2 * Mesa 3-D graphics library
4 * Copyright (C) 2011 VMware, Inc.
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25 * Functions for mapping/unmapping texture images.
29 #include "main/context.h"
30 #include "main/fbobject.h"
31 #include "main/teximage.h"
32 #include "swrast/swrast.h"
33 #include "swrast/s_context.h"
37 * Allocate a new swrast_texture_image (a subclass of gl_texture_image).
38 * Called via ctx->Driver.NewTextureImage().
40 struct gl_texture_image *
41 _swrast_new_texture_image( struct gl_context *ctx )
44 return (struct gl_texture_image *) CALLOC_STRUCT(swrast_texture_image);
49 * Free a swrast_texture_image (a subclass of gl_texture_image).
50 * Called via ctx->Driver.DeleteTextureImage().
53 _swrast_delete_texture_image(struct gl_context *ctx,
54 struct gl_texture_image *texImage)
56 /* Nothing special for the subclass yet */
57 _mesa_delete_texture_image(ctx, texImage);
62 * Called via ctx->Driver.AllocTextureImageBuffer()
65 _swrast_alloc_texture_image_buffer(struct gl_context *ctx,
66 struct gl_texture_image *texImage,
67 gl_format format, GLsizei width,
68 GLsizei height, GLsizei depth)
70 struct swrast_texture_image *swImg = swrast_texture_image(texImage);
71 GLuint bytes = _mesa_format_image_size(format, width, height, depth);
74 /* This _should_ be true (revisit if these ever fail) */
75 assert(texImage->Width == width);
76 assert(texImage->Height == height);
77 assert(texImage->Depth == depth);
79 assert(!swImg->Buffer);
80 swImg->Buffer = _mesa_align_malloc(bytes, 512);
84 /* RowStride and ImageOffsets[] describe how to address texels in 'Data' */
85 swImg->RowStride = width;
87 /* Allocate the ImageOffsets array and initialize to typical values.
88 * We allocate the array for 1D/2D textures too in order to avoid special-
89 * case code in the texstore routines.
91 swImg->ImageOffsets = (GLuint *) malloc(depth * sizeof(GLuint));
92 if (!swImg->ImageOffsets)
95 for (i = 0; i < depth; i++) {
96 swImg->ImageOffsets[i] = i * width * height;
99 if ((width == 1 || _mesa_is_pow_two(texImage->Width2)) &&
100 (height == 1 || _mesa_is_pow_two(texImage->Height2)) &&
101 (depth == 1 || _mesa_is_pow_two(texImage->Depth2)))
102 swImg->_IsPowerOfTwo = GL_TRUE;
104 swImg->_IsPowerOfTwo = GL_FALSE;
106 /* Compute Width/Height/DepthScale for mipmap lod computation */
107 if (texImage->TexObject->Target == GL_TEXTURE_RECTANGLE_NV) {
108 /* scale = 1.0 since texture coords directly map to texels */
109 swImg->WidthScale = 1.0;
110 swImg->HeightScale = 1.0;
111 swImg->DepthScale = 1.0;
114 swImg->WidthScale = (GLfloat) texImage->Width;
115 swImg->HeightScale = (GLfloat) texImage->Height;
116 swImg->DepthScale = (GLfloat) texImage->Depth;
124 * Called via ctx->Driver.FreeTextureImageBuffer()
127 _swrast_free_texture_image_buffer(struct gl_context *ctx,
128 struct gl_texture_image *texImage)
130 struct swrast_texture_image *swImage = swrast_texture_image(texImage);
131 if (swImage->Buffer) {
132 _mesa_align_free(swImage->Buffer);
133 swImage->Buffer = NULL;
136 if (swImage->ImageOffsets) {
137 free(swImage->ImageOffsets);
138 swImage->ImageOffsets = NULL;
144 * Error checking for debugging only.
147 _mesa_check_map_teximage(struct gl_texture_image *texImage,
148 GLuint slice, GLuint x, GLuint y, GLuint w, GLuint h)
151 if (texImage->TexObject->Target == GL_TEXTURE_1D)
152 assert(y == 0 && h == 1);
154 assert(x < texImage->Width || texImage->Width == 0);
155 assert(y < texImage->Height || texImage->Height == 0);
156 assert(x + w <= texImage->Width);
157 assert(y + h <= texImage->Height);
161 * Map a 2D slice of a texture image into user space.
162 * (x,y,w,h) defines a region of interest (ROI). Reading/writing texels
163 * outside of the ROI is undefined.
165 * \param texImage the texture image
166 * \param slice the 3D image slice or array texture slice
167 * \param x, y, w, h region of interest
168 * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT
169 * \param mapOut returns start of mapping of region of interest
170 * \param rowStrideOut returns row stride (in bytes)
173 _swrast_map_teximage(struct gl_context *ctx,
174 struct gl_texture_image *texImage,
176 GLuint x, GLuint y, GLuint w, GLuint h,
181 struct swrast_texture_image *swImage = swrast_texture_image(texImage);
183 GLint stride, texelSize;
186 _mesa_check_map_teximage(texImage, slice, x, y, w, h);
188 texelSize = _mesa_get_format_bytes(texImage->TexFormat);
189 stride = _mesa_format_row_stride(texImage->TexFormat, texImage->Width);
190 _mesa_get_format_block_size(texImage->TexFormat, &bw, &bh);
195 if (!swImage->Buffer) {
196 /* probably ran out of memory when allocating tex mem */
201 map = swImage->Buffer;
203 if (texImage->TexObject->Target == GL_TEXTURE_3D ||
204 texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) {
205 GLuint sliceSize = _mesa_format_image_size(texImage->TexFormat,
209 assert(slice < texImage->Depth);
210 map += slice * sliceSize;
211 } else if (texImage->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
212 GLuint sliceSize = _mesa_format_image_size(texImage->TexFormat,
216 assert(slice < texImage->Height);
217 map += slice * sliceSize;
220 /* apply x/y offset to map address */
221 map += stride * (y / bh) + texelSize * (x / bw);
224 *rowStrideOut = stride;
228 _swrast_unmap_teximage(struct gl_context *ctx,
229 struct gl_texture_image *texImage,
237 _swrast_map_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
239 const GLuint faces = texObj->Target == GL_TEXTURE_CUBE_MAP ? 6 : 1;
242 for (face = 0; face < faces; face++) {
243 for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
244 struct gl_texture_image *texImage = texObj->Image[face][level];
246 struct swrast_texture_image *swImage =
247 swrast_texture_image(texImage);
249 /* XXX we'll eventually call _swrast_map_teximage() here */
250 swImage->Map = swImage->Buffer;
258 _swrast_unmap_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
260 const GLuint faces = texObj->Target == GL_TEXTURE_CUBE_MAP ? 6 : 1;
263 for (face = 0; face < faces; face++) {
264 for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
265 struct gl_texture_image *texImage = texObj->Image[face][level];
267 struct swrast_texture_image *swImage
268 = swrast_texture_image(texImage);
270 /* XXX we'll eventually call _swrast_unmap_teximage() here */
279 * Map all textures for reading prior to software rendering.
282 _swrast_map_textures(struct gl_context *ctx)
284 GLbitfield enabledUnits = ctx->Texture._EnabledUnits;
286 /* loop over enabled texture units */
287 while (enabledUnits) {
288 GLuint unit = ffs(enabledUnits) - 1;
289 struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
291 _swrast_map_texture(ctx, texObj);
293 enabledUnits &= ~(1 << unit);
299 * Unmap all textures for reading prior to software rendering.
302 _swrast_unmap_textures(struct gl_context *ctx)
304 GLbitfield enabledUnits = ctx->Texture._EnabledUnits;
306 /* loop over enabled texture units */
307 while (enabledUnits) {
308 GLuint unit = ffs(enabledUnits) - 1;
309 struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
311 _swrast_unmap_texture(ctx, texObj);
313 enabledUnits &= ~(1 << unit);
319 * Map or unmap any textures that we may be rendering to as renderbuffers.
322 map_unmap_renderbuffers(struct gl_context *ctx,
323 struct gl_framebuffer *fb,
328 for (i = 0; i < Elements(fb->Attachment); i++) {
329 struct gl_texture_object *texObj = fb->Attachment[i].Texture;
331 const GLuint level = fb->Attachment[i].TextureLevel;
332 const GLuint face = fb->Attachment[i].CubeMapFace;
333 struct gl_texture_image *texImage = texObj->Image[face][level];
335 struct swrast_texture_image *swImage
336 = swrast_texture_image(texImage);
339 /* XXX we'll eventually call _swrast_map_teximage() here */
340 swImage->Map = swImage->Buffer;
343 /* XXX we'll eventually call _swrast_unmap_teximage() here */
353 _swrast_map_renderbuffers(struct gl_context *ctx)
355 map_unmap_renderbuffers(ctx, ctx->DrawBuffer, GL_TRUE);
356 if (ctx->ReadBuffer != ctx->DrawBuffer)
357 map_unmap_renderbuffers(ctx, ctx->ReadBuffer, GL_TRUE);
362 _swrast_unmap_renderbuffers(struct gl_context *ctx)
364 map_unmap_renderbuffers(ctx, ctx->DrawBuffer, GL_FALSE);
365 if (ctx->ReadBuffer != ctx->DrawBuffer)
366 map_unmap_renderbuffers(ctx, ctx->ReadBuffer, GL_FALSE);
372 * Called via ctx->Driver.AllocTextureStorage()
373 * Just have to allocate memory for the texture images.
376 _swrast_AllocTextureStorage(struct gl_context *ctx,
377 struct gl_texture_object *texObj,
378 GLsizei levels, GLsizei width,
379 GLsizei height, GLsizei depth)
381 const GLint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
384 for (face = 0; face < numFaces; face++) {
385 for (level = 0; level < levels; level++) {
386 struct gl_texture_image *texImage = texObj->Image[face][level];
387 if (!_swrast_alloc_texture_image_buffer(ctx, texImage,