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authorjtg <jtg>1999-08-19 00:55:39 +0000
committerjtg <jtg>1999-08-19 00:55:39 +0000
commitafb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c (patch)
tree59d65b4da12fb5379224cf5f6b808fde91523c7f /src/mesa/main/teximage.c
parentf2544d4920ce168bec9cd94d774b7ea5103a3d74 (diff)
Initial revision
Diffstat (limited to 'src/mesa/main/teximage.c')
-rw-r--r--src/mesa/main/teximage.c2344
1 files changed, 2344 insertions, 0 deletions
diff --git a/src/mesa/main/teximage.c b/src/mesa/main/teximage.c
new file mode 100644
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+++ b/src/mesa/main/teximage.c
@@ -0,0 +1,2344 @@
+/* $Id: teximage.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.1
+ *
+ * Copyright (C) 1999 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.
+ */
+
+
+#ifdef PC_HEADER
+#include "all.h"
+#else
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "context.h"
+#include "image.h"
+#include "macros.h"
+#include "mmath.h"
+#include "span.h"
+#include "teximage.h"
+#include "texstate.h"
+#include "types.h"
+#ifdef XFree86Server
+#include "GL/xf86glx.h"
+#endif
+#endif
+
+
+/*
+ * NOTES:
+ *
+ * The internal texture storage convension is an array of N GLubytes
+ * where N = width * height * components. There is no padding.
+ */
+
+
+
+
+/*
+ * Compute log base 2 of n.
+ * If n isn't an exact power of two return -1.
+ * If n<0 return -1.
+ */
+static int logbase2( int n )
+{
+ GLint i = 1;
+ GLint log2 = 0;
+
+ if (n<0) {
+ return -1;
+ }
+
+ while ( n > i ) {
+ i *= 2;
+ log2++;
+ }
+ if (i != n) {
+ return -1;
+ }
+ else {
+ return log2;
+ }
+}
+
+
+
+/*
+ * Given an internal texture format enum or 1, 2, 3, 4 return the
+ * corresponding _base_ internal format: GL_ALPHA, GL_LUMINANCE,
+ * GL_LUMANCE_ALPHA, GL_INTENSITY, GL_RGB, or GL_RGBA. Return -1 if
+ * invalid enum.
+ */
+static GLint decode_internal_format( GLint format )
+{
+ switch (format) {
+ case GL_ALPHA:
+ case GL_ALPHA4:
+ case GL_ALPHA8:
+ case GL_ALPHA12:
+ case GL_ALPHA16:
+ return GL_ALPHA;
+ case 1:
+ case GL_LUMINANCE:
+ case GL_LUMINANCE4:
+ case GL_LUMINANCE8:
+ case GL_LUMINANCE12:
+ case GL_LUMINANCE16:
+ return GL_LUMINANCE;
+ case 2:
+ case GL_LUMINANCE_ALPHA:
+ case GL_LUMINANCE4_ALPHA4:
+ case GL_LUMINANCE6_ALPHA2:
+ case GL_LUMINANCE8_ALPHA8:
+ case GL_LUMINANCE12_ALPHA4:
+ case GL_LUMINANCE12_ALPHA12:
+ case GL_LUMINANCE16_ALPHA16:
+ return GL_LUMINANCE_ALPHA;
+ case GL_INTENSITY:
+ case GL_INTENSITY4:
+ case GL_INTENSITY8:
+ case GL_INTENSITY12:
+ case GL_INTENSITY16:
+ return GL_INTENSITY;
+ case 3:
+ case GL_RGB:
+ case GL_R3_G3_B2:
+ case GL_RGB4:
+ case GL_RGB5:
+ case GL_RGB8:
+ case GL_RGB10:
+ case GL_RGB12:
+ case GL_RGB16:
+ return GL_RGB;
+ case 4:
+ case GL_RGBA:
+ case GL_RGBA2:
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ case GL_RGBA8:
+ case GL_RGB10_A2:
+ case GL_RGBA12:
+ case GL_RGBA16:
+ return GL_RGBA;
+ case GL_COLOR_INDEX:
+ case GL_COLOR_INDEX1_EXT:
+ case GL_COLOR_INDEX2_EXT:
+ case GL_COLOR_INDEX4_EXT:
+ case GL_COLOR_INDEX8_EXT:
+ case GL_COLOR_INDEX12_EXT:
+ case GL_COLOR_INDEX16_EXT:
+ return GL_COLOR_INDEX;
+ default:
+ return -1; /* error */
+ }
+}
+
+
+
+/*
+ * Given an internal texture format enum or 1, 2, 3, 4 return the
+ * corresponding _base_ internal format: GL_ALPHA, GL_LUMINANCE,
+ * GL_LUMANCE_ALPHA, GL_INTENSITY, GL_RGB, or GL_RGBA. Return the
+ * number of components for the format. Return -1 if invalid enum.
+ */
+static GLint components_in_intformat( GLint format )
+{
+ switch (format) {
+ case GL_ALPHA:
+ case GL_ALPHA4:
+ case GL_ALPHA8:
+ case GL_ALPHA12:
+ case GL_ALPHA16:
+ return 1;
+ case 1:
+ case GL_LUMINANCE:
+ case GL_LUMINANCE4:
+ case GL_LUMINANCE8:
+ case GL_LUMINANCE12:
+ case GL_LUMINANCE16:
+ return 1;
+ case 2:
+ case GL_LUMINANCE_ALPHA:
+ case GL_LUMINANCE4_ALPHA4:
+ case GL_LUMINANCE6_ALPHA2:
+ case GL_LUMINANCE8_ALPHA8:
+ case GL_LUMINANCE12_ALPHA4:
+ case GL_LUMINANCE12_ALPHA12:
+ case GL_LUMINANCE16_ALPHA16:
+ return 2;
+ case GL_INTENSITY:
+ case GL_INTENSITY4:
+ case GL_INTENSITY8:
+ case GL_INTENSITY12:
+ case GL_INTENSITY16:
+ return 1;
+ case 3:
+ case GL_RGB:
+ case GL_R3_G3_B2:
+ case GL_RGB4:
+ case GL_RGB5:
+ case GL_RGB8:
+ case GL_RGB10:
+ case GL_RGB12:
+ case GL_RGB16:
+ return 3;
+ case 4:
+ case GL_RGBA:
+ case GL_RGBA2:
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ case GL_RGBA8:
+ case GL_RGB10_A2:
+ case GL_RGBA12:
+ case GL_RGBA16:
+ return 4;
+ case GL_COLOR_INDEX:
+ case GL_COLOR_INDEX1_EXT:
+ case GL_COLOR_INDEX2_EXT:
+ case GL_COLOR_INDEX4_EXT:
+ case GL_COLOR_INDEX8_EXT:
+ case GL_COLOR_INDEX12_EXT:
+ case GL_COLOR_INDEX16_EXT:
+ return 1;
+ default:
+ return -1; /* error */
+ }
+}
+
+
+
+struct gl_texture_image *gl_alloc_texture_image( void )
+{
+ return (struct gl_texture_image *) calloc( 1, sizeof(struct gl_texture_image) );
+}
+
+
+
+void gl_free_texture_image( struct gl_texture_image *teximage )
+{
+ if (teximage->Data) {
+ free( teximage->Data );
+ }
+ free( teximage );
+}
+
+
+
+/*
+ * Examine the texImage->Format field and set the Red, Green, Blue, etc
+ * texel component sizes to default values.
+ * These fields are set only here by core Mesa but device drivers may
+ * overwritting these fields to indicate true texel resolution.
+ */
+static void set_teximage_component_sizes( struct gl_texture_image *texImage )
+{
+ switch (texImage->Format) {
+ case GL_ALPHA:
+ texImage->RedBits = 0;
+ texImage->GreenBits = 0;
+ texImage->BlueBits = 0;
+ texImage->AlphaBits = 8;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 0;
+ break;
+ case GL_LUMINANCE:
+ texImage->RedBits = 0;
+ texImage->GreenBits = 0;
+ texImage->BlueBits = 0;
+ texImage->AlphaBits = 0;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 8;
+ texImage->IndexBits = 0;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ texImage->RedBits = 0;
+ texImage->GreenBits = 0;
+ texImage->BlueBits = 0;
+ texImage->AlphaBits = 8;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 8;
+ texImage->IndexBits = 0;
+ break;
+ case GL_INTENSITY:
+ texImage->RedBits = 0;
+ texImage->GreenBits = 0;
+ texImage->BlueBits = 0;
+ texImage->AlphaBits = 0;
+ texImage->IntensityBits = 8;
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 0;
+ break;
+ case GL_RGB:
+ texImage->RedBits = 8;
+ texImage->GreenBits = 8;
+ texImage->BlueBits = 8;
+ texImage->AlphaBits = 0;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 0;
+ break;
+ case GL_RGBA:
+ texImage->RedBits = 8;
+ texImage->GreenBits = 8;
+ texImage->BlueBits = 8;
+ texImage->AlphaBits = 8;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 0;
+ break;
+ case GL_COLOR_INDEX:
+ texImage->RedBits = 0;
+ texImage->GreenBits = 0;
+ texImage->BlueBits = 0;
+ texImage->AlphaBits = 0;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 8;
+ break;
+ default:
+ gl_problem(NULL, "unexpected format in set_teximage_component_sizes");
+ }
+}
+
+
+/* Need this to prevent an out-of-bounds memory access when using
+ * X86 optimized code.
+ */
+#ifdef USE_X86_ASM
+# define EXTRA_BYTE 1
+#else
+# define EXTRA_BYTE 0
+#endif
+
+
+/*
+ * Given a gl_image, apply the pixel transfer scale, bias, and mapping
+ * to produce a gl_texture_image. Convert image data to GLubytes.
+ * Input: image - the incoming gl_image
+ * internalFormat - desired format of resultant texture
+ * border - texture border width (0 or 1)
+ * Return: pointer to a gl_texture_image or NULL if an error occurs.
+ */
+static struct gl_texture_image *
+image_to_texture( GLcontext *ctx, const struct gl_image *image,
+ GLint internalFormat, GLint border )
+{
+ GLint components;
+ struct gl_texture_image *texImage;
+ GLint numPixels, pixel;
+ GLboolean scaleOrBias;
+
+ assert(image);
+ assert(image->Width>0);
+ assert(image->Height>0);
+ assert(image->Depth>0);
+
+ /* internalFormat = decode_internal_format(internalFormat);*/
+ components = components_in_intformat(internalFormat);
+ numPixels = image->Width * image->Height * image->Depth;
+
+ texImage = gl_alloc_texture_image();
+ if (!texImage)
+ return NULL;
+
+ texImage->Format = (GLenum) decode_internal_format(internalFormat);
+ set_teximage_component_sizes( texImage );
+ texImage->IntFormat = (GLenum) internalFormat;
+ texImage->Border = border;
+ texImage->Width = image->Width;
+ texImage->Height = image->Height;
+ texImage->Depth = image->Depth;
+ texImage->WidthLog2 = logbase2(image->Width - 2*border);
+ if (image->Height==1) /* 1-D texture */
+ texImage->HeightLog2 = 0;
+ else
+ texImage->HeightLog2 = logbase2(image->Height - 2*border);
+ if (image->Depth==1) /* 2-D texture */
+ texImage->DepthLog2 = 0;
+ else
+ texImage->DepthLog2 = logbase2(image->Depth - 2*border);
+ texImage->Width2 = 1 << texImage->WidthLog2;
+ texImage->Height2 = 1 << texImage->HeightLog2;
+ texImage->Depth2 = 1 << texImage->DepthLog2;
+ texImage->MaxLog2 = MAX2( texImage->WidthLog2, texImage->HeightLog2 );
+ texImage->Data = (GLubyte *) malloc( numPixels * components + EXTRA_BYTE );
+
+ if (!texImage->Data) {
+ /* out of memory */
+ gl_free_texture_image( texImage );
+ return NULL;
+ }
+
+ /* Determine if scaling and/or biasing is needed */
+ if (ctx->Pixel.RedScale!=1.0F || ctx->Pixel.RedBias!=0.0F ||
+ ctx->Pixel.GreenScale!=1.0F || ctx->Pixel.GreenBias!=0.0F ||
+ ctx->Pixel.BlueScale!=1.0F || ctx->Pixel.BlueBias!=0.0F ||
+ ctx->Pixel.AlphaScale!=1.0F || ctx->Pixel.AlphaBias!=0.0F) {
+ scaleOrBias = GL_TRUE;
+ }
+ else {
+ scaleOrBias = GL_FALSE;
+ }
+
+ switch (image->Type) {
+ case GL_BITMAP:
+ {
+ GLint shift = ctx->Pixel.IndexShift;
+ GLint offset = ctx->Pixel.IndexOffset;
+ /* MapIto[RGBA]Size must be powers of two */
+ GLint rMask = ctx->Pixel.MapItoRsize-1;
+ GLint gMask = ctx->Pixel.MapItoGsize-1;
+ GLint bMask = ctx->Pixel.MapItoBsize-1;
+ GLint aMask = ctx->Pixel.MapItoAsize-1;
+ GLint i, j;
+ GLubyte *srcPtr = (GLubyte *) image->Data;
+
+ assert( image->Format==GL_COLOR_INDEX );
+
+ for (j=0; j<image->Height; j++) {
+ GLubyte bitMask = 128;
+ for (i=0; i<image->Width; i++) {
+ GLint index;
+ GLubyte red, green, blue, alpha;
+
+ /* Fetch image color index */
+ index = (*srcPtr & bitMask) ? 1 : 0;
+ bitMask = bitMask >> 1;
+ if (bitMask==0) {
+ bitMask = 128;
+ srcPtr++;
+ }
+ /* apply index shift and offset */
+ if (shift>=0) {
+ index = (index << shift) + offset;
+ }
+ else {
+ index = (index >> -shift) + offset;
+ }
+ /* convert index to RGBA */
+ red = (GLint) (ctx->Pixel.MapItoR[index & rMask] * 255.0F);
+ green = (GLint) (ctx->Pixel.MapItoG[index & gMask] * 255.0F);
+ blue = (GLint) (ctx->Pixel.MapItoB[index & bMask] * 255.0F);
+ alpha = (GLint) (ctx->Pixel.MapItoA[index & aMask] * 255.0F);
+
+ /* store texel (components are GLubytes in [0,255]) */
+ pixel = j * image->Width + i;
+ switch (texImage->Format) {
+ case GL_ALPHA:
+ texImage->Data[pixel] = alpha;
+ break;
+ case GL_LUMINANCE:
+ texImage->Data[pixel] = red;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ texImage->Data[pixel*2+0] = red;
+ texImage->Data[pixel*2+1] = alpha;
+ break;
+ case GL_INTENSITY:
+ texImage->Data[pixel] = red;
+ break;
+ case GL_RGB:
+ texImage->Data[pixel*3+0] = red;
+ texImage->Data[pixel*3+1] = green;
+ texImage->Data[pixel*3+2] = blue;
+ break;
+ case GL_RGBA:
+ texImage->Data[pixel*4+0] = red;
+ texImage->Data[pixel*4+1] = green;
+ texImage->Data[pixel*4+2] = blue;
+ texImage->Data[pixel*4+3] = alpha;
+ break;
+ default:
+ gl_problem(ctx,"Bad format in image_to_texture");
+ return NULL;
+ }
+ }
+ if (bitMask!=128) {
+ srcPtr++;
+ }
+ }
+ }
+ break;
+
+ case GL_UNSIGNED_BYTE:
+ if (image->Format == texImage->Format && !scaleOrBias && !ctx->Pixel.MapColorFlag) {
+ switch (image->Format) {
+ case GL_COLOR_INDEX:
+ if (decode_internal_format(internalFormat)!=GL_COLOR_INDEX) {
+ /* convert color index to RGBA */
+ for (pixel=0; pixel<numPixels; pixel++) {
+ GLint index = ((GLubyte*)image->Data)[pixel];
+ index = (GLint) (255.0F * ctx->Pixel.MapItoR[index]);
+ texImage->Data[pixel] = index;
+ }
+ numPixels = 0;
+ break;
+ }
+ case GL_ALPHA:
+ case GL_LUMINANCE:
+ case GL_INTENSITY:
+ MEMCPY(texImage->Data, image->Data, numPixels * 1);
+ numPixels = 0;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ MEMCPY(texImage->Data, image->Data, numPixels * 2);
+ numPixels = 0;
+ break;
+ case GL_RGB:
+ MEMCPY(texImage->Data, image->Data, numPixels * 3);
+ numPixels = 0;
+ break;
+ case GL_RGBA:
+ MEMCPY(texImage->Data, image->Data, numPixels * 4);
+ numPixels = 0;
+ break;
+ default:
+ break;
+ }
+ }
+ for (pixel=0; pixel<numPixels; pixel++) {
+ GLubyte red, green, blue, alpha;
+ switch (image->Format) {
+ case GL_COLOR_INDEX:
+ if (decode_internal_format(internalFormat)==GL_COLOR_INDEX) {
+ /* a paletted texture */
+ GLint index = ((GLubyte*)image->Data)[pixel];
+ red = index;
+ }
+ else {
+ /* convert color index to RGBA */
+ GLint index = ((GLubyte*)image->Data)[pixel];
+ red = (GLint) (255.0F * ctx->Pixel.MapItoR[index]);
+ green = (GLint) (255.0F * ctx->Pixel.MapItoG[index]);
+ blue = (GLint) (255.0F * ctx->Pixel.MapItoB[index]);
+ alpha = (GLint) (255.0F * ctx->Pixel.MapItoA[index]);
+ }
+ break;
+ case GL_RGB:
+ /* Fetch image RGBA values */
+ red = ((GLubyte*) image->Data)[pixel*3+0];
+ green = ((GLubyte*) image->Data)[pixel*3+1];
+ blue = ((GLubyte*) image->Data)[pixel*3+2];
+ alpha = 255;
+ break;
+ case GL_RGBA:
+ red = ((GLubyte*) image->Data)[pixel*4+0];
+ green = ((GLubyte*) image->Data)[pixel*4+1];
+ blue = ((GLubyte*) image->Data)[pixel*4+2];
+ alpha = ((GLubyte*) image->Data)[pixel*4+3];
+ break;
+ case GL_RED:
+ red = ((GLubyte*) image->Data)[pixel];
+ green = 0;
+ blue = 0;
+ alpha = 255;
+ break;
+ case GL_GREEN:
+ red = 0;
+ green = ((GLubyte*) image->Data)[pixel];
+ blue = 0;
+ alpha = 255;
+ break;
+ case GL_BLUE:
+ red = 0;
+ green = 0;
+ blue = ((GLubyte*) image->Data)[pixel];
+ alpha = 255;
+ break;
+ case GL_ALPHA:
+ red = 0;
+ green = 0;
+ blue = 0;
+ alpha = ((GLubyte*) image->Data)[pixel];
+ break;
+ case GL_LUMINANCE:
+ red = ((GLubyte*) image->Data)[pixel];
+ green = red;
+ blue = red;
+ alpha = 255;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ red = ((GLubyte*) image->Data)[pixel*2+0];
+ green = red;
+ blue = red;
+ alpha = ((GLubyte*) image->Data)[pixel*2+1];
+ break;
+ default:
+ gl_problem(ctx,"Bad format (2) in image_to_texture");
+ return NULL;
+ }
+
+ if (scaleOrBias || ctx->Pixel.MapColorFlag) {
+ /* Apply RGBA scale and bias */
+ GLfloat r = UBYTE_COLOR_TO_FLOAT_COLOR(red);
+ GLfloat g = UBYTE_COLOR_TO_FLOAT_COLOR(green);
+ GLfloat b = UBYTE_COLOR_TO_FLOAT_COLOR(blue);
+ GLfloat a = UBYTE_COLOR_TO_FLOAT_COLOR(alpha);
+ if (scaleOrBias) {
+ /* r,g,b,a now in [0,1] */
+ r = r * ctx->Pixel.RedScale + ctx->Pixel.RedBias;
+ g = g * ctx->Pixel.GreenScale + ctx->Pixel.GreenBias;
+ b = b * ctx->Pixel.BlueScale + ctx->Pixel.BlueBias;
+ a = a * ctx->Pixel.AlphaScale + ctx->Pixel.AlphaBias;
+ r = CLAMP( r, 0.0F, 1.0F );
+ g = CLAMP( g, 0.0F, 1.0F );
+ b = CLAMP( b, 0.0F, 1.0F );
+ a = CLAMP( a, 0.0F, 1.0F );
+ }
+ /* Apply pixel maps */
+ if (ctx->Pixel.MapColorFlag) {
+ GLint ir = (GLint) (r*ctx->Pixel.MapRtoRsize);
+ GLint ig = (GLint) (g*ctx->Pixel.MapGtoGsize);
+ GLint ib = (GLint) (b*ctx->Pixel.MapBtoBsize);
+ GLint ia = (GLint) (a*ctx->Pixel.MapAtoAsize);
+ r = ctx->Pixel.MapRtoR[ir];
+ g = ctx->Pixel.MapGtoG[ig];
+ b = ctx->Pixel.MapBtoB[ib];
+ a = ctx->Pixel.MapAtoA[ia];
+ }
+ red = (GLint) (r * 255.0F);
+ green = (GLint) (g * 255.0F);
+ blue = (GLint) (b * 255.0F);
+ alpha = (GLint) (a * 255.0F);
+ }
+
+ /* store texel (components are GLubytes in [0,255]) */
+ switch (texImage->Format) {
+ case GL_COLOR_INDEX:
+ texImage->Data[pixel] = red; /* really an index */
+ break;
+ case GL_ALPHA:
+ texImage->Data[pixel] = alpha;
+ break;
+ case GL_LUMINANCE:
+ texImage->Data[pixel] = red;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ texImage->Data[pixel*2+0] = red;
+ texImage->Data[pixel*2+1] = alpha;
+ break;
+ case GL_INTENSITY:
+ texImage->Data[pixel] = red;
+ break;
+ case GL_RGB:
+ texImage->Data[pixel*3+0] = red;
+ texImage->Data[pixel*3+1] = green;
+ texImage->Data[pixel*3+2] = blue;
+ break;
+ case GL_RGBA:
+ texImage->Data[pixel*4+0] = red;
+ texImage->Data[pixel*4+1] = green;
+ texImage->Data[pixel*4+2] = blue;
+ texImage->Data[pixel*4+3] = alpha;
+ break;
+ default:
+ gl_problem(ctx,"Bad format (3) in image_to_texture");
+ return NULL;
+ }
+ }
+ break;
+
+ case GL_FLOAT:
+ for (pixel=0; pixel<numPixels; pixel++) {
+ GLfloat red, green, blue, alpha;
+ switch (image->Format) {
+ case GL_COLOR_INDEX:
+ if (decode_internal_format(internalFormat)==GL_COLOR_INDEX) {
+ /* a paletted texture */
+ GLint index = (GLint) ((GLfloat*) image->Data)[pixel];
+ red = index;
+ }
+ else {
+ GLint shift = ctx->Pixel.IndexShift;
+ GLint offset = ctx->Pixel.IndexOffset;
+ /* MapIto[RGBA]Size must be powers of two */
+ GLint rMask = ctx->Pixel.MapItoRsize-1;
+ GLint gMask = ctx->Pixel.MapItoGsize-1;
+ GLint bMask = ctx->Pixel.MapItoBsize-1;
+ GLint aMask = ctx->Pixel.MapItoAsize-1;
+ /* Fetch image color index */
+ GLint index = (GLint) ((GLfloat*) image->Data)[pixel];
+ /* apply index shift and offset */
+ if (shift>=0) {
+ index = (index << shift) + offset;
+ }
+ else {
+ index = (index >> -shift) + offset;
+ }
+ /* convert index to RGBA */
+ red = ctx->Pixel.MapItoR[index & rMask];
+ green = ctx->Pixel.MapItoG[index & gMask];
+ blue = ctx->Pixel.MapItoB[index & bMask];
+ alpha = ctx->Pixel.MapItoA[index & aMask];
+ }
+ break;
+ case GL_RGB:
+ /* Fetch image RGBA values */
+ red = ((GLfloat*) image->Data)[pixel*3+0];
+ green = ((GLfloat*) image->Data)[pixel*3+1];
+ blue = ((GLfloat*) image->Data)[pixel*3+2];
+ alpha = 1.0;
+ break;
+ case GL_RGBA:
+ red = ((GLfloat*) image->Data)[pixel*4+0];
+ green = ((GLfloat*) image->Data)[pixel*4+1];
+ blue = ((GLfloat*) image->Data)[pixel*4+2];
+ alpha = ((GLfloat*) image->Data)[pixel*4+3];
+ break;
+ case GL_RED:
+ red = ((GLfloat*) image->Data)[pixel];
+ green = 0.0;
+ blue = 0.0;
+ alpha = 1.0;
+ break;
+ case GL_GREEN:
+ red = 0.0;
+ green = ((GLfloat*) image->Data)[pixel];
+ blue = 0.0;
+ alpha = 1.0;
+ break;
+ case GL_BLUE:
+ red = 0.0;
+ green = 0.0;
+ blue = ((GLfloat*) image->Data)[pixel];
+ alpha = 1.0;
+ break;
+ case GL_ALPHA:
+ red = 0.0;
+ green = 0.0;
+ blue = 0.0;
+ alpha = ((GLfloat*) image->Data)[pixel];
+ break;
+ case GL_LUMINANCE:
+ red = ((GLfloat*) image->Data)[pixel];
+ green = red;
+ blue = red;
+ alpha = 1.0;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ red = ((GLfloat*) image->Data)[pixel*2+0];
+ green = red;
+ blue = red;
+ alpha = ((GLfloat*) image->Data)[pixel*2+1];
+ break;
+ default:
+ gl_problem(ctx,"Bad format (4) in image_to_texture");
+ return NULL;
+ }
+
+ if (image->Format!=GL_COLOR_INDEX) {
+ /* Apply RGBA scale and bias */
+ if (scaleOrBias) {
+ red = red * ctx->Pixel.RedScale + ctx->Pixel.RedBias;
+ green = green * ctx->Pixel.GreenScale + ctx->Pixel.GreenBias;
+ blue = blue * ctx->Pixel.BlueScale + ctx->Pixel.BlueBias;
+ alpha = alpha * ctx->Pixel.AlphaScale + ctx->Pixel.AlphaBias;
+ red = CLAMP( red, 0.0F, 1.0F );
+ green = CLAMP( green, 0.0F, 1.0F );
+ blue = CLAMP( blue, 0.0F, 1.0F );
+ alpha = CLAMP( alpha, 0.0F, 1.0F );
+ }
+ /* Apply pixel maps */
+ if (ctx->Pixel.MapColorFlag) {
+ GLint ir = (GLint) (red *ctx->Pixel.MapRtoRsize);
+ GLint ig = (GLint) (green*ctx->Pixel.MapGtoGsize);
+ GLint ib = (GLint) (blue *ctx->Pixel.MapBtoBsize);
+ GLint ia = (GLint) (alpha*ctx->Pixel.MapAtoAsize);
+ red = ctx->Pixel.MapRtoR[ir];
+ green = ctx->Pixel.MapGtoG[ig];
+ blue = ctx->Pixel.MapBtoB[ib];
+ alpha = ctx->Pixel.MapAtoA[ia];
+ }
+ }
+
+ /* store texel (components are GLubytes in [0,255]) */
+ switch (texImage->Format) {
+ case GL_COLOR_INDEX:
+ /* a paletted texture */
+ texImage->Data[pixel] = (GLint) (red * 255.0F);
+ break;
+ case GL_ALPHA:
+ texImage->Data[pixel] = (GLint) (alpha * 255.0F);
+ break;
+ case GL_LUMINANCE:
+ texImage->Data[pixel] = (GLint) (red * 255.0F);
+ break;
+ case GL_LUMINANCE_ALPHA:
+ texImage->Data[pixel*2+0] = (GLint) (red * 255.0F);
+ texImage->Data[pixel*2+1] = (GLint) (alpha * 255.0F);
+ break;
+ case GL_INTENSITY:
+ texImage->Data[pixel] = (GLint) (red * 255.0F);
+ break;
+ case GL_RGB:
+ texImage->Data[pixel*3+0] = (GLint) (red * 255.0F);
+ texImage->Data[pixel*3+1] = (GLint) (green * 255.0F);
+ texImage->Data[pixel*3+2] = (GLint) (blue * 255.0F);
+ break;
+ case GL_RGBA:
+ texImage->Data[pixel*4+0] = (GLint) (red * 255.0F);
+ texImage->Data[pixel*4+1] = (GLint) (green * 255.0F);
+ texImage->Data[pixel*4+2] = (GLint) (blue * 255.0F);
+ texImage->Data[pixel*4+3] = (GLint) (alpha * 255.0F);
+ break;
+ default:
+ gl_problem(ctx,"Bad format (5) in image_to_texture");
+ return NULL;
+ }
+ }
+ break;
+
+ default:
+ gl_problem(ctx, "Bad image type in image_to_texture");
+ return NULL;
+ }
+
+ return texImage;
+}
+
+
+
+/*
+ * glTexImage[123]D can accept a NULL image pointer. In this case we
+ * create a texture image with unspecified image contents per the OpenGL
+ * spec.
+ */
+static struct gl_texture_image *
+make_null_texture( GLcontext *ctx, GLenum internalFormat,
+ GLsizei width, GLsizei height, GLsizei depth, GLint border )
+{
+ GLint components;
+ struct gl_texture_image *texImage;
+ GLint numPixels;
+ (void) ctx;
+
+ /*internalFormat = decode_internal_format(internalFormat);*/
+ components = components_in_intformat(internalFormat);
+ numPixels = width * height * depth;
+
+ texImage = gl_alloc_texture_image();
+ if (!texImage)
+ return NULL;
+
+ texImage->Format = (GLenum) decode_internal_format(internalFormat);
+ set_teximage_component_sizes( texImage );
+ texImage->IntFormat = internalFormat;
+ texImage->Border = border;
+ texImage->Width = width;
+ texImage->Height = height;
+ texImage->Depth = depth;
+ texImage->WidthLog2 = logbase2(width - 2*border);
+ if (height==1) /* 1-D texture */
+ texImage->HeightLog2 = 0;
+ else
+ texImage->HeightLog2 = logbase2(height - 2*border);
+ if (depth==1) /* 2-D texture */
+ texImage->DepthLog2 = 0;
+ else
+ texImage->DepthLog2 = logbase2(depth - 2*border);
+ texImage->Width2 = 1 << texImage->WidthLog2;
+ texImage->Height2 = 1 << texImage->HeightLog2;
+ texImage->Depth2 = 1 << texImage->DepthLog2;
+ texImage->MaxLog2 = MAX2( texImage->WidthLog2, texImage->HeightLog2 );
+
+ /* XXX should we really allocate memory for the image or let it be NULL? */
+ /*texImage->Data = NULL;*/
+
+ texImage->Data = (GLubyte *) malloc( numPixels * components + EXTRA_BYTE );
+
+ /*
+ * Let's see if anyone finds this. If glTexImage2D() is called with
+ * a NULL image pointer then load the texture image with something
+ * interesting instead of leaving it indeterminate.
+ */
+ if (texImage->Data) {
+ char message[8][32] = {
+ " X X XXXXX XXX X ",
+ " XX XX X X X X X ",
+ " X X X X X X X ",
+ " X X XXXX XXX XXXXX ",
+ " X X X X X X ",
+ " X X X X X X X ",
+ " X X XXXXX XXX X X ",
+ " "
+ };
+
+ GLubyte *imgPtr = texImage->Data;
+ GLint i, j, k;
+ for (i=0;i<height;i++) {
+ GLint srcRow = 7 - i % 8;
+ for (j=0;j<width;j++) {
+ GLint srcCol = j % 32;
+ GLubyte texel = (message[srcRow][srcCol]=='X') ? 255 : 70;
+ for (k=0;k<components;k++) {
+ *imgPtr++ = texel;
+ }
+ }
+ }
+ }
+
+ return texImage;
+}
+
+
+
+/*
+ * Test glTexImage() parameters for errors.
+ * Input:
+ * dimensions - must be 1 or 2 or 3
+ * Return: GL_TRUE = an error was detected, GL_FALSE = no errors
+ */
+static GLboolean texture_error_check( GLcontext *ctx, GLenum target,
+ GLint level, GLint internalFormat,
+ GLenum format, GLenum type,
+ GLint dimensions,
+ GLint width, GLint height,
+ GLint depth, GLint border )
+{
+ GLboolean isProxy;
+ GLint iformat;
+
+ if (dimensions == 1) {
+ isProxy = (target == GL_PROXY_TEXTURE_1D);
+ if (target != GL_TEXTURE_1D && !isProxy) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexImage1D(target)" );
+ return GL_TRUE;
+ }
+ }
+ else if (dimensions == 2) {
+ isProxy = (target == GL_PROXY_TEXTURE_2D);
+ if (target != GL_TEXTURE_2D && !isProxy) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexImage2D(target)" );
+ return GL_TRUE;
+ }
+ }
+ else if (dimensions == 3) {
+ isProxy = (target == GL_PROXY_TEXTURE_3D);
+ if (target != GL_TEXTURE_3D && !isProxy) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexImage3D(target)" );
+ return GL_TRUE;
+ }
+ }
+ else {
+ gl_problem( ctx, "bad dims in texture_error_check" );
+ return GL_TRUE;
+ }
+
+ /* Border */
+ if (border!=0 && border!=1) {
+ if (!isProxy) {
+ if (dimensions == 1)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage1D(border)" );
+ else if (dimensions == 2)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(border)" );
+ else if (dimensions == 3)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(border)" );
+ }
+ return GL_TRUE;
+ }
+
+ /* Width */
+ if (width < 2 * border || width > 2 + ctx->Const.MaxTextureSize
+ || logbase2( width - 2 * border ) < 0) {
+ if (!isProxy) {
+ if (dimensions == 1)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage1D(width)" );
+ else if (dimensions == 2)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(width)" );
+ else if (dimensions == 3)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(width)" );
+ }
+ return GL_TRUE;
+ }
+
+ /* Height */
+ if (dimensions >= 2) {
+ if (height < 2 * border || height > 2 + ctx->Const.MaxTextureSize
+ || logbase2( height - 2 * border ) < 0) {
+ if (!isProxy) {
+ if (dimensions == 2)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(height)" );
+ else if (dimensions == 3)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(height)" );
+ return GL_TRUE;
+ }
+ }
+ }
+
+ /* Depth */
+ if (dimensions >= 3) {
+ if (depth < 2 * border || depth > 2 + ctx->Const.MaxTextureSize
+ || logbase2( depth - 2 * border ) < 0) {
+ if (!isProxy) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(depth)" );
+ }
+ return GL_TRUE;
+ }
+ }
+
+ /* Level */
+ if (level<0 || level>=ctx->Const.MaxTextureLevels) {
+ if (dimensions == 1)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage1D(level)" );
+ else if (dimensions == 2)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(level)" );
+ else if (dimensions == 3)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(level)" );
+ return GL_TRUE;
+ }
+
+ iformat = decode_internal_format( internalFormat );
+ if (iformat < 0) {
+ if (dimensions == 1)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage1D(internalFormat)" );
+ else if (dimensions == 2)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(internalFormat)" );
+ else if (dimensions == 3)
+ gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(internalFormat)" );
+ return GL_TRUE;
+ }
+
+ if (!gl_is_legal_format_and_type( format, type )) {
+ if (dimensions == 1)
+ gl_error( ctx, GL_INVALID_ENUM, "glTexImage1D(format or type)");
+ else if (dimensions == 2)
+ gl_error( ctx, GL_INVALID_ENUM, "glTexImage2D(format or type)");
+ else if (dimensions == 3)
+ gl_error( ctx, GL_INVALID_ENUM, "glTexImage3D(format or type)");
+ return GL_TRUE;
+ }
+
+ /* if we get here, the parameters are OK */
+ return GL_FALSE;
+}
+
+
+
+/*
+ * Called from the API. Note that width includes the border.
+ */
+void gl_TexImage1D( GLcontext *ctx,
+ GLenum target, GLint level, GLint internalformat,
+ GLsizei width, GLint border, GLenum format,
+ GLenum type, struct gl_image *image )
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glTexImage1D");
+
+ if (target==GL_TEXTURE_1D) {
+ struct gl_texture_image *teximage;
+ if (texture_error_check( ctx, target, level, internalformat,
+ format, type, 1, width, 1, 1, border )) {
+ /* error in texture image was detected */
+ return;
+ }
+
+ /* free current texture image, if any */
+ if (texUnit->CurrentD[1]->Image[level]) {
+ gl_free_texture_image( texUnit->CurrentD[1]->Image[level] );
+ }
+
+ /* make new texture from source image */
+ if (image) {
+ teximage = image_to_texture(ctx, image, internalformat, border);
+ }
+ else {
+ teximage = make_null_texture(ctx, (GLenum) internalformat,
+ width, 1, 1, border);
+ }
+
+ /* install new texture image */
+
+ texUnit->CurrentD[1]->Image[level] = teximage;
+ gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[1] );
+ ctx->NewState |= NEW_TEXTURING;
+
+ /* free the source image */
+ if (image && image->RefCount==0) {
+ /* if RefCount>0 then image must be in a display list */
+ gl_free_image(image);
+ }
+
+ /* tell driver about change */
+ if (ctx->Driver.TexImage) {
+ (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_1D,
+ texUnit->CurrentD[1],
+ level, internalformat, teximage );
+ }
+ }
+ else if (target==GL_PROXY_TEXTURE_1D) {
+ /* Proxy texture: check for errors and update proxy state */
+ if (texture_error_check( ctx, target, level, internalformat,
+ format, type, 1, width, 1, 1, border )) {
+ if (level>=0 && level<ctx->Const.MaxTextureLevels) {
+ MEMSET( ctx->Texture.Proxy1D->Image[level], 0,
+ sizeof(struct gl_texture_image) );
+ }
+ }
+ else {
+ ctx->Texture.Proxy1D->Image[level]->Format = (GLenum) format;
+ set_teximage_component_sizes( ctx->Texture.Proxy1D->Image[level] );
+ ctx->Texture.Proxy1D->Image[level]->IntFormat = (GLenum) internalformat;
+ ctx->Texture.Proxy1D->Image[level]->Border = border;
+ ctx->Texture.Proxy1D->Image[level]->Width = width;
+ ctx->Texture.Proxy1D->Image[level]->Height = 1;
+ ctx->Texture.Proxy1D->Image[level]->Depth = 1;
+ }
+ if (image && image->RefCount==0) {
+ /* if RefCount>0 then image must be in a display list */
+ gl_free_image(image);
+ }
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexImage1D(target)" );
+ return;
+ }
+}
+
+
+
+
+/*
+ * Called by the API or display list executor.
+ * Note that width and height include the border.
+ */
+void gl_TexImage2D( GLcontext *ctx,
+ GLenum target, GLint level, GLint internalformat,
+ GLsizei width, GLsizei height, GLint border,
+ GLenum format, GLenum type,
+ struct gl_image *image )
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glTexImage2D");
+
+ if (target==GL_TEXTURE_2D) {
+ struct gl_texture_image *teximage;
+ if (texture_error_check( ctx, target, level, internalformat,
+ format, type, 2, width, height, 1, border )) {
+ /* error in texture image was detected */
+ return;
+ }
+
+ /* free current texture image, if any */
+ if (texUnit->CurrentD[2]->Image[level]) {
+ gl_free_texture_image( texUnit->CurrentD[2]->Image[level] );
+ }
+
+ /* make new texture from source image */
+ if (image) {
+ teximage = image_to_texture(ctx, image, internalformat, border);
+ }
+ else {
+ teximage = make_null_texture(ctx, (GLenum) internalformat,
+ width, height, 1, border);
+ }
+
+ /* install new texture image */
+ texUnit->CurrentD[2]->Image[level] = teximage;
+ gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[2] );
+ ctx->NewState |= NEW_TEXTURING;
+
+ /* free the source image */
+ if (image && image->RefCount==0) {
+ /* if RefCount>0 then image must be in a display list */
+ gl_free_image(image);
+ }
+
+ /* tell driver about change */
+ if (ctx->Driver.TexImage) {
+ (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_2D,
+ texUnit->CurrentD[2],
+ level, internalformat, teximage );
+ }
+ }
+ else if (target==GL_PROXY_TEXTURE_2D) {
+ /* Proxy texture: check for errors and update proxy state */
+ if (texture_error_check( ctx, target, level, internalformat,
+ format, type, 2, width, height, 1, border )) {
+ if (level>=0 && level<ctx->Const.MaxTextureLevels) {
+ MEMSET( ctx->Texture.Proxy2D->Image[level], 0,
+ sizeof(struct gl_texture_image) );
+ }
+ }
+ else {
+ ctx->Texture.Proxy2D->Image[level]->Format = (GLenum) format;
+ set_teximage_component_sizes( ctx->Texture.Proxy2D->Image[level] );
+ ctx->Texture.Proxy2D->Image[level]->IntFormat = (GLenum) internalformat;
+ ctx->Texture.Proxy2D->Image[level]->Border = border;
+ ctx->Texture.Proxy2D->Image[level]->Width = width;
+ ctx->Texture.Proxy2D->Image[level]->Height = height;
+ ctx->Texture.Proxy2D->Image[level]->Depth = 1;
+ }
+ if (image && image->RefCount==0) {
+ /* if RefCount>0 then image must be in a display list */
+ gl_free_image(image);
+ }
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexImage2D(target)" );
+ return;
+ }
+}
+
+
+
+/*
+ * Called by the API or display list executor.
+ * Note that width and height include the border.
+ */
+void gl_TexImage3DEXT( GLcontext *ctx,
+ GLenum target, GLint level, GLint internalformat,
+ GLsizei width, GLsizei height, GLsizei depth,
+ GLint border, GLenum format, GLenum type,
+ struct gl_image *image )
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glTexImage3DEXT");
+
+ if (target==GL_TEXTURE_3D_EXT) {
+ struct gl_texture_image *teximage;
+ if (texture_error_check( ctx, target, level, internalformat,
+ format, type, 3, width, height, depth,
+ border )) {
+ /* error in texture image was detected */
+ return;
+ }
+
+ /* free current texture image, if any */
+ if (texUnit->CurrentD[3]->Image[level]) {
+ gl_free_texture_image( texUnit->CurrentD[3]->Image[level] );
+ }
+
+ /* make new texture from source image */
+ if (image) {
+ teximage = image_to_texture(ctx, image, internalformat, border);
+ }
+ else {
+ teximage = make_null_texture(ctx, (GLenum) internalformat,
+ width, height, depth, border);
+ }
+
+ /* install new texture image */
+ texUnit->CurrentD[3]->Image[level] = teximage;
+ gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[3] );
+ ctx->NewState |= NEW_TEXTURING;
+
+ /* free the source image */
+ if (image && image->RefCount==0) {
+ /* if RefCount>0 then image must be in a display list */
+ gl_free_image(image);
+ }
+
+ /* tell driver about change */
+ if (ctx->Driver.TexImage) {
+ (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_3D_EXT,
+ texUnit->CurrentD[3],
+ level, internalformat, teximage );
+ }
+ }
+ else if (target==GL_PROXY_TEXTURE_3D_EXT) {
+ /* Proxy texture: check for errors and update proxy state */
+ if (texture_error_check( ctx, target, level, internalformat,
+ format, type, 3, width, height, depth,
+ border )) {
+ if (level>=0 && level<ctx->Const.MaxTextureLevels) {
+ MEMSET( ctx->Texture.Proxy3D->Image[level], 0,
+ sizeof(struct gl_texture_image) );
+ }
+ }
+ else {
+ ctx->Texture.Proxy3D->Image[level]->Format = (GLenum) format;
+ set_teximage_component_sizes( ctx->Texture.Proxy3D->Image[level] );
+ ctx->Texture.Proxy3D->Image[level]->IntFormat = (GLenum) internalformat;
+ ctx->Texture.Proxy3D->Image[level]->Border = border;
+ ctx->Texture.Proxy3D->Image[level]->Width = width;
+ ctx->Texture.Proxy3D->Image[level]->Height = height;
+ ctx->Texture.Proxy3D->Image[level]->Depth = depth;
+ }
+ if (image && image->RefCount==0) {
+ /* if RefCount>0 then image must be in a display list */
+ gl_free_image(image);
+ }
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexImage3DEXT(target)" );
+ return;
+ }
+}
+
+
+
+void gl_GetTexImage( GLcontext *ctx, GLenum target, GLint level, GLenum format,
+ GLenum type, GLvoid *pixels )
+{
+ const struct gl_texture_object *texObj;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetTexImage");
+
+ if (level < 0 || level >= ctx->Const.MaxTextureLevels) {
+ gl_error( ctx, GL_INVALID_VALUE, "glGetTexImage(level)" );
+ return;
+ }
+
+ if (gl_sizeof_type(type) <= 0) {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetTexImage(type)" );
+ return;
+ }
+
+ if (gl_components_in_format(format) <= 0) {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetTexImage(format)" );
+ return;
+ }
+
+ if (!pixels)
+ return; /* XXX generate an error??? */
+
+ switch (target) {
+ case GL_TEXTURE_1D:
+ texObj = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentD[1];
+ break;
+ case GL_TEXTURE_2D:
+ texObj = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentD[2];
+ break;
+ case GL_TEXTURE_3D:
+ texObj = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentD[3];
+ break;
+ default:
+ gl_error( ctx, GL_INVALID_ENUM, "glGetTexImage(target)" );
+ return;
+ }
+
+ if (texObj->Image[level] && texObj->Image[level]->Data) {
+ const struct gl_texture_image *texImage = texObj->Image[level];
+ GLint width = texImage->Width;
+ GLint height = texImage->Height;
+ GLint row;
+
+ for (row = 0; row < height; row++) {
+ /* compute destination address in client memory */
+ GLvoid *dest = gl_pixel_addr_in_image( &ctx->Unpack, pixels,
+ width, height,
+ format, type, 0, row, 0);
+
+ assert(dest);
+ if (texImage->Format == GL_RGBA) {
+ const GLubyte *src = texImage->Data + row * width * 4 * sizeof(GLubyte);
+ gl_pack_rgba_span( ctx, width, (void *) src, format, type, dest,
+ &ctx->Pack, GL_TRUE );
+ }
+ else {
+ /* fetch RGBA row from texture image then pack it in client mem */
+ GLubyte rgba[MAX_WIDTH][4];
+ GLint i;
+ const GLubyte *src;
+ switch (texImage->Format) {
+ case GL_ALPHA:
+ src = texImage->Data + row * width * sizeof(GLubyte);
+ for (i = 0; i < width; i++) {
+ rgba[i][RCOMP] = 255;
+ rgba[i][GCOMP] = 255;
+ rgba[i][BCOMP] = 255;
+ rgba[i][ACOMP] = src[i];
+ }
+ break;
+ case GL_LUMINANCE:
+ src = texImage->Data + row * width * sizeof(GLubyte);
+ for (i = 0; i < width; i++) {
+ rgba[i][RCOMP] = src[i];
+ rgba[i][GCOMP] = src[i];
+ rgba[i][BCOMP] = src[i];
+ rgba[i][ACOMP] = 255;
+ }
+ break;
+ case GL_LUMINANCE_ALPHA:
+ src = texImage->Data + row * 2 * width * sizeof(GLubyte);
+ for (i = 0; i < width; i++) {
+ rgba[i][RCOMP] = src[i*2+0];
+ rgba[i][GCOMP] = src[i*2+0];
+ rgba[i][BCOMP] = src[i*2+0];
+ rgba[i][ACOMP] = src[i*2+1];
+ }
+ break;
+ case GL_INTENSITY:
+ src = texImage->Data + row * width * sizeof(GLubyte);
+ for (i = 0; i < width; i++) {
+ rgba[i][RCOMP] = src[i];
+ rgba[i][GCOMP] = src[i];
+ rgba[i][BCOMP] = src[i];
+ rgba[i][ACOMP] = 255;
+ }
+ break;
+ case GL_RGB:
+ src = texImage->Data + row * 3 * width * sizeof(GLubyte);
+ for (i = 0; i < width; i++) {
+ rgba[i][RCOMP] = src[i*3+0];
+ rgba[i][GCOMP] = src[i*3+1];
+ rgba[i][BCOMP] = src[i*3+2];
+ rgba[i][ACOMP] = 255;
+ }
+ break;
+ case GL_RGBA:
+ /* this special case should have been handled above! */
+ gl_problem( ctx, "error 1 in gl_GetTexImage" );
+ break;
+ case GL_COLOR_INDEX:
+ gl_problem( ctx, "GL_COLOR_INDEX not implemented in gl_GetTexImage" );
+ break;
+ default:
+ gl_problem( ctx, "bad format in gl_GetTexImage" );
+ }
+ gl_pack_rgba_span( ctx, width, (const GLubyte (*)[4])rgba,
+ format, type, dest, &ctx->Pack, GL_TRUE );
+ }
+ }
+ }
+}
+
+
+
+/*
+ * Unpack the image data given to glTexSubImage[12]D.
+ * This function is just a wrapper for gl_unpack_image() but it does
+ * some extra error checking.
+ */
+struct gl_image *
+gl_unpack_texsubimage( GLcontext *ctx, GLint width, GLint height,
+ GLenum format, GLenum type, const GLvoid *pixels )
+{
+ if (type==GL_BITMAP && format!=GL_COLOR_INDEX) {
+ return NULL;
+ }
+
+ if (format==GL_STENCIL_INDEX || format==GL_DEPTH_COMPONENT){
+ return NULL;
+ }
+
+ if (gl_sizeof_type(type)<=0) {
+ return NULL;
+ }
+
+ return gl_unpack_image3D( ctx, width, height, 1, format, type, pixels, &ctx->Unpack );
+}
+
+
+/*
+ * Unpack the image data given to glTexSubImage3D.
+ * This function is just a wrapper for gl_unpack_image() but it does
+ * some extra error checking.
+ */
+struct gl_image *
+gl_unpack_texsubimage3D( GLcontext *ctx, GLint width, GLint height,
+ GLint depth, GLenum format, GLenum type,
+ const GLvoid *pixels )
+{
+ if (type==GL_BITMAP && format!=GL_COLOR_INDEX) {
+ return NULL;
+ }
+
+ if (format==GL_STENCIL_INDEX || format==GL_DEPTH_COMPONENT){
+ return NULL;
+ }
+
+ if (gl_sizeof_type(type)<=0) {
+ return NULL;
+ }
+
+ return gl_unpack_image3D( ctx, width, height, depth, format, type, pixels,
+ &ctx->Unpack );
+}
+
+
+
+void gl_TexSubImage1D( GLcontext *ctx,
+ GLenum target, GLint level, GLint xoffset,
+ GLsizei width, GLenum format, GLenum type,
+ struct gl_image *image )
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ struct gl_texture_image *destTex;
+
+ if (target!=GL_TEXTURE_1D) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(target)" );
+ return;
+ }
+ if (level<0 || level>=ctx->Const.MaxTextureLevels) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(level)" );
+ return;
+ }
+
+ destTex = texUnit->CurrentD[1]->Image[level];
+ if (!destTex) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glTexSubImage1D" );
+ return;
+ }
+
+ if (xoffset < -((GLint)destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage1D(xoffset)" );
+ return;
+ }
+ if (xoffset + width > (GLint) (destTex->Width + destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage1D(xoffset+width)" );
+ return;
+ }
+
+ if (image) {
+ /* unpacking must have been error-free */
+ GLint texcomponents = components_in_intformat(destTex->Format);
+
+ if (image->Type==GL_UNSIGNED_BYTE && texcomponents==image->Components) {
+ /* Simple case, just byte copy image data into texture image */
+ /* row by row. */
+ GLubyte *dst = destTex->Data + texcomponents * xoffset;
+ GLubyte *src = (GLubyte *) image->Data;
+ MEMCPY( dst, src, width * texcomponents );
+ }
+ else {
+ /* General case, convert image pixels into texels, scale, bias, etc */
+ struct gl_texture_image *subTexImg = image_to_texture(ctx, image,
+ destTex->IntFormat, destTex->Border);
+ GLubyte *dst = destTex->Data + texcomponents * xoffset;
+ GLubyte *src = subTexImg->Data;
+ MEMCPY( dst, src, width * texcomponents );
+ gl_free_texture_image(subTexImg);
+ }
+
+ /* if the image's reference count is zero, delete it now */
+ if (image->RefCount==0) {
+ gl_free_image(image);
+ }
+
+ gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[1] );
+
+ /* tell driver about change */
+ if (ctx->Driver.TexSubImage) {
+ (*ctx->Driver.TexSubImage)( ctx, GL_TEXTURE_1D,
+ texUnit->CurrentD[1], level,
+ xoffset,0,width,1,
+ texUnit->CurrentD[1]->Image[level]->IntFormat,
+ destTex );
+ }
+ else {
+ if (ctx->Driver.TexImage) {
+ (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_1D, texUnit->CurrentD[1], level,
+ texUnit->CurrentD[1]->Image[level]->IntFormat,
+ destTex );
+ }
+ }
+ }
+ else {
+ /* if no image, an error must have occured, do more testing now */
+ GLint components, size;
+
+ if (width<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage1D(width)" );
+ return;
+ }
+ if (type==GL_BITMAP && format!=GL_COLOR_INDEX) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(format)" );
+ return;
+ }
+ components = components_in_intformat( format );
+ if (components<0 || format==GL_STENCIL_INDEX
+ || format==GL_DEPTH_COMPONENT){
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(format)" );
+ return;
+ }
+ size = gl_sizeof_type( type );
+ if (size<=0) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(type)" );
+ return;
+ }
+ /* if we get here, probably ran out of memory during unpacking */
+ gl_error( ctx, GL_OUT_OF_MEMORY, "glTexSubImage1D" );
+ }
+}
+
+
+
+void gl_TexSubImage2D( GLcontext *ctx,
+ GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ struct gl_image *image )
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ struct gl_texture_image *destTex;
+
+ if (target!=GL_TEXTURE_2D) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage2D(target)" );
+ return;
+ }
+ if (level<0 || level>=ctx->Const.MaxTextureLevels) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage2D(level)" );
+ return;
+ }
+
+ destTex = texUnit->CurrentD[2]->Image[level];
+ if (!destTex) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glTexSubImage2D" );
+ return;
+ }
+
+ if (xoffset < -((GLint)destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(xoffset)" );
+ return;
+ }
+ if (yoffset < -((GLint)destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(yoffset)" );
+ return;
+ }
+ if (xoffset + width > (GLint) (destTex->Width + destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(xoffset+width)" );
+ return;
+ }
+ if (yoffset + height > (GLint) (destTex->Height + destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(yoffset+height)" );
+ return;
+ }
+
+ if (image) {
+ /* unpacking must have been error-free */
+ GLint texcomponents = components_in_intformat(destTex->Format);
+
+ if (image->Type==GL_UNSIGNED_BYTE && texcomponents==image->Components) {
+ /* Simple case, just byte copy image data into texture image */
+ /* row by row. */
+ GLubyte *dst = destTex->Data
+ + (yoffset * destTex->Width + xoffset) * texcomponents;
+ GLubyte *src = (GLubyte *) image->Data;
+ GLint j;
+ for (j=0;j<height;j++) {
+ MEMCPY( dst, src, width * texcomponents );
+ dst += destTex->Width * texcomponents * sizeof(GLubyte);
+ src += width * texcomponents * sizeof(GLubyte);
+ }
+ }
+ else {
+ /* General case, convert image pixels into texels, scale, bias, etc */
+ struct gl_texture_image *subTexImg = image_to_texture(ctx, image,
+ destTex->IntFormat, destTex->Border);
+ GLubyte *dst = destTex->Data
+ + (yoffset * destTex->Width + xoffset) * texcomponents;
+ GLubyte *src = subTexImg->Data;
+ GLint j;
+ for (j=0;j<height;j++) {
+ MEMCPY( dst, src, width * texcomponents );
+ dst += destTex->Width * texcomponents * sizeof(GLubyte);
+ src += width * texcomponents * sizeof(GLubyte);
+ }
+ gl_free_texture_image(subTexImg);
+ }
+
+ /* if the image's reference count is zero, delete it now */
+ if (image->RefCount==0) {
+ gl_free_image(image);
+ }
+
+ gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[2] );
+
+ /* tell driver about change */
+ if (ctx->Driver.TexSubImage) {
+ (*ctx->Driver.TexSubImage)( ctx, GL_TEXTURE_2D, texUnit->CurrentD[2], level,
+ xoffset, yoffset, width, height,
+ texUnit->CurrentD[2]->Image[level]->IntFormat,
+ destTex );
+ }
+ else {
+ if (ctx->Driver.TexImage) {
+ (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_2D, texUnit->CurrentD[2], level,
+ texUnit->CurrentD[2]->Image[level]->IntFormat,
+ destTex );
+ }
+ }
+ }
+ else {
+ /* if no image, an error must have occured, do more testing now */
+ GLint components, size;
+
+ if (width<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(width)" );
+ return;
+ }
+ if (height<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(height)" );
+ return;
+ }
+ if (type==GL_BITMAP && format!=GL_COLOR_INDEX) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(format)" );
+ return;
+ }
+ components = gl_components_in_format( format );
+ if (components<0 || format==GL_STENCIL_INDEX
+ || format==GL_DEPTH_COMPONENT){
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage2D(format)" );
+ return;
+ }
+ size = gl_sizeof_packed_type( type );
+ if (size<=0) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage2D(type)" );
+ return;
+ }
+ /* if we get here, probably ran out of memory during unpacking */
+ gl_error( ctx, GL_OUT_OF_MEMORY, "glTexSubImage2D" );
+ }
+}
+
+
+
+void gl_TexSubImage3DEXT( GLcontext *ctx,
+ GLenum target, GLint level,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLenum type,
+ struct gl_image *image )
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ struct gl_texture_image *destTex;
+
+ if (target!=GL_TEXTURE_3D_EXT) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(target)" );
+ return;
+ }
+ if (level<0 || level>=ctx->Const.MaxTextureLevels) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(level)" );
+ return;
+ }
+
+ destTex = texUnit->CurrentD[3]->Image[level];
+ if (!destTex) {
+ gl_error( ctx, GL_INVALID_OPERATION, "glTexSubImage3DEXT" );
+ return;
+ }
+
+ if (xoffset < -((GLint)destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(xoffset)" );
+ return;
+ }
+ if (yoffset < -((GLint)destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(yoffset)" );
+ return;
+ }
+ if (zoffset < -((GLint)destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(zoffset)" );
+ return;
+ }
+ if (xoffset + width > (GLint) (destTex->Width+destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(xoffset+width)" );
+ return;
+ }
+ if (yoffset + height > (GLint) (destTex->Height+destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(yoffset+height)" );
+ return;
+ }
+ if (zoffset + depth > (GLint) (destTex->Depth+destTex->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(zoffset+depth)" );
+ return;
+ }
+
+ if (image) {
+ /* unpacking must have been error-free */
+ GLint texcomponents = components_in_intformat(destTex->Format);
+ GLint dstRectArea = destTex->Width * destTex->Height;
+ GLint srcRectArea = width * height;
+
+ if (image->Type==GL_UNSIGNED_BYTE && texcomponents==image->Components) {
+ /* Simple case, just byte copy image data into texture image */
+ /* row by row. */
+ GLubyte *dst = destTex->Data
+ + (zoffset * dstRectArea + yoffset * destTex->Width + xoffset)
+ * texcomponents;
+ GLubyte *src = (GLubyte *) image->Data;
+ GLint j, k;
+ for(k=0;k<depth; k++) {
+ for (j=0;j<height;j++) {
+ MEMCPY( dst, src, width * texcomponents );
+ dst += destTex->Width * texcomponents;
+ src += width * texcomponents;
+ }
+ dst += dstRectArea * texcomponents * sizeof(GLubyte);
+ src += srcRectArea * texcomponents * sizeof(GLubyte);
+ }
+ }
+ else {
+ /* General case, convert image pixels into texels, scale, bias, etc */
+ struct gl_texture_image *subTexImg = image_to_texture(ctx, image,
+ destTex->IntFormat, destTex->Border);
+ GLubyte *dst = destTex->Data
+ + (zoffset * dstRectArea + yoffset * destTex->Width + xoffset)
+ * texcomponents;
+ GLubyte *src = subTexImg->Data;
+ GLint j, k;
+ for(k=0;k<depth; k++) {
+ for (j=0;j<height;j++) {
+ MEMCPY( dst, src, width * texcomponents );
+ dst += destTex->Width * texcomponents;
+ src += width * texcomponents;
+ }
+ dst += dstRectArea * texcomponents * sizeof(GLubyte);
+ src += srcRectArea * texcomponents * sizeof(GLubyte);
+ }
+ gl_free_texture_image(subTexImg);
+ }
+ /* if the image's reference count is zero, delete it now */
+ if (image->RefCount==0) {
+ gl_free_image(image);
+ }
+
+ gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[3] );
+
+ /* tell driver about change */
+ if (ctx->Driver.TexImage) {
+ (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_3D_EXT, texUnit->CurrentD[3],
+ level, texUnit->CurrentD[3]->Image[level]->IntFormat,
+ destTex );
+ }
+ }
+ else {
+ /* if no image, an error must have occured, do more testing now */
+ GLint components, size;
+
+ if (width<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(width)" );
+ return;
+ }
+ if (height<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(height)" );
+ return;
+ }
+ if (depth<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(depth)" );
+ return;
+ }
+ if (type==GL_BITMAP && format!=GL_COLOR_INDEX) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(format)" );
+ return;
+ }
+ components = components_in_intformat( format );
+ if (components<0 || format==GL_STENCIL_INDEX
+ || format==GL_DEPTH_COMPONENT){
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(format)" );
+ return;
+ }
+ size = gl_sizeof_type( type );
+ if (size<=0) {
+ gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(type)" );
+ return;
+ }
+ /* if we get here, probably ran out of memory during unpacking */
+ gl_error( ctx, GL_OUT_OF_MEMORY, "glTexSubImage3DEXT" );
+ }
+}
+
+
+
+/*
+ * Read an RGBA image from the frame buffer.
+ * Input: ctx - the context
+ * x, y - lower left corner
+ * width, height - size of region to read
+ * format - one of GL_RED, GL_RGB, GL_LUMINANCE, etc.
+ * Return: gl_image pointer or NULL if out of memory
+ */
+static struct gl_image *read_color_image( GLcontext *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format )
+{
+ struct gl_image *image;
+ GLubyte *imgptr;
+ GLint components;
+ GLint i, j;
+
+ components = components_in_intformat( format );
+
+ /*
+ * Allocate image struct and image data buffer
+ */
+ image = (struct gl_image *) malloc( sizeof(struct gl_image) );
+ if (image) {
+ image->Width = width;
+ image->Height = height;
+ image->Depth = 1;
+ image->Components = components;
+ image->Format = format;
+ image->Type = GL_UNSIGNED_BYTE;
+ image->RefCount = 0;
+ image->Data = (GLubyte *) malloc( width * height * components );
+ if (!image->Data) {
+ free(image);
+ return NULL;
+ }
+ }
+ else {
+ return NULL;
+ }
+
+ imgptr = (GLubyte *) image->Data;
+
+ /* Select buffer to read from */
+ (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Pixel.DriverReadBuffer );
+
+ for (j=0;j<height;j++) {
+ GLubyte rgba[MAX_WIDTH][4];
+ gl_read_rgba_span( ctx, width, x, y+j, rgba );
+
+ switch (format) {
+ case GL_ALPHA:
+ for (i=0;i<width;i++) {
+ *imgptr++ = rgba[i][ACOMP];
+ }
+ break;
+ case GL_LUMINANCE:
+ for (i=0;i<width;i++) {
+ *imgptr++ = rgba[i][RCOMP];
+ }
+ break;
+ case GL_LUMINANCE_ALPHA:
+ for (i=0;i<width;i++) {
+ *imgptr++ = rgba[i][RCOMP];
+ *imgptr++ = rgba[i][ACOMP];
+ }
+ break;
+ case GL_INTENSITY:
+ for (i=0;i<width;i++) {
+ *imgptr++ = rgba[i][RCOMP];
+ }
+ break;
+ case GL_RGB:
+ for (i=0;i<width;i++) {
+ *imgptr++ = rgba[i][RCOMP];
+ *imgptr++ = rgba[i][GCOMP];
+ *imgptr++ = rgba[i][BCOMP];
+ }
+ break;
+ case GL_RGBA:
+ for (i=0;i<width;i++) {
+ *imgptr++ = rgba[i][RCOMP];
+ *imgptr++ = rgba[i][GCOMP];
+ *imgptr++ = rgba[i][BCOMP];
+ *imgptr++ = rgba[i][ACOMP];
+ }
+ break;
+ default:
+ gl_problem(ctx, "Bad format in read_color_image");
+ break;
+ } /*switch*/
+
+ } /*for*/
+
+ /* Restore drawing buffer */
+ (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer );
+
+ return image;
+}
+
+
+
+
+void gl_CopyTexImage1D( GLcontext *ctx,
+ GLenum target, GLint level,
+ GLenum internalformat,
+ GLint x, GLint y,
+ GLsizei width, GLint border )
+{
+ GLint format;
+ struct gl_image *teximage;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexImage1D");
+ if (target!=GL_TEXTURE_1D) {
+ gl_error( ctx, GL_INVALID_ENUM, "glCopyTexImage1D(target)" );
+ return;
+ }
+ if (level<0 || level>=ctx->Const.MaxTextureLevels) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage1D(level)" );
+ return;
+ }
+ if (border!=0 && border!=1) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage1D(border)" );
+ return;
+ }
+ if (width < 2*border || width > 2 + ctx->Const.MaxTextureSize || width<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage1D(width)" );
+ return;
+ }
+ format = decode_internal_format( internalformat );
+ if (format<0 || (internalformat>=1 && internalformat<=4)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage1D(format)" );
+ return;
+ }
+
+ teximage = read_color_image( ctx, x, y, width, 1, (GLenum) format );
+ if (!teximage) {
+ gl_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D" );
+ return;
+ }
+
+ gl_TexImage1D( ctx, target, level, internalformat, width,
+ border, GL_RGBA, GL_UNSIGNED_BYTE, teximage );
+
+ /* teximage was freed in gl_TexImage1D */
+}
+
+
+
+void gl_CopyTexImage2D( GLcontext *ctx,
+ GLenum target, GLint level, GLenum internalformat,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLint border )
+{
+ GLint format;
+ struct gl_image *teximage;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexImage2D");
+ if (target!=GL_TEXTURE_2D) {
+ gl_error( ctx, GL_INVALID_ENUM, "glCopyTexImage2D(target)" );
+ return;
+ }
+ if (level<0 || level>=ctx->Const.MaxTextureLevels) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(level)" );
+ return;
+ }
+ if (border!=0 && border!=1) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(border)" );
+ return;
+ }
+ if (width<2*border || width>2+ctx->Const.MaxTextureSize || width<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(width)" );
+ return;
+ }
+ if (height<2*border || height>2+ctx->Const.MaxTextureSize || height<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(height)" );
+ return;
+ }
+ format = decode_internal_format( internalformat );
+ if (format<0 || (internalformat>=1 && internalformat<=4)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(format)" );
+ return;
+ }
+
+ teximage = read_color_image( ctx, x, y, width, height, (GLenum) format );
+ if (!teximage) {
+ gl_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D" );
+ return;
+ }
+
+ gl_TexImage2D( ctx, target, level, internalformat, width, height,
+ border, GL_RGBA, GL_UNSIGNED_BYTE, teximage );
+
+ /* teximage was freed in gl_TexImage2D */
+}
+
+
+
+
+/*
+ * Do the work of glCopyTexSubImage[123]D.
+ * TODO: apply pixel bias scale and mapping.
+ */
+static void copy_tex_sub_image( GLcontext *ctx, struct gl_texture_image *dest,
+ GLint width, GLint height,
+ GLint srcx, GLint srcy,
+ GLint dstx, GLint dsty, GLint zoffset )
+{
+ GLint i, j;
+ GLint format, components, rectarea;
+ GLint texwidth, texheight;
+
+ texwidth = dest->Width;
+ texheight = dest->Height;
+ rectarea = texwidth * texheight;
+ zoffset *= rectarea;
+ format = dest->Format;
+ components = components_in_intformat( format );
+
+ /* Select buffer to read from */
+ (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Pixel.DriverReadBuffer );
+
+ for (j=0;j<height;j++) {
+ GLubyte rgba[MAX_WIDTH][4];
+ GLubyte *texptr;
+
+ gl_read_rgba_span( ctx, width, srcx, srcy+j, rgba );
+
+ texptr = dest->Data + ( zoffset + (dsty+j) * texwidth + dstx) * components;
+
+ switch (format) {
+ case GL_ALPHA:
+ for (i=0;i<width;i++) {
+ *texptr++ = rgba[i][ACOMP];
+ }
+ break;
+ case GL_LUMINANCE:
+ for (i=0;i<width;i++) {
+ *texptr++ = rgba[i][RCOMP];
+ }
+ break;
+ case GL_LUMINANCE_ALPHA:
+ for (i=0;i<width;i++) {
+ *texptr++ = rgba[i][RCOMP];
+ *texptr++ = rgba[i][ACOMP];
+ }
+ break;
+ case GL_INTENSITY:
+ for (i=0;i<width;i++) {
+ *texptr++ = rgba[i][RCOMP];
+ }
+ break;
+ case GL_RGB:
+ for (i=0;i<width;i++) {
+ *texptr++ = rgba[i][RCOMP];
+ *texptr++ = rgba[i][GCOMP];
+ *texptr++ = rgba[i][BCOMP];
+ }
+ break;
+ case GL_RGBA:
+ for (i=0;i<width;i++) {
+ *texptr++ = rgba[i][RCOMP];
+ *texptr++ = rgba[i][GCOMP];
+ *texptr++ = rgba[i][BCOMP];
+ *texptr++ = rgba[i][ACOMP];
+ }
+ break;
+ } /*switch*/
+ } /*for*/
+
+
+ /* Restore drawing buffer */
+ (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer );
+}
+
+
+
+
+void gl_CopyTexSubImage1D( GLcontext *ctx,
+ GLenum target, GLint level,
+ GLint xoffset, GLint x, GLint y, GLsizei width )
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ struct gl_texture_image *teximage;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexSubImage1D");
+ if (target!=GL_TEXTURE_1D) {
+ gl_error( ctx, GL_INVALID_ENUM, "glCopyTexSubImage1D(target)" );
+ return;
+ }
+ if (level<0 || level>=ctx->Const.MaxTextureLevels) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage1D(level)" );
+ return;
+ }
+ if (width<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage1D(width)" );
+ return;
+ }
+
+ teximage = texUnit->CurrentD[1]->Image[level];
+
+ if (teximage) {
+ if (xoffset < -((GLint)teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage1D(xoffset)" );
+ return;
+ }
+ /* NOTE: we're adding the border here, not subtracting! */
+ if (xoffset+width > (GLint) (teximage->Width+teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE,
+ "glCopyTexSubImage1D(xoffset+width)" );
+ return;
+ }
+ if (teximage->Data) {
+ copy_tex_sub_image( ctx, teximage, width, 1, x, y, xoffset, 0, 0 );
+
+ /* tell driver about change */
+ if (ctx->Driver.TexSubImage) {
+ (*ctx->Driver.TexSubImage)( ctx, GL_TEXTURE_1D,
+ texUnit->CurrentD[1], level,
+ xoffset,0,width,1,
+ teximage->IntFormat,
+ teximage );
+ }
+ else {
+ if (ctx->Driver.TexImage) {
+ (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_1D, texUnit->CurrentD[1], level,
+ teximage->IntFormat,
+ teximage );
+ }
+ }
+ }
+ }
+ else {
+ gl_error( ctx, GL_INVALID_OPERATION, "glCopyTexSubImage1D" );
+ }
+}
+
+
+
+void gl_CopyTexSubImage2D( GLcontext *ctx,
+ GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height )
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ struct gl_texture_image *teximage;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexSubImage2D");
+ if (target!=GL_TEXTURE_2D) {
+ gl_error( ctx, GL_INVALID_ENUM, "glCopyTexSubImage2D(target)" );
+ return;
+ }
+ if (level<0 || level>=ctx->Const.MaxTextureLevels) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(level)" );
+ return;
+ }
+ if (width<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(width)" );
+ return;
+ }
+ if (height<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(height)" );
+ return;
+ }
+
+ teximage = texUnit->CurrentD[2]->Image[level];
+
+ if (teximage) {
+ if (xoffset < -((GLint)teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(xoffset)" );
+ return;
+ }
+ if (yoffset < -((GLint)teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(yoffset)" );
+ return;
+ }
+ /* NOTE: we're adding the border here, not subtracting! */
+ if (xoffset+width > (GLint) (teximage->Width+teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE,
+ "glCopyTexSubImage2D(xoffset+width)" );
+ return;
+ }
+ if (yoffset+height > (GLint) (teximage->Height+teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE,
+ "glCopyTexSubImage2D(yoffset+height)" );
+ return;
+ }
+
+ if (teximage->Data) {
+ copy_tex_sub_image( ctx, teximage, width, height,
+ x, y, xoffset, yoffset, 0 );
+ /* tell driver about change */
+ if (ctx->Driver.TexSubImage) {
+ (*ctx->Driver.TexSubImage)( ctx, GL_TEXTURE_2D, texUnit->CurrentD[2], level,
+ xoffset, yoffset, width, height,
+ teximage->IntFormat,
+ teximage );
+ }
+ else {
+ if (ctx->Driver.TexImage) {
+ (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_2D, texUnit->CurrentD[2], level,
+ teximage->IntFormat,
+ teximage );
+ }
+ }
+ }
+ }
+ else {
+ gl_error( ctx, GL_INVALID_OPERATION, "glCopyTexSubImage2D" );
+ }
+}
+
+
+
+void gl_CopyTexSubImage3DEXT( 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 = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ struct gl_texture_image *teximage;
+
+ ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexSubImage3DEXT");
+ if (target!=GL_TEXTURE_2D) {
+ gl_error( ctx, GL_INVALID_ENUM, "glCopyTexSubImage3DEXT(target)" );
+ return;
+ }
+ if (level<0 || level>=ctx->Const.MaxTextureLevels) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(level)" );
+ return;
+ }
+ if (width<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(width)" );
+ return;
+ }
+ if (height<0) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(height)" );
+ return;
+ }
+
+ teximage = texUnit->CurrentD[3]->Image[level];
+ if (teximage) {
+ if (xoffset < -((GLint)teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(xoffset)" );
+ return;
+ }
+ if (yoffset < -((GLint)teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(yoffset)" );
+ return;
+ }
+ if (zoffset < -((GLint)teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(zoffset)" );
+ return;
+ }
+ /* NOTE: we're adding the border here, not subtracting! */
+ if (xoffset+width > (GLint) (teximage->Width+teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE,
+ "glCopyTexSubImage3DEXT(xoffset+width)" );
+ return;
+ }
+ if (yoffset+height > (GLint) (teximage->Height+teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE,
+ "glCopyTexSubImage3DEXT(yoffset+height)" );
+ return;
+ }
+ if (zoffset > (GLint) (teximage->Depth+teximage->Border)) {
+ gl_error( ctx, GL_INVALID_VALUE,
+ "glCopyTexSubImage3DEXT(zoffset+depth)" );
+ return;
+ }
+
+ if (teximage->Data) {
+ copy_tex_sub_image( ctx, teximage, width, height,
+ x, y, xoffset, yoffset, zoffset);
+
+ /* tell driver about change */
+ if (ctx->Driver.TexImage) {
+ (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_3D_EXT, texUnit->CurrentD[3],
+ level, teximage->IntFormat,
+ teximage );
+ }
+ }
+ }
+ else {
+ gl_error( ctx, GL_INVALID_OPERATION, "glCopyTexSubImage3DEXT" );
+ }
+}
+