[Mesa-dev] [PATCH 08/23] mesa/st: factor out st_AllocTextureStorage into a helper
Timothy Arceri
tarceri at itsqueeze.com
Fri Aug 4 01:54:11 UTC 2017
From: Andres Rodriguez <andresx7 at gmail.com>
Plumbing for using memory objects as texture storage.
Signed-off-by: Andres Rodriguez <andresx7 at gmail.com>
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
---
src/mesa/state_tracker/st_cb_texture.c | 26 +++++++++++++++++++-------
1 file changed, 19 insertions(+), 7 deletions(-)
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c
index db2913ed9e..ab0bc208c2 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -2640,32 +2640,30 @@ st_finalize_texture(struct gl_context *ctx,
}
}
stObj->validated_first_level = stObj->base.BaseLevel;
stObj->validated_last_level = stObj->lastLevel;
stObj->needs_validation = false;
return GL_TRUE;
}
-
/**
- * Called via ctx->Driver.AllocTextureStorage() to allocate texture memory
- * for a whole mipmap stack.
+ * Allocate texture memory for a whole mipmap stack.
* Note: for multisample textures if the requested sample count is not
* supported, we search for the next higher supported sample count.
*/
static GLboolean
-st_AllocTextureStorage(struct gl_context *ctx,
- struct gl_texture_object *texObj,
- GLsizei levels, GLsizei width,
- GLsizei height, GLsizei depth)
+st_texture_storage(struct gl_context *ctx,
+ struct gl_texture_object *texObj,
+ GLsizei levels, GLsizei width,
+ GLsizei height, GLsizei depth)
{
const GLuint numFaces = _mesa_num_tex_faces(texObj->Target);
struct gl_texture_image *texImage = texObj->Image[0][0];
struct st_context *st = st_context(ctx);
struct st_texture_object *stObj = st_texture_object(texObj);
struct pipe_screen *screen = st->pipe->screen;
unsigned ptWidth, bindings;
uint16_t ptHeight, ptDepth, ptLayers;
enum pipe_format fmt;
GLint level;
@@ -2729,20 +2727,34 @@ st_AllocTextureStorage(struct gl_context *ctx,
}
/* The texture is in a validated state, so no need to check later. */
stObj->needs_validation = false;
stObj->validated_first_level = 0;
stObj->validated_last_level = levels - 1;
return GL_TRUE;
}
+/**
+ * Called via ctx->Driver.AllocTextureStorage() to allocate texture memory
+ * for a whole mipmap stack.
+ */
+static GLboolean
+st_AllocTextureStorage(struct gl_context *ctx,
+ struct gl_texture_object *texObj,
+ GLsizei levels, GLsizei width,
+ GLsizei height, GLsizei depth)
+{
+ return st_texture_storage(ctx, texObj, levels,
+ width, height, depth);
+}
+
static GLboolean
st_TestProxyTexImage(struct gl_context *ctx, GLenum target,
GLuint numLevels, GLint level,
mesa_format format, GLuint numSamples,
GLint width, GLint height, GLint depth)
{
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
--
2.13.3
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