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authorBrian Paul <[email protected]>2006-04-06 04:23:58 +0000
committerBrian Paul <[email protected]>2006-04-06 04:23:58 +0000
commita9bcf751030895494fc098f8d0ff56b2496bd993 (patch)
treed737cac7b38fa8cdc805d44aea838eae67bd7307 /src/mesa/main/texrender.c
parent762c3618f52ef5033844092074c63eee545500fa (diff)
Replace MESA_FORMAT_DEPTH_COMPONENT_FLOAT32 with 32-bit integer format.
This allows render to depth texture (we don't support floating pt. Z buffers). Rename MESA_FORMAT_DEPTH_COMPONENT16/32 as MESA_FORMAT_Z16/32. Software fallback for glCopyTexImage now uses integer temporary image instead of float, eliminates a lot of float/int conversions.
Diffstat (limited to 'src/mesa/main/texrender.c')
-rw-r--r--src/mesa/main/texrender.c77
1 files changed, 74 insertions, 3 deletions
diff --git a/src/mesa/main/texrender.c b/src/mesa/main/texrender.c
index db720cef6e0..32e7b575f00 100644
--- a/src/mesa/main/texrender.c
+++ b/src/mesa/main/texrender.c
@@ -1,6 +1,7 @@
#include "context.h"
#include "fbobject.h"
+#include "texformat.h"
#include "texrender.h"
#include "renderbuffer.h"
@@ -43,6 +44,23 @@ texture_get_row(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
trb->TexImage->FetchTexelc(trb->TexImage, x + i, y, z, rgbaOut + 4 * i);
}
}
+ else if (rb->DataType == GL_UNSIGNED_INT) {
+ GLuint *zValues = (GLuint *) values;
+ /*
+ const GLdouble scale = (GLdouble) 0xffffffff;
+ */
+ for (i = 0; i < count; i++) {
+ GLfloat flt;
+ trb->TexImage->FetchTexelf(trb->TexImage, x + i, y, z, &flt);
+#if 0
+ /* this should work, but doesn't (overflow due to low precision) */
+ zValues[i] = (GLuint) (flt * scale);
+#else
+ /* temporary hack */
+ zValues[i] = ((GLuint) (flt * 0xffffff)) << 8;
+#endif
+ }
+ }
else if (rb->DataType == GL_UNSIGNED_INT_24_8_EXT) {
GLuint *zValues = (GLuint *) values;
for (i = 0; i < count; i++) {
@@ -73,6 +91,18 @@ texture_get_values(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
rgbaOut + 4 * i);
}
}
+ else if (rb->DataType == GL_UNSIGNED_INT) {
+ GLuint *zValues = (GLuint *) values;
+ for (i = 0; i < count; i++) {
+ GLfloat flt;
+ trb->TexImage->FetchTexelf(trb->TexImage, x[i], y[i], z, &flt);
+#if 0
+ zValues[i] = (GLuint) (flt * 0xffffffff);
+#else
+ zValues[i] = ((GLuint) (flt * 0xffffff)) << 8;
+#endif
+ }
+ }
else if (rb->DataType == GL_UNSIGNED_INT_24_8_EXT) {
GLuint *zValues = (GLuint *) values;
for (i = 0; i < count; i++) {
@@ -108,6 +138,14 @@ texture_put_row(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
rgba += 4;
}
}
+ else if (rb->DataType == GL_UNSIGNED_INT) {
+ const GLuint *zValues = (const GLuint *) values;
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ trb->Store(trb->TexImage, x + i, y, z, zValues + i);
+ }
+ }
+ }
else if (rb->DataType == GL_UNSIGNED_INT_24_8_EXT) {
const GLuint *zValues = (const GLuint *) values;
for (i = 0; i < count; i++) {
@@ -140,6 +178,14 @@ texture_put_mono_row(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
}
}
}
+ else if (rb->DataType == GL_UNSIGNED_INT) {
+ const GLuint zValue = *((const GLuint *) value);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ trb->Store(trb->TexImage, x + i, y, z, &zValue);
+ }
+ }
+ }
else if (rb->DataType == GL_UNSIGNED_INT_24_8_EXT) {
const GLuint zValue = *((const GLuint *) value);
const GLfloat flt = (zValue >> 8) * (1.0 / 0xffffff);
@@ -174,6 +220,14 @@ texture_put_values(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
rgba += 4;
}
}
+ else if (rb->DataType == GL_UNSIGNED_INT) {
+ const GLuint *zValues = (const GLuint *) values;
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ trb->Store(trb->TexImage, x[i], y[i], z, zValues + i);
+ }
+ }
+ }
else if (rb->DataType == GL_UNSIGNED_INT_24_8_EXT) {
const GLuint *zValues = (const GLuint *) values;
for (i = 0; i < count; i++) {
@@ -207,6 +261,14 @@ texture_put_mono_values(GLcontext *ctx, struct gl_renderbuffer *rb,
}
}
}
+ else if (rb->DataType == GL_UNSIGNED_INT) {
+ const GLuint zValue = *((const GLuint *) value);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ trb->Store(trb->TexImage, x[i], y[i], z, &zValue);
+ }
+ }
+ }
else if (rb->DataType == GL_UNSIGNED_INT_24_8_EXT) {
const GLuint zValue = *((const GLuint *) value);
const GLfloat flt = (zValue >> 8) * (1.0 / 0xffffff);
@@ -279,6 +341,7 @@ update_wrapper(GLcontext *ctx, const struct gl_renderbuffer_attachment *att)
struct texture_renderbuffer *trb
= (struct texture_renderbuffer *) att->Renderbuffer;
+ (void) ctx;
ASSERT(trb);
trb->TexImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel];
@@ -293,13 +356,17 @@ update_wrapper(GLcontext *ctx, const struct gl_renderbuffer_attachment *att)
trb->Base.Height = trb->TexImage->Height;
trb->Base.InternalFormat = trb->TexImage->InternalFormat;
/* XXX may need more special cases here */
- if (trb->TexImage->TexFormat->BaseFormat == GL_DEPTH_STENCIL_EXT) {
+ if (trb->TexImage->TexFormat->MesaFormat == MESA_FORMAT_Z24_S8) {
trb->Base._ActualFormat = GL_DEPTH24_STENCIL8_EXT;
trb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT;
}
- else if (trb->TexImage->TexFormat->BaseFormat == GL_DEPTH_COMPONENT) {
+ else if (trb->TexImage->TexFormat->MesaFormat == MESA_FORMAT_Z16) {
trb->Base._ActualFormat = GL_DEPTH_COMPONENT;
- trb->Base.DataType = GL_FLOAT;
+ trb->Base.DataType = GL_UNSIGNED_SHORT;
+ }
+ else if (trb->TexImage->TexFormat->MesaFormat == MESA_FORMAT_Z32) {
+ trb->Base._ActualFormat = GL_DEPTH_COMPONENT;
+ trb->Base.DataType = GL_UNSIGNED_INT;
}
else {
trb->Base._ActualFormat = trb->TexImage->InternalFormat;
@@ -345,6 +412,8 @@ _mesa_render_texture(GLcontext *ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att)
{
+ (void) fb;
+
if (!att->Renderbuffer) {
wrap_texture(ctx, att);
}
@@ -360,4 +429,6 @@ _mesa_finish_render_texture(GLcontext *ctx,
/* The renderbuffer texture wrapper will get deleted by the
* normal mechanism for deleting renderbuffers.
*/
+ (void) ctx;
+ (void) att;
}