From 2aadbf41dfd4f63c6118d0ad2d8659d289cbe454 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Mon, 19 Feb 2001 20:01:41 +0000 Subject: Updated Driver.CopyTexImage[12]D and Driver.CopyTexSubImage[123]D functions so they work like the other teximage functions. Added fallback routines to texstore.c for drivers to use. --- src/mesa/main/texstore.c | 415 ++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 412 insertions(+), 3 deletions(-) (limited to 'src/mesa/main/texstore.c') diff --git a/src/mesa/main/texstore.c b/src/mesa/main/texstore.c index 8f0f4fc64cb..1ba40c9822b 100644 --- a/src/mesa/main/texstore.c +++ b/src/mesa/main/texstore.c @@ -1,4 +1,4 @@ -/* $Id: texstore.c,v 1.6 2001/02/17 18:41:01 brianp Exp $ */ +/* $Id: texstore.c,v 1.7 2001/02/19 20:01:42 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -46,7 +46,8 @@ #include "mem.h" #include "teximage.h" #include "texstore.h" - +#include "swrast/s_depth.h" /* XXX this is kind of a cheat */ +#include "swrast/s_span.h" /* @@ -73,21 +74,37 @@ fetch_1d_texel(const struct gl_texture_image *img, rgba[RCOMP] = src[0]; rgba[GCOMP] = src[1]; rgba[BCOMP] = src[2]; + rgba[ACOMP] = CHAN_MAX; return; } case GL_ALPHA: { const GLchan *src = (GLchan *) img->Data + i; GLchan *rgba = (GLchan *) texel; + rgba[RCOMP] = 0; + rgba[GCOMP] = 0; + rgba[BCOMP] = 0; rgba[ACOMP] = src[0]; return; } case GL_LUMINANCE: + { + const GLchan *src = (GLchan *) img->Data + i; + GLchan *rgba = (GLchan *) texel; + rgba[RCOMP] = src[0]; + rgba[GCOMP] = src[0]; + rgba[BCOMP] = src[0]; + rgba[ACOMP] = CHAN_MAX; + return; + } case GL_INTENSITY: { const GLchan *src = (GLchan *) img->Data + i; GLchan *rgba = (GLchan *) texel; rgba[RCOMP] = src[0]; + rgba[GCOMP] = src[0]; + rgba[BCOMP] = src[0]; + rgba[ACOMP] = src[0]; return; } case GL_LUMINANCE_ALPHA: @@ -95,6 +112,8 @@ fetch_1d_texel(const struct gl_texture_image *img, const GLchan *src = (GLchan *) img->Data + i * 2; GLchan *rgba = (GLchan *) texel; rgba[RCOMP] = src[0]; + rgba[GCOMP] = src[0]; + rgba[BCOMP] = src[0]; rgba[ACOMP] = src[1]; return; } @@ -140,28 +159,46 @@ fetch_2d_texel(const struct gl_texture_image *img, rgba[RCOMP] = src[0]; rgba[GCOMP] = src[1]; rgba[BCOMP] = src[2]; + rgba[ACOMP] = CHAN_MAX; return; } case GL_ALPHA: { const GLchan *src = (GLchan *) img->Data + (img->Width * j + i); GLchan *rgba = (GLchan *) texel; + rgba[RCOMP] = 0; + rgba[GCOMP] = 0; + rgba[BCOMP] = 0; rgba[ACOMP] = src[0]; return; } case GL_LUMINANCE: + { + const GLchan *src = (GLchan *) img->Data + (img->Width * j + i); + GLchan *rgba = (GLchan *) texel; + rgba[RCOMP] = src[0]; + rgba[GCOMP] = src[0]; + rgba[BCOMP] = src[0]; + rgba[ACOMP] = CHAN_MAX; + return; + } case GL_INTENSITY: { const GLchan *src = (GLchan *) img->Data + (img->Width * j + i); GLchan *rgba = (GLchan *) texel; rgba[RCOMP] = src[0]; + rgba[GCOMP] = src[0]; + rgba[BCOMP] = src[0]; + rgba[ACOMP] = src[0]; return; } case GL_LUMINANCE_ALPHA: { const GLchan *src = (GLchan *) img->Data + (img->Width * j + i) * 2; GLchan *rgba = (GLchan *) texel; - rgba[RCOMP] = src[0]; + rgba[RCOMP] = 0; + rgba[GCOMP] = 0; + rgba[BCOMP] = 0; rgba[ACOMP] = src[1]; return; } @@ -212,6 +249,7 @@ fetch_3d_texel(const struct gl_texture_image *img, rgba[RCOMP] = src[0]; rgba[GCOMP] = src[1]; rgba[BCOMP] = src[2]; + rgba[ACOMP] = CHAN_MAX; return; } case GL_ALPHA: @@ -219,16 +257,32 @@ fetch_3d_texel(const struct gl_texture_image *img, const GLchan *src = (GLchan *) img->Data + (rectArea * k + width * j + i); GLchan *rgba = (GLchan *) texel; + rgba[RCOMP] = 0; + rgba[GCOMP] = 0; + rgba[BCOMP] = 0; rgba[ACOMP] = src[0]; return; } case GL_LUMINANCE: + { + const GLchan *src = (GLchan *) img->Data + + (rectArea * k + width * j + i); + GLchan *rgba = (GLchan *) texel; + rgba[RCOMP] = src[0]; + rgba[GCOMP] = src[0]; + rgba[BCOMP] = src[0]; + rgba[ACOMP] = CHAN_MAX; + return; + } case GL_INTENSITY: { const GLchan *src = (GLchan *) img->Data + (rectArea * k + width * j + i); GLchan *rgba = (GLchan *) texel; rgba[RCOMP] = src[0]; + rgba[GCOMP] = src[0]; + rgba[BCOMP] = src[0]; + rgba[ACOMP] = src[0]; return; } case GL_LUMINANCE_ALPHA: @@ -237,6 +291,8 @@ fetch_3d_texel(const struct gl_texture_image *img, + (rectArea * k + width * j + i) * 2; GLchan *rgba = (GLchan *) texel; rgba[RCOMP] = src[0]; + rgba[GCOMP] = src[0]; + rgba[BCOMP] = src[0]; rgba[ACOMP] = src[1]; return; } @@ -944,6 +1000,359 @@ _mesa_store_texsubimage3d(GLcontext *ctx, GLenum target, GLint level, + +/* + * 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 ) +{ + GLint stride, i; + GLchan *image, *dst; + + image = (GLchan *) MALLOC(width * height * 4 * sizeof(GLchan)); + if (!image) + return NULL; + + /* Select buffer to read from */ + (*ctx->Driver.SetReadBuffer)( ctx, ctx->ReadBuffer, + ctx->Pixel.DriverReadBuffer ); + + RENDER_START(ctx); + + dst = image; + stride = width * 4; + for (i = 0; i < height; i++) { + gl_read_rgba_span( ctx, ctx->ReadBuffer, width, x, y + i, + (GLchan (*)[4]) dst ); + dst += stride; + } + + RENDER_FINISH(ctx); + + /* Read from draw buffer (the default) */ + (*ctx->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 ) +{ + GLint i; + GLfloat *image, *dst; + + image = (GLfloat *) MALLOC(width * height * sizeof(GLfloat)); + if (!image) + return NULL; + + RENDER_START(ctx); + + dst = image; + for (i = 0; i < height; i++) { + _mesa_read_depth_span_float(ctx, width, x, y + i, dst); + dst += width; + } + + RENDER_FINISH(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 +_mesa_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) { + gl_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) { + gl_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 +_mesa_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) { + gl_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) { + gl_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 +_mesa_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) { + gl_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) { + gl_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 +_mesa_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) { + gl_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) { + gl_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 +_mesa_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) { + gl_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) { + gl_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); + } +} + + + /* * Fallback for Driver.CompressedTexImage1D() */ -- cgit v1.2.3