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authorIago Toral Quiroga <[email protected]>2014-11-26 10:19:54 +0100
committerIago Toral Quiroga <[email protected]>2015-01-12 11:20:29 +0100
commita629f0612d59f5a304df2e809f4b8bd6c8757adf (patch)
tree764024c7e9752d01a2bfe223dc8df059955e7db6 /src/mesa/main/texgetimage.c
parent77bd2b288f92ca66a241cc9dfd0d3fde0263063f (diff)
mesa: Use _mesa_format_convert to implement get_tex_rgba_compressed.
Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/mesa/main/texgetimage.c')
-rw-r--r--src/mesa/main/texgetimage.c73
1 files changed, 34 insertions, 39 deletions
diff --git a/src/mesa/main/texgetimage.c b/src/mesa/main/texgetimage.c
index 789b6f82afc..e45a45ad5f8 100644
--- a/src/mesa/main/texgetimage.c
+++ b/src/mesa/main/texgetimage.c
@@ -242,13 +242,15 @@ get_tex_rgba_compressed(struct gl_context *ctx, GLuint dimensions,
const mesa_format texFormat =
_mesa_get_srgb_format_linear(texImage->TexFormat);
const GLenum baseFormat = _mesa_get_format_base_format(texFormat);
- const GLenum destBaseFormat = _mesa_base_tex_format(ctx, format);
- GLenum rebaseFormat = GL_NONE;
const GLuint width = texImage->Width;
const GLuint height = texImage->Height;
const GLuint depth = texImage->Depth;
- GLfloat *tempImage, *tempSlice, *srcRow;
- GLuint row, slice;
+ GLfloat *tempImage, *tempSlice;
+ GLuint slice;
+ int srcStride, dstStride;
+ uint32_t dstFormat;
+ bool needsRebase;
+ uint8_t rebaseSwizzle[4];
/* Decompress into temp float buffer, then pack into user buffer */
tempImage = malloc(width * height * depth
@@ -282,46 +284,39 @@ get_tex_rgba_compressed(struct gl_context *ctx, GLuint dimensions,
}
}
+ /* Depending on the base format involved we may need to apply a rebase
+ * tranaform (for example: if we download to a Luminance format we want
+ * G=0 and B=0).
+ */
if (baseFormat == GL_LUMINANCE ||
- baseFormat == GL_INTENSITY ||
- baseFormat == GL_LUMINANCE_ALPHA) {
- /* If a luminance (or intensity) texture is read back as RGB(A), the
- * returned value should be (L,0,0,1), not (L,L,L,1). Set rebaseFormat
- * here to get G=B=0.
- */
- rebaseFormat = texImage->_BaseFormat;
- }
- else if ((baseFormat == GL_RGBA ||
- baseFormat == GL_RGB ||
- baseFormat == GL_RG) &&
- (destBaseFormat == GL_LUMINANCE ||
- destBaseFormat == GL_LUMINANCE_ALPHA ||
- destBaseFormat == GL_LUMINANCE_INTEGER_EXT ||
- destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT)) {
- /* If we're reading back an RGB(A) texture as luminance then we need
- * to return L=tex(R). Note, that's different from glReadPixels which
- * returns L=R+G+B.
- */
- rebaseFormat = GL_LUMINANCE_ALPHA; /* this covers GL_LUMINANCE too */
- }
-
- if (rebaseFormat) {
- _mesa_rebase_rgba_float(width * height, (GLfloat (*)[4]) tempImage,
- rebaseFormat);
+ baseFormat == GL_INTENSITY) {
+ needsRebase = true;
+ rebaseSwizzle[0] = MESA_FORMAT_SWIZZLE_X;
+ rebaseSwizzle[1] = MESA_FORMAT_SWIZZLE_ZERO;
+ rebaseSwizzle[2] = MESA_FORMAT_SWIZZLE_ZERO;
+ rebaseSwizzle[3] = MESA_FORMAT_SWIZZLE_ONE;
+ } else if (baseFormat == GL_LUMINANCE_ALPHA) {
+ needsRebase = true;
+ rebaseSwizzle[0] = MESA_FORMAT_SWIZZLE_X;
+ rebaseSwizzle[1] = MESA_FORMAT_SWIZZLE_ZERO;
+ rebaseSwizzle[2] = MESA_FORMAT_SWIZZLE_ZERO;
+ rebaseSwizzle[3] = MESA_FORMAT_SWIZZLE_W;
+ } else {
+ needsRebase = false;
}
+ srcStride = 4 * width * sizeof(GLfloat);
+ dstStride = _mesa_image_row_stride(&ctx->Pack, width, format, type);
+ dstFormat = _mesa_format_from_format_and_type(format, type);
tempSlice = tempImage;
for (slice = 0; slice < depth; slice++) {
- srcRow = tempSlice;
- for (row = 0; row < height; row++) {
- void *dest = _mesa_image_address(dimensions, &ctx->Pack, pixels,
- width, height, format, type,
- slice, row, 0);
-
- _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) srcRow,
- format, type, dest, &ctx->Pack, transferOps);
- srcRow += 4 * width;
- }
+ void *dest = _mesa_image_address(dimensions, &ctx->Pack, pixels,
+ width, height, format, type,
+ slice, 0, 0);
+ _mesa_format_convert(dest, dstFormat, dstStride,
+ tempSlice, RGBA8888_FLOAT, srcStride,
+ width, height,
+ needsRebase ? rebaseSwizzle : NULL);
tempSlice += 4 * width * height;
}