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intel: Rely on Mesa core for glTexImage storage.

Reviewed-by: Brian Paul <brianp@vmware.com>
tags/mesa-8.0-rc1
Eric Anholt hace 14 años
padre
commit
18198e299b
Se han modificado 1 ficheros con 4 adiciones y 52 borrados
  1. 4
    52
      src/mesa/drivers/dri/intel/intel_tex_image.c

+ 4
- 52
src/mesa/drivers/dri/intel/intel_tex_image.c Ver fichero

@@ -403,62 +403,14 @@ 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;
}
_mesa_store_teximage3d(ctx, target, level, internalFormat,
width, height, depth, border,
format, type, pixels,
unpack, texObj, texImage);
}



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