Beispiel #1
0
static void
intel_copy_image_sub_data(struct gl_context *ctx,
                          struct gl_texture_image *src_image,
                          struct gl_renderbuffer *src_renderbuffer,
                          int src_x, int src_y, int src_z,
                          struct gl_texture_image *dst_image,
                          struct gl_renderbuffer *dst_renderbuffer,
                          int dst_x, int dst_y, int dst_z,
                          int src_width, int src_height)
{
   struct brw_context *brw = brw_context(ctx);
   struct intel_mipmap_tree *src_mt, *dst_mt;
   unsigned src_level, dst_level;

   if (brw->gen < 6 &&
       _mesa_meta_CopyImageSubData_uncompressed(ctx,
                                                src_image, src_renderbuffer,
                                                src_x, src_y, src_z,
                                                dst_image, dst_renderbuffer,
                                                dst_x, dst_y, dst_z,
                                                src_width, src_height)) {
      return;
   }

   if (src_image) {
      src_mt = intel_texture_image(src_image)->mt;
      src_level = src_image->Level + src_image->TexObject->MinLevel;

      /* Cube maps actually have different images per face */
      if (src_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
         src_z = src_image->Face;

      src_z += src_image->TexObject->MinLayer;
   } else {
      assert(src_renderbuffer);
      src_mt = intel_renderbuffer(src_renderbuffer)->mt;
      src_image = src_renderbuffer->TexImage;
      src_level = 0;
   }

   if (dst_image) {
      dst_mt = intel_texture_image(dst_image)->mt;

      dst_level = dst_image->Level + dst_image->TexObject->MinLevel;

      /* Cube maps actually have different images per face */
      if (dst_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
         dst_z = dst_image->Face;

      dst_z += dst_image->TexObject->MinLayer;
   } else {
      assert(dst_renderbuffer);
      dst_mt = intel_renderbuffer(dst_renderbuffer)->mt;
      dst_image = dst_renderbuffer->TexImage;
      dst_level = 0;
   }

   copy_miptrees(brw, src_mt, src_x, src_y, src_z, src_level,
                 dst_mt, dst_x, dst_y, dst_z, dst_level,
                 src_width, src_height);

   /* CopyImage only works for equal formats, texture view equivalence
    * classes, and a couple special cases for compressed textures.
    *
    * Notably, GL_DEPTH_STENCIL does not appear in any equivalence
    * classes, so we know the formats must be the same, and thus both
    * will either have stencil, or not.  They can't be mismatched.
    */
   assert((src_mt->stencil_mt != NULL) == (dst_mt->stencil_mt != NULL));

   if (dst_mt->stencil_mt) {
      copy_miptrees(brw, src_mt->stencil_mt, src_x, src_y, src_z, src_level,
                    dst_mt->stencil_mt, dst_x, dst_y, dst_z, dst_level,
                    src_width, src_height);
   }
}
static void
intel_copy_image_sub_data(struct gl_context *ctx,
                          struct gl_texture_image *src_image,
                          int src_x, int src_y, int src_z,
                          struct gl_texture_image *dst_image,
                          int dst_x, int dst_y, int dst_z,
                          int src_width, int src_height)
{
   struct brw_context *brw = brw_context(ctx);
   struct intel_texture_image *intel_src_image = intel_texture_image(src_image);
   struct intel_texture_image *intel_dst_image = intel_texture_image(dst_image);

   if (_mesa_meta_CopyImageSubData_uncompressed(ctx,
                                                src_image, src_x, src_y, src_z,
                                                dst_image, dst_x, dst_y, dst_z,
                                                src_width, src_height)) {
      return;
   }

   if (intel_src_image->mt->num_samples > 0 ||
       intel_dst_image->mt->num_samples > 0) {
      _mesa_problem(ctx, "Failed to copy multisampled texture with meta path\n");
      return;
   }

   /* Cube maps actually have different images per face */
   if (src_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
      src_z = src_image->Face;
   if (dst_image->TexObject->Target == GL_TEXTURE_CUBE_MAP)
      dst_z = dst_image->Face;

   /* We are now going to try and copy the texture using the blitter.  If
    * that fails, we will fall back mapping the texture and using memcpy.
    * In either case, we need to do a full resolve.
    */
   intel_miptree_all_slices_resolve_hiz(brw, intel_src_image->mt);
   intel_miptree_all_slices_resolve_depth(brw, intel_src_image->mt);
   intel_miptree_resolve_color(brw, intel_src_image->mt);

   intel_miptree_all_slices_resolve_hiz(brw, intel_dst_image->mt);
   intel_miptree_all_slices_resolve_depth(brw, intel_dst_image->mt);
   intel_miptree_resolve_color(brw, intel_dst_image->mt);

   unsigned src_level = src_image->Level + src_image->TexObject->MinLevel;
   unsigned dst_level = dst_image->Level + dst_image->TexObject->MinLevel;
   if (copy_image_with_blitter(brw, intel_src_image->mt, src_level,
                               src_x, src_y, src_z,
                               intel_dst_image->mt, dst_level,
                               dst_x, dst_y, dst_z,
                               src_width, src_height))
      return;

   /* This is a worst-case scenario software fallback that maps the two
    * textures and does a memcpy between them.
    */
   copy_image_with_memcpy(brw, intel_src_image->mt, src_level,
                          src_x, src_y, src_z,
                          intel_dst_image->mt, dst_level,
                          dst_x, dst_y, dst_z,
                          src_width, src_height);
}