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authorBrian Paul <[email protected]>2012-01-16 10:55:25 -0700
committerBrian Paul <[email protected]>2012-01-24 14:12:14 -0700
commit7d1ddec92168e9b6ead0da80b18364a75f9a85e6 (patch)
treeb6ea2d9bad4e6401f9dda0b205484a4759bdabb4 /src/mesa/swrast/s_texture.c
parent14da67d9b9b9e30740ef1687c3952a0b5e8b0a54 (diff)
mesa: use gl_renderbuffer::Map for all depth/stencil accesses
Instead of using the obsolete gl_renderbuffer::Data field. Color buffer are still accessed through GetRow/PutRow().
Diffstat (limited to 'src/mesa/swrast/s_texture.c')
-rw-r--r--src/mesa/swrast/s_texture.c141
1 files changed, 107 insertions, 34 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index a50018dfd4b..f945a6b0fa8 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -315,57 +315,130 @@ _swrast_unmap_textures(struct gl_context *ctx)
}
-/**
- * Map or unmap any textures that we may be rendering to as renderbuffers.
- */
static void
-map_unmap_renderbuffers(struct gl_context *ctx,
- struct gl_framebuffer *fb,
- GLboolean map)
+map_attachment(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ gl_buffer_index buffer)
{
- GLuint i;
-
- for (i = 0; i < Elements(fb->Attachment); i++) {
- struct gl_texture_object *texObj = fb->Attachment[i].Texture;
- if (texObj) {
- const GLuint level = fb->Attachment[i].TextureLevel;
- const GLuint face = fb->Attachment[i].CubeMapFace;
- struct gl_texture_image *texImage = texObj->Image[face][level];
- if (texImage) {
- struct swrast_texture_image *swImage
- = swrast_texture_image(texImage);
-
- if (map) {
- /* XXX we'll eventually call _swrast_map_teximage() here */
- swImage->Map = swImage->Buffer;
- }
- else {
- /* XXX we'll eventually call _swrast_unmap_teximage() here */
- swImage->Map = NULL;
- }
+ struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
+ struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
+
+ if (texObj) {
+ const GLuint level = fb->Attachment[buffer].TextureLevel;
+ const GLuint face = fb->Attachment[buffer].CubeMapFace;
+ struct gl_texture_image *texImage = texObj->Image[face][level];
+ if (texImage) {
+ struct swrast_texture_image *swImage
+ = swrast_texture_image(texImage);
+
+ /* XXX we'll eventually call _swrast_map_teximage() here */
+ swImage->Map = swImage->Buffer;
+ if (rb) {
+ rb->Map = swImage->Buffer;
+ rb->RowStrideBytes = swImage->RowStride *
+ _mesa_get_format_bytes(swImage->Base.TexFormat);
}
}
}
+ else if (rb) {
+ /* Map ordinary renderbuffer */
+ /* XXX don't map color buffers yet */
+ if (buffer == BUFFER_DEPTH || buffer == BUFFER_STENCIL) {
+ ctx->Driver.MapRenderbuffer(ctx, rb,
+ 0, 0, rb->Width, rb->Height,
+ GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
+ &rb->Map, &rb->RowStrideBytes);
+ assert(rb->Map);
+ }
+ }
}
+
+static void
+unmap_attachment(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ gl_buffer_index buffer)
+{
+ struct gl_texture_object *texObj = fb->Attachment[buffer].Texture;
+ struct gl_renderbuffer *rb = fb->Attachment[buffer].Renderbuffer;
+
+ if (texObj) {
+ const GLuint level = fb->Attachment[buffer].TextureLevel;
+ const GLuint face = fb->Attachment[buffer].CubeMapFace;
+ struct gl_texture_image *texImage = texObj->Image[face][level];
+ if (texImage) {
+
+ /* XXX we'll eventually call _swrast_unmap_teximage() here */
+ }
+ }
+ else if (rb) {
+ /* unmap ordinary renderbuffer */
+ /* XXX don't map color buffers yet */
+ if (buffer == BUFFER_DEPTH || buffer == BUFFER_STENCIL) {
+ ctx->Driver.UnmapRenderbuffer(ctx, rb);
+ }
+ }
+ rb->Map = NULL;
+ rb->RowStrideBytes = 0;
+}
+
+
+/**
+ * Map the renderbuffers we'll use for tri/line/point rendering.
+ */
void
_swrast_map_renderbuffers(struct gl_context *ctx)
{
- map_unmap_renderbuffers(ctx, ctx->DrawBuffer, GL_TRUE);
- if (ctx->ReadBuffer != ctx->DrawBuffer)
- map_unmap_renderbuffers(ctx, ctx->ReadBuffer, GL_TRUE);
-}
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *depthRb, *stencilRb;
+ GLuint buf;
+
+ depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
+ if (depthRb) {
+ /* map depth buffer */
+ map_attachment(ctx, fb, BUFFER_DEPTH);
+ }
+ stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
+ if (stencilRb && stencilRb != depthRb) {
+ /* map stencil buffer */
+ map_attachment(ctx, fb, BUFFER_STENCIL);
+ }
+ for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
+ map_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
+ }
+}
+
+
+/**
+ * Unmap renderbuffers after rendering.
+ */
void
_swrast_unmap_renderbuffers(struct gl_context *ctx)
{
- map_unmap_renderbuffers(ctx, ctx->DrawBuffer, GL_FALSE);
- if (ctx->ReadBuffer != ctx->DrawBuffer)
- map_unmap_renderbuffers(ctx, ctx->ReadBuffer, GL_FALSE);
-}
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *depthRb, *stencilRb;
+ GLuint buf;
+
+ depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
+ if (depthRb) {
+ /* map depth buffer */
+ unmap_attachment(ctx, fb, BUFFER_DEPTH);
+ }
+ stencilRb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
+ if (stencilRb && stencilRb != depthRb) {
+ /* map stencil buffer */
+ unmap_attachment(ctx, fb, BUFFER_STENCIL);
+ }
+
+ for (buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
+ unmap_attachment(ctx, fb, fb->_ColorDrawBufferIndexes[buf]);
+ }
+}
+
/**