/** * When glFramebufferTexture[123]D is called this function sets up the * gl_renderbuffer wrapper around the texture image. * This will have the region info needed for hardware rendering. */ static struct intel_renderbuffer * intel_wrap_texture(GLcontext * ctx, struct gl_texture_image *texImage) { const GLuint name = ~0; /* not significant, but distinct for debugging */ struct intel_renderbuffer *irb; /* make an intel_renderbuffer to wrap the texture image */ irb = CALLOC_STRUCT(intel_renderbuffer); if (!irb) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture"); return NULL; } _mesa_init_renderbuffer(&irb->Base, name); irb->Base.ClassID = INTEL_RB_CLASS; if (!intel_update_wrapper(ctx, irb, texImage)) { _mesa_free(irb); return NULL; } return irb; }
/** * 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 dst_x, dst_y; (void) fb; ASSERT(newImage); intel_image = intel_texture_image(newImage); if (!intel_image->mt) { /* Fallback on drawing to a texture that doesn't have a miptree * (has a border, width/height 0, etc.) */ _mesa_reference_renderbuffer(&att->Renderbuffer, NULL); _mesa_render_texture(ctx, fb, att); return; } else 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 */ 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 */ intel_miptree_get_image_offset(intel_image->mt, att->TextureLevel, att->CubeMapFace, att->Zoffset, &dst_x, &dst_y); intel_image->mt->region->draw_offset = (dst_y * intel_image->mt->pitch + dst_x) * intel_image->mt->cpp; intel_image->mt->region->draw_x = dst_x; intel_image->mt->region->draw_y = dst_y; intel_image->used_as_render_target = GL_TRUE; /* update drawing region, etc */ intel_draw_buffer(ctx, fb); }
/** * 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); }