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author | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2009-10-08 13:15:52 +0000 |
commit | a0c4815433ccd57322f4f7703ca35e9ccfa59250 (patch) | |
tree | f5213802ec12adb86ec3136001c1c29fe5343700 /mesalib/src/mesa/swrast/s_texstore.c | |
parent | c73dc01b6de45612b24dc2dd34fba24d81ebf46c (diff) | |
download | vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.gz vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.tar.bz2 vcxsrv-a0c4815433ccd57322f4f7703ca35e9ccfa59250.zip |
Added MesaLib-7.6
Diffstat (limited to 'mesalib/src/mesa/swrast/s_texstore.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_texstore.c | 601 |
1 files changed, 601 insertions, 0 deletions
diff --git a/mesalib/src/mesa/swrast/s_texstore.c b/mesalib/src/mesa/swrast/s_texstore.c new file mode 100644 index 000000000..f9ff9ad6a --- /dev/null +++ b/mesalib/src/mesa/swrast/s_texstore.c @@ -0,0 +1,601 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5.2 + * + * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/* + * Authors: + * Brian Paul + */ + + +/* + * The functions in this file are mostly related to software texture fallbacks. + * This includes texture image transfer/packing and texel fetching. + * Hardware drivers will likely override most of this. + */ + + + +#include "main/glheader.h" +#include "main/imports.h" +#include "main/colormac.h" +#include "main/context.h" +#include "main/convolve.h" +#include "main/image.h" +#include "main/macros.h" +#include "main/mipmap.h" +#include "main/texformat.h" +#include "main/teximage.h" +#include "main/texstore.h" + +#include "s_context.h" +#include "s_depth.h" +#include "s_span.h" + + +/** + * Read an RGBA image from the frame buffer. + * This is used by glCopyTex[Sub]Image[12]D(). + * \param x window source x + * \param y window source y + * \param width image width + * \param height image height + * \param type datatype for returned GL_RGBA image + * \return pointer to image + */ +static GLvoid * +read_color_image( GLcontext *ctx, GLint x, GLint y, GLenum type, + GLsizei width, GLsizei height ) +{ + struct gl_renderbuffer *rb = ctx->ReadBuffer->_ColorReadBuffer; + const GLint pixelSize = _mesa_bytes_per_pixel(GL_RGBA, type); + const GLint stride = width * pixelSize; + GLint row; + GLubyte *image, *dst; + + image = (GLubyte *) _mesa_malloc(width * height * pixelSize); + if (!image) + return NULL; + + swrast_render_start(ctx); + + dst = image; + for (row = 0; row < height; row++) { + _swrast_read_rgba_span(ctx, rb, width, x, y + row, type, dst); + dst += stride; + } + + swrast_render_finish(ctx); + + return image; +} + + +/** + * As above, but read data from depth buffer. Returned as GLuints. + * \sa read_color_image + */ +static GLuint * +read_depth_image( GLcontext *ctx, GLint x, GLint y, + GLsizei width, GLsizei height ) +{ + struct gl_renderbuffer *rb = ctx->ReadBuffer->_DepthBuffer; + GLuint *image, *dst; + GLint i; + + image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint)); + if (!image) + return NULL; + + swrast_render_start(ctx); + + dst = image; + for (i = 0; i < height; i++) { + _swrast_read_depth_span_uint(ctx, rb, width, x, y + i, dst); + dst += width; + } + + swrast_render_finish(ctx); + + return image; +} + + +/** + * As above, but read data from depth+stencil buffers. + */ +static GLuint * +read_depth_stencil_image(GLcontext *ctx, GLint x, GLint y, + GLsizei width, GLsizei height) +{ + struct gl_renderbuffer *depthRb = ctx->ReadBuffer->_DepthBuffer; + struct gl_renderbuffer *stencilRb = ctx->ReadBuffer->_StencilBuffer; + GLuint *image, *dst; + GLint i; + + ASSERT(depthRb); + ASSERT(stencilRb); + + image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint)); + if (!image) + return NULL; + + swrast_render_start(ctx); + + /* read from depth buffer */ + dst = image; + if (depthRb->DataType == GL_UNSIGNED_INT) { + for (i = 0; i < height; i++) { + _swrast_get_row(ctx, depthRb, width, x, y + i, dst, sizeof(GLuint)); + dst += width; + } + } + else { + GLushort z16[MAX_WIDTH]; + ASSERT(depthRb->DataType == GL_UNSIGNED_SHORT); + for (i = 0; i < height; i++) { + GLint j; + _swrast_get_row(ctx, depthRb, width, x, y + i, z16, sizeof(GLushort)); + /* convert GLushorts to GLuints */ + for (j = 0; j < width; j++) { + dst[j] = z16[j]; + } + dst += width; + } + } + + /* put depth values into bits 0xffffff00 */ + if (ctx->ReadBuffer->Visual.depthBits == 24) { + GLint j; + for (j = 0; j < width * height; j++) { + image[j] <<= 8; + } + } + else if (ctx->ReadBuffer->Visual.depthBits == 16) { + GLint j; + for (j = 0; j < width * height; j++) { + image[j] = (image[j] << 16) | (image[j] & 0xff00); + } + } + else { + /* this handles arbitrary depthBits >= 12 */ + const GLint rShift = ctx->ReadBuffer->Visual.depthBits; + const GLint lShift = 32 - rShift; + GLint j; + for (j = 0; j < width * height; j++) { + GLuint z = (image[j] << lShift); + image[j] = z | (z >> rShift); + } + } + + /* read stencil values and interleave into image array */ + dst = image; + for (i = 0; i < height; i++) { + GLstencil stencil[MAX_WIDTH]; + GLint j; + ASSERT(8 * sizeof(GLstencil) == stencilRb->StencilBits); + _swrast_get_row(ctx, stencilRb, width, x, y + i, + stencil, sizeof(GLstencil)); + for (j = 0; j < width; j++) { + dst[j] = (dst[j] & 0xffffff00) | (stencil[j] & 0xff); + } + dst += width; + } + + swrast_render_finish(ctx); + + return image; +} + + +static GLboolean +is_depth_format(GLenum format) +{ + switch (format) { + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT16: + case GL_DEPTH_COMPONENT24: + case GL_DEPTH_COMPONENT32: + return GL_TRUE; + default: + return GL_FALSE; + } +} + + +static GLboolean +is_depth_stencil_format(GLenum format) +{ + switch (format) { + case GL_DEPTH_STENCIL_EXT: + case GL_DEPTH24_STENCIL8_EXT: + return GL_TRUE; + default: + return GL_FALSE; + } +} + + +/* + * Fallback for Driver.CopyTexImage1D(). + */ +void +_swrast_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level, + GLenum internalFormat, + GLint x, GLint y, GLsizei width, GLint border ) +{ + struct gl_texture_unit *texUnit; + struct gl_texture_object *texObj; + struct gl_texture_image *texImage; + + texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + texObj = _mesa_select_tex_object(ctx, texUnit, target); + ASSERT(texObj); + texImage = _mesa_select_tex_image(ctx, texObj, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage1D); + + if (is_depth_format(internalFormat)) { + /* read depth image from framebuffer */ + GLuint *image = read_depth_image(ctx, x, y, width, 1); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D"); + return; + } + /* call glTexImage1D to redefine the texture */ + ctx->Driver.TexImage1D(ctx, target, level, internalFormat, + width, border, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (is_depth_stencil_format(internalFormat)) { + /* read depth/stencil image from framebuffer */ + GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D"); + return; + } + /* call glTexImage1D to redefine the texture */ + ctx->Driver.TexImage1D(ctx, target, level, internalFormat, + width, border, + GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else { + /* read RGBA image from framebuffer */ + const GLenum format = GL_RGBA; + const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType; + GLvoid *image = read_color_image(ctx, x, y, type, width, 1); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D"); + return; + } + /* call glTexImage1D to redefine the texture */ + ctx->Driver.TexImage1D(ctx, target, level, internalFormat, + width, border, format, type, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + + /* GL_SGIS_generate_mipmap */ + if (level == texObj->BaseLevel && texObj->GenerateMipmap) { + ctx->Driver.GenerateMipmap(ctx, target, texObj); + } +} + + +/** + * Fallback for Driver.CopyTexImage2D(). + * + * We implement CopyTexImage by reading the image from the framebuffer + * then passing it to the ctx->Driver.TexImage2D() function. + * + * Device drivers should try to implement direct framebuffer->texture copies. + */ +void +_swrast_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level, + GLenum internalFormat, + GLint x, GLint y, GLsizei width, GLsizei height, + GLint border ) +{ + struct gl_texture_unit *texUnit; + struct gl_texture_object *texObj; + struct gl_texture_image *texImage; + + texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + texObj = _mesa_select_tex_object(ctx, texUnit, target); + ASSERT(texObj); + texImage = _mesa_select_tex_image(ctx, texObj, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage2D); + + if (is_depth_format(internalFormat)) { + /* read depth image from framebuffer */ + GLuint *image = read_depth_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D"); + return; + } + /* call glTexImage2D to redefine the texture */ + ctx->Driver.TexImage2D(ctx, target, level, internalFormat, + width, height, border, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (is_depth_stencil_format(internalFormat)) { + GLuint *image = read_depth_stencil_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D"); + return; + } + /* call glTexImage2D to redefine the texture */ + ctx->Driver.TexImage2D(ctx, target, level, internalFormat, + width, height, border, + GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else { + /* read RGBA image from framebuffer */ + const GLenum format = GL_RGBA; + const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType; + GLvoid *image = read_color_image(ctx, x, y, type, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D"); + return; + } + /* call glTexImage2D to redefine the texture */ + ctx->Driver.TexImage2D(ctx, target, level, internalFormat, + width, height, border, format, type, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + + /* GL_SGIS_generate_mipmap */ + if (level == texObj->BaseLevel && texObj->GenerateMipmap) { + ctx->Driver.GenerateMipmap(ctx, target, texObj); + } +} + + +/* + * Fallback for Driver.CopyTexSubImage1D(). + */ +void +_swrast_copy_texsubimage1d( GLcontext *ctx, GLenum target, GLint level, + GLint xoffset, GLint x, GLint y, GLsizei width ) +{ + struct gl_texture_unit *texUnit; + struct gl_texture_object *texObj; + struct gl_texture_image *texImage; + + texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + texObj = _mesa_select_tex_object(ctx, texUnit, target); + ASSERT(texObj); + texImage = _mesa_select_tex_image(ctx, texObj, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage1D); + + if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) { + /* read depth image from framebuffer */ + GLuint *image = read_depth_image(ctx, x, y, width, 1); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D"); + return; + } + + /* call glTexSubImage1D to redefine the texture */ + ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (texImage->_BaseFormat == GL_DEPTH_STENCIL_EXT) { + /* read depth/stencil image from framebuffer */ + GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D"); + return; + } + /* call glTexImage1D to redefine the texture */ + ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width, + GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else { + /* read RGBA image from framebuffer */ + const GLenum format = GL_RGBA; + const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType; + GLvoid *image = read_color_image(ctx, x, y, type, width, 1); + if (!image) { + _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D" ); + return; + } + /* now call glTexSubImage1D to do the real work */ + ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width, + format, type, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + + /* GL_SGIS_generate_mipmap */ + if (level == texObj->BaseLevel && texObj->GenerateMipmap) { + ctx->Driver.GenerateMipmap(ctx, target, texObj); + } +} + + +/** + * Fallback for Driver.CopyTexSubImage2D(). + * + * Read the image from the framebuffer then hand it + * off to ctx->Driver.TexSubImage2D(). + */ +void +_swrast_copy_texsubimage2d( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint x, GLint y, GLsizei width, GLsizei height ) +{ + struct gl_texture_unit *texUnit; + struct gl_texture_object *texObj; + struct gl_texture_image *texImage; + + texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + texObj = _mesa_select_tex_object(ctx, texUnit, target); + ASSERT(texObj); + texImage = _mesa_select_tex_image(ctx, texObj, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage2D); + + if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) { + /* read depth image from framebuffer */ + GLuint *image = read_depth_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D"); + return; + } + /* call glTexImage2D to redefine the texture */ + ctx->Driver.TexSubImage2D(ctx, target, level, + xoffset, yoffset, width, height, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (texImage->_BaseFormat == GL_DEPTH_STENCIL_EXT) { + /* read depth/stencil image from framebuffer */ + GLuint *image = read_depth_stencil_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D"); + return; + } + /* call glTexImage2D to redefine the texture */ + ctx->Driver.TexSubImage2D(ctx, target, level, + xoffset, yoffset, width, height, + GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else { + /* read RGBA image from framebuffer */ + const GLenum format = GL_RGBA; + const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType; + GLvoid *image = read_color_image(ctx, x, y, type, width, height); + if (!image) { + _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D" ); + return; + } + /* now call glTexSubImage2D to do the real work */ + ctx->Driver.TexSubImage2D(ctx, target, level, + xoffset, yoffset, width, height, + format, type, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + + /* GL_SGIS_generate_mipmap */ + if (level == texObj->BaseLevel && texObj->GenerateMipmap) { + ctx->Driver.GenerateMipmap(ctx, target, texObj); + } +} + + +/* + * Fallback for Driver.CopyTexSubImage3D(). + */ +void +_swrast_copy_texsubimage3d( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, GLint zoffset, + GLint x, GLint y, GLsizei width, GLsizei height ) +{ + struct gl_texture_unit *texUnit; + struct gl_texture_object *texObj; + struct gl_texture_image *texImage; + + texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + texObj = _mesa_select_tex_object(ctx, texUnit, target); + ASSERT(texObj); + texImage = _mesa_select_tex_image(ctx, texObj, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage3D); + + if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) { + /* read depth image from framebuffer */ + GLuint *image = read_depth_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D"); + return; + } + /* call glTexImage3D to redefine the texture */ + ctx->Driver.TexSubImage3D(ctx, target, level, + xoffset, yoffset, zoffset, width, height, 1, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (texImage->_BaseFormat == GL_DEPTH_STENCIL_EXT) { + /* read depth/stencil image from framebuffer */ + GLuint *image = read_depth_stencil_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D"); + return; + } + /* call glTexImage3D to redefine the texture */ + ctx->Driver.TexSubImage3D(ctx, target, level, + xoffset, yoffset, zoffset, width, height, 1, + GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else { + /* read RGBA image from framebuffer */ + const GLenum format = GL_RGBA; + const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType; + GLvoid *image = read_color_image(ctx, x, y, type, width, height); + if (!image) { + _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D" ); + return; + } + /* now call glTexSubImage3D to do the real work */ + ctx->Driver.TexSubImage3D(ctx, target, level, + xoffset, yoffset, zoffset, width, height, 1, + format, type, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + + /* GL_SGIS_generate_mipmap */ + if (level == texObj->BaseLevel && texObj->GenerateMipmap) { + ctx->Driver.GenerateMipmap(ctx, target, texObj); + } +} |