diff options
author | Keith Whitwell <[email protected]> | 2001-03-19 02:28:59 +0000 |
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committer | Keith Whitwell <[email protected]> | 2001-03-19 02:28:59 +0000 |
commit | b048d8e084597e43af277f77f3c968ce2d5305c6 (patch) | |
tree | b725f06c6f5cc9db89247bba58a36be1b05a6850 /src/mesa/swrast/s_texstore.c | |
parent | 709892459922a32096fe9dd8261d0d92337bb02f (diff) |
New files
Diffstat (limited to 'src/mesa/swrast/s_texstore.c')
-rw-r--r-- | src/mesa/swrast/s_texstore.c | 405 |
1 files changed, 405 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_texstore.c b/src/mesa/swrast/s_texstore.c new file mode 100644 index 00000000000..5fd91ab6491 --- /dev/null +++ b/src/mesa/swrast/s_texstore.c @@ -0,0 +1,405 @@ +/* $Id: s_texstore.c,v 1.1 2001/03/19 02:28:59 keithw Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.5 + * + * Copyright (C) 1999-2001 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 "colormac.h" +#include "context.h" +#include "convolve.h" +#include "image.h" +#include "macros.h" +#include "mem.h" +#include "texformat.h" +#include "teximage.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(). + * Input: ctx - the context + * x, y - lower left corner + * width, height - size of region to read + * Return: pointer to block of GL_RGBA, GLchan data. + */ +static GLchan * +read_color_image( GLcontext *ctx, GLint x, GLint y, + GLsizei width, GLsizei height ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLint stride, i; + GLchan *image, *dst; + + image = (GLchan *) MALLOC(width * height * 4 * sizeof(GLchan)); + if (!image) + return NULL; + + /* Select buffer to read from */ + (*swrast->Driver.SetReadBuffer)( ctx, ctx->ReadBuffer, + ctx->Pixel.DriverReadBuffer ); + + RENDER_START(swrast,ctx); + + dst = image; + stride = width * 4; + for (i = 0; i < height; i++) { + _mesa_read_rgba_span( ctx, ctx->ReadBuffer, width, x, y + i, + (GLchan (*)[4]) dst ); + dst += stride; + } + + RENDER_FINISH(swrast,ctx); + + /* Read from draw buffer (the default) */ + (*swrast->Driver.SetReadBuffer)( ctx, ctx->DrawBuffer, + ctx->Color.DriverDrawBuffer ); + + return image; +} + + +/* + * As above, but read data from depth buffer. + */ +static GLfloat * +read_depth_image( GLcontext *ctx, GLint x, GLint y, + GLsizei width, GLsizei height ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLfloat *image, *dst; + GLint i; + + image = (GLfloat *) MALLOC(width * height * sizeof(GLfloat)); + if (!image) + return NULL; + + RENDER_START(swrast,ctx); + + dst = image; + for (i = 0; i < height; i++) { + _mesa_read_depth_span_float(ctx, width, x, y + i, dst); + dst += width; + } + + RENDER_FINISH(swrast,ctx); + + return image; +} + + + +static GLboolean +is_depth_format(GLenum format) +{ + switch (format) { + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT16_SGIX: + case GL_DEPTH_COMPONENT24_SGIX: + case GL_DEPTH_COMPONENT32_SGIX: + 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, texUnit, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage1D); + + if (is_depth_format(internalFormat)) { + /* read depth image from framebuffer */ + GLfloat *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_FLOAT, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } + else { + /* read RGBA image from framebuffer */ + GLchan *image = read_color_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_RGBA, CHAN_TYPE, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } +} + + +/* + * Fallback for Driver.CopyTexImage2D(). + */ +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, texUnit, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage2D); + + if (is_depth_format(internalFormat)) { + /* read depth image from framebuffer */ + GLfloat *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_FLOAT, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } + else { + /* read RGBA image from framebuffer */ + GLchan *image = read_color_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_RGBA, CHAN_TYPE, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } +} + + +/* + * 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, texUnit, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage1D); + + if (is_depth_format(texImage->IntFormat)) { + /* read depth image from framebuffer */ + GLfloat *image = read_depth_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_COMPONENT, GL_FLOAT, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } + else { + GLchan *image = read_color_image(ctx, x, y, 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, + GL_RGBA, CHAN_TYPE, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } +} + + +/* + * Fallback for Driver.CopyTexSubImage2D(). + */ +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, texUnit, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage2D); + + if (is_depth_format(texImage->IntFormat)) { + /* read depth image from framebuffer */ + GLfloat *image = read_depth_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D"); + return; + } + + /* call glTexImage1D to redefine the texture */ + (*ctx->Driver.TexSubImage2D)(ctx, target, level, + xoffset, yoffset, width, height, + GL_DEPTH_COMPONENT, GL_FLOAT, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } + else { + /* read RGBA image from framebuffer */ + GLchan *image = read_color_image(ctx, x, y, 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, + GL_RGBA, CHAN_TYPE, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } +} + + +/* + * 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, texUnit, target, level); + ASSERT(texImage); + + ASSERT(ctx->Driver.TexImage3D); + + if (is_depth_format(texImage->IntFormat)) { + /* read depth image from framebuffer */ + GLfloat *image = read_depth_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D"); + return; + } + + /* call glTexImage1D to redefine the texture */ + (*ctx->Driver.TexSubImage3D)(ctx, target, level, + xoffset, yoffset, zoffset, width, height, 1, + GL_DEPTH_COMPONENT, GL_FLOAT, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } + else { + /* read RGBA image from framebuffer */ + GLchan *image = read_color_image(ctx, x, y, 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, + GL_RGBA, CHAN_TYPE, image, + &_mesa_native_packing, texObj, texImage); + FREE(image); + } +} + |