
create_texture_for_pbo() is shared by _mesa_meta_pbo_GetTexSubImage() and _mesa_meta_pbo_TexSubImage() functions. So, we need to account for both pack and unpack buffer objects. Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com> Reviewed-by: Neil Roberts <neil@linux.intel.com>
389 lines
14 KiB
C
389 lines
14 KiB
C
/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 2015 Intel Corporation. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Jason Ekstrand <jason.ekstrand@intel.com>
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*/
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#include "bufferobj.h"
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#include "buffers.h"
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#include "fbobject.h"
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#include "glformats.h"
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#include "glheader.h"
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#include "image.h"
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#include "macros.h"
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#include "meta.h"
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#include "pbo.h"
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#include "shaderapi.h"
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#include "state.h"
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#include "teximage.h"
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#include "texobj.h"
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#include "texstate.h"
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#include "uniforms.h"
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#include "varray.h"
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static struct gl_texture_image *
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create_texture_for_pbo(struct gl_context *ctx, bool create_pbo,
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GLenum pbo_target, int width, int height,
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GLenum format, GLenum type, const void *pixels,
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const struct gl_pixelstore_attrib *packing,
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GLuint *tmp_pbo, GLuint *tmp_tex)
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{
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uint32_t pbo_format;
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GLenum internal_format;
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unsigned row_stride;
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struct gl_buffer_object *buffer_obj;
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struct gl_texture_object *tex_obj;
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struct gl_texture_image *tex_image;
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bool read_only;
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if (packing->SwapBytes ||
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packing->LsbFirst ||
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packing->Invert)
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return NULL;
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pbo_format = _mesa_format_from_format_and_type(format, type);
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if (_mesa_format_is_mesa_array_format(pbo_format))
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pbo_format = _mesa_format_from_array_format(pbo_format);
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if (!pbo_format || !ctx->TextureFormatSupported[pbo_format])
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return NULL;
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/* Account for SKIP_PIXELS, SKIP_ROWS, ALIGNMENT, and SKIP_IMAGES */
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pixels = _mesa_image_address3d(packing, pixels,
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width, height, format, type, 0, 0, 0);
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row_stride = _mesa_image_row_stride(packing, width, format, type);
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if (_mesa_is_bufferobj(packing->BufferObj)) {
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*tmp_pbo = 0;
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buffer_obj = packing->BufferObj;
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} else {
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assert(create_pbo);
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bool is_pixel_pack = pbo_target == GL_PIXEL_PACK_BUFFER;
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_mesa_GenBuffers(1, tmp_pbo);
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/* We are not doing this inside meta_begin/end. However, we know the
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* client doesn't have the given target bound, so we can go ahead and
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* squash it. We'll set it back when we're done.
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*/
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_mesa_BindBuffer(pbo_target, *tmp_pbo);
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if (is_pixel_pack)
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_mesa_BufferData(pbo_target, row_stride * height, pixels,
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GL_STREAM_READ);
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else
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_mesa_BufferData(pbo_target, row_stride * height, pixels,
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GL_STREAM_DRAW);
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buffer_obj = packing->BufferObj;
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pixels = NULL;
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_mesa_BindBuffer(pbo_target, 0);
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}
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_mesa_GenTextures(1, tmp_tex);
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tex_obj = _mesa_lookup_texture(ctx, *tmp_tex);
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_mesa_initialize_texture_object(ctx, tex_obj, *tmp_tex, GL_TEXTURE_2D);
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/* This must be set after _mesa_initialize_texture_object, not before. */
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tex_obj->Immutable = GL_TRUE;
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/* This is required for interactions with ARB_texture_view. */
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tex_obj->NumLayers = 1;
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internal_format = _mesa_get_format_base_format(pbo_format);
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tex_image = _mesa_get_tex_image(ctx, tex_obj, tex_obj->Target, 0);
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_mesa_init_teximage_fields(ctx, tex_image, width, height, 1,
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0, internal_format, pbo_format);
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read_only = pbo_target == GL_PIXEL_UNPACK_BUFFER;
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if (!ctx->Driver.SetTextureStorageForBufferObject(ctx, tex_obj,
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buffer_obj,
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(intptr_t)pixels,
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row_stride,
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read_only)) {
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_mesa_DeleteTextures(1, tmp_tex);
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_mesa_DeleteBuffers(1, tmp_pbo);
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return NULL;
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}
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return tex_image;
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}
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bool
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_mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
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struct gl_texture_image *tex_image,
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int xoffset, int yoffset, int zoffset,
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int width, int height, int depth,
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GLenum format, GLenum type, const void *pixels,
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bool allocate_storage, bool create_pbo,
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const struct gl_pixelstore_attrib *packing)
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{
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GLuint pbo = 0, pbo_tex = 0, fbos[2] = { 0, 0 };
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struct gl_texture_image *pbo_tex_image;
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GLenum status;
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bool success = false;
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int z, iters;
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/* XXX: This should probably be passed in from somewhere */
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const char *where = "_mesa_meta_pbo_TexSubImage";
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if (!_mesa_is_bufferobj(packing->BufferObj) && !create_pbo)
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return false;
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if (format == GL_DEPTH_COMPONENT ||
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format == GL_DEPTH_STENCIL ||
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format == GL_STENCIL_INDEX ||
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format == GL_COLOR_INDEX)
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return false;
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if (ctx->_ImageTransferState)
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return false;
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if (!_mesa_validate_pbo_access(dims, packing, width, height, depth,
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format, type, INT_MAX, pixels)) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"%s(out of bounds PBO access)", where);
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return true;
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}
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if (_mesa_check_disallowed_mapping(packing->BufferObj)) {
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/* buffer is mapped - that's an error */
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(PBO is mapped)", where);
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return true;
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}
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/* Only accept tightly packed pixels from the user. */
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if (packing->ImageHeight != 0 && packing->ImageHeight != height)
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return false;
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/* For arrays, use a tall (height * depth) 2D texture. */
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pbo_tex_image = create_texture_for_pbo(ctx, create_pbo,
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GL_PIXEL_UNPACK_BUFFER,
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width, height * depth,
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format, type, pixels, packing,
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&pbo, &pbo_tex);
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if (!pbo_tex_image)
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return false;
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if (allocate_storage)
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ctx->Driver.AllocTextureImageBuffer(ctx, tex_image);
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/* Only stash the current FBO */
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_mesa_meta_begin(ctx, 0);
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_mesa_GenFramebuffers(2, fbos);
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_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
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_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
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_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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pbo_tex_image, 0);
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/* If this passes on the first layer it should pass on the others */
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status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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goto fail;
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_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_image, zoffset);
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/* If this passes on the first layer it should pass on the others */
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status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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goto fail;
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_mesa_update_state(ctx);
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if (_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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0, 0, width, height,
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xoffset, yoffset,
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xoffset + width, yoffset + height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST))
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goto fail;
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iters = tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY ?
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height : depth;
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for (z = 1; z < iters; z++) {
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_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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pbo_tex_image, z);
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_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_image, zoffset + z);
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_mesa_update_state(ctx);
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if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY)
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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0, z, width, z + 1,
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xoffset, yoffset,
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xoffset + width, yoffset + 1,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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else
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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0, z * height, width, (z + 1) * height,
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xoffset, yoffset,
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xoffset + width, yoffset + height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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success = true;
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fail:
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_mesa_DeleteFramebuffers(2, fbos);
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_mesa_DeleteTextures(1, &pbo_tex);
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_mesa_DeleteBuffers(1, &pbo);
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_mesa_meta_end(ctx);
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return success;
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}
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bool
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_mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
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struct gl_texture_image *tex_image,
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int xoffset, int yoffset, int zoffset,
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int width, int height, int depth,
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GLenum format, GLenum type, const void *pixels,
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const struct gl_pixelstore_attrib *packing)
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{
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GLuint pbo = 0, pbo_tex = 0, fbos[2] = { 0, 0 };
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struct gl_texture_image *pbo_tex_image;
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GLenum status;
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bool success = false;
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int z, iters;
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/* XXX: This should probably be passed in from somewhere */
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const char *where = "_mesa_meta_pbo_GetTexSubImage";
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if (!_mesa_is_bufferobj(packing->BufferObj))
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return false;
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if (format == GL_DEPTH_COMPONENT ||
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format == GL_DEPTH_STENCIL ||
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format == GL_STENCIL_INDEX ||
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format == GL_COLOR_INDEX)
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return false;
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if (ctx->_ImageTransferState)
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return false;
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if (!_mesa_validate_pbo_access(dims, packing, width, height, depth,
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format, type, INT_MAX, pixels)) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"%s(out of bounds PBO access)", where);
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return true;
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}
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if (_mesa_check_disallowed_mapping(packing->BufferObj)) {
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/* buffer is mapped - that's an error */
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(PBO is mapped)", where);
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return true;
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}
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/* Only accept tightly packed pixels from the user. */
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if (packing->ImageHeight != 0 && packing->ImageHeight != height)
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return false;
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/* For arrays, use a tall (height * depth) 2D texture. */
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pbo_tex_image = create_texture_for_pbo(ctx, false, GL_PIXEL_PACK_BUFFER,
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width, height * depth,
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format, type, pixels, packing,
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&pbo, &pbo_tex);
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if (!pbo_tex_image)
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return false;
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/* Only stash the current FBO */
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_mesa_meta_begin(ctx, 0);
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_mesa_GenFramebuffers(2, fbos);
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/* If we were given a texture, bind it to the read framebuffer. If not,
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* we're doing a ReadPixels and we should just use whatever framebuffer
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* the client has bound.
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*/
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if (tex_image) {
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_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
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_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_image, zoffset);
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/* If this passes on the first layer it should pass on the others */
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status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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goto fail;
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} else {
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assert(depth == 1);
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}
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_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
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_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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pbo_tex_image, 0);
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/* If this passes on the first layer it should pass on the others */
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status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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goto fail;
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_mesa_update_state(ctx);
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if (_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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xoffset, yoffset,
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xoffset + width, yoffset + height,
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0, 0, width, height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST))
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goto fail;
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if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY)
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iters = height;
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else
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iters = depth;
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for (z = 1; z < iters; z++) {
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_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_image, zoffset + z);
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_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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pbo_tex_image, z);
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_mesa_update_state(ctx);
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if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY)
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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xoffset, yoffset,
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xoffset + width, yoffset + 1,
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0, z, width, z + 1,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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else
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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xoffset, yoffset,
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xoffset + width, yoffset + height,
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0, z * height, width, (z + 1) * height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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success = true;
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fail:
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_mesa_DeleteFramebuffers(2, fbos);
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_mesa_DeleteTextures(1, &pbo_tex);
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_mesa_DeleteBuffers(1, &pbo);
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_mesa_meta_end(ctx);
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return success;
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}
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