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+/* $Id: texstore.c,v 1.1 2001/02/06 21:42:48 brianp 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 "context.h"
+#include "convolve.h"
+#include "image.h"
+#include "macros.h"
+#include "mem.h"
+#include "teximage.h"
+#include "texstore.h"
+
+
+/*
+ * Get texture palette entry.
+ */
+static void
+palette_sample(GLcontext *ctx,
+ const struct gl_texture_object *tObj,
+ GLint index, GLchan rgba[4] )
+{
+ const GLchan *palette;
+ GLenum format;
+
+ if (ctx->Texture.SharedPalette) {
+ ASSERT(!ctx->Texture.Palette.FloatTable);
+ palette = (const GLchan *) ctx->Texture.Palette.Table;
+ format = ctx->Texture.Palette.Format;
+ }
+ else {
+ ASSERT(!tObj->Palette.FloatTable);
+ palette = (const GLchan *) tObj->Palette.Table;
+ format = tObj->Palette.Format;
+ }
+
+ switch (format) {
+ case GL_ALPHA:
+ rgba[ACOMP] = palette[index];
+ return;
+ case GL_LUMINANCE:
+ case GL_INTENSITY:
+ rgba[RCOMP] = palette[index];
+ return;
+ case GL_LUMINANCE_ALPHA:
+ rgba[RCOMP] = palette[(index << 1) + 0];
+ rgba[ACOMP] = palette[(index << 1) + 1];
+ return;
+ case GL_RGB:
+ rgba[RCOMP] = palette[index * 3 + 0];
+ rgba[GCOMP] = palette[index * 3 + 1];
+ rgba[BCOMP] = palette[index * 3 + 2];
+ return;
+ case GL_RGBA:
+ rgba[RCOMP] = palette[(index << 2) + 0];
+ rgba[GCOMP] = palette[(index << 2) + 1];
+ rgba[BCOMP] = palette[(index << 2) + 2];
+ rgba[ACOMP] = palette[(index << 2) + 3];
+ return;
+ default:
+ gl_problem(NULL, "Bad palette format in palette_sample");
+ }
+}
+
+
+
+/*
+ * Default 1-D texture texel fetch function. This will typically be
+ * overridden by hardware drivers which store their texture images in
+ * special ways.
+ */
+static void
+fetch_1d_texel(GLcontext *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLint i, GLint j, GLint k, GLchan rgba[4])
+{
+ const GLchan *data = (GLchan *) img->Data;
+ const GLchan *texel;
+#ifdef DEBUG
+ GLint width = img->Width;
+ assert(i >= 0);
+ assert(i < width);
+#endif
+
+ switch (img->Format) {
+ case GL_COLOR_INDEX:
+ {
+ GLint index = data[i];
+ palette_sample(ctx, tObj, index, rgba);
+ return;
+ }
+ case GL_ALPHA:
+ rgba[ACOMP] = data[i];
+ return;
+ case GL_LUMINANCE:
+ case GL_INTENSITY:
+ rgba[RCOMP] = data[i];
+ return;
+ case GL_LUMINANCE_ALPHA:
+ texel = data + i * 2;
+ rgba[RCOMP] = texel[0];
+ rgba[ACOMP] = texel[1];
+ return;
+ case GL_RGB:
+ texel = data + i * 3;
+ rgba[RCOMP] = texel[0];
+ rgba[GCOMP] = texel[1];
+ rgba[BCOMP] = texel[2];
+ return;
+ case GL_RGBA:
+ texel = data + i * 4;
+ rgba[RCOMP] = texel[0];
+ rgba[GCOMP] = texel[1];
+ rgba[BCOMP] = texel[2];
+ rgba[ACOMP] = texel[3];
+ return;
+ default:
+ gl_problem(NULL, "Bad format in fetch_1d_texel");
+ return;
+ }
+}
+
+
+/*
+ * Default 2-D texture texel fetch function.
+ */
+static void
+fetch_2d_texel(GLcontext *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLint i, GLint j, GLint k, GLchan rgba[4])
+{
+ const GLint width = img->Width; /* includes border */
+ const GLchan *data = (GLchan *) img->Data;
+ const GLchan *texel;
+
+#ifdef DEBUG
+ const GLint height = img->Height; /* includes border */
+ assert(i >= 0);
+ assert(i < width);
+ assert(j >= 0);
+ assert(j < height);
+#endif
+
+ switch (img->Format) {
+ case GL_COLOR_INDEX:
+ {
+ GLint index = data[width *j + i];
+ palette_sample(ctx, tObj, index, rgba );
+ return;
+ }
+ case GL_ALPHA:
+ rgba[ACOMP] = data[width * j + i];
+ return;
+ case GL_LUMINANCE:
+ case GL_INTENSITY:
+ rgba[RCOMP] = data[ width * j + i];
+ return;
+ case GL_LUMINANCE_ALPHA:
+ texel = data + (width * j + i) * 2;
+ rgba[RCOMP] = texel[0];
+ rgba[ACOMP] = texel[1];
+ return;
+ case GL_RGB:
+ texel = data + (width * j + i) * 3;
+ rgba[RCOMP] = texel[0];
+ rgba[GCOMP] = texel[1];
+ rgba[BCOMP] = texel[2];
+ return;
+ case GL_RGBA:
+ texel = data + (width * j + i) * 4;
+ rgba[RCOMP] = texel[0];
+ rgba[GCOMP] = texel[1];
+ rgba[BCOMP] = texel[2];
+ rgba[ACOMP] = texel[3];
+ return;
+ default:
+ gl_problem(NULL, "Bad format in fetch_2d_texel");
+ }
+}
+
+
+/*
+ * Default 2-D texture texel fetch function.
+ */
+static void
+fetch_3d_texel(GLcontext *ctx,
+ const struct gl_texture_object *tObj,
+ const struct gl_texture_image *img,
+ GLint i, GLint j, GLint k, GLchan rgba[4])
+{
+ const GLint width = img->Width; /* includes border */
+ const GLint height = img->Height; /* includes border */
+ const GLint rectarea = width * height;
+ const GLchan *data = (GLchan *) img->Data;
+ const GLchan *texel;
+
+#ifdef DEBUG
+ const GLint depth = img->Depth; /* includes border */
+ assert(i >= 0);
+ assert(i < width);
+ assert(j >= 0);
+ assert(j < height);
+ assert(k >= 0);
+ assert(k < depth);
+#endif
+
+ switch (img->Format) {
+ case GL_COLOR_INDEX:
+ {
+ GLint index = data[ rectarea * k + width * j + i ];
+ palette_sample(ctx, tObj, index, rgba );
+ return;
+ }
+ case GL_ALPHA:
+ rgba[ACOMP] = data[ rectarea * k + width * j + i ];
+ return;
+ case GL_LUMINANCE:
+ case GL_INTENSITY:
+ rgba[RCOMP] = data[ rectarea * k + width * j + i ];
+ return;
+ case GL_LUMINANCE_ALPHA:
+ texel = data + ( rectarea * k + width * j + i) * 2;
+ rgba[RCOMP] = texel[0];
+ rgba[ACOMP] = texel[1];
+ return;
+ case GL_RGB:
+ texel = data + (rectarea * k + width * j + i) * 3;
+ rgba[RCOMP] = texel[0];
+ rgba[GCOMP] = texel[1];
+ rgba[BCOMP] = texel[2];
+ return;
+ case GL_RGBA:
+ texel = data + (rectarea * k + width * j + i) * 4;
+ rgba[RCOMP] = texel[0];
+ rgba[GCOMP] = texel[1];
+ rgba[BCOMP] = texel[2];
+ rgba[ACOMP] = texel[3];
+ return;
+ default:
+ gl_problem(NULL, "Bad format in fetch_3d_texel");
+ }
+}
+
+
+
+/*
+ * 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 * sizeof(GLchan);
+ 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 * sizeof(GLchan);
+ texImage->IndexBits = 0;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ texImage->RedBits = 0;
+ texImage->GreenBits = 0;
+ texImage->BlueBits = 0;
+ texImage->AlphaBits = 8 * sizeof(GLchan);
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 8 * sizeof(GLchan);
+ texImage->IndexBits = 0;
+ break;
+ case GL_INTENSITY:
+ texImage->RedBits = 0;
+ texImage->GreenBits = 0;
+ texImage->BlueBits = 0;
+ texImage->AlphaBits = 0;
+ texImage->IntensityBits = 8 * sizeof(GLchan);
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 0;
+ break;
+ case GL_RED:
+ texImage->RedBits = 8 * sizeof(GLchan);
+ texImage->GreenBits = 0;
+ texImage->BlueBits = 0;
+ texImage->AlphaBits = 0;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 0;
+ break;
+ case GL_GREEN:
+ texImage->RedBits = 0;
+ texImage->GreenBits = 8 * sizeof(GLchan);
+ texImage->BlueBits = 0;
+ texImage->AlphaBits = 0;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 0;
+ break;
+ case GL_BLUE:
+ texImage->RedBits = 0;
+ texImage->GreenBits = 0;
+ texImage->BlueBits = 8 * sizeof(GLchan);
+ texImage->AlphaBits = 0;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 0;
+ break;
+ case GL_RGB:
+ case GL_BGR:
+ texImage->RedBits = 8 * sizeof(GLchan);
+ texImage->GreenBits = 8 * sizeof(GLchan);
+ texImage->BlueBits = 8 * sizeof(GLchan);
+ texImage->AlphaBits = 0;
+ texImage->IntensityBits = 0;
+ texImage->LuminanceBits = 0;
+ texImage->IndexBits = 0;
+ break;
+ case GL_RGBA:
+ case GL_BGRA:
+ case GL_ABGR_EXT:
+ texImage->RedBits = 8 * sizeof(GLchan);
+ texImage->GreenBits = 8 * sizeof(GLchan);
+ texImage->BlueBits = 8 * sizeof(GLchan);
+ texImage->AlphaBits = 8 * sizeof(GLchan);
+ 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 * sizeof(GLchan);
+ break;
+ default:
+ gl_problem(NULL, "unexpected format in set_teximage_component_sizes");
+ }
+}
+
+
+/*
+ * 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;
+ }
+}
+
+
+
+/*
+ * Return GL_TRUE if internalFormat is a compressed format, return GL_FALSE
+ * otherwise.
+ */
+static GLboolean
+is_compressed_format(GLcontext *ctx, GLenum internalFormat)
+{
+ if (ctx->Driver.IsCompressedFormat) {
+ return (*ctx->Driver.IsCompressedFormat)(ctx, internalFormat);
+ }
+ return GL_FALSE;
+}
+
+
+
+/*
+ * Initialize most fields of a gl_texture_image struct.
+ */
+static void
+init_teximage_fields( GLcontext *ctx,
+ struct gl_texture_image *img,
+ GLsizei width, GLsizei height, GLsizei depth,
+ GLint border, GLenum internalFormat )
+{
+ ASSERT(img);
+ ASSERT(!img->Data);
+ img->Format = (GLenum) _mesa_base_tex_format(ctx, internalFormat);
+ img->Type = CHAN_TYPE; /* usually GL_UNSIGNED_BYTE */
+ set_teximage_component_sizes( img );
+ img->IntFormat = internalFormat;
+ img->Border = border;
+ img->Width = width;
+ img->Height = height;
+ img->Depth = depth;
+ img->WidthLog2 = logbase2(width - 2 * border);
+ if (height == 1) /* 1-D texture */
+ img->HeightLog2 = 0;
+ else
+ img->HeightLog2 = logbase2(height - 2 * border);
+ if (depth == 1) /* 2-D texture */
+ img->DepthLog2 = 0;
+ else
+ img->DepthLog2 = logbase2(depth - 2 * border);
+ img->Width2 = 1 << img->WidthLog2;
+ img->Height2 = 1 << img->HeightLog2;
+ img->Depth2 = 1 << img->DepthLog2;
+ img->MaxLog2 = MAX2(img->WidthLog2, img->HeightLog2);
+ img->IsCompressed = is_compressed_format(ctx, internalFormat);
+
+ if (height == 1 && depth == 1) {
+ img->FetchTexel = fetch_1d_texel;
+ }
+ else if (depth == 1) {
+ img->FetchTexel = fetch_2d_texel;
+ }
+ else {
+ img->FetchTexel = fetch_3d_texel;
+ }
+}
+
+
+
+/*
+ * 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 */
+ }
+}
+
+
+/*
+ * This function is used to transfer the user's image data into a texture
+ * image buffer. We handle both full texture images and subtexture images.
+ * We also take care of all image transfer operations here, including
+ * convolution, scale/bias, colortables, etc.
+ *
+ * The destination texel channel type is always GLchan.
+ *
+ * A hardware driver may use this as a helper routine to unpack and
+ * apply pixel transfer ops into a temporary image buffer. Then,
+ * convert the temporary image into the special hardware format.
+ *
+ * Input:
+ * dimensions - 1, 2, or 3
+ * texFormat - GL_LUMINANCE, GL_INTENSITY, GL_LUMINANCE_ALPHA, GL_ALPHA,
+ * GL_RGB or GL_RGBA
+ * texAddr - destination image address
+ * srcWidth, srcHeight, srcDepth - size (in pixels) of src and dest images
+ * dstXoffset, dstYoffset, dstZoffset - position to store the image within
+ * the destination 3D texture
+ * dstRowStride, dstImageStride - dest image strides in GLchan's
+ * srcFormat - source image format (GL_ALPHA, GL_RED, GL_RGB, etc)
+ * srcType - GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5, GL_FLOAT, etc
+ * srcPacking - describes packing of incoming image.
+ */
+void
+_mesa_transfer_teximage(GLcontext *ctx, GLuint dimensions,
+ GLenum texFormat, GLchan *texAddr,
+ GLint srcWidth, GLint srcHeight, GLint srcDepth,
+ GLint dstXoffset, GLint dstYoffset, GLint dstZoffset,
+ GLint dstRowStride, GLint dstImageStride,
+ GLenum srcFormat, GLenum srcType,
+ const GLvoid *srcAddr,
+ const struct gl_pixelstore_attrib *srcPacking)
+{
+ GLint texComponents;
+
+ ASSERT(ctx);
+ ASSERT(dimensions >= 1 && dimensions <= 3);
+ ASSERT(texAddr);
+ ASSERT(srcWidth >= 1);
+ ASSERT(srcHeight >= 1);
+ ASSERT(srcDepth >= 1);
+ ASSERT(dstXoffset >= 0);
+ ASSERT(dstYoffset >= 0);
+ ASSERT(dstZoffset >= 0);
+ ASSERT(dstRowStride >= 0);
+ ASSERT(dstImageStride >= 0);
+ ASSERT(srcAddr);
+ ASSERT(srcPacking);
+
+ texComponents = components_in_intformat(texFormat);
+
+ /* try common 2D texture cases first */
+ if (!ctx->_ImageTransferState && dimensions == 2
+ && srcType == GL_UNSIGNED_BYTE) {
+
+ if (srcFormat == texFormat) {
+ /* This will cover the common GL_RGB, GL_RGBA, GL_ALPHA,
+ * GL_LUMINANCE_ALPHA, etc. texture formats. Use memcpy().
+ */
+ const GLchan *src = (const GLchan *) _mesa_image_address(
+ srcPacking, srcAddr, srcWidth, srcHeight,
+ srcFormat, srcType, 0, 0, 0);
+ const GLint srcRowStride = _mesa_image_row_stride(srcPacking,
+ srcWidth, srcFormat, srcType);
+ const GLint widthInBytes = srcWidth * texComponents * sizeof(GLchan);
+ GLchan *dst = texAddr + dstYoffset * dstRowStride
+ + dstXoffset * texComponents;
+ if (srcRowStride == widthInBytes && dstRowStride == widthInBytes) {
+ MEMCPY(dst, src, srcHeight * widthInBytes);
+ }
+ else {
+ GLint i;
+ for (i = 0; i < srcHeight; i++) {
+ MEMCPY(dst, src, widthInBytes);
+ src += srcRowStride;
+ dst += dstRowStride;
+ }
+ }
+ return; /* all done */
+ }
+ else if (srcFormat == GL_RGBA && texFormat == GL_RGB) {
+ /* commonly used by Quake */
+ const GLchan *src = (const GLchan *) _mesa_image_address(
+ srcPacking, srcAddr, srcWidth, srcHeight,
+ srcFormat, srcType, 0, 0, 0);
+ const GLint srcRowStride = _mesa_image_row_stride(srcPacking,
+ srcWidth, srcFormat, srcType);
+ GLchan *dst = texAddr + dstYoffset * dstRowStride
+ + dstXoffset * texComponents;
+ GLint i, j;
+ for (i = 0; i < srcHeight; i++) {
+ const GLchan *s = src;
+ GLchan *d = dst;
+ for (j = 0; j < srcWidth; j++) {
+ *d++ = *s++; /*red*/
+ *d++ = *s++; /*green*/
+ *d++ = *s++; /*blue*/
+ s++; /*alpha*/
+ }
+ src += srcRowStride;
+ dst += dstRowStride;
+ }
+ return; /* all done */
+ }
+ }
+
+ /*
+ * General case solutions
+ */
+ if (texFormat == GL_COLOR_INDEX) {
+ /* color index texture */
+ const GLenum texType = GL_UNSIGNED_BYTE;
+ GLint img, row;
+ GLchan *dest = texAddr + dstZoffset * dstImageStride
+ + dstYoffset * dstRowStride
+ + dstXoffset * texComponents;
+ for (img = 0; img < srcDepth; img++) {
+ GLchan *destRow = dest;
+ for (row = 0; row < srcHeight; row++) {
+ const GLvoid *src = _mesa_image_address(srcPacking,
+ srcAddr, srcWidth, srcHeight, srcFormat, srcType, img, row, 0);
+ _mesa_unpack_index_span(ctx, srcWidth, texType, destRow,
+ srcType, src, srcPacking,
+ ctx->_ImageTransferState);
+ destRow += dstRowStride;
+ }
+ dest += dstImageStride;
+ }
+ }
+ else {
+ /* regular, color texture */
+ if ((dimensions == 1 && ctx->Pixel.Convolution1DEnabled) ||
+ (dimensions >= 2 && ctx->Pixel.Convolution2DEnabled) ||
+ (dimensions >= 2 && ctx->Pixel.Separable2DEnabled)) {
+ /*
+ * Fill texture image with convolution
+ */
+ GLint img, row;
+ GLint convWidth = srcWidth, convHeight = srcHeight;
+ GLfloat *tmpImage, *convImage;
+ tmpImage = (GLfloat *) MALLOC(srcWidth * srcHeight * 4 * sizeof(GLfloat));
+ if (!tmpImage) {
+ gl_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
+ return;
+ }
+ convImage = (GLfloat *) MALLOC(srcWidth * srcHeight * 4 * sizeof(GLfloat));
+ if (!convImage) {
+ gl_error(ctx, GL_OUT_OF_MEMORY, "glTexImage");
+ FREE(tmpImage);
+ return;
+ }
+
+ for (img = 0; img < srcDepth; img++) {
+ const GLfloat *srcf;
+ GLfloat *dstf = tmpImage;
+ GLchan *dest;
+
+ /* unpack and do transfer ops up to convolution */
+ for (row = 0; row < srcHeight; row++) {
+ const GLvoid *src = _mesa_image_address(srcPacking,
+ srcAddr, srcWidth, srcHeight,
+ srcFormat, srcType, img, row, 0);
+ _mesa_unpack_float_color_span(ctx, srcWidth, GL_RGBA, dstf,
+ srcFormat, srcType, src, srcPacking,
+ ctx->_ImageTransferState & IMAGE_PRE_CONVOLUTION_BITS,
+ GL_TRUE);
+ dstf += srcWidth * 4;
+ }
+
+ /* convolve */
+ if (dimensions == 1) {
+ ASSERT(ctx->Pixel.Convolution1DEnabled);
+ _mesa_convolve_1d_image(ctx, &convWidth, tmpImage, convImage);
+ }
+ else {
+ if (ctx->Pixel.Convolution2DEnabled) {
+ _mesa_convolve_2d_image(ctx, &convWidth, &convHeight,
+ tmpImage, convImage);
+ }
+ else {
+ ASSERT(ctx->Pixel.Separable2DEnabled);
+ _mesa_convolve_sep_image(ctx, &convWidth, &convHeight,
+ tmpImage, convImage);
+ }
+ }
+
+ /* packing and transfer ops after convolution */
+ srcf = convImage;
+ dest = texAddr + (dstZoffset + img) * dstImageStride
+ + dstYoffset * dstRowStride;
+ for (row = 0; row < convHeight; row++) {
+ _mesa_pack_float_rgba_span(ctx, convWidth,
+ (const GLfloat (*)[4]) srcf,
+ texFormat, GL_UNSIGNED_BYTE,
+ dest, &_mesa_native_packing,
+ ctx->_ImageTransferState
+ & IMAGE_POST_CONVOLUTION_BITS);
+ srcf += convWidth * 4;
+ dest += dstRowStride;
+ }
+ }
+
+ FREE(convImage);
+ FREE(tmpImage);
+ }
+ else {
+ /*
+ * no convolution
+ */
+ GLint img, row;
+ GLchan *dest = texAddr + dstZoffset * dstImageStride
+ + dstYoffset * dstRowStride
+ + dstXoffset * texComponents;
+ for (img = 0; img < srcDepth; img++) {
+ GLchan *destRow = dest;
+ for (row = 0; row < srcHeight; row++) {
+ const GLvoid *srcRow = _mesa_image_address(srcPacking,
+ srcAddr, srcWidth, srcHeight,
+ srcFormat, srcType, img, row, 0);
+ _mesa_unpack_chan_color_span(ctx, srcWidth, texFormat, destRow,
+ srcFormat, srcType, srcRow, srcPacking,
+ ctx->_ImageTransferState);
+ destRow += dstRowStride;
+ }
+ dest += dstImageStride;
+ }
+ }
+ }
+}
+
+
+
+/*
+ * This is the software fallback for Driver.TexImage1D().
+ * The texture image type will be GLchan.
+ * The texture image format will be GL_COLOR_INDEX, GL_INTENSITY,
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA, GL_RGB or GL_RGBA.
+ *
+ */
+void
+_mesa_store_teximage1d(GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint border,
+ GLenum format, GLenum type, const GLvoid *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ const GLint components = components_in_intformat(internalFormat);
+ GLint postConvWidth = width;
+
+ if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
+ _mesa_adjust_image_for_convolution(ctx, 1, &postConvWidth, NULL);
+ }
+
+ /* setup the teximage struct's fields */
+ init_teximage_fields(ctx, texImage, postConvWidth, 1, 1,
+ border, internalFormat);
+
+ /* allocate memory */
+ texImage->Data = (GLchan *) MALLOC(postConvWidth
+ * components * sizeof(GLchan));
+ if (!texImage->Data)
+ return; /* out of memory */
+
+ /* unpack image, apply transfer ops and store in texImage->Data */
+ _mesa_transfer_teximage(ctx, 1, texImage->Format, texImage->Data,
+ width, 1, 1, 0, 0, 0,
+ 0, /* dstRowStride */
+ 0, /* dstImageStride */
+ format, type, pixels, packing);
+}
+
+
+/*
+ * This is the software fallback for Driver.TexImage2D().
+ * The texture image type will be GLchan.
+ * The texture image format will be GL_COLOR_INDEX, GL_INTENSITY,
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA, GL_RGB or GL_RGBA.
+ *
+ */
+void
+_mesa_store_teximage2d(GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint border,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ const GLint components = components_in_intformat(internalFormat);
+ GLint postConvWidth = width, postConvHeight = height;
+
+ if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
+ _mesa_adjust_image_for_convolution(ctx, 2, &postConvWidth,
+ &postConvHeight);
+ }
+
+ /* setup the teximage struct's fields */
+ init_teximage_fields(ctx, texImage, postConvWidth, postConvHeight, 1,
+ border, internalFormat);
+
+ /* allocate memory */
+ texImage->Data = (GLchan *) MALLOC(postConvWidth * postConvHeight
+ * components * sizeof(GLchan));
+ if (!texImage->Data)
+ return; /* out of memory */
+
+ /* unpack image, apply transfer ops and store in texImage->Data */
+ _mesa_transfer_teximage(ctx, 2, texImage->Format, texImage->Data,
+ width, height, 1, 0, 0, 0,
+ texImage->Width * components * sizeof(GLchan),
+ 0, /* dstImageStride */
+ format, type, pixels, packing);
+}
+
+
+
+/*
+ * This is the software fallback for Driver.TexImage3D().
+ * The texture image type will be GLchan.
+ * The texture image format will be GL_COLOR_INDEX, GL_INTENSITY,
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA, GL_RGB or GL_RGBA.
+ *
+ */
+void
+_mesa_store_teximage3d(GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint depth, GLint border,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ const GLint components = components_in_intformat(internalFormat);
+
+ /* setup the teximage struct's fields */
+ init_teximage_fields(ctx, texImage, width, height, depth,
+ border, internalFormat);
+
+ /* allocate memory */
+ texImage->Data = (GLchan *) MALLOC(width * height * depth
+ * components * sizeof(GLchan));
+ if (!texImage->Data)
+ return; /* out of memory */
+
+ /* unpack image, apply transfer ops and store in texImage->Data */
+ _mesa_transfer_teximage(ctx, 3, texImage->Format, texImage->Data,
+ width, height, depth, 0, 0, 0,
+ texImage->Width * components * sizeof(GLchan),
+ texImage->Width * texImage->Height * components
+ * sizeof(GLchan),
+ format, type, pixels, packing);
+}
+
+
+
+
+/*
+ * This is the software fallback for Driver.TexSubImage1D().
+ */
+void
+_mesa_store_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint width,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ _mesa_transfer_teximage(ctx, 1, texImage->Format, texImage->Data,
+ width, 1, 1, /* src size */
+ xoffset, 0, 0, /* dest offsets */
+ 0, /* dstRowStride */
+ 0, /* dstImageStride */
+ format, type, pixels, packing);
+}
+
+
+/*
+ * This is the software fallback for Driver.TexSubImage2D().
+ */
+void
+_mesa_store_texsubimage2d(GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLint width, GLint height,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ const GLint components = components_in_intformat(texImage->IntFormat);
+ _mesa_transfer_teximage(ctx, 2, texImage->Format, texImage->Data,
+ width, height, 1, /* src size */
+ xoffset, yoffset, 0, /* dest offsets */
+ texImage->Width * components * sizeof(GLchan),
+ 0, /* dstImageStride */
+ format, type, pixels, packing);
+}
+
+
+/*
+ * This is the software fallback for Driver.TexSubImage3D().
+ */
+void
+_mesa_store_texsubimage3d(GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLint width, GLint height, GLint depth,
+ GLenum format, GLenum type, const void *pixels,
+ const struct gl_pixelstore_attrib *packing,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ const GLint components = components_in_intformat(texImage->IntFormat);
+ _mesa_transfer_teximage(ctx, 3, texImage->Format, texImage->Data,
+ width, height, depth, /* src size */
+ xoffset, yoffset, xoffset, /* dest offsets */
+ texImage->Width * components * sizeof(GLchan),
+ texImage->Width * texImage->Height * components
+ * sizeof(GLchan),
+ format, type, pixels, packing);
+}
+
+
+
+/*
+ * Fallback for Driver.CompressedTexImage1D()
+ */
+void
+_mesa_store_compressed_teximage1d(GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint border,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ /* Nothing here.
+ * The device driver has to do it all.
+ */
+}
+
+
+
+/*
+ * Fallback for Driver.CompressedTexImage2D()
+ */
+void
+_mesa_store_compressed_teximage2d(GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint border,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ /* Nothing here.
+ * The device driver has to do it all.
+ */
+}
+
+
+
+/*
+ * Fallback for Driver.CompressedTexImage3D()
+ */
+void
+_mesa_store_compressed_teximage3d(GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat,
+ GLint width, GLint height, GLint depth,
+ GLint border,
+ GLsizei imageSize, const GLvoid *data,
+ struct gl_texture_object *texObj,
+ struct gl_texture_image *texImage)
+{
+ /* Nothing here.
+ * The device driver has to do it all.
+ */
+}
+
+
+
+
+
+
+/*
+ * This is the fallback for Driver.TestProxyTexImage().
+ */
+GLboolean
+_mesa_test_proxy_teximage(GLcontext *ctx, GLenum target, GLint level,
+ GLint internalFormat, GLenum format, GLenum type,
+ GLint width, GLint height, GLint depth, GLint border)
+{
+ struct gl_texture_unit *texUnit;
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
+
+ (void) format;
+ (void) type;
+
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ texObj = _mesa_select_tex_object(ctx, texUnit, target);
+ texImage = _mesa_select_tex_image(ctx, texUnit, target, level);
+
+ /* We always pass.
+ * The core Mesa code will have already tested the image size, etc.
+ * Drivers may have more stringent texture limits to enforce and will
+ * have to override this function.
+ */
+ init_teximage_fields(ctx, texImage, width, height, depth, border,
+ internalFormat);
+
+ return GL_TRUE;
+}
+