0; row < height; row++) {
const GLbitfield transferOps = 0x0; /* bypassed for glGetTexImage() */
GLfloat rgba[4 * MAX_WIDTH];
GLvoid *dest = _mesa_image_address2d(&ctx->Pack, pixels, width,
height, format, type, row, 0);
if (ST_DEBUG & DEBUG_FALLBACK)
debug_printf("%s: fallback format translation\n", __FUNCTION__);
/* get float[4] rgba row from surface */
pipe_get_tile_rgba_format(pipe, tex_xfer, 0, row, width, 1,
pformat, rgba);
_mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) rgba, format,
type, dest, &ctx->Pack, transferOps);
}
}
_mesa_unmap_pbo_dest(ctx, &ctx->Pack);
pipe->transfer_destroy(pipe, tex_xfer);
/* destroy the temp / dest surface */
util_destroy_rgba_surface(dst_texture, dst_surface);
}
/**
* Called via ctx->Driver.GetTexImage()
*/
static void
st_GetTexImage(struct gl_context * ctx,
GLenum format, GLenum type, GLvoid * pixels,
struct gl_texture_image *texImage)
{
struct st_texture_image *stImage = st_texture_image(texImage);
if (stImage->pt && util_format_is_s3tc(stImage->pt->format)) {
/* Need to decompress the texture.
* We'll do this by rendering a textured quad (which is hopefully
* faster than using the fallback code in texcompress.c).
* Note that we only expect RGBA formats (no Z/depth formats).
*/
decompress_with_blit(ctx, format, type, pixels, texImage);
}
else {
_mesa_get_teximage(ctx, 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 destZ,
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;
GLvoid *texDest;
enum pipe_transfer_usage transfer_usage;
if (ST_DEBUG & DEBUG_FALLBACK)
debug_printf("%s: fallback processing\n", __FUNCTION__);
assert(width <= MAX_WIDTH);
if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
srcY = strb->Base.Height - srcY - height;
}
src_trans = pipe_get_transfer(pipe,
strb->texture,
strb->rtt_level,
strb->rtt_face + strb->rtt_slice,
PIPE_TRANSFER_READ,
srcX, srcY,
width, height);
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;
/* XXX this used to ignore destZ param */
texDest = st_texture_image_map(st, stImage, destZ, transfer_usage,
destX, destY, width, height);
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;
/* determine bottom-to-top vs. top-to-bottom order for src buffer */
if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
srcY = height - 1;
yStep = -1;
}
else {
srcY = 0;
yStep = 1;
}
/* To avoid a large temp memory allocation, do copy row by row */
for (row = 0; row < height; row++, srcY += yStep) {
uint data[MAX_WIDTH];
pipe_get_tile_z(pipe, src_trans, 0, srcY, width, 1, data);
if (scaleOrBias) {
_mesa_scale_and_bias_depth_uint(ctx, width, data);
}
pipe_put_tile_z(pipe, stImage->transfer, 0, row, width, 1, data);
}
}
else {
/* RGBA format */
GLfloat *tempSrc =
(GLfloat *) malloc(width * height * 4 * sizeof(GLfloat));
if (tempSrc && texDest) {
const GLint dims = 2;
const GLint dstRowStride = stImage->transfer->stride;
struct gl_texture_image *texImage = &stImage->base;
struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;
if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
unpack.Invert = GL_TRUE;
}
/* get float/RGBA image from framebuffer */
/* XXX this usually involves a lot of int/float conversion.
* try to avoid that someday.
*/
pipe_get_tile_rgba_format(pipe, src_trans, 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,
(GLubyte **) &texDest,
width, height, 1,
GL_RGBA, GL_FLOAT, tempSrc, /* src */
&unpack);
}
else {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
}
if (tempSrc)
free(tempSrc);
}
st_texture_image_unmap(st, stImage);
pipe->transfer_destroy(pipe, src_trans);
}
/**
* If the format of the src renderbuffer and the format of the dest
* texture are compatible (in terms of blitting), return a TGSI writemask
* to be used during the blit.
* If the src/dest are incompatible, return 0.
*/
static unsigned
compatible_src_dst_formats(struct gl_context *ctx,
const struct gl_renderbuffer *src,
const struct gl_texture_image *dst)
{
/* Get logical base formats for the src and dest.
* That is, use the user-requested formats and not the actual, device-
* chosen formats.
* For example, the user may have requested an A8 texture but the
* driver may actually be using an RGBA texture format. When we
* copy/blit to that texture, we only want to copy the Alpha channel
* and not the RGB channels.
*
* Similarly, when the src FBO was created an RGB format may have been
* requested but the driver actually chose an RGBA format. In that case,
* we don't want to copy the undefined Alpha channel to the dest texture
* (it should be 1.0).
*/
const GLenum srcFormat = _mesa_base_fbo_format(ctx, src->InternalFormat);
const GLenum dstFormat = _mesa_base_tex_format(ctx, dst->InternalFormat);
/**
* XXX when we have red-only and red/green renderbuffers we'll need
* to add more cases here (or implement a general-purpose routine that
* queries the existance of the R,G,B,A channels in the src and dest).
*/
if (srcFormat == dstFormat) {
/* This is the same as matching_base_formats, which should
* always pass, as it did previously.
*/
return TGSI_WRITEMASK_XYZW;
}
else if (srcFormat == GL_RGB && dstFormat == GL_RGBA) {
/* Make sure that A in the dest is 1. The actual src format
* may be RGBA and have undefined A values.
*/
return TGSI_WRITEMASK_XYZ;
}
else if (srcFormat == GL_RGBA && dstFormat == GL_RGB) {
/* Make sure that A in the dest is 1. The actual dst format
* may be RGBA and will need A=1 to provide proper alpha values
* when sampled later.
*/
return TGSI_WRITEMASK_XYZ;
}
else {
if (ST_DEBUG & DEBUG_FALLBACK)
debug_printf("%s failed for src %s, dst %s\n",
__FUNCTION__,
_mesa_lookup_enum_by_nr(srcFormat),
_mesa_lookup_enum_by_nr(dstFormat));
/* Otherwise fail.
*/
return 0;
}
}
/**
* Do a CopyTex[Sub]Image1/2/3D() using a hardware (blit) path if possible.
* Note that the region to copy has already been clipped so we know we
* won't read from outside the source renderbuffer's bounds.
*
* Note: srcY=0=Bottom of renderbuffer (GL convention)
*/
static void
st_copy_texsubimage(struct gl_context *ctx,
struct gl_texture_image *texImage,
GLint destX, GLint destY, GLint destZ,
struct gl_renderbuffer *rb,
GLint srcX, GLint srcY,
GLsizei width, GLsizei height)
{
struct st_texture_image *stImage = st_texture_image(texImage);
const GLenum texBaseFormat = texImage->_BaseFormat;
struct gl_framebuffer *fb = ctx->ReadBuffer;
struct st_renderbuffer *strb;
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
enum pipe_format dest_format, src_format;
GLboolean matching_base_formats;
GLuint format_writemask, sample_count;
struct pipe_surface *dest_surface = NULL;
GLboolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP);
struct pipe_surface surf_tmpl;
unsigned int dst_usage;
GLint srcY0, srcY1;
/* make sure finalize_textures has been called?
*/
if (0) st_validate_state(st);
/* determine if copying depth or color data */
if (texBaseFormat == GL_DEPTH_COMPONENT ||
texBaseFormat == GL_DEPTH_STENCIL) {
strb = st_renderbuffer(fb->Attachment[BUFFER_DEPTH].Renderbuffer);
}
else {
/* texBaseFormat == GL_RGB, GL_RGBA, GL_ALPHA, etc */
strb = st_renderbuffer(fb->_ColorReadBuffer);
}
if (!strb || !strb->surface || !stImage->pt) {
debug_printf("%s: null strb or stImage\n", __FUNCTION__);
return;
}
sample_count = strb->surface->texture->nr_samples;
/* I believe this would be legal, presumably would need to do a resolve
for color, and for depth/stencil spec says to just use one of the
depth/stencil samples per pixel? Need some transfer clarifications. */
assert(sample_count < 2);
assert(strb);
assert(strb->surface);
assert(stImage->pt);
src_format = strb->surface->format;
dest_format = stImage->pt->format;
/*
* Determine if the src framebuffer and dest texture have the same
* base format. We need this to detect a case such as the framebuffer
* being GL_RGBA but the texture being GL_RGB. If the actual hardware
* texture format stores RGBA we need to set A=1 (overriding the
* framebuffer's alpha values). We can't do that with the blit or
* textured-quad paths.
*/
matching_base_formats =
(_mesa_get_format_base_format(strb->Base.Format) ==
_mesa_get_format_base_format(texImage->TexFormat));
if (ctx->_ImageTransferState) {
goto fallback;
}
if (matching_base_formats &&
src_format == dest_format &&
!do_flip) {
/* use surface_copy() / blit */
struct pipe_box src_box;
u_box_2d_zslice(srcX, srcY, strb->surface->u.tex.first_layer,
width, height, &src_box);
/* for resource_copy_region(), y=0=top, always */
pipe->resource_copy_region(pipe,
/* dest */
stImage->pt,
stImage->base.Level,
destX, destY, destZ + stImage->base.Face,
/* src */
strb->texture,
strb->surface->u.tex.level,
&src_box);
return;
}
if (texBaseFormat == GL_DEPTH_STENCIL) {
goto fallback;
}
if (texBaseFormat == GL_DEPTH_COMPONENT) {
format_writemask = TGSI_WRITEMASK_XYZW;
dst_usage = PIPE_BIND_DEPTH_STENCIL;
}
else {
format_writemask = compatible_src_dst_formats(ctx, &strb->Base, texImage);
dst_usage = PIPE_BIND_RENDER_TARGET;
}
if (!format_writemask ||
!screen->is_format_supported(screen, src_format,
PIPE_TEXTURE_2D, sample_count,
PIPE_BIND_SAMPLER_VIEW) ||
!screen->is_format_supported(screen, dest_format,
PIPE_TEXTURE_2D, 0,
dst_usage)) {
goto fallback;
}
if (do_flip) {
srcY1 = strb->Base.Height - srcY - height;
srcY0 = srcY1 + height;
}
else {
srcY0 = srcY;
srcY1 = srcY0 + height;
}
/* Disable conditional rendering. */
if (st->render_condition) {
pipe->render_condition(pipe, NULL, 0);
}
memset(&surf_tmpl, 0, sizeof(surf_tmpl));
surf_tmpl.format = util_format_linear(stImage->pt->format);
surf_tmpl.usage = dst_usage;
surf_tmpl.u.tex.level = stImage->base.Level;
surf_tmpl.u.tex.first_layer = stImage->base.Face + destZ;
surf_tmpl.u.tex.last_layer = stImage->base.Face + destZ;
dest_surface = pipe->create_surface(pipe, stImage->pt,
&surf_tmpl);
util_blit_pixels_writemask(st->blit,
strb->texture,
strb->surface->u.tex.level,
srcX, srcY0,
srcX + width, srcY1,
strb->surface->u.tex.first_layer,
dest_surface,
destX, destY,
destX + width, destY + height,
0.0, PIPE_TEX_MIPFILTER_NEAREST,
format_writemask);
pipe_surface_reference(&dest_surface, NULL);
/* Restore conditional rendering state. */
if (st->render_condition) {
pipe->render_condition(pipe, st->render_condition,
st->condition_mode);
}
return;
fallback:
/* software fallback */
fallback_copy_texsubimage(ctx,
strb, stImage, texBaseFormat,
destX, destY, destZ,
srcX, srcY, width, height);
}
static void
st_CopyTexSubImage1D(struct gl_context *ctx,
struct gl_texture_image *texImage,
GLint xoffset,
struct gl_renderbuffer *rb,
GLint x, GLint y, GLsizei width)
{
const GLint yoffset = 0, zoffset = 0;
const GLsizei height = 1;
st_copy_texsubimage(ctx, texImage,
xoffset, yoffset, zoffset, /* destX,Y,Z */
rb, x, y, width, height); /* src X, Y, size */
}
static void
st_CopyTexSubImage2D(struct gl_context *ctx,
struct gl_texture_image *texImage,
GLint xoffset, GLint yoffset,
struct gl_renderbuffer *rb,
GLint x, GLint y, GLsizei width, GLsizei height)
{
const GLint zoffset = 0;
st_copy_texsubimage(ctx, texImage,
xoffset, yoffset, zoffset, /* destX,Y,Z */
rb, x, y, width, height); /* src X, Y, size */
}
static void
st_CopyTexSubImage3D(struct gl_context *ctx,
struct gl_texture_image *texImage,
GLint xoffset, GLint yoffset, GLint zoffset,
struct gl_renderbuffer *rb,
GLint x, GLint y, GLsizei width, GLsizei height)
{
st_copy_texsubimage(ctx, texImage,
xoffset, yoffset, zoffset, /* destX,Y,Z */
rb, x, y, width, height); /* src X, Y, size */
}
/**
* 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 != stObj->pt)
src_level = 0;
else
src_level = stImage->base.Level;
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);
}
else if (stImage->TexData) {
/* Copy from malloc'd memory */
/* XXX this should be re-examined/tested with a compressed format */
GLuint blockSize = util_format_get_blocksize(stObj->pt->format);
GLuint srcRowStride = stImage->base.Width * blockSize;
GLuint srcSliceStride = stImage->base.Height * srcRowStride;
st_texture_image_data(st,
stObj->pt,
stImage->base.Face,
dstLevel,
stImage->TexData,
srcRowStride,
srcSliceStride);
_mesa_align_free(stImage->TexData);
stImage->TexData = 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;
struct st_texture_image *firstImage;
enum pipe_format firstImageFormat;
GLuint ptWidth, ptHeight, ptDepth, ptLayers;
if (stObj->base._Complete) {
/* 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;
}
firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
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);
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
}
/* Find gallium format for the Mesa texture */
firstImageFormat = st_mesa_format_to_pipe_format(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);
}
/* 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) ||
!st_sampler_compat_formats(stObj->pt->format, firstImageFormat) ||
stObj->pt->last_level < stObj->lastLevel ||
stObj->pt->width0 != ptWidth ||
stObj->pt->height0 != ptHeight ||
stObj->pt->depth0 != ptDepth ||
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);
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
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,
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;
}
/**
* Returns pointer to a default/dummy texture.
* This is typically used when the current shader has tex/sample instructions
* but the user has not provided a (any) texture(s).
*/
struct gl_texture_object *
st_get_default_texture(struct st_context *st)
{
if (!st->default_texture) {
static const GLenum target = GL_TEXTURE_2D;
GLubyte pixels[16][16][4];
struct gl_texture_object *texObj;
struct gl_texture_image *texImg;
GLuint i, j;
/* The ARB_fragment_program spec says (0,0,0,1) should be returned
* when attempting to sample incomplete textures.
*/
for (i = 0; i < 16; i++) {
for (j = 0; j < 16; j++) {
pixels[i][j][0] = 0;
pixels[i][j][1] = 0;
pixels[i][j][2] = 0;
pixels[i][j][3] = 255;
}
}
texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
_mesa_init_teximage_fields(st->ctx, texImg,
16, 16, 1, 0, /* w, h, d, border */
GL_RGBA, MESA_FORMAT_RGBA8888);
_mesa_store_teximage2d(st->ctx, texImg,
GL_RGBA, /* level, intformat */
16, 16, 1, /* w, h, d, border */
GL_RGBA, GL_UNSIGNED_BYTE, pixels,
&st->ctx->DefaultPacking);
texObj->Sampler.MinFilter = GL_NEAREST;
texObj->Sampler.MagFilter = GL_NEAREST;
texObj->_Complete = GL_TRUE;
st->default_texture = texObj;
}
return st->default_texture;
}
/**
* 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 = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
struct st_context *st = st_context(ctx);
struct st_texture_object *stObj = st_texture_object(texObj);
GLuint ptWidth, ptHeight, ptDepth, ptLayers, bindings;
enum pipe_format fmt;
GLint level;
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(texObj->Image[0][0]->TexFormat);
bindings = default_bindings(st, fmt);
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,
ptWidth,
ptHeight,
ptDepth,
ptLayers,
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;
}
void
st_init_texture_functions(struct dd_function_table *functions)
{
functions->ChooseTextureFormat = st_ChooseTextureFormat;
functions->TexImage1D = st_TexImage1D;
functions->TexImage2D = st_TexImage2D;
functions->TexImage3D = st_TexImage3D;
functions->TexSubImage1D = _mesa_store_texsubimage1d;
functions->TexSubImage2D = _mesa_store_texsubimage2d;
functions->TexSubImage3D = _mesa_store_texsubimage3d;
functions->CompressedTexSubImage1D = _mesa_store_compressed_texsubimage1d;
functions->CompressedTexSubImage2D = _mesa_store_compressed_texsubimage2d;
functions->CompressedTexSubImage3D = _mesa_store_compressed_texsubimage3d;
functions->CopyTexSubImage1D = st_CopyTexSubImage1D;
functions->CopyTexSubImage2D = st_CopyTexSubImage2D;
functions->CopyTexSubImage3D = st_CopyTexSubImage3D;
functions->GenerateMipmap = st_generate_mipmap;
functions->GetTexImage = st_GetTexImage;
/* compressed texture functions */
functions->CompressedTexImage2D = st_CompressedTexImage2D;
functions->GetCompressedTexImage = _mesa_get_compressed_teximage;
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 = _mesa_test_proxy_teximage;
functions->AllocTextureStorage = st_AllocTextureStorage;
}
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