st/mesa: implement AllocTextureImageBuffer() driver hook

This hasn't been needed so far since none of the core Mesa code paths
that call ctx->Driver.AllocTextureImageBuffer() are used with the
state tracker.  That will change in upcoming patches.
Note that this function duplicates some code seen in the st_TexImage()
function.  That can be cleaned up later.
This commit is contained in:
Brian Paul 2011-09-30 08:15:30 -06:00
parent 4368a65767
commit 4e6bb0774f

View file

@ -459,6 +459,91 @@ guess_and_alloc_texture(struct st_context *st,
}
/**
* 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.
* XXX This function and st_TexImage() have some duplicated code. That
* can be cleaned up in the future.
*/
static GLboolean
st_AllocTextureImageBuffer(struct gl_context *ctx,
struct gl_texture_image *texImage,
gl_format format, GLsizei width,
GLsizei height, GLsizei depth)
{
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;
DBG("%s\n", __FUNCTION__);
assert(width > 0);
assert(height > 0);
assert(depth > 0);
assert(!texImage->Data);
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_reference(&stObj->sampler_view, NULL);
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.
*/
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;
}
}
/**
* Adjust pixel unpack params and image dimensions to strip off the
* texture border.
@ -1837,6 +1922,7 @@ st_init_texture_functions(struct dd_function_table *functions)
functions->NewTextureImage = st_NewTextureImage;
functions->DeleteTextureImage = st_DeleteTextureImage;
functions->DeleteTexture = st_DeleteTextureObject;
functions->AllocTextureImageBuffer = st_AllocTextureImageBuffer;
functions->FreeTextureImageBuffer = st_FreeTextureImageBuffer;
functions->MapTextureImage = st_MapTextureImage;
functions->UnmapTextureImage = st_UnmapTextureImage;