/* Copy mipmap image between trees */ void intel_miptree_image_copy(struct intel_context *intel, struct intel_mipmap_tree *dst, GLuint face, GLuint level, struct intel_mipmap_tree *src) { GLuint width = src->level[level].width; GLuint height = src->level[level].height; GLuint depth = src->level[level].depth; GLuint dst_offset = intel_miptree_image_offset(dst, face, level); GLuint src_offset = intel_miptree_image_offset(src, face, level); const GLuint *dst_depth_offset = intel_miptree_depth_offsets(dst, level); const GLuint *src_depth_offset = intel_miptree_depth_offsets(src, level); GLuint i; if (dst->compressed) { GLuint alignment = intel_compressed_alignment(dst->internal_format); height = (height + 3) / 4; width = ((width + alignment - 1) & ~(alignment - 1)); } for (i = 0; i < depth; i++) { intel_region_copy(intel, dst->region, dst_offset + dst_depth_offset[i], 0, 0, src->region, src_offset + src_depth_offset[i], 0, 0, width, height); } }
/* Copy mipmap image between trees */ void intel_miptree_image_copy(struct intel_context *intel, struct intel_mipmap_tree *dst, GLuint face, GLuint level, struct intel_mipmap_tree *src) { GLuint width = src->level[level].width; GLuint height = src->level[level].height; GLuint depth = src->level[level].depth; GLuint dst_offset = intel_miptree_image_offset(dst, face, level); GLuint src_offset = intel_miptree_image_offset(src, face, level); const GLuint *dst_depth_offset = intel_miptree_depth_offsets(dst, level); const GLuint *src_depth_offset = intel_miptree_depth_offsets(src, level); GLuint i; if (dst->compressed) height /= 4; for (i = 0; i < depth; i++) { intel_region_copy(intel->intelScreen, dst->region, dst_offset + dst_depth_offset[i], 0, 0, src->region, src_offset + src_depth_offset[i], 0, 0, width, height); } }
/* Upload data for a particular image. */ void intel_miptree_image_data(struct intel_context *intel, struct intel_mipmap_tree *dst, GLuint face, GLuint level, void *src, GLuint src_row_pitch, GLuint src_image_pitch) { GLuint depth = dst->level[level].depth; GLuint dst_offset = intel_miptree_image_offset(dst, face, level); const GLuint *dst_depth_offset = intel_miptree_depth_offsets(dst, level); GLuint i; GLuint height = 0; DBG("%s: %d/%d\n", __FUNCTION__, face, level); for (i = 0; i < depth; i++) { height = dst->level[level].height; if(dst->compressed) height = (height + 3) / 4; intel_region_data(intel, dst->region, dst_offset + dst_depth_offset[i], /* dst_offset */ 0, 0, /* dstx, dsty */ src, src_row_pitch, 0, 0, /* source x, y */ dst->level[level].width, height); /* width, height */ src += src_image_pitch * dst->cpp; } }
/** * Called by glFramebufferTexture[123]DEXT() (and other places) to * prepare for rendering into texture memory. This might be called * many times to choose different texture levels, cube faces, etc * before intel_finish_render_texture() is ever called. */ static void intel_render_texture(GLcontext * ctx, struct gl_framebuffer *fb, struct gl_renderbuffer_attachment *att) { struct gl_texture_image *newImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel]; struct intel_renderbuffer *irb = intel_renderbuffer(att->Renderbuffer); struct intel_texture_image *intel_image; GLuint imageOffset; (void) fb; ASSERT(newImage); if (!irb) { irb = intel_wrap_texture(ctx, newImage); if (irb) { /* bind the wrapper to the attachment point */ _mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base); } else { /* fallback to software rendering */ _mesa_render_texture(ctx, fb, att); return; } } if (!intel_update_wrapper(ctx, irb, newImage)) { _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); _mesa_render_texture(ctx, fb, att); return; } DBG("Begin render texture tid %x tex=%u w=%d h=%d refcount=%d\n", _glthread_GetID(), att->Texture->Name, newImage->Width, newImage->Height, irb->Base.RefCount); /* point the renderbufer's region to the texture image region */ intel_image = intel_texture_image(newImage); if (irb->region != intel_image->mt->region) { if (irb->region) intel_region_release(&irb->region); intel_region_reference(&irb->region, intel_image->mt->region); } /* compute offset of the particular 2D image within the texture region */ imageOffset = intel_miptree_image_offset(intel_image->mt, att->CubeMapFace, att->TextureLevel); if (att->Texture->Target == GL_TEXTURE_3D) { const GLuint *offsets = intel_miptree_depth_offsets(intel_image->mt, att->TextureLevel); imageOffset += offsets[att->Zoffset]; } /* store that offset in the region */ intel_image->mt->region->draw_offset = imageOffset; /* update drawing region, etc */ intel_draw_buffer(ctx, fb); }