Commit ff24ed09 authored by Brian Paul's avatar Brian Paul

mesa: rewrite glTexStorage() code

Simplify the code and make it more like the other glTexImage commands.
Call _mesa_legal_texture_dimensions() to validate width, height, depth.
Call ctx->Driver.TestProxyTexImage() to make sure texture is not too large.
Reviewed-by: Jose Fonseca's avatarJose Fonseca <jfonseca@vmware.com>
parent e6eaa85a
......@@ -118,39 +118,42 @@ next_mipmap_level_size(GLenum target,
}
/**
* Do actual memory allocation for glTexStorage1/2/3D().
*/
static void
setup_texstorage(struct gl_context *ctx,
struct gl_texture_object *texObj,
GLuint dims,
gl_format texFormat,
GLsizei levels, GLenum internalFormat,
GLsizei width, GLsizei height, GLsizei depth)
/** 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)
{
const GLenum faceTarget =
(texObj->Target == GL_TEXTURE_CUBE_MAP ||
texObj->Target == GL_PROXY_TEXTURE_CUBE_MAP)
? GL_TEXTURE_CUBE_MAP_POSITIVE_X + face : texObj->Target;
return _mesa_get_tex_image(ctx, texObj, faceTarget, level);
}
static GLboolean
initialize_texture_fields(struct gl_context *ctx,
struct gl_texture_object *texObj,
GLint levels,
GLsizei width, GLsizei height, GLsizei depth,
GLenum internalFormat, gl_format texFormat)
{
const GLenum target = texObj->Target;
const GLuint numFaces = _mesa_num_tex_faces(target);
GLint level, levelWidth = width, levelHeight = height, levelDepth = depth;
GLuint face;
assert(levels > 0);
assert(width > 0);
assert(height > 0);
assert(depth > 0);
/* Set up all the texture object's gl_texture_images */
for (level = 0; level < levels; level++) {
for (face = 0; face < numFaces; face++) {
const GLenum faceTarget =
(target == GL_TEXTURE_CUBE_MAP)
? GL_TEXTURE_CUBE_MAP_POSITIVE_X + face : target;
struct gl_texture_image *texImage =
_mesa_get_tex_image(ctx, texObj, faceTarget, level);
get_tex_image(ctx, texObj, face, level);
if (!texImage) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage%uD", dims);
return;
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage");
return GL_FALSE;
}
_mesa_init_teximage_fields(ctx, texImage,
......@@ -160,49 +163,18 @@ setup_texstorage(struct gl_context *ctx,
next_mipmap_level_size(target, &levelWidth, &levelHeight, &levelDepth);
}
assert(levelWidth > 0);
assert(levelHeight > 0);
assert(levelDepth > 0);
if (!_mesa_is_proxy_texture(texObj->Target)) {
/* Do actual texture memory allocation */
if (!ctx->Driver.AllocTextureStorage(ctx, texObj, levels,
width, height, depth)) {
/* Reset the texture images' info to zeros.
* Strictly speaking, we probably don't have to do this since
* generating GL_OUT_OF_MEMORY can leave things in an undefined
* state but this puts things in a consistent state.
*/
for (level = 0; level < levels; level++) {
for (face = 0; face < numFaces; face++) {
struct gl_texture_image *texImage = texObj->Image[face][level];
if (texImage) {
_mesa_init_teximage_fields(ctx, texImage,
0, 0, 0, 0,
GL_NONE, MESA_FORMAT_NONE);
}
}
}
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage%uD", dims);
return;
}
/* Only set this field for non-proxy texture objects */
texObj->Immutable = GL_TRUE;
}
return GL_TRUE;
}
/**
* Clear all fields of texture object to zeros. Used for proxy texture tests.
* Used for proxy texture tests (and to clean up when a texture memory
* allocation fails).
*/
static void
clear_image_fields(struct gl_context *ctx,
GLuint dims,
struct gl_texture_object *texObj)
clear_texture_fields(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
const GLenum target = texObj->Target;
const GLuint numFaces = _mesa_num_tex_faces(target);
......@@ -211,19 +183,17 @@ clear_image_fields(struct gl_context *ctx,
for (level = 0; level < Elements(texObj->Image[0]); level++) {
for (face = 0; face < numFaces; face++) {
const GLenum faceTarget =
(target == GL_TEXTURE_CUBE_MAP)
? GL_TEXTURE_CUBE_MAP_POSITIVE_X + face : target;
struct gl_texture_image *texImage =
_mesa_get_tex_image(ctx, texObj, faceTarget, level);
get_tex_image(ctx, texObj, face, level);
if (!texImage) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage%uD", dims);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage");
return;
}
_mesa_init_teximage_fields(ctx, texImage,
0, 0, 0, 0, GL_NONE, MESA_FORMAT_NONE);
0, 0, 0, 0, /* w, h, d, border */
GL_NONE, MESA_FORMAT_NONE);
}
}
}
......@@ -356,7 +326,7 @@ texstorage(GLuint dims, GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth)
{
struct gl_texture_object *texObj;
GLboolean sizeOK;
GLboolean sizeOK, dimensionsOK;
gl_format texFormat;
GET_CURRENT_CONTEXT(ctx);
......@@ -373,24 +343,59 @@ texstorage(GLuint dims, GLenum target, GLsizei levels, GLenum internalformat,
internalformat, GL_NONE, GL_NONE);
assert(texFormat != MESA_FORMAT_NONE);
/* check that width, height, depth are legal for the mipmap level */
dimensionsOK = _mesa_legal_texture_dimensions(ctx, target, 0,
width, height, depth, 0);
sizeOK = ctx->Driver.TestProxyTexImage(ctx, target, 0, texFormat,
width, height, depth, 0);
if (!sizeOK) {
if (_mesa_is_proxy_texture(texObj->Target)) {
/* clear all image fields for [levels] */
clear_image_fields(ctx, dims, texObj);
if (_mesa_is_proxy_texture(texObj->Target)) {
if (dimensionsOK && sizeOK) {
initialize_texture_fields(ctx, texObj, levels, width, height, depth,
internalformat, texFormat);
}
else {
_mesa_error(ctx, GL_INVALID_VALUE,
"glTexStorage%uD(invalid width, height or depth)",
dims);
return;
/* clear all image fields for [levels] */
clear_texture_fields(ctx, texObj);
}
}
else {
setup_texstorage(ctx, texObj, dims, texFormat, levels, internalformat,
width, height, depth);
if (!dimensionsOK) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glTexStorage%uD(invalid width, height or depth)", dims);
return;
}
if (!sizeOK) {
_mesa_error(ctx, GL_OUT_OF_MEMORY,
"glTexStorage%uD(texture too large)", dims);
}
assert(levels > 0);
assert(width > 0);
assert(height > 0);
assert(depth > 0);
if (!initialize_texture_fields(ctx, texObj, levels, width, height, depth,
internalformat, texFormat)) {
return;
}
/* Do actual texture memory allocation */
if (!ctx->Driver.AllocTextureStorage(ctx, texObj, levels,
width, height, depth)) {
/* Reset the texture images' info to zeros.
* Strictly speaking, we probably don't have to do this since
* generating GL_OUT_OF_MEMORY can leave things in an undefined
* state but this puts things in a consistent state.
*/
clear_texture_fields(ctx, texObj);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage%uD", dims);
return;
}
texObj->Immutable = GL_TRUE;
}
}
......
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