[Mesa-dev] [v3 6/8] mesa: Fill out ARB_texture_view entry points

Brian Paul brianp at vmware.com
Thu Nov 21 16:56:14 PST 2013


I'd rename this summary as something like "mesa: implement the 
_mesa_TextureView() function"


On 11/19/2013 04:16 PM, Courtney Goeltzenleuchter wrote:
> Add Mesa TextureView logic.
> Incorporate feedback on ARB_texture_view
>
> Signed-off-by: Courtney Goeltzenleuchter <courtney at LunarG.com>
> ---
>   src/mesa/main/textureview.c | 562 +++++++++++++++++++++++++++++++++++++++++++-
>   1 file changed, 561 insertions(+), 1 deletion(-)
>
> diff --git a/src/mesa/main/textureview.c b/src/mesa/main/textureview.c
> index 4a6bd62..1858465 100644
> --- a/src/mesa/main/textureview.c
> +++ b/src/mesa/main/textureview.c
> @@ -40,8 +40,346 @@
>   #include "texobj.h"
>   #include "texstorage.h"
>   #include "textureview.h"
> +#include "stdbool.h"
>   #include "mtypes.h"
>
> +/* Table 3.X.2 (Compatible internal formats for TextureView)
> +    ---------------------------------------------------------------------------
> +    | Class                 | Internal formats                                |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_128_BITS   | RGBA32F, RGBA32UI, RGBA32I                      |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_96_BITS    | RGB32F, RGB32UI, RGB32I                         |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_64_BITS    | RGBA16F, RG32F, RGBA16UI, RG32UI, RGBA16I,      |
> +    |                       | RG32I, RGBA16, RGBA16_SNORM                     |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_48_BITS    | RGB16, RGB16_SNORM, RGB16F, RGB16UI, RGB16I     |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_32_BITS    | RG16F, R11F_G11F_B10F, R32F,                    |
> +    |                       | RGB10_A2UI, RGBA8UI, RG16UI, R32UI,             |
> +    |                       | RGBA8I, RG16I, R32I, RGB10_A2, RGBA8, RG16,     |
> +    |                       | RGBA8_SNORM, RG16_SNORM, SRGB8_ALPHA8, RGB9_E5  |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_24_BITS    | RGB8, RGB8_SNORM, SRGB8, RGB8UI, RGB8I          |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_16_BITS    | R16F, RG8UI, R16UI, RG8I, R16I, RG8, R16,       |
> +    |                       | RG8_SNORM, R16_SNORM                            |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_8_BITS     | R8UI, R8I, R8, R8_SNORM                         |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_RGTC1_RED  | COMPRESSED_RED_RGTC1,                           |
> +    |                       | COMPRESSED_SIGNED_RED_RGTC1                     |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_RGTC2_RG   | COMPRESSED_RG_RGTC2,                            |
> +    |                       | COMPRESSED_SIGNED_RG_RGTC2                      |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_BPTC_UNORM | COMPRESSED_RGBA_BPTC_UNORM,                     |
> +    |                       | COMPRESSED_SRGB_ALPHA_BPTC_UNORM                |
> +    ---------------------------------------------------------------------------
> +    | VIEW_CLASS_BPTC_FLOAT | COMPRESSED_RGB_BPTC_SIGNED_FLOAT,               |
> +    |                       | COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT              |
> +    ---------------------------------------------------------------------------
> + */
> +struct internal_format_class_info {
> +   GLenum view_class;
> +   GLenum internal_format;
> +};
> +#define INFO(c,f) {GL_##c, GL_##f}
> +static const struct internal_format_class_info _compatible_internal_formats[] = {
> +   INFO(VIEW_CLASS_128_BITS, RGBA32F),

If the point of the macro is just to save typing GL_ prefixes, I don't 
think it's worth it.

The leading underscore on _compatible_internal_formats isn't really 
necessary.


> +   INFO(VIEW_CLASS_128_BITS, RGBA32UI),
> +   INFO(VIEW_CLASS_128_BITS, RGBA32I),
> +   INFO(VIEW_CLASS_96_BITS, RGB32F),
> +   INFO(VIEW_CLASS_96_BITS, RGB32UI),
> +   INFO(VIEW_CLASS_96_BITS, RGB32I),
> +   INFO(VIEW_CLASS_64_BITS, RGBA16F),
> +   INFO(VIEW_CLASS_64_BITS, RG32F),
> +   INFO(VIEW_CLASS_64_BITS, RGBA16UI),
> +   INFO(VIEW_CLASS_64_BITS, RG32UI),
> +   INFO(VIEW_CLASS_64_BITS, RGBA16I),
> +   INFO(VIEW_CLASS_64_BITS, RG32I),
> +   INFO(VIEW_CLASS_64_BITS, RGBA16),
> +   INFO(VIEW_CLASS_64_BITS, RGBA16_SNORM),
> +   INFO(VIEW_CLASS_48_BITS, RGB16),
> +   INFO(VIEW_CLASS_48_BITS, RGB16_SNORM),
> +   INFO(VIEW_CLASS_48_BITS, RGB16F),
> +   INFO(VIEW_CLASS_48_BITS, RGB16UI),
> +   INFO(VIEW_CLASS_48_BITS, RGB16I),
> +   INFO(VIEW_CLASS_32_BITS, RG16F),
> +   INFO(VIEW_CLASS_32_BITS, R11F_G11F_B10F),
> +   INFO(VIEW_CLASS_32_BITS, R32F),
> +   INFO(VIEW_CLASS_32_BITS, RGB10_A2UI),
> +   INFO(VIEW_CLASS_32_BITS, RGBA8UI),
> +   INFO(VIEW_CLASS_32_BITS, RG16UI),
> +   INFO(VIEW_CLASS_32_BITS, R32UI),
> +   INFO(VIEW_CLASS_32_BITS, RGBA8I),
> +   INFO(VIEW_CLASS_32_BITS, RG16I),
> +   INFO(VIEW_CLASS_32_BITS, R32I),
> +   INFO(VIEW_CLASS_32_BITS, RGB10_A2),
> +   INFO(VIEW_CLASS_32_BITS, RGBA8),
> +   INFO(VIEW_CLASS_32_BITS, RG16),
> +   INFO(VIEW_CLASS_32_BITS, RGBA8_SNORM),
> +   INFO(VIEW_CLASS_32_BITS, RG16_SNORM),
> +   INFO(VIEW_CLASS_32_BITS, SRGB8_ALPHA8),
> +   INFO(VIEW_CLASS_32_BITS, RGB9_E5),
> +   INFO(VIEW_CLASS_24_BITS, RGB8),
> +   INFO(VIEW_CLASS_24_BITS, RGB8_SNORM),
> +   INFO(VIEW_CLASS_24_BITS, SRGB8),
> +   INFO(VIEW_CLASS_24_BITS, RGB8UI),
> +   INFO(VIEW_CLASS_24_BITS, RGB8I),
> +   INFO(VIEW_CLASS_16_BITS, R16F),
> +   INFO(VIEW_CLASS_16_BITS, RG8UI),
> +   INFO(VIEW_CLASS_16_BITS, R16UI),
> +   INFO(VIEW_CLASS_16_BITS, RG8I),
> +   INFO(VIEW_CLASS_16_BITS, R16I),
> +   INFO(VIEW_CLASS_16_BITS, RG8),
> +   INFO(VIEW_CLASS_16_BITS, R16),
> +   INFO(VIEW_CLASS_16_BITS, RG8_SNORM),
> +   INFO(VIEW_CLASS_16_BITS, R16_SNORM),
> +   INFO(VIEW_CLASS_8_BITS, R8UI),
> +   INFO(VIEW_CLASS_8_BITS, R8I),
> +   INFO(VIEW_CLASS_8_BITS, R8),
> +   INFO(VIEW_CLASS_8_BITS, R8_SNORM),
> +   INFO(VIEW_CLASS_RGTC1_RED, COMPRESSED_RED_RGTC1),
> +   INFO(VIEW_CLASS_RGTC1_RED, COMPRESSED_SIGNED_RED_RGTC1),
> +   INFO(VIEW_CLASS_RGTC2_RG, COMPRESSED_RG_RGTC2),
> +   INFO(VIEW_CLASS_RGTC2_RG, COMPRESSED_SIGNED_RG_RGTC2),
> +   INFO(VIEW_CLASS_BPTC_UNORM, COMPRESSED_RGBA_BPTC_UNORM_ARB),
> +   INFO(VIEW_CLASS_BPTC_UNORM, COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB),
> +   INFO(VIEW_CLASS_BPTC_FLOAT, COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB),
> +   INFO(VIEW_CLASS_BPTC_FLOAT, COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB),
> +};
> +#undef INFO
> +
> +/**
> + * Lookup format view class based on internalformat
> + * \return VIEW_CLASS if internalformat found in table, GL_FALSE otherwise.
> + */
> +static unsigned int

Return GLenum?


> +lookup_view_class(GLenum internalformat)
> +{
> +   uint i;
> +
> +   for (i = 0; i < ARRAY_SIZE(_compatible_internal_formats); i++) {
> +      if (_compatible_internal_formats[i].internal_format == internalformat)
> +         return _compatible_internal_formats[i].view_class;
> +   }
> +   return false;

return GL_FALSE, per the comment.


> +}
> +
> +/**
> + * Compute the size of the next mipmap level.
> + */
> +static void
> +next_mipmap_level_size(GLenum target,
> +                       GLint *width, GLint *height, GLint *depth)
> +{
> +   if (*width > 1) {
> +      *width /= 2;
> +   }
> +
> +   if ((*height > 1) && (target != GL_TEXTURE_1D_ARRAY)) {
> +      *height /= 2;
> +   }
> +
> +   if ((*depth > 1) && (target != GL_TEXTURE_2D_ARRAY)) {
> +      *depth /= 2;
> +   }
> +}

Can the next_mipmap_level_size() helper in mipmap.c be re-used?

And yes, we should probably re-use that function in texstorage.c


> +
> +/** Helper to get a particular texture image in a texture object */
> +static struct gl_texture_image *
> +get_tex_image(struct gl_context *ctx,
> +              struct gl_texture_object *texObj,
> +              GLuint face, GLuint level)
> +{
> +   struct gl_texture_image *texImage;
> +
> +   if (!texObj)
> +      return NULL;
> +
> +   texImage = texObj->Image[face][level];
> +   if (!texImage) {
> +      texImage = ctx->Driver.NewTextureImage(ctx);
> +      if (!texImage) {
> +         _mesa_error(ctx, GL_OUT_OF_MEMORY, "texture image allocation");
> +         return NULL;
> +      }
> +
> +      texObj->Image[face][level] = texImage;
> +
> +      /* Set the 'back' pointer */
> +      texImage->TexObject = texObj;
> +      texImage->Level = level;
> +      texImage->Face = face;
> +   }
> +
> +   return texImage;
> +}

That function looks a lot like _mesa_get_tex_image(), or get_tex_image() 
in texstorage.c.



> +
> +/**
> + * Initialize new texture's gl_texture_image structures. Will not call driver
> + * to allocate new space, simply record relevant layer, face, format, etc.
> + * \return GL_FALSE if any error, GL_TRUE otherwise.
> + */
> +static GLboolean
> +initialize_texture_fields(struct gl_context *ctx,
> +                          GLenum target,
> +                          struct gl_texture_object *texObj,
> +                          GLint levels,
> +                          GLsizei width, GLsizei height, GLsizei depth,
> +                          GLenum internalFormat, gl_format texFormat)
> +{
> +   const GLuint numFaces = _mesa_num_tex_faces(target);
> +   GLint level, levelWidth = width, levelHeight = height, levelDepth = depth;
> +   GLuint face;
> +
> +   /* Pretend we are bound to initialize the gl_texture_image structs */
> +   texObj->Target = target;
> +
> +   /* Set up all the texture object's gl_texture_images */
> +   for (level = 0; level < levels; level++) {
> +      for (face = 0; face < numFaces; face++) {
> +         struct gl_texture_image *texImage =
> +                 get_tex_image(ctx, texObj, face, level);
> +
> +         if (!texImage) {
> +            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage");
> +            return GL_FALSE;
> +         }
> +
> +         _mesa_init_teximage_fields(ctx, texImage,
> +                                    levelWidth, levelHeight, levelDepth,
> +                                    0, internalFormat, texFormat);
> +      }
> +
> +      next_mipmap_level_size(target, &levelWidth, &levelHeight, &levelDepth);
> +   }
> +
> +   /* "unbind" */
> +   texObj->Target = 0;
> +
> +   return GL_TRUE;
> +}
> +
> +#define RETURN_IF_SUPPORTED(t) do {		\
> +   if (newTarget == GL_ ## t)                   \
> +      return GL_TRUE;				\
> +} while (0)
> +
> +/**
> + * Check for compatible target
> + * If an error is found, record it with _mesa_error()
> + * \return GL_FALSE if any error, GL_TRUE otherwise.
> + */
> +static GLboolean
> +target_valid(struct gl_context *ctx, GLenum origTarget, GLenum newTarget)
> +{
> +   /*
> +    * From ARB_texture_view spec:
> +   ---------------------------------------------------------------------------------------------------------
> +   | Original target              | Valid new targets |
> +   ---------------------------------------------------------------------------------------------------------
> +   | TEXTURE_1D                   | TEXTURE_1D, TEXTURE_1D_ARRAY |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_2D                   | TEXTURE_2D, TEXTURE_2D_ARRAY |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_3D                   | TEXTURE_3D |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_CUBE_MAP             | TEXTURE_CUBE_MAP, TEXTURE_2D, TEXTURE_2D_ARRAY, TEXTURE_CUBE_MAP_ARRAY |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_RECTANGLE            | TEXTURE_RECTANGLE |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_BUFFER               | <none> |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_1D_ARRAY             | TEXTURE_1D_ARRAY, TEXTURE_1D |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_2D_ARRAY             | TEXTURE_2D_ARRAY, TEXTURE_2D, TEXTURE_CUBE_MAP, TEXTURE_CUBE_MAP_ARRAY |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_CUBE_MAP_ARRAY       | TEXTURE_CUBE_MAP_ARRAY, TEXTURE_2D_ARRAY, TEXTURE_2D, TEXTURE_CUBE_MAP |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_2D_MULTISAMPLE       | TEXTURE_2D_MULTISAMPLE, TEXTURE_2D_MULTISAMPLE_ARRAY |
> +   | ------------------------------------------------------------------------------------------------------- |
> +   | TEXTURE_2D_MULTISAMPLE_ARRAY | TEXTURE_2D_MULTISAMPLE, TEXTURE_2D_MULTISAMPLE_ARRAY |
> +   ---------------------------------------------------------------------------------------------------------
> +    */
> +
> +   switch (origTarget) {
> +   case GL_TEXTURE_1D:
> +   case GL_TEXTURE_1D_ARRAY:
> +      RETURN_IF_SUPPORTED(TEXTURE_1D);
> +      RETURN_IF_SUPPORTED(TEXTURE_1D_ARRAY);
> +      break;
> +   case GL_TEXTURE_2D:
> +      RETURN_IF_SUPPORTED(TEXTURE_2D);
> +      RETURN_IF_SUPPORTED(TEXTURE_2D_ARRAY);
> +      break;
> +   case GL_TEXTURE_3D:
> +      RETURN_IF_SUPPORTED(TEXTURE_3D);
> +      break;
> +   case GL_TEXTURE_RECTANGLE:
> +      RETURN_IF_SUPPORTED(TEXTURE_RECTANGLE);
> +      break;
> +   case GL_TEXTURE_CUBE_MAP:
> +   case GL_TEXTURE_2D_ARRAY:
> +   case GL_TEXTURE_CUBE_MAP_ARRAY:
> +      RETURN_IF_SUPPORTED(TEXTURE_2D);
> +      RETURN_IF_SUPPORTED(TEXTURE_2D_ARRAY);
> +      RETURN_IF_SUPPORTED(TEXTURE_CUBE_MAP);
> +      RETURN_IF_SUPPORTED(TEXTURE_CUBE_MAP_ARRAY);
> +      break;
> +   case GL_TEXTURE_2D_MULTISAMPLE:
> +   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
> +      RETURN_IF_SUPPORTED(TEXTURE_2D_MULTISAMPLE);
> +      RETURN_IF_SUPPORTED(TEXTURE_2D_MULTISAMPLE_ARRAY);
> +      break;
> +   }
> +   _mesa_error(ctx, GL_INVALID_OPERATION,
> +               "glTextureView(illegal target=%s)",
> +               _mesa_lookup_enum_by_nr(newTarget));
> +   return GL_FALSE;

Typically, we put a _mesa_error() call like that after a default switch 
case.


> +}
> +#undef RETURN_IF_SUPPORTED
> +
> +/**
> + * Check for compatible format
> + * If an error is found, record it with _mesa_error()
> + * \return GL_FALSE if any error, GL_TRUE otherwise.
> + */
> +static GLboolean

Since this is an internal function, it could return bool.


> +compatible_format(struct gl_context *ctx, struct gl_texture_object *origTexObj,

origTexObj could be const qualified.


> +                  GLenum internalformat)
> +{
> +   /* Level 0 of a texture created by glTextureStorage or glTextureView
> +    * is always defined.
> +    */
> +   struct gl_texture_image *texImage = origTexObj->Image[0][0];
> +   GLint origInternalFormat = texImage->InternalFormat;
> +   unsigned int origViewClass, newViewClass;
> +
> +
> +   /* The two textures' internal formats must be compatible according to
> +    * Table 3.X.2 (Compatible internal formats for TextureView)
> +    * if the internal format exists in that table the view class must match.
> +    * The internal formats must be identical if not in that table,
> +    * or an INVALID_OPERATION error is generated.
> +    */
> +   if (origInternalFormat == internalformat)
> +      return GL_TRUE;
> +
> +   origViewClass = lookup_view_class(origInternalFormat);
> +   newViewClass = lookup_view_class(internalformat);
> +   if ((origViewClass == newViewClass) && origViewClass != false)

!= GL_FALSE


> +      return GL_TRUE;
> +
> +   _mesa_error(ctx, GL_INVALID_OPERATION,
> +               "glTextureView(internalformat  %s not compatible with origtexture %s)",

Extra space before first %s


> +               _mesa_lookup_enum_by_nr(internalformat),
> +               _mesa_lookup_enum_by_nr(origInternalFormat));
> +   return GL_FALSE;
> +}
> +
>   /**
>    * glTextureView (ARB_texture_view)
>    * If an error is found, record it with _mesa_error()
> @@ -53,13 +391,235 @@ _mesa_TextureView(GLuint texture, GLenum target, GLuint origtexture,
>                     GLuint minlevel, GLuint numlevels,
>                     GLuint minlayer, GLuint numlayers)
>   {
> +   struct gl_texture_object *texObj;
> +   struct gl_texture_object *origTexObj;
> +   struct gl_texture_image *origTexImage;
> +   GLuint newViewMinLevel, newViewMinLayer;
> +   GLuint newViewNumLevels, newViewNumLayers;
> +   GLsizei width, height, depth;
> +   gl_format texFormat;
> +   GLboolean sizeOK, dimensionsOK;
> +   GLenum faceTarget;
> +
>      GET_CURRENT_CONTEXT(ctx);
>
>      if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
> -      _mesa_debug(ctx, "glTextureView (unfinished) %d %s %d %s %d %d %d %d\n",
> +      _mesa_debug(ctx, "glTextureView %d %s %d %s %d %d %d %d\n",
>                     texture, _mesa_lookup_enum_by_nr(target), origtexture,
>                     _mesa_lookup_enum_by_nr(internalformat),
>                     minlevel, numlevels, minlayer, numlayers);
>
> +   if (origtexture == 0) {
> +      _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(origtexture = 0x%x)", origtexture);
> +      return;
> +   }
> +
> +   /* Need original texture information to validate arguments */
> +   origTexObj = _mesa_lookup_texture(ctx, origtexture);
> +
> +   /* If <origtexture> is not the name of a texture, INVALID_VALUE is generated. */
> +   if (!origTexObj) {
> +      _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(origtexture = 0x%x)", origtexture);

I think we usually print/record object IDs as decimal.


> +      return;
> +   }
> +
> +   /* If <origtexture>'s TEXTURE_IMMUTABLE_FORMAT value is not TRUE,
> +    * INVALID_OPERATION is generated.
> +    */
> +   if (!origTexObj->Immutable) {
> +      _mesa_error(ctx, GL_INVALID_OPERATION, "glTextureView(origtexture not immutable)");
> +      return;
> +   }
> +
> +   /* If <texture> is 0, INVALID_VALUE is generated. */
> +   if (texture == 0) {
> +      _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(texture = 0)");
> +      return;
> +   }
> +
> +   /* If <texture> is not a valid name returned by GenTextures,
> +    * the error INVALID_OPERATION is generated.
> +    */
> +   texObj = _mesa_lookup_texture(ctx, texture);
> +   if (texObj == NULL) {
> +      _mesa_error(ctx, GL_INVALID_OPERATION, "glTextureView(texture 0x%x non-gen name)", texture);
> +      return;
> +   }
> +
> +   /* If <texture> has already been bound and given a target, then
> +    * the error INVALID_OPERATION is generated.
> +    */
> +   if (texObj->Target) {
> +      _mesa_error(ctx, GL_INVALID_OPERATION, "glTextureView(texture 0x%x already bound)", texture);
> +      return;
> +   }
> +
> +   /* Check for compatible target */
> +   if (!target_valid(ctx, origTexObj->Target, target)) {
> +      return; /* error was recorded */
> +   }
> +
> +   /* minlevel and minlayer are relative to the view of origtexture */
> +   /* If minlevel or minlayer is greater than level or layer, respectively,
> +    * of origtexture return INVALID_VALUE.
> +    */
> +   newViewMinLevel = origTexObj->MinLevel + minlevel;
> +   newViewMinLayer = origTexObj->MinLayer + minlayer;
> +   if (newViewMinLevel >= (origTexObj->MinLevel + origTexObj->NumLevels) ||
> +       newViewMinLayer >= (origTexObj->MinLayer + origTexObj->NumLayers)) {
> +      _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(origtexture = 0x%x)", origtexture);
> +      return;
> +   }

I'd probably split the level and layer error checks into two separate if 
statements.  Then, the error message could have more detailed info about 
the invalid layer or level.



> +   if (!compatible_format(ctx, origTexObj, internalformat)) {
> +      return; // Error logged

/* error logged */  just to be consistent with other comments.


> +   }
> +
> +   texFormat = _mesa_choose_texture_format(ctx, texObj, target, 0,
> +                                           internalformat, GL_NONE, GL_NONE);
> +   assert(texFormat != MESA_FORMAT_NONE);

Just to be safe, let's also put in a "if (texFormat == MESA_FORMAT_NONE) 
return" here for release builds.


> +
> +   newViewNumLevels = MIN2(numlevels, origTexObj->NumLevels - minlevel);
> +   newViewNumLayers = MIN2(numlayers, origTexObj->NumLayers - minlayer);
> +
> +   faceTarget = origTexObj->Target;
> +   if (faceTarget == GL_TEXTURE_CUBE_MAP)

or GL_TEXTURE_CUBE_MAP_ARRAY?


> +      faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + minlayer;
> +
> +   /* Get a reference to what will become this View's base level */
> +   origTexImage = _mesa_select_tex_image(ctx, origTexObj,
> +                                         faceTarget, minlevel);
> +   width = origTexImage->Width;
> +   height = origTexImage->Height;
> +   depth = origTexImage->Depth;
> +
> +   /* Adjust width, height, depth to be appropriate for new target */
> +   switch (target) {
> +   case GL_TEXTURE_1D:
> +   case GL_TEXTURE_3D:
> +      break;
> +
> +   case GL_TEXTURE_1D_ARRAY:
> +      height = (GLsizei) newViewNumLayers;
> +      break;
> +
> +   case GL_TEXTURE_2D:
> +   case GL_TEXTURE_2D_MULTISAMPLE:
> +   case GL_TEXTURE_RECTANGLE:
> +   case GL_TEXTURE_CUBE_MAP:
> +      depth = 1;
> +      break;
> +
> +   case GL_TEXTURE_2D_ARRAY:
> +   case GL_TEXTURE_CUBE_MAP_ARRAY:
> +   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
> +      depth = newViewNumLayers;
> +      break;
> +   }
> +
> +   /* If the dimensions of the original texture are larger than the maximum
> +    * supported dimensions of the new target, the error INVALID_OPERATION is
> +    * generated. For example, if the original texture has a TEXTURE_2D_ARRAY
> +    * target and its width is greater than MAX_CUBE_MAP_TEXTURE_SIZE, an error
> +    * will be generated if TextureView is called to create a TEXTURE_CUBE_MAP
> +    * view.
> +    */
> +   dimensionsOK = _mesa_legal_texture_dimensions(ctx, target, 0,
> +                                                 width, height, depth, 0);
> +   if (!dimensionsOK) {
> +      _mesa_error(ctx, GL_INVALID_OPERATION, "glTextureView(invalid width or height or depth)");
> +      return;
> +   }
> +
> +   sizeOK = ctx->Driver.TestProxyTexImage(ctx, target, 0, texFormat,
> +                                          width, height, depth, 0);
> +   if (!sizeOK) {
> +      _mesa_error(ctx, GL_INVALID_OPERATION, "glTextureView(invalid texture size)");
> +      return;
> +   }
> +
> +   /* If <target> is TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_RECTANGLE,
> +    * or TEXTURE_2D_MULTISAMPLE and <numlayers> does not equal 1, the error
> +    * INVALID_VALUE is generated.
> +    */
> +   switch (target) {
> +   case GL_TEXTURE_1D:
> +   case GL_TEXTURE_2D:
> +   case GL_TEXTURE_3D:
> +   case GL_TEXTURE_RECTANGLE:
> +   case GL_TEXTURE_2D_MULTISAMPLE:
> +      if (numlayers != 1) {
> +         _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(numlayers %d != 1)", numlayers);
> +         return;
> +      }
> +      break;
> +
> +   case GL_TEXTURE_CUBE_MAP:
> +      /* If the new texture's target is TEXTURE_CUBE_MAP, the clamped <numlayers>
> +       * must be equal to 6.
> +       */
> +      if (newViewNumLayers != 6) {
> +         _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(clamped numlayers %d != 6)",
> +                     newViewNumLayers);
> +         return;
> +      }
> +      break;
> +
> +   case GL_TEXTURE_CUBE_MAP_ARRAY:
> +      /* If the new texture's target is TEXTURE_CUBE_MAP_ARRAY,
> +       * then <numlayers> counts layer-faces rather than layers,
> +       * and the clamped <numlayers> must be a multiple of 6.
> +       * Otherwise, the error INVALID_VALUE is generated.
> +       */
> +      if ((newViewNumLayers % 6) != 0) {
> +         _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(clamped numlayers %d is not a multiple of 6)",

If that line's longer than 78 chars, can you wrap it?


> +                     newViewNumLayers);
> +         return;
> +      }
> +      break;
> +   }
> +
> +   /* If the new texture's target is TEXTURE_CUBE_MAP or
> +    * TEXTURE_CUBE_MAP_ARRAY, the width and height of the original texture's
> +    * levels must be equal otherwise the error INVALID_OPERATION is generated.
> +    */
> +   if ((target == GL_TEXTURE_CUBE_MAP || target == GL_TEXTURE_CUBE_MAP_ARRAY) &&
> +       (origTexImage->Width != origTexImage->Height)) {
> +      _mesa_error(ctx, GL_INVALID_OPERATION, "glTextureView(origtexture width (%d) != height (%d))",
> +                  origTexImage->Width, origTexImage->Height);
> +      return;
> +   }
> +
> +   /* When the original texture's target is TEXTURE_CUBE_MAP, the layer
> +    * parameters are interpreted in the same order as if it were a
> +    * TEXTURE_CUBE_MAP_ARRAY with 6 layer-faces.
> +    */
> +
> +   /* If the internal format does not exactly match the internal format of the
> +    * original texture, the contents of the memory are reinterpreted in the
> +    * same manner as for image bindings described in
> +    * section 3.9.20 (Texture Image Loads and Stores).
> +    */
> +
> +   /* TEXTURE_BASE_LEVEL and TEXTURE_MAX_LEVEL are interpreted
> +    * relative to the view and not relative to the original data store.
> +    */
> +
> +   if (!initialize_texture_fields(ctx, target, texObj, newViewNumLevels,
> +                                  width, height, depth,
> +                                  internalformat, texFormat)) {
> +      return; /* Already recorded error */
> +   }
> +
> +   texObj->MinLevel = newViewMinLevel;
> +   texObj->MinLayer = newViewMinLayer;
> +   texObj->NumLevels = newViewNumLevels;
> +   texObj->NumLayers = newViewNumLayers;
> +   texObj->Immutable = GL_TRUE;
> +   texObj->ImmutableLevels = origTexObj->ImmutableLevels;
> +   texObj->Target = target;

Maybe these assignments should be rolled into initialize_texture_fields()?


>
> +   if (!ctx->Driver.TextureView(ctx, texObj, origTexObj)) {
> +      return; /* driver recorded error */
> +   }
>   }
>



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