Esempio n. 1
0
/**
 * Check if a texture image can be pulled into a unified mipmap texture.
 */
GLboolean
st_texture_match_image(struct st_context *st,
                       const struct pipe_resource *pt,
                       const struct gl_texture_image *image)
{
   GLuint ptWidth, ptHeight, ptDepth, ptLayers;

   /* Images with borders are never pulled into mipmap textures. 
    */
   if (image->Border) 
      return GL_FALSE;

   /* Check if this image's format matches the established texture's format.
    */
   if (st_mesa_format_to_pipe_format(st, image->TexFormat) != pt->format)
      return GL_FALSE;

   st_gl_texture_dims_to_pipe_dims(image->TexObject->Target,
                                   image->Width, image->Height, image->Depth,
                                   &ptWidth, &ptHeight, &ptDepth, &ptLayers);

   /* Test if this image's size matches what's expected in the
    * established texture.
    */
   if (ptWidth != u_minify(pt->width0, image->Level) ||
       ptHeight != u_minify(pt->height0, image->Level) ||
       ptDepth != u_minify(pt->depth0, image->Level) ||
       ptLayers != pt->array_size)
      return GL_FALSE;

   return GL_TRUE;
}
Esempio n. 2
0
/**
 * 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 = _mesa_num_tex_faces(texObj->Target);
   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;
}
Esempio n. 3
0
static GLboolean
st_TestProxyTexImage(struct gl_context *ctx, GLenum target,
                     GLint level, gl_format format,
                     GLint width, GLint height,
                     GLint depth, GLint border)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;

   if (width == 0 || height == 0 || depth == 0) {
      /* zero-sized images are legal, and always fit! */
      return GL_TRUE;
   }

   if (pipe->screen->can_create_resource) {
      /* Ask the gallium driver if the texture is too large */
      struct gl_texture_object *texObj =
         _mesa_get_current_tex_object(ctx, target);
      struct pipe_resource pt;

      /* Setup the pipe_resource object
       */
      memset(&pt, 0, sizeof(pt));

      pt.target = gl_target_to_pipe(target);
      pt.format = st_mesa_format_to_pipe_format(format);

      st_gl_texture_dims_to_pipe_dims(target,
                                      width, height, depth,
                                      &pt.width0, &pt.height0,
                                      &pt.depth0, &pt.array_size);

      if (level == 0 && (texObj->Sampler.MinFilter == GL_LINEAR ||
                         texObj->Sampler.MinFilter == GL_NEAREST)) {
         /* assume just one mipmap level */
         pt.last_level = 0;
      }
      else {
         /* assume a full set of mipmaps */
         pt.last_level = _mesa_logbase2(MAX3(width, height, depth));
      }

      return pipe->screen->can_create_resource(pipe->screen, &pt);
   }
   else {
      /* Use core Mesa fallback */
      return _mesa_test_proxy_teximage(ctx, target, level, format,
                                       width, height, depth, border);
   }
}
Esempio n. 4
0
/**
 * This uses a blit to copy the read buffer to a texture format which matches
 * the format and type combo and then a fast read-back is done using memcpy.
 * We can do arbitrary X/Y/Z/W/0/1 swizzling here as long as there is
 * a format which matches the swizzling.
 *
 * If such a format isn't available, we fall back to _mesa_readpixels.
 *
 * NOTE: Some drivers use a blit to convert between tiled and linear
 *       texture layouts during texture uploads/downloads, so the blit
 *       we do here should be free in such cases.
 */
static void
st_readpixels(struct gl_context *ctx, GLint x, GLint y,
              GLsizei width, GLsizei height,
              GLenum format, GLenum type,
              const struct gl_pixelstore_attrib *pack,
              GLvoid *pixels)
{
   struct st_context *st = st_context(ctx);
   struct gl_renderbuffer *rb =
         _mesa_get_read_renderbuffer_for_format(ctx, format);
   struct st_renderbuffer *strb = st_renderbuffer(rb);
   struct pipe_context *pipe = st->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_resource *src;
   struct pipe_resource *dst = NULL;
   struct pipe_resource dst_templ;
   enum pipe_format dst_format, src_format;
   struct pipe_blit_info blit;
   unsigned bind = PIPE_BIND_TRANSFER_READ;
   struct pipe_transfer *tex_xfer;
   ubyte *map = NULL;

   /* Validate state (to be sure we have up-to-date framebuffer surfaces)
    * and flush the bitmap cache prior to reading. */
   st_validate_state(st);
   st_flush_bitmap_cache(st);

   if (!st->prefer_blit_based_texture_transfer) {
      goto fallback;
   }

   /* This must be done after state validation. */
   src = strb->texture;

   /* XXX Fallback for depth-stencil formats due to an incomplete
    * stencil blit implementation in some drivers. */
   if (format == GL_DEPTH_STENCIL) {
      goto fallback;
   }

   /* We are creating a texture of the size of the region being read back.
    * Need to check for NPOT texture support. */
   if (!screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES) &&
       (!util_is_power_of_two(width) ||
        !util_is_power_of_two(height))) {
      goto fallback;
   }

   /* If the base internal format and the texture format don't match, we have
    * to use the slow path. */
   if (rb->_BaseFormat !=
       _mesa_get_format_base_format(rb->Format)) {
      goto fallback;
   }

   /* See if the texture format already matches the format and type,
    * in which case the memcpy-based fast path will likely be used and
    * we don't have to blit. */
   if (_mesa_format_matches_format_and_type(rb->Format, format,
                                            type, pack->SwapBytes)) {
      goto fallback;
   }

   if (_mesa_readpixels_needs_slow_path(ctx, format, type, GL_TRUE)) {
      goto fallback;
   }

   /* Convert the source format to what is expected by ReadPixels
    * and see if it's supported. */
   src_format = util_format_linear(src->format);
   src_format = util_format_luminance_to_red(src_format);
   src_format = util_format_intensity_to_red(src_format);

   if (!src_format ||
       !screen->is_format_supported(screen, src_format, src->target,
                                    src->nr_samples,
                                    PIPE_BIND_SAMPLER_VIEW)) {
      goto fallback;
   }

   if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL)
      bind |= PIPE_BIND_DEPTH_STENCIL;
   else
      bind |= PIPE_BIND_RENDER_TARGET;

   /* Choose the destination format by finding the best match
    * for the format+type combo. */
   dst_format = st_choose_matching_format(screen, bind, format, type,
                                          pack->SwapBytes);
   if (dst_format == PIPE_FORMAT_NONE) {
      goto fallback;
   }

   /* create the destination texture */
   memset(&dst_templ, 0, sizeof(dst_templ));
   dst_templ.target = PIPE_TEXTURE_2D;
   dst_templ.format = dst_format;
   dst_templ.bind = bind;
   dst_templ.usage = PIPE_USAGE_STAGING;

   st_gl_texture_dims_to_pipe_dims(GL_TEXTURE_2D, width, height, 1,
                                   &dst_templ.width0, &dst_templ.height0,
                                   &dst_templ.depth0, &dst_templ.array_size);

   dst = screen->resource_create(screen, &dst_templ);
   if (!dst) {
      goto fallback;
   }

   memset(&blit, 0, sizeof(blit));
   blit.src.resource = src;
   blit.src.level = strb->surface->u.tex.level;
   blit.src.format = src_format;
   blit.dst.resource = dst;
   blit.dst.level = 0;
   blit.dst.format = dst->format;
   blit.src.box.x = x;
   blit.dst.box.x = 0;
   blit.src.box.y = y;
   blit.dst.box.y = 0;
   blit.src.box.z = strb->surface->u.tex.first_layer;
   blit.dst.box.z = 0;
   blit.src.box.width = blit.dst.box.width = width;
   blit.src.box.height = blit.dst.box.height = height;
   blit.src.box.depth = blit.dst.box.depth = 1;
   blit.mask = st_get_blit_mask(rb->_BaseFormat, format);
   blit.filter = PIPE_TEX_FILTER_NEAREST;
   blit.scissor_enable = FALSE;

   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
      blit.src.box.y = rb->Height - blit.src.box.y;
      blit.src.box.height = -blit.src.box.height;
   }

   /* blit */
   st->pipe->blit(st->pipe, &blit);

   /* map resources */
   pixels = _mesa_map_pbo_dest(ctx, pack, pixels);

   map = pipe_transfer_map_3d(pipe, dst, 0, PIPE_TRANSFER_READ,
                              0, 0, 0, width, height, 1, &tex_xfer);
   if (!map) {
      _mesa_unmap_pbo_dest(ctx, pack);
      pipe_resource_reference(&dst, NULL);
      goto fallback;
   }

   /* memcpy data into a user buffer */
   {
      const uint bytesPerRow = width * util_format_get_blocksize(dst_format);
      GLuint row;

      for (row = 0; row < (unsigned) height; row++) {
         GLvoid *dest = _mesa_image_address3d(pack, pixels,
                                              width, height, format,
                                              type, 0, row, 0);
         memcpy(dest, map, bytesPerRow);
         map += tex_xfer->stride;
      }
   }

   pipe_transfer_unmap(pipe, tex_xfer);
   _mesa_unmap_pbo_dest(ctx, pack);
   pipe_resource_reference(&dst, NULL);
   return;

fallback:
   _mesa_readpixels(ctx, x, y, width, height, format, type, pack, pixels);
}
Esempio n. 5
0
/**
 * 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)
{
   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;
   GLuint width = texImage->Width;
   GLuint height = texImage->Height;
   GLuint depth = texImage->Depth;

   DBG("%s\n", __FUNCTION__);

   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_release(st->pipe, &stObj->sampler_view);

   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;
   }
}
Esempio n. 6
0
/**
 * 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 ||
        (stObj->base.BaseLevel == 0 &&
         stObj->base.MaxLevel == 0) ||
        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 */
      lastLevel = _mesa_get_tex_max_num_levels(stObj->base.Target,
                                               width, height, depth) - 1;
   }

   /* 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);

   stObj->lastLevel = lastLevel;

   DBG("%s returning %d\n", __FUNCTION__, (stObj->pt != NULL));

   return stObj->pt != NULL;
}
Esempio n. 7
0
/**
 * 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 (_mesa_is_texture_complete(tObj, &tObj->Sampler)) {
      /* 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_release(st->pipe, &stObj->sampler_view);
   }

   /* 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_release(st->pipe, &stObj->sampler_view);
         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;
}