st/mesa: use transfer_inline_write for memcpy TexSubImage path
This allows drivers to use their own fast path for texture uploads. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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871d2aff24
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fb9fe352ea
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@ -1698,15 +1698,50 @@ st_TexSubImage(struct gl_context *ctx, GLuint dims,
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GLenum gl_target = texImage->TexObject->Target;
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unsigned bind;
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GLubyte *map;
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unsigned dstz = texImage->Face + texImage->TexObject->MinLayer;
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unsigned dst_level = 0;
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if (stObj->pt == stImage->pt)
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dst_level = texImage->TexObject->MinLevel + texImage->Level;
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assert(!_mesa_is_format_etc2(texImage->TexFormat) &&
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texImage->TexFormat != MESA_FORMAT_ETC1_RGB8);
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if (!st->prefer_blit_based_texture_transfer) {
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if (!dst)
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goto fallback;
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/* Try transfer_inline_write, which should be the fastest memcpy path. */
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if (pixels &&
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!_mesa_is_bufferobj(unpack->BufferObj) &&
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_mesa_texstore_can_use_memcpy(ctx, texImage->_BaseFormat,
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texImage->TexFormat, format, type,
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unpack)) {
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struct pipe_box box;
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unsigned stride, layer_stride;
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void *data;
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stride = _mesa_image_row_stride(unpack, width, format, type);
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layer_stride = _mesa_image_image_stride(unpack, width, height, format,
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type);
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data = _mesa_image_address(dims, unpack, pixels, width, height, format,
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type, 0, 0, 0);
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/* Convert to Gallium coordinates. */
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if (gl_target == GL_TEXTURE_1D_ARRAY) {
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zoffset = yoffset;
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yoffset = 0;
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depth = height;
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height = 1;
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layer_stride = stride;
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}
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u_box_3d(xoffset, yoffset, zoffset + dstz, width, height, depth, &box);
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pipe->transfer_inline_write(pipe, dst, dst_level, 0,
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&box, data, stride, layer_stride);
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return;
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}
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if (!dst) {
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if (!st->prefer_blit_based_texture_transfer) {
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goto fallback;
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}
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@ -1875,12 +1910,12 @@ st_TexSubImage(struct gl_context *ctx, GLuint dims,
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blit.src.level = 0;
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blit.src.format = src_format;
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blit.dst.resource = dst;
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blit.dst.level = stObj->pt != stImage->pt ? 0 : texImage->TexObject->MinLevel + texImage->Level;
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blit.dst.level = dst_level;
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blit.dst.format = dst_format;
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blit.src.box.x = blit.src.box.y = blit.src.box.z = 0;
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blit.dst.box.x = xoffset;
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blit.dst.box.y = yoffset;
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blit.dst.box.z = zoffset + texImage->Face + texImage->TexObject->MinLayer;
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blit.dst.box.z = zoffset + dstz;
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blit.src.box.width = blit.dst.box.width = width;
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blit.src.box.height = blit.dst.box.height = height;
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blit.src.box.depth = blit.dst.box.depth = depth;
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