1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Copyright (C) 2013 LunarG, Inc.
5*61046927SAndroid Build Coastguard Worker *
6*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
7*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
8*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
9*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
11*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
12*61046927SAndroid Build Coastguard Worker *
13*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice shall be included
14*61046927SAndroid Build Coastguard Worker * in all copies or substantial portions of the Software.
15*61046927SAndroid Build Coastguard Worker *
16*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17*61046927SAndroid Build Coastguard Worker * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20*61046927SAndroid Build Coastguard Worker * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21*61046927SAndroid Build Coastguard Worker * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
22*61046927SAndroid Build Coastguard Worker * DEALINGS IN THE SOFTWARE.
23*61046927SAndroid Build Coastguard Worker *
24*61046927SAndroid Build Coastguard Worker * Authors:
25*61046927SAndroid Build Coastguard Worker * Courtney Goeltzenleuchter <[email protected]>
26*61046927SAndroid Build Coastguard Worker */
27*61046927SAndroid Build Coastguard Worker
28*61046927SAndroid Build Coastguard Worker
29*61046927SAndroid Build Coastguard Worker /**
30*61046927SAndroid Build Coastguard Worker * \file textureview.c
31*61046927SAndroid Build Coastguard Worker * GL_ARB_texture_view functions
32*61046927SAndroid Build Coastguard Worker */
33*61046927SAndroid Build Coastguard Worker
34*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
35*61046927SAndroid Build Coastguard Worker #include "context.h"
36*61046927SAndroid Build Coastguard Worker #include "enums.h"
37*61046927SAndroid Build Coastguard Worker
38*61046927SAndroid Build Coastguard Worker #include "macros.h"
39*61046927SAndroid Build Coastguard Worker #include "teximage.h"
40*61046927SAndroid Build Coastguard Worker #include "texobj.h"
41*61046927SAndroid Build Coastguard Worker #include "mipmap.h"
42*61046927SAndroid Build Coastguard Worker #include "texstorage.h"
43*61046927SAndroid Build Coastguard Worker #include "textureview.h"
44*61046927SAndroid Build Coastguard Worker #include "stdbool.h"
45*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
46*61046927SAndroid Build Coastguard Worker #include "api_exec_decl.h"
47*61046927SAndroid Build Coastguard Worker
48*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_cb_texture.h"
49*61046927SAndroid Build Coastguard Worker
50*61046927SAndroid Build Coastguard Worker /* Table 3.X.2 (Compatible internal formats for TextureView)
51*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
52*61046927SAndroid Build Coastguard Worker | Class | Internal formats |
53*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
54*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_128_BITS | RGBA32F, RGBA32UI, RGBA32I |
55*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
56*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_96_BITS | RGB32F, RGB32UI, RGB32I |
57*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
58*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_64_BITS | RGBA16F, RG32F, RGBA16UI, RG32UI, RGBA16I, |
59*61046927SAndroid Build Coastguard Worker | | RG32I, RGBA16, RGBA16_SNORM |
60*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
61*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_48_BITS | RGB16, RGB16_SNORM, RGB16F, RGB16UI, RGB16I |
62*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
63*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_32_BITS | RG16F, R11F_G11F_B10F, R32F, |
64*61046927SAndroid Build Coastguard Worker | | RGB10_A2UI, RGBA8UI, RG16UI, R32UI, |
65*61046927SAndroid Build Coastguard Worker | | RGBA8I, RG16I, R32I, RGB10_A2, RGBA8, RG16, |
66*61046927SAndroid Build Coastguard Worker | | RGBA8_SNORM, RG16_SNORM, SRGB8_ALPHA8, RGB9_E5 |
67*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
68*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_24_BITS | RGB8, RGB8_SNORM, SRGB8, RGB8UI, RGB8I |
69*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
70*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_16_BITS | R16F, RG8UI, R16UI, RG8I, R16I, RG8, R16, |
71*61046927SAndroid Build Coastguard Worker | | RG8_SNORM, R16_SNORM |
72*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
73*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_8_BITS | R8UI, R8I, R8, R8_SNORM |
74*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
75*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_RGTC1_RED | COMPRESSED_RED_RGTC1, |
76*61046927SAndroid Build Coastguard Worker | | COMPRESSED_SIGNED_RED_RGTC1 |
77*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
78*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_RGTC2_RG | COMPRESSED_RG_RGTC2, |
79*61046927SAndroid Build Coastguard Worker | | COMPRESSED_SIGNED_RG_RGTC2 |
80*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
81*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_BPTC_UNORM | COMPRESSED_RGBA_BPTC_UNORM, |
82*61046927SAndroid Build Coastguard Worker | | COMPRESSED_SRGB_ALPHA_BPTC_UNORM |
83*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
84*61046927SAndroid Build Coastguard Worker | VIEW_CLASS_BPTC_FLOAT | COMPRESSED_RGB_BPTC_SIGNED_FLOAT, |
85*61046927SAndroid Build Coastguard Worker | | COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT |
86*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------
87*61046927SAndroid Build Coastguard Worker */
88*61046927SAndroid Build Coastguard Worker
89*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_GLES(x) (GL_VIEW_CLASS_BPTC_FLOAT + 1 + x)
90*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_EAC_R11 VIEW_CLASS_GLES(0)
91*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_EAC_RG11 VIEW_CLASS_GLES(1)
92*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ETC2_RGB VIEW_CLASS_GLES(2)
93*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ETC2_RGBA VIEW_CLASS_GLES(3)
94*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ETC2_EAC_RGBA VIEW_CLASS_GLES(4)
95*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_4x4_RGBA VIEW_CLASS_GLES(5)
96*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_5x4_RGBA VIEW_CLASS_GLES(6)
97*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_5x5_RGBA VIEW_CLASS_GLES(7)
98*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_6x5_RGBA VIEW_CLASS_GLES(8)
99*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_6x6_RGBA VIEW_CLASS_GLES(9)
100*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_8x5_RGBA VIEW_CLASS_GLES(10)
101*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_8x6_RGBA VIEW_CLASS_GLES(11)
102*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_8x8_RGBA VIEW_CLASS_GLES(12)
103*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_10x5_RGBA VIEW_CLASS_GLES(13)
104*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_10x6_RGBA VIEW_CLASS_GLES(14)
105*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_10x8_RGBA VIEW_CLASS_GLES(15)
106*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_10x10_RGBA VIEW_CLASS_GLES(16)
107*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_12x10_RGBA VIEW_CLASS_GLES(17)
108*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_12x12_RGBA VIEW_CLASS_GLES(18)
109*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_3x3x3_RGBA VIEW_CLASS_GLES(19)
110*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_4x3x3_RGBA VIEW_CLASS_GLES(20)
111*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_4x4x3_RGBA VIEW_CLASS_GLES(21)
112*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_4x4x4_RGBA VIEW_CLASS_GLES(22)
113*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_5x4x4_RGBA VIEW_CLASS_GLES(23)
114*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_5x5x4_RGBA VIEW_CLASS_GLES(24)
115*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_5x5x5_RGBA VIEW_CLASS_GLES(25)
116*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_6x5x5_RGBA VIEW_CLASS_GLES(26)
117*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_6x6x5_RGBA VIEW_CLASS_GLES(27)
118*61046927SAndroid Build Coastguard Worker #define VIEW_CLASS_ASTC_6x6x6_RGBA VIEW_CLASS_GLES(28)
119*61046927SAndroid Build Coastguard Worker
120*61046927SAndroid Build Coastguard Worker
121*61046927SAndroid Build Coastguard Worker struct internal_format_class_info {
122*61046927SAndroid Build Coastguard Worker GLenum view_class;
123*61046927SAndroid Build Coastguard Worker GLenum internal_format;
124*61046927SAndroid Build Coastguard Worker };
125*61046927SAndroid Build Coastguard Worker static const struct internal_format_class_info compatible_internal_formats[] = {
126*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_128_BITS, GL_RGBA32F},
127*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_128_BITS, GL_RGBA32UI},
128*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_128_BITS, GL_RGBA32I},
129*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_96_BITS, GL_RGB32F},
130*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_96_BITS, GL_RGB32UI},
131*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_96_BITS, GL_RGB32I},
132*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_64_BITS, GL_RGBA16F},
133*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_64_BITS, GL_RG32F},
134*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_64_BITS, GL_RGBA16UI},
135*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_64_BITS, GL_RG32UI},
136*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_64_BITS, GL_RGBA16I},
137*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_64_BITS, GL_RG32I},
138*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_64_BITS, GL_RGBA16},
139*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_64_BITS, GL_RGBA16_SNORM},
140*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_48_BITS, GL_RGB16},
141*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_48_BITS, GL_RGB16_SNORM},
142*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_48_BITS, GL_RGB16F},
143*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_48_BITS, GL_RGB16UI},
144*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_48_BITS, GL_RGB16I},
145*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RG16F},
146*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_R11F_G11F_B10F},
147*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_R32F},
148*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RGB10_A2UI},
149*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RGBA8UI},
150*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RG16UI},
151*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_R32UI},
152*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RGBA8I},
153*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RG16I},
154*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_R32I},
155*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RGB10_A2},
156*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RGBA8},
157*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RG16},
158*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RGBA8_SNORM},
159*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RG16_SNORM},
160*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_SRGB8_ALPHA8},
161*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_32_BITS, GL_RGB9_E5},
162*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_24_BITS, GL_RGB8},
163*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_24_BITS, GL_RGB8_SNORM},
164*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_24_BITS, GL_SRGB8},
165*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_24_BITS, GL_RGB8UI},
166*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_24_BITS, GL_RGB8I},
167*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_R16F},
168*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_RG8UI},
169*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_R16UI},
170*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_RG8I},
171*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_R16I},
172*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_RG8},
173*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_R16},
174*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_RG8_SNORM},
175*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_SRG8_EXT},
176*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_16_BITS, GL_R16_SNORM},
177*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_8_BITS, GL_R8UI},
178*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_8_BITS, GL_R8I},
179*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_8_BITS, GL_R8},
180*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_8_BITS, GL_R8_SNORM},
181*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_8_BITS, GL_SR8_EXT},
182*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_RGTC1_RED, GL_COMPRESSED_RED_RGTC1},
183*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_RGTC1_RED, GL_COMPRESSED_SIGNED_RED_RGTC1},
184*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_RGTC2_RG, GL_COMPRESSED_RG_RGTC2},
185*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_RGTC2_RG, GL_COMPRESSED_SIGNED_RG_RGTC2},
186*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_BPTC_UNORM, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB},
187*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_BPTC_UNORM, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB},
188*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_BPTC_FLOAT, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB},
189*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_BPTC_FLOAT, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB},
190*61046927SAndroid Build Coastguard Worker };
191*61046927SAndroid Build Coastguard Worker
192*61046927SAndroid Build Coastguard Worker static const struct internal_format_class_info s3tc_compatible_internal_formats[] = {
193*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_S3TC_DXT1_RGB, GL_COMPRESSED_RGB_S3TC_DXT1_EXT},
194*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_S3TC_DXT1_RGB, GL_COMPRESSED_SRGB_S3TC_DXT1_EXT},
195*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_S3TC_DXT1_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT},
196*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_S3TC_DXT1_RGBA, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT},
197*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_S3TC_DXT3_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT},
198*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_S3TC_DXT3_RGBA, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT},
199*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_S3TC_DXT5_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT},
200*61046927SAndroid Build Coastguard Worker {GL_VIEW_CLASS_S3TC_DXT5_RGBA, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT},
201*61046927SAndroid Build Coastguard Worker };
202*61046927SAndroid Build Coastguard Worker
203*61046927SAndroid Build Coastguard Worker static const struct internal_format_class_info gles_etc2_compatible_internal_formats[] = {
204*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_EAC_R11, GL_COMPRESSED_R11_EAC},
205*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_EAC_R11, GL_COMPRESSED_SIGNED_R11_EAC},
206*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_EAC_RG11, GL_COMPRESSED_RG11_EAC},
207*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_EAC_RG11, GL_COMPRESSED_SIGNED_RG11_EAC},
208*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ETC2_RGB, GL_COMPRESSED_RGB8_ETC2},
209*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ETC2_RGB, GL_COMPRESSED_SRGB8_ETC2},
210*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ETC2_RGBA, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2},
211*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ETC2_RGBA, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2},
212*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ETC2_EAC_RGBA, GL_COMPRESSED_RGBA8_ETC2_EAC},
213*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ETC2_EAC_RGBA, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC},
214*61046927SAndroid Build Coastguard Worker };
215*61046927SAndroid Build Coastguard Worker
216*61046927SAndroid Build Coastguard Worker static const struct internal_format_class_info gles_astc_compatible_internal_formats[] = {
217*61046927SAndroid Build Coastguard Worker #define ASTC_FMT(size) \
218*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ASTC_##size##_RGBA, GL_COMPRESSED_RGBA_ASTC_##size##_KHR}, \
219*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ASTC_##size##_RGBA, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_##size##_KHR}
220*61046927SAndroid Build Coastguard Worker
221*61046927SAndroid Build Coastguard Worker ASTC_FMT(4x4),
222*61046927SAndroid Build Coastguard Worker ASTC_FMT(5x4),
223*61046927SAndroid Build Coastguard Worker ASTC_FMT(5x5),
224*61046927SAndroid Build Coastguard Worker ASTC_FMT(6x5),
225*61046927SAndroid Build Coastguard Worker ASTC_FMT(6x6),
226*61046927SAndroid Build Coastguard Worker ASTC_FMT(8x5),
227*61046927SAndroid Build Coastguard Worker ASTC_FMT(8x6),
228*61046927SAndroid Build Coastguard Worker ASTC_FMT(8x8),
229*61046927SAndroid Build Coastguard Worker ASTC_FMT(10x5),
230*61046927SAndroid Build Coastguard Worker ASTC_FMT(10x6),
231*61046927SAndroid Build Coastguard Worker ASTC_FMT(10x8),
232*61046927SAndroid Build Coastguard Worker ASTC_FMT(10x10),
233*61046927SAndroid Build Coastguard Worker ASTC_FMT(12x10),
234*61046927SAndroid Build Coastguard Worker ASTC_FMT(12x12),
235*61046927SAndroid Build Coastguard Worker #undef ASTC_FMT
236*61046927SAndroid Build Coastguard Worker };
237*61046927SAndroid Build Coastguard Worker
238*61046927SAndroid Build Coastguard Worker static const struct internal_format_class_info gles_astc_3d_compatible_internal_formats[] = {
239*61046927SAndroid Build Coastguard Worker #define ASTC_FMT(size) \
240*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ASTC_##size##_RGBA, GL_COMPRESSED_RGBA_ASTC_##size##_OES}, \
241*61046927SAndroid Build Coastguard Worker {VIEW_CLASS_ASTC_##size##_RGBA, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_##size##_OES}
242*61046927SAndroid Build Coastguard Worker
243*61046927SAndroid Build Coastguard Worker ASTC_FMT(3x3x3),
244*61046927SAndroid Build Coastguard Worker ASTC_FMT(4x3x3),
245*61046927SAndroid Build Coastguard Worker ASTC_FMT(4x4x3),
246*61046927SAndroid Build Coastguard Worker ASTC_FMT(4x4x4),
247*61046927SAndroid Build Coastguard Worker ASTC_FMT(5x4x4),
248*61046927SAndroid Build Coastguard Worker ASTC_FMT(5x5x4),
249*61046927SAndroid Build Coastguard Worker ASTC_FMT(5x5x5),
250*61046927SAndroid Build Coastguard Worker ASTC_FMT(6x5x5),
251*61046927SAndroid Build Coastguard Worker ASTC_FMT(6x6x5),
252*61046927SAndroid Build Coastguard Worker ASTC_FMT(6x6x6),
253*61046927SAndroid Build Coastguard Worker #undef ASTC_FMT
254*61046927SAndroid Build Coastguard Worker };
255*61046927SAndroid Build Coastguard Worker
256*61046927SAndroid Build Coastguard Worker GLenum
_mesa_texture_view_lookup_view_class(const struct gl_context * ctx,GLenum internalformat)257*61046927SAndroid Build Coastguard Worker _mesa_texture_view_lookup_view_class(const struct gl_context *ctx, GLenum internalformat)
258*61046927SAndroid Build Coastguard Worker {
259*61046927SAndroid Build Coastguard Worker GLuint i;
260*61046927SAndroid Build Coastguard Worker
261*61046927SAndroid Build Coastguard Worker for (i = 0; i < ARRAY_SIZE(compatible_internal_formats); i++) {
262*61046927SAndroid Build Coastguard Worker if (compatible_internal_formats[i].internal_format == internalformat)
263*61046927SAndroid Build Coastguard Worker return compatible_internal_formats[i].view_class;
264*61046927SAndroid Build Coastguard Worker }
265*61046927SAndroid Build Coastguard Worker
266*61046927SAndroid Build Coastguard Worker if (ctx->Extensions.EXT_texture_compression_s3tc &&
267*61046927SAndroid Build Coastguard Worker ctx->Extensions.EXT_texture_sRGB) {
268*61046927SAndroid Build Coastguard Worker for (i = 0; i < ARRAY_SIZE(s3tc_compatible_internal_formats); i++) {
269*61046927SAndroid Build Coastguard Worker if (s3tc_compatible_internal_formats[i].internal_format
270*61046927SAndroid Build Coastguard Worker == internalformat)
271*61046927SAndroid Build Coastguard Worker return s3tc_compatible_internal_formats[i].view_class;
272*61046927SAndroid Build Coastguard Worker }
273*61046927SAndroid Build Coastguard Worker }
274*61046927SAndroid Build Coastguard Worker
275*61046927SAndroid Build Coastguard Worker if (_mesa_is_gles3(ctx)) {
276*61046927SAndroid Build Coastguard Worker for (i = 0; i < ARRAY_SIZE(gles_etc2_compatible_internal_formats); i++) {
277*61046927SAndroid Build Coastguard Worker if (gles_etc2_compatible_internal_formats[i].internal_format
278*61046927SAndroid Build Coastguard Worker == internalformat)
279*61046927SAndroid Build Coastguard Worker return gles_etc2_compatible_internal_formats[i].view_class;
280*61046927SAndroid Build Coastguard Worker }
281*61046927SAndroid Build Coastguard Worker
282*61046927SAndroid Build Coastguard Worker if (ctx->Extensions.KHR_texture_compression_astc_ldr) {
283*61046927SAndroid Build Coastguard Worker for (i = 0; i < ARRAY_SIZE(gles_astc_compatible_internal_formats); i++) {
284*61046927SAndroid Build Coastguard Worker if (gles_astc_compatible_internal_formats[i].internal_format
285*61046927SAndroid Build Coastguard Worker == internalformat)
286*61046927SAndroid Build Coastguard Worker return gles_astc_compatible_internal_formats[i].view_class;
287*61046927SAndroid Build Coastguard Worker }
288*61046927SAndroid Build Coastguard Worker }
289*61046927SAndroid Build Coastguard Worker
290*61046927SAndroid Build Coastguard Worker if (ctx->Extensions.OES_texture_compression_astc) {
291*61046927SAndroid Build Coastguard Worker for (i = 0; i < ARRAY_SIZE(gles_astc_3d_compatible_internal_formats); i++) {
292*61046927SAndroid Build Coastguard Worker if (gles_astc_3d_compatible_internal_formats[i].internal_format
293*61046927SAndroid Build Coastguard Worker == internalformat)
294*61046927SAndroid Build Coastguard Worker return gles_astc_3d_compatible_internal_formats[i].view_class;
295*61046927SAndroid Build Coastguard Worker }
296*61046927SAndroid Build Coastguard Worker }
297*61046927SAndroid Build Coastguard Worker }
298*61046927SAndroid Build Coastguard Worker return GL_FALSE;
299*61046927SAndroid Build Coastguard Worker }
300*61046927SAndroid Build Coastguard Worker
301*61046927SAndroid Build Coastguard Worker /**
302*61046927SAndroid Build Coastguard Worker * Initialize new texture's gl_texture_image structures. Will not call driver
303*61046927SAndroid Build Coastguard Worker * to allocate new space, simply record relevant layer, face, format, etc.
304*61046927SAndroid Build Coastguard Worker * \return GL_FALSE if any error, GL_TRUE otherwise.
305*61046927SAndroid Build Coastguard Worker */
306*61046927SAndroid Build Coastguard Worker static GLboolean
initialize_texture_fields(struct gl_context * ctx,GLenum target,struct gl_texture_object * texObj,GLint levels,GLsizei width,GLsizei height,GLsizei depth,GLenum internalFormat,mesa_format texFormat,GLuint numSamples,GLboolean fixedSampleLocations)307*61046927SAndroid Build Coastguard Worker initialize_texture_fields(struct gl_context *ctx,
308*61046927SAndroid Build Coastguard Worker GLenum target,
309*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
310*61046927SAndroid Build Coastguard Worker GLint levels,
311*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth,
312*61046927SAndroid Build Coastguard Worker GLenum internalFormat, mesa_format texFormat,
313*61046927SAndroid Build Coastguard Worker GLuint numSamples, GLboolean fixedSampleLocations)
314*61046927SAndroid Build Coastguard Worker {
315*61046927SAndroid Build Coastguard Worker const GLuint numFaces = _mesa_num_tex_faces(target);
316*61046927SAndroid Build Coastguard Worker GLint level, levelWidth = width, levelHeight = height, levelDepth = depth;
317*61046927SAndroid Build Coastguard Worker GLuint face;
318*61046927SAndroid Build Coastguard Worker
319*61046927SAndroid Build Coastguard Worker /* Pretend we are bound to initialize the gl_texture_image structs */
320*61046927SAndroid Build Coastguard Worker texObj->Target = target;
321*61046927SAndroid Build Coastguard Worker
322*61046927SAndroid Build Coastguard Worker /* Set up all the texture object's gl_texture_images */
323*61046927SAndroid Build Coastguard Worker for (level = 0; level < levels; level++) {
324*61046927SAndroid Build Coastguard Worker for (face = 0; face < numFaces; face++) {
325*61046927SAndroid Build Coastguard Worker struct gl_texture_image *texImage;
326*61046927SAndroid Build Coastguard Worker const GLenum faceTarget = _mesa_cube_face_target(target, face);
327*61046927SAndroid Build Coastguard Worker
328*61046927SAndroid Build Coastguard Worker texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, level);
329*61046927SAndroid Build Coastguard Worker
330*61046927SAndroid Build Coastguard Worker if (!texImage) {
331*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage");
332*61046927SAndroid Build Coastguard Worker return GL_FALSE;
333*61046927SAndroid Build Coastguard Worker }
334*61046927SAndroid Build Coastguard Worker
335*61046927SAndroid Build Coastguard Worker _mesa_init_teximage_fields_ms(ctx, texImage,
336*61046927SAndroid Build Coastguard Worker levelWidth, levelHeight, levelDepth,
337*61046927SAndroid Build Coastguard Worker 0, internalFormat, texFormat,
338*61046927SAndroid Build Coastguard Worker numSamples, fixedSampleLocations);
339*61046927SAndroid Build Coastguard Worker }
340*61046927SAndroid Build Coastguard Worker
341*61046927SAndroid Build Coastguard Worker _mesa_next_mipmap_level_size(target, 0,
342*61046927SAndroid Build Coastguard Worker levelWidth, levelHeight, levelDepth,
343*61046927SAndroid Build Coastguard Worker &levelWidth, &levelHeight, &levelDepth);
344*61046927SAndroid Build Coastguard Worker }
345*61046927SAndroid Build Coastguard Worker
346*61046927SAndroid Build Coastguard Worker /* "unbind" */
347*61046927SAndroid Build Coastguard Worker texObj->Target = 0;
348*61046927SAndroid Build Coastguard Worker
349*61046927SAndroid Build Coastguard Worker return GL_TRUE;
350*61046927SAndroid Build Coastguard Worker }
351*61046927SAndroid Build Coastguard Worker
352*61046927SAndroid Build Coastguard Worker #define RETURN_IF_SUPPORTED(t) do { \
353*61046927SAndroid Build Coastguard Worker if (newTarget == GL_ ## t) \
354*61046927SAndroid Build Coastguard Worker return true; \
355*61046927SAndroid Build Coastguard Worker } while (0)
356*61046927SAndroid Build Coastguard Worker
357*61046927SAndroid Build Coastguard Worker /**
358*61046927SAndroid Build Coastguard Worker * Check for compatible target
359*61046927SAndroid Build Coastguard Worker * If an error is found, record it with _mesa_error()
360*61046927SAndroid Build Coastguard Worker * \return false if any error, true otherwise.
361*61046927SAndroid Build Coastguard Worker */
362*61046927SAndroid Build Coastguard Worker static bool
target_valid(struct gl_context * ctx,GLenum origTarget,GLenum newTarget)363*61046927SAndroid Build Coastguard Worker target_valid(struct gl_context *ctx, GLenum origTarget, GLenum newTarget)
364*61046927SAndroid Build Coastguard Worker {
365*61046927SAndroid Build Coastguard Worker /*
366*61046927SAndroid Build Coastguard Worker * From ARB_texture_view spec:
367*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------------------------------------
368*61046927SAndroid Build Coastguard Worker | Original target | Valid new targets |
369*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------------------------------------
370*61046927SAndroid Build Coastguard Worker | TEXTURE_1D | TEXTURE_1D, TEXTURE_1D_ARRAY |
371*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
372*61046927SAndroid Build Coastguard Worker | TEXTURE_2D | TEXTURE_2D, TEXTURE_2D_ARRAY |
373*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
374*61046927SAndroid Build Coastguard Worker | TEXTURE_3D | TEXTURE_3D |
375*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
376*61046927SAndroid Build Coastguard Worker | TEXTURE_CUBE_MAP | TEXTURE_CUBE_MAP, TEXTURE_2D, TEXTURE_2D_ARRAY, TEXTURE_CUBE_MAP_ARRAY |
377*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
378*61046927SAndroid Build Coastguard Worker | TEXTURE_RECTANGLE | TEXTURE_RECTANGLE |
379*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
380*61046927SAndroid Build Coastguard Worker | TEXTURE_BUFFER | <none> |
381*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
382*61046927SAndroid Build Coastguard Worker | TEXTURE_1D_ARRAY | TEXTURE_1D_ARRAY, TEXTURE_1D |
383*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
384*61046927SAndroid Build Coastguard Worker | TEXTURE_2D_ARRAY | TEXTURE_2D_ARRAY, TEXTURE_2D, TEXTURE_CUBE_MAP, TEXTURE_CUBE_MAP_ARRAY |
385*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
386*61046927SAndroid Build Coastguard Worker | TEXTURE_CUBE_MAP_ARRAY | TEXTURE_CUBE_MAP_ARRAY, TEXTURE_2D_ARRAY, TEXTURE_2D, TEXTURE_CUBE_MAP |
387*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
388*61046927SAndroid Build Coastguard Worker | TEXTURE_2D_MULTISAMPLE | TEXTURE_2D_MULTISAMPLE, TEXTURE_2D_MULTISAMPLE_ARRAY |
389*61046927SAndroid Build Coastguard Worker | ------------------------------------------------------------------------------------------------------- |
390*61046927SAndroid Build Coastguard Worker | TEXTURE_2D_MULTISAMPLE_ARRAY | TEXTURE_2D_MULTISAMPLE, TEXTURE_2D_MULTISAMPLE_ARRAY |
391*61046927SAndroid Build Coastguard Worker ---------------------------------------------------------------------------------------------------------
392*61046927SAndroid Build Coastguard Worker */
393*61046927SAndroid Build Coastguard Worker
394*61046927SAndroid Build Coastguard Worker switch (origTarget) {
395*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_1D:
396*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_1D_ARRAY:
397*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_1D);
398*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_1D_ARRAY);
399*61046927SAndroid Build Coastguard Worker break;
400*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D:
401*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_2D);
402*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_2D_ARRAY);
403*61046927SAndroid Build Coastguard Worker break;
404*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_3D:
405*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_3D);
406*61046927SAndroid Build Coastguard Worker break;
407*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_RECTANGLE:
408*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_RECTANGLE);
409*61046927SAndroid Build Coastguard Worker break;
410*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP:
411*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_ARRAY:
412*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP_ARRAY:
413*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_2D);
414*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_2D_ARRAY);
415*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_CUBE_MAP);
416*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_CUBE_MAP_ARRAY);
417*61046927SAndroid Build Coastguard Worker break;
418*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_MULTISAMPLE:
419*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
420*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_2D_MULTISAMPLE);
421*61046927SAndroid Build Coastguard Worker RETURN_IF_SUPPORTED(TEXTURE_2D_MULTISAMPLE_ARRAY);
422*61046927SAndroid Build Coastguard Worker break;
423*61046927SAndroid Build Coastguard Worker }
424*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
425*61046927SAndroid Build Coastguard Worker "glTextureView(illegal target=%s)",
426*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(newTarget));
427*61046927SAndroid Build Coastguard Worker return false;
428*61046927SAndroid Build Coastguard Worker }
429*61046927SAndroid Build Coastguard Worker #undef RETURN_IF_SUPPORTED
430*61046927SAndroid Build Coastguard Worker
431*61046927SAndroid Build Coastguard Worker /**
432*61046927SAndroid Build Coastguard Worker * Check for compatible format
433*61046927SAndroid Build Coastguard Worker * If an error is found, record it with _mesa_error()
434*61046927SAndroid Build Coastguard Worker * \return false if any error, true otherwise.
435*61046927SAndroid Build Coastguard Worker */
436*61046927SAndroid Build Coastguard Worker bool
_mesa_texture_view_compatible_format(const struct gl_context * ctx,GLenum origInternalFormat,GLenum newInternalFormat)437*61046927SAndroid Build Coastguard Worker _mesa_texture_view_compatible_format(const struct gl_context *ctx,
438*61046927SAndroid Build Coastguard Worker GLenum origInternalFormat,
439*61046927SAndroid Build Coastguard Worker GLenum newInternalFormat)
440*61046927SAndroid Build Coastguard Worker {
441*61046927SAndroid Build Coastguard Worker unsigned int origViewClass, newViewClass;
442*61046927SAndroid Build Coastguard Worker
443*61046927SAndroid Build Coastguard Worker /* The two textures' internal formats must be compatible according to
444*61046927SAndroid Build Coastguard Worker * Table 3.X.2 (Compatible internal formats for TextureView)
445*61046927SAndroid Build Coastguard Worker * if the internal format exists in that table the view class must match.
446*61046927SAndroid Build Coastguard Worker * The internal formats must be identical if not in that table,
447*61046927SAndroid Build Coastguard Worker * or an INVALID_OPERATION error is generated.
448*61046927SAndroid Build Coastguard Worker */
449*61046927SAndroid Build Coastguard Worker if (origInternalFormat == newInternalFormat)
450*61046927SAndroid Build Coastguard Worker return true;
451*61046927SAndroid Build Coastguard Worker
452*61046927SAndroid Build Coastguard Worker origViewClass = _mesa_texture_view_lookup_view_class(ctx, origInternalFormat);
453*61046927SAndroid Build Coastguard Worker newViewClass = _mesa_texture_view_lookup_view_class(ctx, newInternalFormat);
454*61046927SAndroid Build Coastguard Worker if ((origViewClass == newViewClass) && origViewClass != false)
455*61046927SAndroid Build Coastguard Worker return true;
456*61046927SAndroid Build Coastguard Worker
457*61046927SAndroid Build Coastguard Worker return false;
458*61046927SAndroid Build Coastguard Worker }
459*61046927SAndroid Build Coastguard Worker
460*61046927SAndroid Build Coastguard Worker /**
461*61046927SAndroid Build Coastguard Worker * Helper function for TexStorage and teximagemultisample to set immutable
462*61046927SAndroid Build Coastguard Worker * texture state needed by ARB_texture_view.
463*61046927SAndroid Build Coastguard Worker */
464*61046927SAndroid Build Coastguard Worker void
_mesa_set_texture_view_state(struct gl_context * ctx,struct gl_texture_object * texObj,GLenum target,GLuint levels)465*61046927SAndroid Build Coastguard Worker _mesa_set_texture_view_state(struct gl_context *ctx,
466*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
467*61046927SAndroid Build Coastguard Worker GLenum target, GLuint levels)
468*61046927SAndroid Build Coastguard Worker {
469*61046927SAndroid Build Coastguard Worker struct gl_texture_image *texImage;
470*61046927SAndroid Build Coastguard Worker
471*61046927SAndroid Build Coastguard Worker /* Get a reference to what will become this View's base level */
472*61046927SAndroid Build Coastguard Worker texImage = _mesa_select_tex_image(texObj, target, 0);
473*61046927SAndroid Build Coastguard Worker
474*61046927SAndroid Build Coastguard Worker /* When an immutable texture is created via glTexStorage or
475*61046927SAndroid Build Coastguard Worker * glTexImageMultisample,
476*61046927SAndroid Build Coastguard Worker * TEXTURE_IMMUTABLE_FORMAT becomes TRUE.
477*61046927SAndroid Build Coastguard Worker * TEXTURE_IMMUTABLE_LEVELS and TEXTURE_VIEW_NUM_LEVELS become levels.
478*61046927SAndroid Build Coastguard Worker * If the texture target is TEXTURE_1D_ARRAY then
479*61046927SAndroid Build Coastguard Worker * TEXTURE_VIEW_NUM_LAYERS becomes height.
480*61046927SAndroid Build Coastguard Worker * If the texture target is TEXTURE_2D_ARRAY, TEXTURE_CUBE_MAP_ARRAY,
481*61046927SAndroid Build Coastguard Worker * or TEXTURE_2D_MULTISAMPLE_ARRAY then TEXTURE_VIEW_NUM_LAYERS becomes
482*61046927SAndroid Build Coastguard Worker * depth.
483*61046927SAndroid Build Coastguard Worker * If the texture target is TEXTURE_CUBE_MAP, then
484*61046927SAndroid Build Coastguard Worker * TEXTURE_VIEW_NUM_LAYERS becomes 6.
485*61046927SAndroid Build Coastguard Worker * For any other texture target, TEXTURE_VIEW_NUM_LAYERS becomes 1.
486*61046927SAndroid Build Coastguard Worker *
487*61046927SAndroid Build Coastguard Worker * ARB_texture_multisample: Multisample textures do
488*61046927SAndroid Build Coastguard Worker * not have multiple image levels.
489*61046927SAndroid Build Coastguard Worker */
490*61046927SAndroid Build Coastguard Worker
491*61046927SAndroid Build Coastguard Worker texObj->Immutable = GL_TRUE;
492*61046927SAndroid Build Coastguard Worker texObj->External = GL_FALSE;
493*61046927SAndroid Build Coastguard Worker texObj->Attrib.ImmutableLevels = levels;
494*61046927SAndroid Build Coastguard Worker texObj->Attrib.MinLevel = 0;
495*61046927SAndroid Build Coastguard Worker texObj->Attrib.NumLevels = levels;
496*61046927SAndroid Build Coastguard Worker texObj->Attrib.MinLayer = 0;
497*61046927SAndroid Build Coastguard Worker texObj->Attrib.NumLayers = 1;
498*61046927SAndroid Build Coastguard Worker switch (target) {
499*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_1D_ARRAY:
500*61046927SAndroid Build Coastguard Worker texObj->Attrib.NumLayers = texImage->Height;
501*61046927SAndroid Build Coastguard Worker break;
502*61046927SAndroid Build Coastguard Worker
503*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_MULTISAMPLE:
504*61046927SAndroid Build Coastguard Worker texObj->Attrib.NumLevels = 1;
505*61046927SAndroid Build Coastguard Worker texObj->Attrib.ImmutableLevels = 1;
506*61046927SAndroid Build Coastguard Worker break;
507*61046927SAndroid Build Coastguard Worker
508*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
509*61046927SAndroid Build Coastguard Worker texObj->Attrib.NumLevels = 1;
510*61046927SAndroid Build Coastguard Worker texObj->Attrib.ImmutableLevels = 1;
511*61046927SAndroid Build Coastguard Worker FALLTHROUGH;
512*61046927SAndroid Build Coastguard Worker /* fallthrough to set NumLayers */
513*61046927SAndroid Build Coastguard Worker
514*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_ARRAY:
515*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP_ARRAY:
516*61046927SAndroid Build Coastguard Worker texObj->Attrib.NumLayers = texImage->Depth;
517*61046927SAndroid Build Coastguard Worker break;
518*61046927SAndroid Build Coastguard Worker
519*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP:
520*61046927SAndroid Build Coastguard Worker texObj->Attrib.NumLayers = 6;
521*61046927SAndroid Build Coastguard Worker break;
522*61046927SAndroid Build Coastguard Worker }
523*61046927SAndroid Build Coastguard Worker }
524*61046927SAndroid Build Coastguard Worker
525*61046927SAndroid Build Coastguard Worker /**
526*61046927SAndroid Build Coastguard Worker * glTextureView (ARB_texture_view)
527*61046927SAndroid Build Coastguard Worker * If an error is found, record it with _mesa_error()
528*61046927SAndroid Build Coastguard Worker * \return none.
529*61046927SAndroid Build Coastguard Worker */
530*61046927SAndroid Build Coastguard Worker static ALWAYS_INLINE void
texture_view(struct gl_context * ctx,struct gl_texture_object * origTexObj,struct gl_texture_object * texObj,GLenum target,GLenum internalformat,GLuint minlevel,GLuint numlevels,GLuint minlayer,GLuint numlayers,bool no_error)531*61046927SAndroid Build Coastguard Worker texture_view(struct gl_context *ctx, struct gl_texture_object *origTexObj,
532*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj, GLenum target,
533*61046927SAndroid Build Coastguard Worker GLenum internalformat, GLuint minlevel, GLuint numlevels,
534*61046927SAndroid Build Coastguard Worker GLuint minlayer, GLuint numlayers, bool no_error)
535*61046927SAndroid Build Coastguard Worker {
536*61046927SAndroid Build Coastguard Worker struct gl_texture_image *origTexImage;
537*61046927SAndroid Build Coastguard Worker GLuint newViewNumLevels, newViewNumLayers;
538*61046927SAndroid Build Coastguard Worker GLsizei width, height, depth;
539*61046927SAndroid Build Coastguard Worker mesa_format texFormat;
540*61046927SAndroid Build Coastguard Worker GLboolean sizeOK, dimensionsOK;
541*61046927SAndroid Build Coastguard Worker GLenum faceTarget;
542*61046927SAndroid Build Coastguard Worker
543*61046927SAndroid Build Coastguard Worker texFormat = _mesa_choose_texture_format(ctx, texObj, target, 0,
544*61046927SAndroid Build Coastguard Worker internalformat, GL_NONE, GL_NONE);
545*61046927SAndroid Build Coastguard Worker if (texFormat == MESA_FORMAT_NONE) return;
546*61046927SAndroid Build Coastguard Worker
547*61046927SAndroid Build Coastguard Worker newViewNumLevels = MIN2(numlevels, origTexObj->Attrib.NumLevels - minlevel);
548*61046927SAndroid Build Coastguard Worker newViewNumLayers = MIN2(numlayers, origTexObj->Attrib.NumLayers - minlayer);
549*61046927SAndroid Build Coastguard Worker
550*61046927SAndroid Build Coastguard Worker faceTarget = _mesa_cube_face_target(origTexObj->Target, minlayer);
551*61046927SAndroid Build Coastguard Worker
552*61046927SAndroid Build Coastguard Worker /* Get a reference to what will become this View's base level */
553*61046927SAndroid Build Coastguard Worker origTexImage = _mesa_select_tex_image(origTexObj, faceTarget, minlevel);
554*61046927SAndroid Build Coastguard Worker width = origTexImage->Width;
555*61046927SAndroid Build Coastguard Worker height = origTexImage->Height;
556*61046927SAndroid Build Coastguard Worker depth = origTexImage->Depth;
557*61046927SAndroid Build Coastguard Worker
558*61046927SAndroid Build Coastguard Worker /* Adjust width, height, depth to be appropriate for new target */
559*61046927SAndroid Build Coastguard Worker switch (target) {
560*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_1D:
561*61046927SAndroid Build Coastguard Worker height = 1;
562*61046927SAndroid Build Coastguard Worker break;
563*61046927SAndroid Build Coastguard Worker
564*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_3D:
565*61046927SAndroid Build Coastguard Worker break;
566*61046927SAndroid Build Coastguard Worker
567*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_1D_ARRAY:
568*61046927SAndroid Build Coastguard Worker height = (GLsizei) newViewNumLayers;
569*61046927SAndroid Build Coastguard Worker break;
570*61046927SAndroid Build Coastguard Worker
571*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D:
572*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_MULTISAMPLE:
573*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_RECTANGLE:
574*61046927SAndroid Build Coastguard Worker depth = 1;
575*61046927SAndroid Build Coastguard Worker break;
576*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP:
577*61046927SAndroid Build Coastguard Worker /* If the new texture's target is TEXTURE_CUBE_MAP, the clamped
578*61046927SAndroid Build Coastguard Worker * <numlayers> must be equal to 6.
579*61046927SAndroid Build Coastguard Worker */
580*61046927SAndroid Build Coastguard Worker if (!no_error && newViewNumLayers != 6) {
581*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE,
582*61046927SAndroid Build Coastguard Worker "glTextureView(clamped numlayers %d != 6)",
583*61046927SAndroid Build Coastguard Worker newViewNumLayers);
584*61046927SAndroid Build Coastguard Worker return;
585*61046927SAndroid Build Coastguard Worker }
586*61046927SAndroid Build Coastguard Worker depth = 1;
587*61046927SAndroid Build Coastguard Worker break;
588*61046927SAndroid Build Coastguard Worker
589*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_ARRAY:
590*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
591*61046927SAndroid Build Coastguard Worker depth = newViewNumLayers;
592*61046927SAndroid Build Coastguard Worker break;
593*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP_ARRAY:
594*61046927SAndroid Build Coastguard Worker /* If the new texture's target is TEXTURE_CUBE_MAP_ARRAY,
595*61046927SAndroid Build Coastguard Worker * then <numlayers> counts layer-faces rather than layers,
596*61046927SAndroid Build Coastguard Worker * and the clamped <numlayers> must be a multiple of 6.
597*61046927SAndroid Build Coastguard Worker * Otherwise, the error INVALID_VALUE is generated.
598*61046927SAndroid Build Coastguard Worker */
599*61046927SAndroid Build Coastguard Worker if (!no_error && (newViewNumLayers % 6) != 0) {
600*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE,
601*61046927SAndroid Build Coastguard Worker "glTextureView(clamped numlayers %d is not"
602*61046927SAndroid Build Coastguard Worker " a multiple of 6)",
603*61046927SAndroid Build Coastguard Worker newViewNumLayers);
604*61046927SAndroid Build Coastguard Worker return;
605*61046927SAndroid Build Coastguard Worker }
606*61046927SAndroid Build Coastguard Worker depth = newViewNumLayers;
607*61046927SAndroid Build Coastguard Worker break;
608*61046927SAndroid Build Coastguard Worker }
609*61046927SAndroid Build Coastguard Worker
610*61046927SAndroid Build Coastguard Worker if (!no_error) {
611*61046927SAndroid Build Coastguard Worker /* OpenGL 4.6 (Core Profile) - May 14, 2018, 8.18 Texture Views, p.271
612*61046927SAndroid Build Coastguard Worker * An INVALID_OPERATION error is generated if the computed values of
613*61046927SAndroid Build Coastguard Worker * TEXTURE_VIEW_NUM_LEVELS or TEXTURE_VIEW_NUM_LAYERS for texture,
614*61046927SAndroid Build Coastguard Worker * as described above, are less than or equal to zero.
615*61046927SAndroid Build Coastguard Worker */
616*61046927SAndroid Build Coastguard Worker if (newViewNumLevels == 0) {
617*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
618*61046927SAndroid Build Coastguard Worker "glTextureView(invalid minlevels or numlevels)");
619*61046927SAndroid Build Coastguard Worker return;
620*61046927SAndroid Build Coastguard Worker }
621*61046927SAndroid Build Coastguard Worker if (newViewNumLayers == 0) {
622*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
623*61046927SAndroid Build Coastguard Worker "glTextureView(invalid minlayers or numlayers)");
624*61046927SAndroid Build Coastguard Worker return;
625*61046927SAndroid Build Coastguard Worker }
626*61046927SAndroid Build Coastguard Worker
627*61046927SAndroid Build Coastguard Worker /* If the dimensions of the original texture are larger than the maximum
628*61046927SAndroid Build Coastguard Worker * supported dimensions of the new target, the error INVALID_OPERATION is
629*61046927SAndroid Build Coastguard Worker * generated. For example, if the original texture has a TEXTURE_2D_ARRAY
630*61046927SAndroid Build Coastguard Worker * target and its width is greater than MAX_CUBE_MAP_TEXTURE_SIZE, an
631*61046927SAndroid Build Coastguard Worker * error will be generated if TextureView is called to create a
632*61046927SAndroid Build Coastguard Worker * TEXTURE_CUBE_MAP view.
633*61046927SAndroid Build Coastguard Worker */
634*61046927SAndroid Build Coastguard Worker dimensionsOK = _mesa_legal_texture_dimensions(ctx, target, 0,
635*61046927SAndroid Build Coastguard Worker width, height, depth, 0);
636*61046927SAndroid Build Coastguard Worker if (!dimensionsOK) {
637*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
638*61046927SAndroid Build Coastguard Worker "glTextureView(invalid width or height or depth)");
639*61046927SAndroid Build Coastguard Worker return;
640*61046927SAndroid Build Coastguard Worker }
641*61046927SAndroid Build Coastguard Worker
642*61046927SAndroid Build Coastguard Worker sizeOK = st_TestProxyTexImage(ctx, target, 1, 0, texFormat,
643*61046927SAndroid Build Coastguard Worker origTexImage->NumSamples,
644*61046927SAndroid Build Coastguard Worker width, height, depth);
645*61046927SAndroid Build Coastguard Worker if (!sizeOK) {
646*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
647*61046927SAndroid Build Coastguard Worker "glTextureView(invalid texture size)");
648*61046927SAndroid Build Coastguard Worker return;
649*61046927SAndroid Build Coastguard Worker }
650*61046927SAndroid Build Coastguard Worker
651*61046927SAndroid Build Coastguard Worker /* If <target> is TEXTURE_1D, TEXTURE_2D, TEXTURE_3D, TEXTURE_RECTANGLE,
652*61046927SAndroid Build Coastguard Worker * or TEXTURE_2D_MULTISAMPLE and <numlayers> does not equal 1, the error
653*61046927SAndroid Build Coastguard Worker * INVALID_VALUE is generated.
654*61046927SAndroid Build Coastguard Worker */
655*61046927SAndroid Build Coastguard Worker switch (target) {
656*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_1D:
657*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D:
658*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_3D:
659*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_RECTANGLE:
660*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_2D_MULTISAMPLE:
661*61046927SAndroid Build Coastguard Worker if (numlayers != 1) {
662*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(numlayers %d != 1)",
663*61046927SAndroid Build Coastguard Worker numlayers);
664*61046927SAndroid Build Coastguard Worker return;
665*61046927SAndroid Build Coastguard Worker }
666*61046927SAndroid Build Coastguard Worker break;
667*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP:
668*61046927SAndroid Build Coastguard Worker break;
669*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP_ARRAY:
670*61046927SAndroid Build Coastguard Worker break;
671*61046927SAndroid Build Coastguard Worker }
672*61046927SAndroid Build Coastguard Worker
673*61046927SAndroid Build Coastguard Worker /* If the new texture's target is TEXTURE_CUBE_MAP or
674*61046927SAndroid Build Coastguard Worker * TEXTURE_CUBE_MAP_ARRAY, the width and height of the original texture's
675*61046927SAndroid Build Coastguard Worker * levels must be equal otherwise the error INVALID_OPERATION is
676*61046927SAndroid Build Coastguard Worker * generated.
677*61046927SAndroid Build Coastguard Worker */
678*61046927SAndroid Build Coastguard Worker if ((target == GL_TEXTURE_CUBE_MAP || target == GL_TEXTURE_CUBE_MAP_ARRAY)
679*61046927SAndroid Build Coastguard Worker && (origTexImage->Width != origTexImage->Height)) {
680*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
681*61046927SAndroid Build Coastguard Worker "glTextureView(origtexture width (%d) != height (%d))",
682*61046927SAndroid Build Coastguard Worker origTexImage->Width, origTexImage->Height);
683*61046927SAndroid Build Coastguard Worker return;
684*61046927SAndroid Build Coastguard Worker }
685*61046927SAndroid Build Coastguard Worker }
686*61046927SAndroid Build Coastguard Worker
687*61046927SAndroid Build Coastguard Worker /* When the original texture's target is TEXTURE_CUBE_MAP, the layer
688*61046927SAndroid Build Coastguard Worker * parameters are interpreted in the same order as if it were a
689*61046927SAndroid Build Coastguard Worker * TEXTURE_CUBE_MAP_ARRAY with 6 layer-faces.
690*61046927SAndroid Build Coastguard Worker */
691*61046927SAndroid Build Coastguard Worker
692*61046927SAndroid Build Coastguard Worker /* If the internal format does not exactly match the internal format of the
693*61046927SAndroid Build Coastguard Worker * original texture, the contents of the memory are reinterpreted in the
694*61046927SAndroid Build Coastguard Worker * same manner as for image bindings described in
695*61046927SAndroid Build Coastguard Worker * section 3.9.20 (Texture Image Loads and Stores).
696*61046927SAndroid Build Coastguard Worker */
697*61046927SAndroid Build Coastguard Worker
698*61046927SAndroid Build Coastguard Worker /* TEXTURE_BASE_LEVEL and TEXTURE_MAX_LEVEL are interpreted
699*61046927SAndroid Build Coastguard Worker * relative to the view and not relative to the original data store.
700*61046927SAndroid Build Coastguard Worker */
701*61046927SAndroid Build Coastguard Worker
702*61046927SAndroid Build Coastguard Worker if (!initialize_texture_fields(ctx, target, texObj, newViewNumLevels,
703*61046927SAndroid Build Coastguard Worker width, height, depth,
704*61046927SAndroid Build Coastguard Worker internalformat, texFormat,
705*61046927SAndroid Build Coastguard Worker origTexImage->NumSamples,
706*61046927SAndroid Build Coastguard Worker origTexImage->FixedSampleLocations)) {
707*61046927SAndroid Build Coastguard Worker return; /* Already recorded error */
708*61046927SAndroid Build Coastguard Worker }
709*61046927SAndroid Build Coastguard Worker
710*61046927SAndroid Build Coastguard Worker texObj->Attrib.MinLevel = origTexObj->Attrib.MinLevel + minlevel;
711*61046927SAndroid Build Coastguard Worker texObj->Attrib.MinLayer = origTexObj->Attrib.MinLayer + minlayer;
712*61046927SAndroid Build Coastguard Worker texObj->Attrib.NumLevels = newViewNumLevels;
713*61046927SAndroid Build Coastguard Worker texObj->Attrib.NumLayers = newViewNumLayers;
714*61046927SAndroid Build Coastguard Worker texObj->Immutable = GL_TRUE;
715*61046927SAndroid Build Coastguard Worker texObj->External = GL_FALSE;
716*61046927SAndroid Build Coastguard Worker texObj->Attrib.ImmutableLevels = origTexObj->Attrib.ImmutableLevels;
717*61046927SAndroid Build Coastguard Worker texObj->Target = target;
718*61046927SAndroid Build Coastguard Worker texObj->TargetIndex = _mesa_tex_target_to_index(ctx, target);
719*61046927SAndroid Build Coastguard Worker assert(texObj->TargetIndex < NUM_TEXTURE_TARGETS);
720*61046927SAndroid Build Coastguard Worker _mesa_update_texture_object_swizzle(ctx, texObj);
721*61046927SAndroid Build Coastguard Worker
722*61046927SAndroid Build Coastguard Worker if (!st_TextureView(ctx, texObj, origTexObj)) {
723*61046927SAndroid Build Coastguard Worker return; /* driver recorded error */
724*61046927SAndroid Build Coastguard Worker }
725*61046927SAndroid Build Coastguard Worker }
726*61046927SAndroid Build Coastguard Worker
727*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureView_no_error(GLuint texture,GLenum target,GLuint origtexture,GLenum internalformat,GLuint minlevel,GLuint numlevels,GLuint minlayer,GLuint numlayers)728*61046927SAndroid Build Coastguard Worker _mesa_TextureView_no_error(GLuint texture, GLenum target, GLuint origtexture,
729*61046927SAndroid Build Coastguard Worker GLenum internalformat,
730*61046927SAndroid Build Coastguard Worker GLuint minlevel, GLuint numlevels,
731*61046927SAndroid Build Coastguard Worker GLuint minlayer, GLuint numlayers)
732*61046927SAndroid Build Coastguard Worker {
733*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj;
734*61046927SAndroid Build Coastguard Worker struct gl_texture_object *origTexObj;
735*61046927SAndroid Build Coastguard Worker
736*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
737*61046927SAndroid Build Coastguard Worker
738*61046927SAndroid Build Coastguard Worker origTexObj = _mesa_lookup_texture(ctx, origtexture);
739*61046927SAndroid Build Coastguard Worker texObj = _mesa_lookup_texture(ctx, texture);
740*61046927SAndroid Build Coastguard Worker
741*61046927SAndroid Build Coastguard Worker texture_view(ctx, origTexObj, texObj, target, internalformat, minlevel,
742*61046927SAndroid Build Coastguard Worker numlevels, minlayer, numlayers, true);
743*61046927SAndroid Build Coastguard Worker }
744*61046927SAndroid Build Coastguard Worker
745*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_TextureView(GLuint texture,GLenum target,GLuint origtexture,GLenum internalformat,GLuint minlevel,GLuint numlevels,GLuint minlayer,GLuint numlayers)746*61046927SAndroid Build Coastguard Worker _mesa_TextureView(GLuint texture, GLenum target, GLuint origtexture,
747*61046927SAndroid Build Coastguard Worker GLenum internalformat,
748*61046927SAndroid Build Coastguard Worker GLuint minlevel, GLuint numlevels,
749*61046927SAndroid Build Coastguard Worker GLuint minlayer, GLuint numlayers)
750*61046927SAndroid Build Coastguard Worker {
751*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj;
752*61046927SAndroid Build Coastguard Worker struct gl_texture_object *origTexObj;
753*61046927SAndroid Build Coastguard Worker GLuint newViewMinLevel, newViewMinLayer;
754*61046927SAndroid Build Coastguard Worker
755*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
756*61046927SAndroid Build Coastguard Worker
757*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
758*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "glTextureView %d %s %d %s %d %d %d %d\n",
759*61046927SAndroid Build Coastguard Worker texture, _mesa_enum_to_string(target), origtexture,
760*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(internalformat),
761*61046927SAndroid Build Coastguard Worker minlevel, numlevels, minlayer, numlayers);
762*61046927SAndroid Build Coastguard Worker
763*61046927SAndroid Build Coastguard Worker if (origtexture == 0) {
764*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(origtexture = %u)",
765*61046927SAndroid Build Coastguard Worker origtexture);
766*61046927SAndroid Build Coastguard Worker return;
767*61046927SAndroid Build Coastguard Worker }
768*61046927SAndroid Build Coastguard Worker
769*61046927SAndroid Build Coastguard Worker /* Need original texture information to validate arguments */
770*61046927SAndroid Build Coastguard Worker origTexObj = _mesa_lookup_texture(ctx, origtexture);
771*61046927SAndroid Build Coastguard Worker
772*61046927SAndroid Build Coastguard Worker /* If <origtexture> is not the name of a texture, INVALID_VALUE
773*61046927SAndroid Build Coastguard Worker * is generated.
774*61046927SAndroid Build Coastguard Worker */
775*61046927SAndroid Build Coastguard Worker if (!origTexObj) {
776*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(origtexture = %u)",
777*61046927SAndroid Build Coastguard Worker origtexture);
778*61046927SAndroid Build Coastguard Worker return;
779*61046927SAndroid Build Coastguard Worker }
780*61046927SAndroid Build Coastguard Worker
781*61046927SAndroid Build Coastguard Worker /* If <origtexture>'s TEXTURE_IMMUTABLE_FORMAT value is not TRUE,
782*61046927SAndroid Build Coastguard Worker * INVALID_OPERATION is generated.
783*61046927SAndroid Build Coastguard Worker */
784*61046927SAndroid Build Coastguard Worker if (!origTexObj->Immutable) {
785*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
786*61046927SAndroid Build Coastguard Worker "glTextureView(origtexture not immutable)");
787*61046927SAndroid Build Coastguard Worker return;
788*61046927SAndroid Build Coastguard Worker }
789*61046927SAndroid Build Coastguard Worker
790*61046927SAndroid Build Coastguard Worker /* If <texture> is 0, INVALID_VALUE is generated. */
791*61046927SAndroid Build Coastguard Worker if (texture == 0) {
792*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE, "glTextureView(texture = 0)");
793*61046927SAndroid Build Coastguard Worker return;
794*61046927SAndroid Build Coastguard Worker }
795*61046927SAndroid Build Coastguard Worker
796*61046927SAndroid Build Coastguard Worker /* If <texture> is not a valid name returned by GenTextures,
797*61046927SAndroid Build Coastguard Worker * the error INVALID_OPERATION is generated.
798*61046927SAndroid Build Coastguard Worker */
799*61046927SAndroid Build Coastguard Worker texObj = _mesa_lookup_texture(ctx, texture);
800*61046927SAndroid Build Coastguard Worker if (texObj == NULL) {
801*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
802*61046927SAndroid Build Coastguard Worker "glTextureView(texture = %u non-gen name)", texture);
803*61046927SAndroid Build Coastguard Worker return;
804*61046927SAndroid Build Coastguard Worker }
805*61046927SAndroid Build Coastguard Worker
806*61046927SAndroid Build Coastguard Worker /* If <texture> has already been bound and given a target, then
807*61046927SAndroid Build Coastguard Worker * the error INVALID_OPERATION is generated.
808*61046927SAndroid Build Coastguard Worker */
809*61046927SAndroid Build Coastguard Worker if (texObj->Target) {
810*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
811*61046927SAndroid Build Coastguard Worker "glTextureView(texture = %u already bound)", texture);
812*61046927SAndroid Build Coastguard Worker return;
813*61046927SAndroid Build Coastguard Worker }
814*61046927SAndroid Build Coastguard Worker
815*61046927SAndroid Build Coastguard Worker /* Check for compatible target */
816*61046927SAndroid Build Coastguard Worker if (!target_valid(ctx, origTexObj->Target, target)) {
817*61046927SAndroid Build Coastguard Worker return; /* error was recorded */
818*61046927SAndroid Build Coastguard Worker }
819*61046927SAndroid Build Coastguard Worker
820*61046927SAndroid Build Coastguard Worker /* minlevel and minlayer are relative to the view of origtexture.
821*61046927SAndroid Build Coastguard Worker * If minlevel or minlayer is greater than level or layer, respectively,
822*61046927SAndroid Build Coastguard Worker * return INVALID_VALUE.
823*61046927SAndroid Build Coastguard Worker */
824*61046927SAndroid Build Coastguard Worker newViewMinLevel = origTexObj->Attrib.MinLevel + minlevel;
825*61046927SAndroid Build Coastguard Worker newViewMinLayer = origTexObj->Attrib.MinLayer + minlayer;
826*61046927SAndroid Build Coastguard Worker if (newViewMinLevel >= (origTexObj->Attrib.MinLevel +
827*61046927SAndroid Build Coastguard Worker origTexObj->Attrib.NumLevels)) {
828*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE,
829*61046927SAndroid Build Coastguard Worker "glTextureView(new minlevel (%d) > orig minlevel (%d)"
830*61046927SAndroid Build Coastguard Worker " + orig numlevels (%d))",
831*61046927SAndroid Build Coastguard Worker newViewMinLevel, origTexObj->Attrib.MinLevel,
832*61046927SAndroid Build Coastguard Worker origTexObj->Attrib.NumLevels);
833*61046927SAndroid Build Coastguard Worker return;
834*61046927SAndroid Build Coastguard Worker }
835*61046927SAndroid Build Coastguard Worker
836*61046927SAndroid Build Coastguard Worker if (newViewMinLayer >= (origTexObj->Attrib.MinLayer +
837*61046927SAndroid Build Coastguard Worker origTexObj->Attrib.NumLayers)) {
838*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE,
839*61046927SAndroid Build Coastguard Worker "glTextureView(new minlayer (%d) > orig minlayer (%d)"
840*61046927SAndroid Build Coastguard Worker " + orig numlayers (%d))",
841*61046927SAndroid Build Coastguard Worker newViewMinLayer, origTexObj->Attrib.MinLayer,
842*61046927SAndroid Build Coastguard Worker origTexObj->Attrib.NumLayers);
843*61046927SAndroid Build Coastguard Worker return;
844*61046927SAndroid Build Coastguard Worker }
845*61046927SAndroid Build Coastguard Worker
846*61046927SAndroid Build Coastguard Worker if (!_mesa_texture_view_compatible_format(ctx,
847*61046927SAndroid Build Coastguard Worker origTexObj->Image[0][0]->InternalFormat,
848*61046927SAndroid Build Coastguard Worker internalformat)) {
849*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_OPERATION,
850*61046927SAndroid Build Coastguard Worker "glTextureView(internalformat %s not compatible with origtexture %s)",
851*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(internalformat),
852*61046927SAndroid Build Coastguard Worker _mesa_enum_to_string(origTexObj->Image[0][0]->InternalFormat));
853*61046927SAndroid Build Coastguard Worker return;
854*61046927SAndroid Build Coastguard Worker }
855*61046927SAndroid Build Coastguard Worker
856*61046927SAndroid Build Coastguard Worker texture_view(ctx, origTexObj, texObj, target, internalformat, minlevel,
857*61046927SAndroid Build Coastguard Worker numlevels, minlayer, numlayers, false);
858*61046927SAndroid Build Coastguard Worker }
859