Merge branch 'mesa_7_5_branch' into mesa_7_6_branch
This commit is contained in:
commit
eeb7e04da6
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@ -49,6 +49,10 @@ tbd
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(such as bug 23946)
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(such as bug 23946)
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<li>glUseProgram() is now compiled into display lists (bug 23746).
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<li>glUseProgram() is now compiled into display lists (bug 23746).
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<li>glUniform functions are now compiled into display lists
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<li>glUniform functions are now compiled into display lists
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<li>Auto mipmap generation didn't work reliably with Gallium.
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<li>Fixed random number usage in GLX code.
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<li>Fixed invalid GL_OUT_OF_MEMORY error sometimes raised by glTexSubImage2D
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when using Gallium.
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</ul>
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</ul>
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@ -1515,6 +1515,17 @@ util_gen_mipmap(struct gen_mipmap_state *ctx,
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uint zslice = 0;
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uint zslice = 0;
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uint offset;
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uint offset;
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/* The texture object should have room for the levels which we're
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* about to generate.
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*/
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assert(lastLevel <= pt->last_level);
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/* If this fails, why are we here? */
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assert(lastLevel > baseLevel);
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assert(filter == PIPE_TEX_FILTER_LINEAR ||
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filter == PIPE_TEX_FILTER_NEAREST);
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/* check if we can render in the texture's format */
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/* check if we can render in the texture's format */
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if (!screen->is_format_supported(screen, pt->format, PIPE_TEXTURE_2D,
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if (!screen->is_format_supported(screen, pt->format, PIPE_TEXTURE_2D,
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PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
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PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
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@ -88,6 +88,12 @@
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#define HASH_ALLOC malloc
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#define HASH_ALLOC malloc
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#define HASH_FREE free
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#define HASH_FREE free
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#ifndef __GLIBC__
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#define HASH_RANDOM_DECL char *ps, rs[256]
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#define HASH_RANDOM_INIT(seed) ps = initstate(seed, rs, sizeof(rs))
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#define HASH_RANDOM random()
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#define HASH_RANDOM_DESTROY setstate(ps)
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#else
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#define HASH_RANDOM_DECL struct random_data rd; int32_t rv; char rs[256]
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#define HASH_RANDOM_DECL struct random_data rd; int32_t rv; char rs[256]
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#define HASH_RANDOM_INIT(seed) \
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#define HASH_RANDOM_INIT(seed) \
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do { \
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do { \
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@ -96,6 +102,7 @@
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} while(0)
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} while(0)
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#define HASH_RANDOM ((void) random_r(&rd, &rv), rv)
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#define HASH_RANDOM ((void) random_r(&rd, &rv), rv)
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#define HASH_RANDOM_DESTROY
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#define HASH_RANDOM_DESTROY
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#endif
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typedef struct __glxHashBucket
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typedef struct __glxHashBucket
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{
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{
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@ -229,6 +229,9 @@ intel_bufferobj_get_subdata(GLcontext * ctx,
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struct intel_buffer_object *intel_obj = intel_buffer_object(obj);
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struct intel_buffer_object *intel_obj = intel_buffer_object(obj);
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assert(intel_obj);
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assert(intel_obj);
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if (intel_obj->sys_buffer)
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memcpy(data, (char *)intel_obj->sys_buffer + offset, size);
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else
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dri_bo_get_subdata(intel_obj->buffer, offset, size, data);
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dri_bo_get_subdata(intel_obj->buffer, offset, size, data);
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}
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}
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@ -1705,53 +1705,6 @@ st_CopyTexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
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}
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}
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/**
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* Compute which mipmap levels that really need to be sent to the hardware.
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* This depends on the base image size, GL_TEXTURE_MIN_LOD,
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* GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
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*/
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static void
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calculate_first_last_level(struct st_texture_object *stObj)
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{
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struct gl_texture_object *tObj = &stObj->base;
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/* These must be signed values. MinLod and MaxLod can be negative numbers,
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* and having firstLevel and lastLevel as signed prevents the need for
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* extra sign checks.
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*/
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GLint firstLevel;
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GLint lastLevel;
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/* Yes, this looks overly complicated, but it's all needed.
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*/
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switch (tObj->Target) {
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case GL_TEXTURE_1D:
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case GL_TEXTURE_2D:
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case GL_TEXTURE_3D:
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case GL_TEXTURE_CUBE_MAP:
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if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
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/* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
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*/
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firstLevel = lastLevel = tObj->BaseLevel;
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}
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else {
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firstLevel = 0;
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lastLevel = MIN2(tObj->MaxLevel,
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(int) tObj->Image[0][tObj->BaseLevel]->WidthLog2);
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}
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break;
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case GL_TEXTURE_RECTANGLE_NV:
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case GL_TEXTURE_4D_SGIS:
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firstLevel = lastLevel = 0;
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break;
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default:
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return;
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}
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stObj->lastLevel = lastLevel;
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}
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static void
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static void
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copy_image_data_to_texture(struct st_context *st,
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copy_image_data_to_texture(struct st_context *st,
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struct st_texture_object *stObj,
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struct st_texture_object *stObj,
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@ -1815,13 +1768,16 @@ st_finalize_texture(GLcontext *ctx,
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*needFlush = GL_FALSE;
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*needFlush = GL_FALSE;
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/* We know/require this is true by now:
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if (stObj->base._Complete) {
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/* The texture is complete and we know exactly how many mipmap levels
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* are present/needed. This is conditional because we may be called
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* from the st_generate_mipmap() function when the texture object is
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* incomplete. In that case, we'll have set stObj->lastLevel before
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* we get here.
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*/
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*/
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assert(stObj->base._Complete);
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stObj->lastLevel = stObj->base._MaxLevel - stObj->base.BaseLevel;
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}
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/* What levels must the texture include at a minimum?
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*/
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calculate_first_last_level(stObj);
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firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
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firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
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/* If both firstImage and stObj point to a texture which can contain
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/* If both firstImage and stObj point to a texture which can contain
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@ -27,6 +27,7 @@
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#include "main/imports.h"
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#include "main/imports.h"
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#include "main/macros.h"
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#include "main/mipmap.h"
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#include "main/mipmap.h"
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#include "main/teximage.h"
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#include "main/teximage.h"
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#include "main/texformat.h"
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#include "main/texformat.h"
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@ -161,6 +162,43 @@ fallback_generate_mipmap(GLcontext *ctx, GLenum target,
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}
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}
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/**
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* Compute the expected number of mipmap levels in the texture given
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* the width/height/depth of the base image and the GL_TEXTURE_BASE_LEVEL/
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* GL_TEXTURE_MAX_LEVEL settings. This will tell us how many mipmap
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* level should be generated.
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*/
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static GLuint
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compute_num_levels(GLcontext *ctx,
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struct gl_texture_object *texObj,
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GLenum target)
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{
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if (target == GL_TEXTURE_RECTANGLE_ARB) {
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return 1;
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}
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else {
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const GLuint maxLevels = texObj->MaxLevel - texObj->BaseLevel + 1;
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const struct gl_texture_image *baseImage =
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_mesa_get_tex_image(ctx, texObj, target, texObj->BaseLevel);
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GLuint size, numLevels;
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size = MAX2(baseImage->Width2, baseImage->Height2);
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size = MAX2(size, baseImage->Depth2);
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numLevels = 0;
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while (size > 0) {
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numLevels++;
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size >>= 1;
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}
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numLevels = MIN2(numLevels, maxLevels);
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return numLevels;
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}
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}
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void
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void
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st_generate_mipmap(GLcontext *ctx, GLenum target,
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st_generate_mipmap(GLcontext *ctx, GLenum target,
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struct gl_texture_object *texObj)
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struct gl_texture_object *texObj)
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@ -174,9 +212,49 @@ st_generate_mipmap(GLcontext *ctx, GLenum target,
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if (!pt)
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if (!pt)
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return;
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return;
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lastLevel = pt->last_level;
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/* find expected last mipmap level */
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lastLevel = compute_num_levels(ctx, texObj, target) - 1;
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if (!st_render_mipmap(st, target, pt, baseLevel, lastLevel)) {
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if (pt->last_level < lastLevel) {
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/* The current gallium texture doesn't have space for all the
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* mipmap levels we need to generate. So allocate a new texture.
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*/
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struct st_texture_object *stObj = st_texture_object(texObj);
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struct pipe_texture *oldTex = stObj->pt;
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GLboolean needFlush;
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/* create new texture with space for more levels */
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stObj->pt = st_texture_create(st,
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oldTex->target,
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oldTex->format,
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lastLevel,
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oldTex->width[0],
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oldTex->height[0],
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oldTex->depth[0],
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oldTex->tex_usage);
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/* The texture isn't in a "complete" state yet so set the expected
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* lastLevel here, since it won't get done in st_finalize_texture().
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*/
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stObj->lastLevel = lastLevel;
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/* This will copy the old texture's base image into the new texture
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* which we just allocated.
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*/
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st_finalize_texture(ctx, st->pipe, texObj, &needFlush);
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/* release the old tex (will likely be freed too) */
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pipe_texture_reference(&oldTex, NULL);
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pt = stObj->pt;
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}
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assert(lastLevel <= pt->last_level);
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/* Recall that the Mesa BaseLevel image is stored in the gallium
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* texture's level[0] position. So pass baseLevel=0 here.
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*/
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if (!st_render_mipmap(st, target, pt, 0, lastLevel)) {
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fallback_generate_mipmap(ctx, target, texObj);
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fallback_generate_mipmap(ctx, target, texObj);
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}
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}
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