diff options
author | Brian Paul <[email protected]> | 2008-08-08 10:39:56 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2008-08-08 10:39:56 -0600 |
commit | 27858226dc4eb3e64d980ba8530c2fd2e39218cf (patch) | |
tree | 33dd1f65c978f17be1b1dd030760d873691295c5 /src/mesa/state_tracker | |
parent | 48cf46a29d8bccb0d83ae7e53e4ded44492cdb5f (diff) |
gallium: fix additional glCopyTex[Sub]Image issues
Use the TexFormat->StoreImage() routine for fallbacks. This handles the
case of copying RGBA framebuffer data into an RGBA texture when the base
format is GL_RGB (or GL_LUMINANCE, etc). In that case, we need to set
the texture's alpha=1 and override the framebuffer's alpha.
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r-- | src/mesa/state_tracker/st_cb_texture.c | 118 |
1 files changed, 84 insertions, 34 deletions
diff --git a/src/mesa/state_tracker/st_cb_texture.c b/src/mesa/state_tracker/st_cb_texture.c index 202b69f59dc..147ca5b1a2f 100644 --- a/src/mesa/state_tracker/st_cb_texture.c +++ b/src/mesa/state_tracker/st_cb_texture.c @@ -932,16 +932,6 @@ fallback_copy_texsubimage(GLcontext *ctx, const uint face = texture_face(target); struct pipe_texture *pt = stImage->pt; struct pipe_surface *src_surf, *dest_surf; - GLint row, yStep; - - /* determine bottom-to-top vs. top-to-bottom order for src renderbuffer */ - if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { - srcY = strb->Base.Height - 1 - srcY; - yStep = -1; - } - else { - yStep = 1; - } src_surf = strb->surface; dest_surf = screen->get_tex_surface(screen, pt, face, level, destZ, @@ -949,13 +939,21 @@ fallback_copy_texsubimage(GLcontext *ctx, assert(width <= MAX_WIDTH); - /* - * To avoid a large temp memory allocation, do copy row by row. - */ if (baseFormat == GL_DEPTH_COMPONENT) { const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F || ctx->Pixel.DepthBias != 0.0F); + GLint row, yStep; + /* determine bottom-to-top vs. top-to-bottom order for src buffer */ + if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { + srcY = strb->Base.Height - 1 - srcY; + yStep = -1; + } + else { + yStep = 1; + } + + /* To avoid a large temp memory allocation, do copy row by row */ for (row = 0; row < height; row++, srcY += yStep, destY++) { uint data[MAX_WIDTH]; pipe_get_tile_z(src_surf, srcX, srcY, width, 1, data); @@ -967,17 +965,54 @@ fallback_copy_texsubimage(GLcontext *ctx, } else { /* RGBA format */ - for (row = 0; row < height; row++, srcY += yStep, destY++) { - float data[4 * MAX_WIDTH]; - pipe_get_tile_rgba(src_surf, srcX, srcY, width, 1, data); - /* XXX we're ignoring convolution for now */ - if (ctx->_ImageTransferState) { - _mesa_apply_rgba_transfer_ops(ctx, - ctx->_ImageTransferState & ~IMAGE_CONVOLUTION_BIT, - width, (GLfloat (*)[4]) data); + GLfloat *tempSrc = + (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat)); + GLvoid *texDest = + st_texture_image_map(ctx->st, stImage, 0,PIPE_BUFFER_USAGE_CPU_WRITE); + + if (tempSrc && texDest) { + const GLint dims = 2; + struct gl_texture_image *texImage = &stImage->base; + GLint dstRowStride = stImage->surface->stride; + struct gl_pixelstore_attrib unpack = ctx->DefaultPacking; + + if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) { + /* need to invert src */ + srcY = strb->Base.Height - srcY - height; + unpack.Invert = GL_TRUE; } - pipe_put_tile_rgba(dest_surf, destX, destY, width, 1, data); + + /* get float/RGBA image from framebuffer */ + /* XXX this usually involves a lot of int/float conversion. + * try to avoid that someday. + */ + pipe_get_tile_rgba(src_surf, srcX, srcY, width, height, tempSrc); + + /* Store into texture memory. + * Note that this does some special things such as pixel transfer + * ops and format conversion. In particular, if the dest tex format + * is actually RGBA but the user created the texture as GL_RGB we + * need to fill-in/override the alpha channel with 1.0. + */ + texImage->TexFormat->StoreImage(ctx, dims, + texImage->_BaseFormat, + texImage->TexFormat, + texDest, + destX, destY, destZ, + dstRowStride, + texImage->ImageOffsets, + width, height, 1, + GL_RGBA, GL_FLOAT, tempSrc, /* src */ + &unpack); } + else { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage"); + } + + if (tempSrc) + _mesa_free(tempSrc); + if (texDest) + st_texture_image_unmap(ctx->st, stImage); } screen->tex_surface_release(screen, &dest_surf); @@ -1010,8 +1045,9 @@ st_copy_texsubimage(GLcontext *ctx, struct st_renderbuffer *strb; struct pipe_context *pipe = ctx->st->pipe; struct pipe_screen *screen = pipe->screen; - uint dest_format, src_format; + enum pipe_format dest_format, src_format; GLboolean use_fallback = GL_TRUE; + GLboolean matching_base_formats; st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL); @@ -1034,21 +1070,28 @@ st_copy_texsubimage(GLcontext *ctx, src_format = strb->surface->format; dest_format = stImage->pt->format; - if (ctx->_ImageTransferState == 0x0) { - /* do blit-style copy */ - struct pipe_surface *dest_surface; - - dest_surface = screen->get_tex_surface(screen, stImage->pt, - stImage->face, - stImage->level, destZ, - PIPE_BUFFER_USAGE_GPU_WRITE); + /* + * Determine if the src framebuffer and dest texture have the same + * base format. We need this to detect a case such as the framebuffer + * being GL_RGBA but the texture being GL_RGB. If the actual hardware + * texture format stores RGBA we need to set A=1 (overriding the + * framebuffer's alpha values). We can't do that with the blit or + * textured-quad paths. + */ + matching_base_formats = (strb->Base._BaseFormat == texImage->_BaseFormat); - assert(strb->surface->buffer); - assert(dest_surface->buffer); + if (matching_base_formats && ctx->_ImageTransferState == 0x0) { + /* try potential hardware path */ + struct pipe_surface *dest_surface = NULL; if (src_format == dest_format) { /* use surface_copy() / blit */ boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP); + + dest_surface = screen->get_tex_surface(screen, stImage->pt, + stImage->face, stImage->level, + destZ, + PIPE_BUFFER_USAGE_GPU_WRITE); pipe->surface_copy(pipe, do_flip, /* dest */ @@ -1072,6 +1115,12 @@ st_copy_texsubimage(GLcontext *ctx, /* draw textured quad to do the copy */ boolean do_flip = (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP); int srcY0, srcY1; + + dest_surface = screen->get_tex_surface(screen, stImage->pt, + stImage->face, stImage->level, + destZ, + PIPE_BUFFER_USAGE_GPU_WRITE); + if (do_flip) { srcY1 = strb->Base.Height - srcY - height; srcY0 = srcY1 + height; @@ -1091,7 +1140,8 @@ st_copy_texsubimage(GLcontext *ctx, use_fallback = GL_FALSE; } - pipe_surface_reference(&dest_surface, NULL); + if (dest_surface) + pipe_surface_reference(&dest_surface, NULL); } if (use_fallback) { |