[Mesa-dev] [PATCH 04/16] intel: Rely on Mesa core for glTexImage storage.
Eric Anholt
eric at anholt.net
Thu Sep 29 19:26:34 PDT 2011
On Thu, 29 Sep 2011 17:02:28 -0600, Brian Paul <brianp at vmware.com> wrote:
> On 09/29/2011 04:39 PM, Eric Anholt wrote:
> > ---
> > src/mesa/drivers/dri/intel/intel_tex_image.c | 59 ++++----------------------
> > 1 files changed, 8 insertions(+), 51 deletions(-)
> >
> > diff --git a/src/mesa/drivers/dri/intel/intel_tex_image.c b/src/mesa/drivers/dri/intel/intel_tex_image.c
> > index c0f609f..8c87a25 100644
> > --- a/src/mesa/drivers/dri/intel/intel_tex_image.c
> > +++ b/src/mesa/drivers/dri/intel/intel_tex_image.c
> > @@ -403,61 +403,18 @@ intelTexImage(struct gl_context * ctx,
> > return;
> > }
> >
> > - pixels = _mesa_validate_pbo_teximage(ctx, dims, width, height, 1,
> > - format, type,
> > - pixels, unpack, "glTexImage");
> > -
> > - if (intelImage->mt) {
> > - if (pixels != NULL) {
> > - /* Flush any queued rendering with the texture before mapping. */
> > - if (drm_intel_bo_references(intel->batch.bo,
> > - intelImage->mt->region->bo)) {
> > - intel_flush(ctx);
> > - }
> > - texImage->Data = intel_miptree_image_map(intel,
> > - intelImage->mt,
> > - intelImage->base.Base.Face,
> > - intelImage->base.Base.Level,
> > -&dstRowStride,
> > - intelImage->base.Base.ImageOffsets);
> > - }
> > -
> > - texImage->RowStride = dstRowStride / intelImage->mt->cpp;
> > - }
> > -
> > DBG("Upload image %dx%dx%d row_len %d pitch %d pixels %d\n",
> > width, height, depth, width * texelBytes, dstRowStride,
> > pixels ? 1 : 0);
> >
> > - /* Copy data. Would like to know when it's ok for us to eg. use
> > - * the blitter to copy. Or, use the hardware to do the format
> > - * conversion and copy:
> > - */
> > - if (pixels) {
> > - if (!_mesa_texstore(ctx, dims,
> > - texImage->_BaseFormat,
> > - texImage->TexFormat,
> > - texImage->Data, 0, 0, 0, /* dstX/Y/Zoffset */
> > - dstRowStride,
> > - texImage->ImageOffsets,
> > - width, height, depth,
> > - format, type, pixels, unpack)) {
> > - _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
> > - }
> > - }
> > -
> > - _mesa_unmap_teximage_pbo(ctx, unpack);
> > -
> > - if (intel->must_use_separate_stencil
> > -&& texImage->TexFormat == MESA_FORMAT_S8_Z24) {
> > - intel_tex_image_s8z24_create_renderbuffers(intel, intelImage);
> > - intel_tex_image_s8z24_scatter(intel, intelImage);
> > - }
> > -
> > - if (intelImage->mt) {
> > - if (pixels != NULL)
> > - intel_miptree_image_unmap(intel, intelImage->mt);
> > - texImage->Data = NULL;
> > + if (pixels || _mesa_is_bufferobj(unpack->BufferObj)) {
> > + _mesa_store_teximage3d(ctx, target, level, internalFormat,
> > + width, height, depth, border,
> > + format, type, pixels,
> > + unpack, texObj, texImage);
> > + } else {
> > + ctx->Driver.AllocTextureImageBuffer(ctx, texImage, texImage->TexFormat,
> > + width, height, depth);
> > }
> > }
> >
>
> I think you can simplify this even more.
>
> I think you can omit the conditional and always call
> _mesa_store_teximage3d() because that function will call
> ctx->Driver.AllocTextureImageBuffer() and return early if there's no
> pixel data to put into the texture buffer.
Good call.
I think there may be a related point to be made about
_mesa_store_teximage2d's code for 1D arrays, too. I'll poke at them
both.
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