/* $Id: texstore.c,v 1.34.2.1 2002/03/19 16:42:41 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 4.0.2 * * Copyright (C) 1999-2002 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 */ #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 "texstore.h" #include "texutil.h" /* * 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. * * GH: Do we really need this? We have the number of bytes per texel * in the texture format structures, so why don't we just use that? */ 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; case GL_DEPTH_COMPONENT: case GL_DEPTH_COMPONENT16_SGIX: case GL_DEPTH_COMPONENT24_SGIX: case GL_DEPTH_COMPONENT32_SGIX: 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 * texDestAddr - 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 bytes * 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. * transferOps - mask of pixel transfer operations */ static void transfer_teximage(GLcontext *ctx, GLuint dimensions, GLenum texDestFormat, GLvoid *texDestAddr, 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, GLuint transferOps) { GLint texComponents; ASSERT(ctx); ASSERT(dimensions >= 1 && dimensions <= 3); ASSERT(texDestAddr); 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(texDestFormat); /* try common 2D texture cases first */ if (!transferOps && dimensions == 2 && srcType == CHAN_TYPE) { if (srcFormat == texDestFormat) { /* 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 = (GLchan *) texDestAddr + dstYoffset * (dstRowStride / sizeof(GLchan)) + 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 / sizeof(GLchan)); dst += (dstRowStride / sizeof(GLchan)); } } return; /* all done */ } else if (srcFormat == GL_RGBA && texDestFormat == 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 = (GLchan *) texDestAddr + dstYoffset * (dstRowStride / sizeof(GLchan)) + 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 / sizeof(GLchan)); dst += (dstRowStride / sizeof(GLchan)); } return; /* all done */ } } /* * General case solutions */ if (texDestFormat == GL_COLOR_INDEX) { /* color index texture */ const GLenum texType = CHAN_TYPE; GLint img, row; GLchan *dest = (GLchan *) texDestAddr + dstZoffset * dstImageStride + dstYoffset * (dstRowStride / sizeof(GLchan)) + 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, transferOps); destRow += (dstRowStride / sizeof(GLchan)); } dest += dstImageStride; } } else if (texDestFormat == GL_DEPTH_COMPONENT) { /* Depth texture (shadow maps) */ GLint img, row; GLubyte *dest = (GLubyte *) texDestAddr + dstZoffset * dstImageStride + dstYoffset * (dstRowStride / sizeof(GLchan)) + dstXoffset * texComponents; for (img = 0; img < srcDepth; img++) { GLubyte *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_depth_span(ctx, srcWidth, (GLfloat *) destRow, srcType, src, srcPacking); destRow += (dstRowStride / sizeof(GLchan)); } 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) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); return; } convImage = (GLfloat *) MALLOC(srcWidth * srcHeight * 4 * sizeof(GLfloat)); if (!convImage) { _mesa_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, transferOps & 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 = (GLchan *) texDestAddr + (dstZoffset + img) * dstImageStride + dstYoffset * (dstRowStride / sizeof(GLchan)); for (row = 0; row < convHeight; row++) { _mesa_pack_float_rgba_span(ctx, convWidth, (const GLfloat (*)[4]) srcf, texDestFormat, CHAN_TYPE, dest, &_mesa_native_packing, transferOps & IMAGE_POST_CONVOLUTION_BITS); srcf += convWidth * 4; dest += (dstRowStride / sizeof(GLchan)); } } FREE(convImage); FREE(tmpImage); } else { /* * no convolution */ GLint img, row; GLchan *dest = (GLchan *) texDestAddr + dstZoffset * dstImageStride + dstYoffset * (dstRowStride / sizeof(GLchan)) + 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, texDestFormat, destRow, srcFormat, srcType, srcRow, srcPacking, transferOps); destRow += (dstRowStride / sizeof(GLchan)); } dest += dstImageStride; } } } } /* * Transfer a texture image from user space to applying all * needed image transfer operations and storing the result in the format * specified by . may be any format from texformat.h. * Input: * dimensions - 1, 2 or 3 * baseInternalFormat - base format of the internal texture format * specified by the user. This is very important, see below. * dstFormat - destination image format * dstAddr - destination address * srcWidth, srcHeight, srcDepth - size of source iamge * dstX/Y/Zoffset - as specified by glTexSubImage * dstRowStride - stride between dest rows in bytes * dstImagetride - stride between dest images in bytes * srcFormat, srcType - incoming image format and datatype * srcAddr - source image address * srcPacking - packing params of source image * * XXX this function is a bit more complicated than it should be. If * _mesa_convert_texsubimage[123]d could handle any dest/source formats * or if transfer_teximage() could store in any MESA_FORMAT_* format, we * could simplify things here. */ void _mesa_transfer_teximage(GLcontext *ctx, GLuint dimensions, GLenum baseInternalFormat, const struct gl_texture_format *dstFormat, GLvoid *dstAddr, 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) { const GLint dstRowStridePixels = dstRowStride / dstFormat->TexelBytes; const GLint dstImageStridePixels = dstImageStride / dstFormat->TexelBytes; GLboolean makeTemp; GLuint transferOps = ctx->_ImageTransferState; GLboolean freeSourceData = GL_FALSE; GLint postConvWidth = srcWidth, postConvHeight = srcHeight; assert(baseInternalFormat > 0); if (transferOps & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, dimensions, &postConvWidth, &postConvHeight); } /* * Consider this scenario: The user's source image is GL_RGB and the * requested internal format is GL_LUMINANCE. Now suppose the device * driver doesn't support GL_LUMINANCE and instead uses RGB16 as the * texture format. In that case we still need to do an intermediate * conversion to luminance format so that the incoming red channel gets * replicated into the dest red, green and blue channels. The following * code takes care of that. */ if (dstFormat->BaseFormat != baseInternalFormat) { /* Allocate storage for temporary image in the baseInternalFormat */ const GLint texelSize = _mesa_components_in_format(baseInternalFormat) * sizeof(GLchan); const GLint bytes = texelSize * postConvWidth * postConvHeight *srcDepth; const GLint tmpRowStride = texelSize * postConvWidth; const GLint tmpImgStride = texelSize * postConvWidth * postConvHeight; GLvoid *tmpImage = MALLOC(bytes); if (!tmpImage) return; transfer_teximage(ctx, dimensions, baseInternalFormat, tmpImage, srcWidth, srcHeight, srcDepth, 0, 0, 0, /* x/y/zoffset */ tmpRowStride, tmpImgStride, srcFormat, srcType, srcAddr, srcPacking, transferOps); /* this is our new source image */ srcWidth = postConvWidth; srcHeight = postConvHeight; srcFormat = baseInternalFormat; srcType = CHAN_TYPE; srcAddr = tmpImage; srcPacking = &_mesa_native_packing; freeSourceData = GL_TRUE; transferOps = 0; /* image transfer ops were completed */ } /* Let the optimized tex conversion functions take a crack at the * image conversion if the dest format is a h/w format. */ if (_mesa_is_hardware_tex_format(dstFormat)) { if (transferOps) { makeTemp = GL_TRUE; } else { if (dimensions == 1) { makeTemp = !_mesa_convert_texsubimage1d(dstFormat->MesaFormat, dstXoffset, srcWidth, srcFormat, srcType, srcPacking, srcAddr, dstAddr); } else if (dimensions == 2) { makeTemp = !_mesa_convert_texsubimage2d(dstFormat->MesaFormat, dstXoffset, dstYoffset, srcWidth, srcHeight, dstRowStridePixels, srcFormat, srcType, srcPacking, srcAddr, dstAddr); } else { assert(dimensions == 3); makeTemp = !_mesa_convert_texsubimage3d(dstFormat->MesaFormat, dstXoffset, dstYoffset, dstZoffset, srcWidth, srcHeight, srcDepth, dstRowStridePixels, dstImageStridePixels, srcFormat, srcType, srcPacking, srcAddr, dstAddr); } if (!makeTemp) { /* all done! */ if (freeSourceData) FREE((void *) srcAddr); return; } } } else { /* software texture format */ makeTemp = GL_FALSE; } if (makeTemp) { GLint postConvWidth = srcWidth, postConvHeight = srcHeight; GLenum tmpFormat; GLuint tmpComps, tmpTexelSize; GLint tmpRowStride, tmpImageStride; GLubyte *tmpImage; if (transferOps & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, dimensions, &postConvWidth, &postConvHeight); } tmpFormat = dstFormat->BaseFormat; tmpComps = _mesa_components_in_format(tmpFormat); tmpTexelSize = tmpComps * sizeof(GLchan); tmpRowStride = postConvWidth * tmpTexelSize; tmpImageStride = postConvWidth * postConvHeight * tmpTexelSize; tmpImage = (GLubyte *) MALLOC(postConvWidth * postConvHeight * srcDepth * tmpTexelSize); if (!tmpImage) { if (freeSourceData) FREE((void *) srcAddr); return; } transfer_teximage(ctx, dimensions, tmpFormat, tmpImage, srcWidth, srcHeight, srcDepth, 0, 0, 0, /* x/y/zoffset */ tmpRowStride, tmpImageStride, srcFormat, srcType, srcAddr, srcPacking, transferOps); if (freeSourceData) FREE((void *) srcAddr); /* the temp image is our new source image */ srcWidth = postConvWidth; srcHeight = postConvHeight; srcFormat = tmpFormat; srcType = CHAN_TYPE; srcAddr = tmpImage; srcPacking = &_mesa_native_packing; freeSourceData = GL_TRUE; } if (_mesa_is_hardware_tex_format(dstFormat)) { assert(makeTemp); if (dimensions == 1) { GLboolean b; b = _mesa_convert_texsubimage1d(dstFormat->MesaFormat, dstXoffset, srcWidth, srcFormat, srcType, srcPacking, srcAddr, dstAddr); assert(b); } else if (dimensions == 2) { GLboolean b; b = _mesa_convert_texsubimage2d(dstFormat->MesaFormat, dstXoffset, dstYoffset, srcWidth, srcHeight, dstRowStridePixels, srcFormat, srcType, srcPacking, srcAddr, dstAddr); assert(b); } else { GLboolean b; b = _mesa_convert_texsubimage3d(dstFormat->MesaFormat, dstXoffset, dstYoffset, dstZoffset, srcWidth, srcHeight, srcDepth, dstRowStridePixels, dstImageStridePixels, srcFormat, srcType, srcPacking, srcAddr, dstAddr); assert(b); } } else { /* software format */ assert(!makeTemp); transfer_teximage(ctx, dimensions, dstFormat->BaseFormat, dstAddr, srcWidth, srcHeight, srcDepth, dstXoffset, dstYoffset, dstZoffset, dstRowStride, dstImageStride, srcFormat, srcType, srcAddr, srcPacking, transferOps); } if (freeSourceData) FREE((void *) srcAddr); /* the temp image */ } /* * 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) { GLint postConvWidth = width; GLint texelBytes, sizeInBytes; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, 1, &postConvWidth, NULL); } /* choose the texture format */ assert(ctx->Driver.ChooseTextureFormat); texImage->TexFormat = (*ctx->Driver.ChooseTextureFormat)(ctx, internalFormat, format, type); assert(texImage->TexFormat); texImage->FetchTexel = texImage->TexFormat->FetchTexel1D; texelBytes = texImage->TexFormat->TexelBytes; /* Compute image size, in bytes */ if (texImage->IsCompressed) { assert(ctx->Driver.CompressedTextureSize); sizeInBytes = ctx->Driver.CompressedTextureSize(ctx, texImage); assert(sizeInBytes > 0); texImage->CompressedSize = sizeInBytes; } else { sizeInBytes = postConvWidth * texelBytes; } /* allocate memory */ texImage->Data = MESA_PBUFFER_ALLOC(sizeInBytes); if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage1D"); return; } if (pixels) { /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 1, _mesa_base_tex_format(ctx, internalFormat), texImage->TexFormat, texImage->Data, width, 1, 1, 0, 0, 0, 0, /* dstRowStride */ 0, /* dstImageStride */ format, type, pixels, packing); /* GL_SGIS_generate_mipmap */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { _mesa_generate_mipmap(ctx, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } } } /* * 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. * * NOTE: if real texture compression is supported, this whole function * will need to be overridden. */ 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) { GLint postConvWidth = width, postConvHeight = height; GLint texelBytes, sizeInBytes; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, 2, &postConvWidth, &postConvHeight); } /* choose the texture format */ assert(ctx->Driver.ChooseTextureFormat); texImage->TexFormat = (*ctx->Driver.ChooseTextureFormat)(ctx, internalFormat, format, type); assert(texImage->TexFormat); texImage->FetchTexel = texImage->TexFormat->FetchTexel2D; texelBytes = texImage->TexFormat->TexelBytes; /* Compute image size, in bytes */ if (texImage->IsCompressed) { assert(ctx->Driver.CompressedTextureSize); sizeInBytes = ctx->Driver.CompressedTextureSize(ctx, texImage); assert(sizeInBytes > 0); texImage->CompressedSize = sizeInBytes; } else { sizeInBytes = postConvWidth * postConvHeight * texelBytes; } /* allocate memory */ texImage->Data = MESA_PBUFFER_ALLOC(sizeInBytes); if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D"); return; } if (pixels) { /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 2, _mesa_base_tex_format(ctx, internalFormat), texImage->TexFormat, texImage->Data, width, height, 1, 0, 0, 0, texImage->Width * texelBytes, 0, /* dstImageStride */ format, type, pixels, packing); /* GL_SGIS_generate_mipmap */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { _mesa_generate_mipmap(ctx, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } } } /* * 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) { GLint texelBytes, sizeInBytes; /* choose the texture format */ assert(ctx->Driver.ChooseTextureFormat); texImage->TexFormat = (*ctx->Driver.ChooseTextureFormat)(ctx, internalFormat, format, type); assert(texImage->TexFormat); texImage->FetchTexel = texImage->TexFormat->FetchTexel3D; texelBytes = texImage->TexFormat->TexelBytes; /* Compute image size, in bytes */ if (texImage->IsCompressed) { assert(ctx->Driver.CompressedTextureSize); sizeInBytes = ctx->Driver.CompressedTextureSize(ctx, texImage); assert(sizeInBytes > 0); texImage->CompressedSize = sizeInBytes; } else { sizeInBytes = width * height * depth * texelBytes; } /* allocate memory */ texImage->Data = MESA_PBUFFER_ALLOC(sizeInBytes); if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage3D"); return; } if (pixels) { /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 3, _mesa_base_tex_format(ctx, internalFormat), texImage->TexFormat, texImage->Data, width, height, depth, 0, 0, 0, texImage->Width * texelBytes, texImage->Width * texImage->Height * texelBytes, format, type, pixels, packing); /* GL_SGIS_generate_mipmap */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { _mesa_generate_mipmap(ctx, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } } } /* * 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, _mesa_base_tex_format(ctx, texImage->IntFormat), texImage->TexFormat, texImage->Data, width, 1, 1, /* src size */ xoffset, 0, 0, /* dest offsets */ 0, /* dstRowStride */ 0, /* dstImageStride */ format, type, pixels, packing); /* GL_SGIS_generate_mipmap */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { _mesa_generate_mipmap(ctx, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } } /* * 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) { _mesa_transfer_teximage(ctx, 2, _mesa_base_tex_format(ctx, texImage->IntFormat), texImage->TexFormat, texImage->Data, width, height, 1, /* src size */ xoffset, yoffset, 0, /* dest offsets */ texImage->Width * texImage->TexFormat->TexelBytes, 0, /* dstImageStride */ format, type, pixels, packing); /* GL_SGIS_generate_mipmap */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { _mesa_generate_mipmap(ctx, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } } /* * 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 texelBytes = texImage->TexFormat->TexelBytes; _mesa_transfer_teximage(ctx, 3, _mesa_base_tex_format(ctx, texImage->IntFormat), texImage->TexFormat, texImage->Data, width, height, depth, /* src size */ xoffset, yoffset, xoffset, /* dest offsets */ texImage->Width * texelBytes, texImage->Width * texImage->Height * texelBytes, format, type, pixels, packing); /* GL_SGIS_generate_mipmap */ if (level == texObj->BaseLevel && texObj->GenerateMipmap) { _mesa_generate_mipmap(ctx, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], texObj); } } /* * 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. */ } /* * Fallback for Driver.GetCompressedTexImage3D() * This will probably work find for hardware drivers. That is, hardware * drivers won't have to override this function, unless the compressed * texture must first be fetched from the TRAM. */ void _mesa_get_compressed_teximage(GLcontext *ctx, GLenum target, GLint level, void *image, const struct gl_texture_object *texObj, struct gl_texture_image *texImage) { assert(texImage->IsCompressed); assert(texImage->CompressedSize > 0); MEMCPY(image, texImage->Data, texImage->CompressedSize); } /* * 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. * If a driver has more stringent texture limits to enforce it will * have to override this function. */ /* choose the texture format */ assert(ctx->Driver.ChooseTextureFormat); texImage->TexFormat = (*ctx->Driver.ChooseTextureFormat)(ctx, internalFormat, format, type); assert(texImage->TexFormat); return GL_TRUE; } /* * Average together two rows of a source image to produce a single new * row in the dest image. It's legal for the two source rows to point * to the same data. The source width must be equal to either the * dest width or two times the dest width. */ static void do_row(const struct gl_texture_format *format, GLint srcWidth, const GLvoid *srcRowA, const GLvoid *srcRowB, GLint dstWidth, GLvoid *dstRow) { const GLuint k0 = (srcWidth == dstWidth) ? 0 : 1; const GLuint colStride = (srcWidth == dstWidth) ? 1 : 2; assert(srcWidth == dstWidth || srcWidth == 2 * dstWidth); switch (format->MesaFormat) { case MESA_FORMAT_RGBA: { GLuint i, j, k; const GLchan (*rowA)[4] = (const GLchan (*)[4]) srcRowA; const GLchan (*rowB)[4] = (const GLchan (*)[4]) srcRowB; GLchan (*dst)[4] = (GLchan (*)[4]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i][0] = (rowA[j][0] + rowA[k][0] + rowB[j][0] + rowB[k][0]) / 4; dst[i][1] = (rowA[j][1] + rowA[k][1] + rowB[j][1] + rowB[k][1]) / 4; dst[i][2] = (rowA[j][2] + rowA[k][2] + rowB[j][2] + rowB[k][2]) / 4; dst[i][3] = (rowA[j][3] + rowA[k][3] + rowB[j][3] + rowB[k][3]) / 4; } } return; case MESA_FORMAT_RGB: { GLuint i, j, k; const GLchan (*rowA)[3] = (const GLchan (*)[3]) srcRowA; const GLchan (*rowB)[3] = (const GLchan (*)[3]) srcRowB; GLchan (*dst)[3] = (GLchan (*)[3]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i][0] = (rowA[j][0] + rowA[k][0] + rowB[j][0] + rowB[k][0]) / 4; dst[i][1] = (rowA[j][1] + rowA[k][1] + rowB[j][1] + rowB[k][1]) / 4; dst[i][2] = (rowA[j][2] + rowA[k][2] + rowB[j][2] + rowB[k][2]) / 4; } } return; case MESA_FORMAT_ALPHA: case MESA_FORMAT_LUMINANCE: case MESA_FORMAT_INTENSITY: case MESA_FORMAT_COLOR_INDEX: { GLuint i, j, k; const GLchan *rowA = (const GLchan *) srcRowA; const GLchan *rowB = (const GLchan *) srcRowB; GLchan *dst = (GLchan *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i] = (rowA[j] + rowA[k] + rowB[j] + rowB[k]) / 4; } } return; case MESA_FORMAT_LUMINANCE_ALPHA: { GLuint i, j, k; const GLchan (*rowA)[2] = (const GLchan (*)[2]) srcRowA; const GLchan (*rowB)[2] = (const GLchan (*)[2]) srcRowB; GLchan (*dst)[2] = (GLchan (*)[2]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i][0] = (rowA[j][0] + rowA[k][0] + rowB[j][0] + rowB[k][0]) / 4; dst[i][1] = (rowA[j][1] + rowA[k][1] + rowB[j][1] + rowB[k][1]) / 4; } } return; case MESA_FORMAT_DEPTH_COMPONENT: { GLuint i, j, k; const GLfloat *rowA = (const GLfloat *) srcRowA; const GLfloat *rowB = (const GLfloat *) srcRowB; GLfloat *dst = (GLfloat *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i] = (rowA[j] + rowA[k] + rowB[j] + rowB[k]) * 0.25F; } } return; /* Begin hardware formats */ case MESA_FORMAT_RGBA8888: case MESA_FORMAT_ARGB8888: { GLuint i, j, k; const GLubyte (*rowA)[4] = (const GLubyte (*)[4]) srcRowA; const GLubyte (*rowB)[4] = (const GLubyte (*)[4]) srcRowB; GLubyte (*dst)[4] = (GLubyte (*)[4]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i][0] = (rowA[j][0] + rowA[k][0] + rowB[j][0] + rowB[k][0]) / 4; dst[i][1] = (rowA[j][1] + rowA[k][1] + rowB[j][1] + rowB[k][1]) / 4; dst[i][2] = (rowA[j][2] + rowA[k][2] + rowB[j][2] + rowB[k][2]) / 4; dst[i][3] = (rowA[j][3] + rowA[k][3] + rowB[j][3] + rowB[k][3]) / 4; } } return; case MESA_FORMAT_RGB888: { GLuint i, j, k; const GLubyte (*rowA)[3] = (const GLubyte (*)[3]) srcRowA; const GLubyte (*rowB)[3] = (const GLubyte (*)[3]) srcRowB; GLubyte (*dst)[3] = (GLubyte (*)[3]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i][0] = (rowA[j][0] + rowA[k][0] + rowB[j][0] + rowB[k][0]) / 4; dst[i][1] = (rowA[j][1] + rowA[k][1] + rowB[j][1] + rowB[k][1]) / 4; dst[i][2] = (rowA[j][2] + rowA[k][2] + rowB[j][2] + rowB[k][2]) / 4; } } return; case MESA_FORMAT_RGB565: { GLuint i, j, k; const GLushort *rowA = (const GLushort *) srcRowA; const GLushort *rowB = (const GLushort *) srcRowB; GLushort *dst = (GLushort *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { const GLint rowAr0 = rowA[j] & 0x1f; const GLint rowAr1 = rowA[k] & 0x1f; const GLint rowBr0 = rowB[j] & 0x1f; const GLint rowBr1 = rowB[k] & 0x1f; const GLint rowAg0 = (rowA[j] >> 5) & 0x3f; const GLint rowAg1 = (rowA[k] >> 5) & 0x3f; const GLint rowBg0 = (rowB[j] >> 5) & 0x3f; const GLint rowBg1 = (rowB[k] >> 5) & 0x3f; const GLint rowAb0 = (rowA[j] >> 11) & 0x1f; const GLint rowAb1 = (rowA[k] >> 11) & 0x1f; const GLint rowBb0 = (rowB[j] >> 11) & 0x1f; const GLint rowBb1 = (rowB[k] >> 11) & 0x1f; const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4; const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4; const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4; dst[i] = (blue << 11) | (green << 5) | red; } } return; case MESA_FORMAT_ARGB4444: { GLuint i, j, k; const GLushort *rowA = (const GLushort *) srcRowA; const GLushort *rowB = (const GLushort *) srcRowB; GLushort *dst = (GLushort *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { const GLint rowAr0 = rowA[j] & 0xf; const GLint rowAr1 = rowA[k] & 0xf; const GLint rowBr0 = rowB[j] & 0xf; const GLint rowBr1 = rowB[k] & 0xf; const GLint rowAg0 = (rowA[j] >> 4) & 0xf; const GLint rowAg1 = (rowA[k] >> 4) & 0xf; const GLint rowBg0 = (rowB[j] >> 4) & 0xf; const GLint rowBg1 = (rowB[k] >> 4) & 0xf; const GLint rowAb0 = (rowA[j] >> 8) & 0xf; const GLint rowAb1 = (rowA[k] >> 8) & 0xf; const GLint rowBb0 = (rowB[j] >> 8) & 0xf; const GLint rowBb1 = (rowB[k] >> 8) & 0xf; const GLint rowAa0 = (rowA[j] >> 12) & 0xf; const GLint rowAa1 = (rowA[k] >> 12) & 0xf; const GLint rowBa0 = (rowB[j] >> 12) & 0xf; const GLint rowBa1 = (rowB[k] >> 12) & 0xf; const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4; const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4; const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4; const GLint alpha = (rowAa0 + rowAa1 + rowBa0 + rowBa1) >> 4; dst[i] = (alpha << 12) | (blue << 8) | (green << 4) | red; } } return; case MESA_FORMAT_ARGB1555: { GLuint i, j, k; const GLushort *rowA = (const GLushort *) srcRowA; const GLushort *rowB = (const GLushort *) srcRowB; GLushort *dst = (GLushort *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { const GLint rowAr0 = rowA[j] & 0x1f; const GLint rowAr1 = rowA[k] & 0x1f; const GLint rowBr0 = rowB[j] & 0x1f; const GLint rowBr1 = rowB[k] & 0xf; const GLint rowAg0 = (rowA[j] >> 5) & 0x1f; const GLint rowAg1 = (rowA[k] >> 5) & 0x1f; const GLint rowBg0 = (rowB[j] >> 5) & 0x1f; const GLint rowBg1 = (rowB[k] >> 5) & 0x1f; const GLint rowAb0 = (rowA[j] >> 10) & 0x1f; const GLint rowAb1 = (rowA[k] >> 10) & 0x1f; const GLint rowBb0 = (rowB[j] >> 10) & 0x1f; const GLint rowBb1 = (rowB[k] >> 10) & 0x1f; const GLint rowAa0 = (rowA[j] >> 15) & 0x1; const GLint rowAa1 = (rowA[k] >> 15) & 0x1; const GLint rowBa0 = (rowB[j] >> 15) & 0x1; const GLint rowBa1 = (rowB[k] >> 15) & 0x1; const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4; const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4; const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4; const GLint alpha = (rowAa0 + rowAa1 + rowBa0 + rowBa1) >> 4; dst[i] = (alpha << 15) | (blue << 10) | (green << 5) | red; } } return; case MESA_FORMAT_AL88: { GLuint i, j, k; const GLubyte (*rowA)[2] = (const GLubyte (*)[2]) srcRowA; const GLubyte (*rowB)[2] = (const GLubyte (*)[2]) srcRowB; GLubyte (*dst)[2] = (GLubyte (*)[2]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i][0] = (rowA[j][0] + rowA[k][0] + rowB[j][0] + rowB[k][0]) >> 2; dst[i][1] = (rowA[j][1] + rowA[k][1] + rowB[j][1] + rowB[k][1]) >> 2; } } return; case MESA_FORMAT_RGB332: { GLuint i, j, k; const GLubyte *rowA = (const GLubyte *) srcRowA; const GLubyte *rowB = (const GLubyte *) srcRowB; GLubyte *dst = (GLubyte *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { const GLint rowAr0 = rowA[j] & 0x3; const GLint rowAr1 = rowA[k] & 0x3; const GLint rowBr0 = rowB[j] & 0x3; const GLint rowBr1 = rowB[k] & 0x3; const GLint rowAg0 = (rowA[j] >> 2) & 0x7; const GLint rowAg1 = (rowA[k] >> 2) & 0x7; const GLint rowBg0 = (rowB[j] >> 2) & 0x7; const GLint rowBg1 = (rowB[k] >> 2) & 0x7; const GLint rowAb0 = (rowA[j] >> 5) & 0x7; const GLint rowAb1 = (rowA[k] >> 5) & 0x7; const GLint rowBb0 = (rowB[j] >> 5) & 0x7; const GLint rowBb1 = (rowB[k] >> 5) & 0x7; const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4; const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4; const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4; dst[i] = (blue << 5) | (green << 2) | red; } } return; case MESA_FORMAT_A8: case MESA_FORMAT_L8: case MESA_FORMAT_I8: case MESA_FORMAT_CI8: { GLuint i, j, k; const GLubyte *rowA = (const GLubyte *) srcRowA; const GLubyte *rowB = (const GLubyte *) srcRowB; GLubyte *dst = (GLubyte *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i] = (rowA[j] + rowA[k] + rowB[j] + rowB[k]) >> 2; } } return; default: _mesa_problem(NULL, "bad format in do_row()"); } } /* * These functions generate a 1/2-size mipmap image from a source image. * Texture borders are handled by copying or averaging the source image's * border texels, depending on the scale-down factor. */ static void make_1d_mipmap(const struct gl_texture_format *format, GLint border, GLint srcWidth, const GLubyte *srcPtr, GLint dstWidth, GLubyte *dstPtr) { const GLint bpt = format->TexelBytes; const GLubyte *src; GLubyte *dst; /* skip the border pixel, if any */ src = srcPtr + border * bpt; dst = dstPtr + border * bpt; /* we just duplicate the input row, kind of hack, saves code */ do_row(format, srcWidth - 2 * border, src, src, dstWidth - 2 * border, dst); if (border) { /* copy left-most pixel from source */ MEMCPY(dstPtr, srcPtr, bpt); /* copy right-most pixel from source */ MEMCPY(dstPtr + (dstWidth - 1) * bpt, srcPtr + (srcWidth - 1) * bpt, bpt); } } static void make_2d_mipmap(const struct gl_texture_format *format, GLint border, GLint srcWidth, GLint srcHeight, const GLubyte *srcPtr, GLint dstWidth, GLint dstHeight, GLubyte *dstPtr) { const GLint bpt = format->TexelBytes; const GLint srcWidthNB = srcWidth - 2 * border; /* sizes w/out border */ const GLint dstWidthNB = dstWidth - 2 * border; const GLint dstHeightNB = dstHeight - 2 * border; const GLint srcRowStride = bpt * srcWidth; const GLint dstRowStride = bpt * dstWidth; const GLubyte *srcA, *srcB; GLubyte *dst; GLint row, colStride; colStride = (srcWidth == dstWidth) ? 1 : 2; /* Compute src and dst pointers, skipping any border */ srcA = srcPtr + border * ((srcWidth + 1) * bpt); if (srcHeight > 1) srcB = srcA + srcRowStride; else srcB = srcA; dst = dstPtr + border * ((dstWidth + 1) * bpt); for (row = 0; row < dstHeightNB; row++) { do_row(format, srcWidthNB, srcA, srcB, dstWidthNB, dst); srcA += 2 * srcRowStride; srcB += 2 * srcRowStride; dst += dstRowStride; } /* This is ugly but probably won't be used much */ if (border > 0) { /* fill in dest border */ /* lower-left border pixel */ MEMCPY(dstPtr, srcPtr, bpt); /* lower-right border pixel */ MEMCPY(dstPtr + (dstWidth - 1) * bpt, srcPtr + (srcWidth - 1) * bpt, bpt); /* upper-left border pixel */ MEMCPY(dstPtr + dstWidth * (dstHeight - 1) * bpt, srcPtr + srcWidth * (srcHeight - 1) * bpt, bpt); /* upper-right border pixel */ MEMCPY(dstPtr + (dstWidth * dstHeight - 1) * bpt, srcPtr + (srcWidth * srcHeight - 1) * bpt, bpt); /* lower border */ do_row(format, srcWidthNB, srcPtr + bpt, srcPtr + bpt, dstWidthNB, dstPtr + bpt); /* upper border */ do_row(format, srcWidthNB, srcPtr + (srcWidth * (srcHeight - 1) + 1) * bpt, srcPtr + (srcWidth * (srcHeight - 1) + 1) * bpt, dstWidthNB, dstPtr + (dstWidth * (dstHeight - 1) + 1) * bpt); /* left and right borders */ if (srcHeight == dstHeight) { /* copy border pixel from src to dst */ for (row = 1; row < srcHeight; row++) { MEMCPY(dstPtr + dstWidth * row * bpt, srcPtr + srcWidth * row * bpt, bpt); MEMCPY(dstPtr + (dstWidth * row + dstWidth - 1) * bpt, srcPtr + (srcWidth * row + srcWidth - 1) * bpt, bpt); } } else { /* average two src pixels each dest pixel */ for (row = 0; row < dstHeightNB; row += 2) { do_row(format, 1, srcPtr + (srcWidth * (row * 2 + 1)) * bpt, srcPtr + (srcWidth * (row * 2 + 2)) * bpt, 1, dstPtr + (dstWidth * row + 1) * bpt); do_row(format, 1, srcPtr + (srcWidth * (row * 2 + 1) + srcWidth - 1) * bpt, srcPtr + (srcWidth * (row * 2 + 2) + srcWidth - 1) * bpt, 1, dstPtr + (dstWidth * row + 1 + dstWidth - 1) * bpt); } } } } static void make_3d_mipmap(const struct gl_texture_format *format, GLint border, GLint srcWidth, GLint srcHeight, GLint srcDepth, const GLubyte *srcPtr, GLint dstWidth, GLint dstHeight, GLint dstDepth, GLubyte *dstPtr) { const GLint bpt = format->TexelBytes; const GLint srcWidthNB = srcWidth - 2 * border; /* sizes w/out border */ const GLint srcDepthNB = srcDepth - 2 * border; const GLint dstWidthNB = dstWidth - 2 * border; const GLint dstHeightNB = dstHeight - 2 * border; const GLint dstDepthNB = dstDepth - 2 * border; GLvoid *tmpRowA, *tmpRowB; GLint img, row; GLint bytesPerSrcImage, bytesPerDstImage; GLint bytesPerSrcRow, bytesPerDstRow; GLint srcImageOffset, srcRowOffset; (void) srcDepthNB; /* silence warnings */ /* Need two temporary row buffers */ tmpRowA = MALLOC(srcWidth * bpt); if (!tmpRowA) return; tmpRowB = MALLOC(srcWidth * bpt); if (!tmpRowB) { FREE(tmpRowA); return; } bytesPerSrcImage = srcWidth * srcHeight * bpt; bytesPerDstImage = dstWidth * dstHeight * bpt; bytesPerSrcRow = srcWidth * bpt; bytesPerDstRow = dstWidth * bpt; /* Offset between adjacent src images to be averaged together */ srcImageOffset = (srcDepth == dstDepth) ? 0 : bytesPerSrcImage; /* Offset between adjacent src rows to be averaged together */ srcRowOffset = (srcHeight == dstHeight) ? 0 : srcWidth * bpt; /* * Need to average together up to 8 src pixels for each dest pixel. * Break that down into 3 operations: * 1. take two rows from source image and average them together. * 2. take two rows from next source image and average them together. * 3. take the two averaged rows and average them for the final dst row. */ /* printf("mip3d %d x %d x %d -> %d x %d x %d\n", srcWidth, srcHeight, srcDepth, dstWidth, dstHeight, dstDepth); */ for (img = 0; img < dstDepthNB; img++) { /* first source image pointer, skipping border */ const GLubyte *imgSrcA = srcPtr + (bytesPerSrcImage + bytesPerSrcRow + border) * bpt * border + img * (bytesPerSrcImage + srcImageOffset); /* second source image pointer, skipping border */ const GLubyte *imgSrcB = imgSrcA + srcImageOffset; /* address of the dest image, skipping border */ GLubyte *imgDst = dstPtr + (bytesPerDstImage + bytesPerDstRow + border) * bpt * border + img * bytesPerDstImage; /* setup the four source row pointers and the dest row pointer */ const GLubyte *srcImgARowA = imgSrcA; const GLubyte *srcImgARowB = imgSrcA + srcRowOffset; const GLubyte *srcImgBRowA = imgSrcB; const GLubyte *srcImgBRowB = imgSrcB + srcRowOffset; GLubyte *dstImgRow = imgDst; for (row = 0; row < dstHeightNB; row++) { /* Average together two rows from first src image */ do_row(format, srcWidthNB, srcImgARowA, srcImgARowB, srcWidthNB, tmpRowA); /* Average together two rows from second src image */ do_row(format, srcWidthNB, srcImgBRowA, srcImgBRowB, srcWidthNB, tmpRowB); /* Average together the temp rows to make the final row */ do_row(format, srcWidthNB, tmpRowA, tmpRowB, dstWidthNB, dstImgRow); /* advance to next rows */ srcImgARowA += bytesPerSrcRow + srcRowOffset; srcImgARowB += bytesPerSrcRow + srcRowOffset; srcImgBRowA += bytesPerSrcRow + srcRowOffset; srcImgBRowB += bytesPerSrcRow + srcRowOffset; dstImgRow += bytesPerDstRow; } } FREE(tmpRowA); FREE(tmpRowB); /* Luckily we can leverage the make_2d_mipmap() function here! */ if (border > 0) { /* do front border image */ make_2d_mipmap(format, 1, srcWidth, srcHeight, srcPtr, dstWidth, dstHeight, dstPtr); /* do back border image */ make_2d_mipmap(format, 1, srcWidth, srcHeight, srcPtr + bytesPerSrcImage * (srcDepth - 1), dstWidth, dstHeight, dstPtr + bytesPerDstImage * (dstDepth - 1)); /* do four remaining border edges that span the image slices */ if (srcDepth == dstDepth) { /* just copy border pixels from src to dst */ for (img = 0; img < dstDepthNB; img++) { const GLubyte *src; GLubyte *dst; /* do border along [img][row=0][col=0] */ src = srcPtr + (img + 1) * bytesPerSrcImage; dst = dstPtr + (img + 1) * bytesPerDstImage; MEMCPY(dst, src, bpt); /* do border along [img][row=dstHeight-1][col=0] */ src = srcPtr + (img * 2 + 1) * bytesPerSrcImage + (srcHeight - 1) * bytesPerSrcRow; dst = dstPtr + (img + 1) * bytesPerDstImage + (dstHeight - 1) * bytesPerDstRow; MEMCPY(dst, src, bpt); /* do border along [img][row=0][col=dstWidth-1] */ src = srcPtr + (img * 2 + 1) * bytesPerSrcImage + (srcWidth - 1) * bpt; dst = dstPtr + (img + 1) * bytesPerDstImage + (dstWidth - 1) * bpt; MEMCPY(dst, src, bpt); /* do border along [img][row=dstHeight-1][col=dstWidth-1] */ src = srcPtr + (img * 2 + 1) * bytesPerSrcImage + (bytesPerSrcImage - bpt); dst = dstPtr + (img + 1) * bytesPerDstImage + (bytesPerDstImage - bpt); MEMCPY(dst, src, bpt); } } else { /* average border pixels from adjacent src image pairs */ ASSERT(srcDepthNB == 2 * dstDepthNB); for (img = 0; img < dstDepthNB; img++) { const GLubyte *src; GLubyte *dst; /* do border along [img][row=0][col=0] */ src = srcPtr + (img * 2 + 1) * bytesPerSrcImage; dst = dstPtr + (img + 1) * bytesPerDstImage; do_row(format, 1, src, src + srcImageOffset, 1, dst); /* do border along [img][row=dstHeight-1][col=0] */ src = srcPtr + (img * 2 + 1) * bytesPerSrcImage + (srcHeight - 1) * bytesPerSrcRow; dst = dstPtr + (img + 1) * bytesPerDstImage + (dstHeight - 1) * bytesPerDstRow; do_row(format, 1, src, src + srcImageOffset, 1, dst); /* do border along [img][row=0][col=dstWidth-1] */ src = srcPtr + (img * 2 + 1) * bytesPerSrcImage + (srcWidth - 1) * bpt; dst = dstPtr + (img + 1) * bytesPerDstImage + (dstWidth - 1) * bpt; do_row(format, 1, src, src + srcImageOffset, 1, dst); /* do border along [img][row=dstHeight-1][col=dstWidth-1] */ src = srcPtr + (img * 2 + 1) * bytesPerSrcImage + (bytesPerSrcImage - bpt); dst = dstPtr + (img + 1) * bytesPerDstImage + (bytesPerDstImage - bpt); do_row(format, 1, src, src + srcImageOffset, 1, dst); } } } } /* * For GL_SGIX_generate_mipmap: * Generate a complete set of mipmaps from texObj's base-level image. * Stop at texObj's MaxLevel or when we get to the 1x1 texture. */ void _mesa_generate_mipmap(GLcontext *ctx, const struct gl_texture_unit *texUnit, struct gl_texture_object *texObj) { const GLenum targets1D[] = { GL_TEXTURE_1D, 0 }; const GLenum targets2D[] = { GL_TEXTURE_2D, 0 }; const GLenum targets3D[] = { GL_TEXTURE_3D, 0 }; const GLenum targetsCube[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0 }; const GLenum *targets; GLint level; GLint maxLevels = 0; ASSERT(texObj); ASSERT(texObj->Image[texObj->BaseLevel]); switch (texObj->Dimensions) { case 1: targets = targets1D; maxLevels = ctx->Const.MaxTextureLevels; break; case 2: targets = targets2D; maxLevels = ctx->Const.MaxTextureLevels; break; case 3: targets = targets3D; maxLevels = ctx->Const.Max3DTextureLevels; break; case 6: targets = targetsCube; maxLevels = ctx->Const.MaxCubeTextureLevels; break; default: _mesa_problem(ctx, "Bad texture object dimension in _mesa_generate_mipmaps"); return; } for (level = texObj->BaseLevel; level < texObj->MaxLevel && level < maxLevels - 1; level++) { /* generate image[level+1] from image[level] */ const struct gl_texture_image *srcImage; struct gl_texture_image *dstImage; GLint srcWidth, srcHeight, srcDepth; GLint dstWidth, dstHeight, dstDepth; GLint border, bytesPerTexel; GLint t; srcImage = texObj->Image[level]; ASSERT(srcImage); srcWidth = srcImage->Width; srcHeight = srcImage->Height; srcDepth = srcImage->Depth; border = srcImage->Border; bytesPerTexel = srcImage->TexFormat->TexelBytes; /* compute next (level+1) image size */ if (srcWidth - 2 * border > 1) { dstWidth = (srcWidth - 2 * border) / 2 + 2 * border; } else { dstWidth = srcWidth; /* can't go smaller */ } if (srcHeight - 2 * border > 1) { dstHeight = (srcHeight - 2 * border) / 2 + 2 * border; } else { dstHeight = srcHeight; /* can't go smaller */ } if (srcDepth - 2 * border > 1) { dstDepth = (srcDepth - 2 * border) / 2 + 2 * border; } else { dstDepth = srcDepth; /* can't go smaller */ } if (dstWidth == srcWidth && dstHeight == srcHeight && dstDepth == srcDepth) { /* all done */ return; } /* Need this loop just because of cubemaps */ for (t = 0; targets[t]; t++) { ASSERT(t < 6); dstImage = _mesa_select_tex_image(ctx, texUnit, targets[t], level+1); if (!dstImage) { dstImage = _mesa_alloc_texture_image(); if (!dstImage) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "generating mipmaps"); return; } _mesa_set_tex_image(texObj, targets[t], level + 1, dstImage); } /* Free old image data */ if (dstImage->Data) MESA_PBUFFER_FREE(dstImage->Data); /* initialize new image */ _mesa_init_teximage_fields(ctx, dstImage, dstWidth, dstHeight, dstDepth, border, srcImage->Format); dstImage->DriverData = NULL; dstImage->TexFormat = srcImage->TexFormat; dstImage->FetchTexel = srcImage->FetchTexel; ASSERT(dstImage->TexFormat); ASSERT(dstImage->FetchTexel); ASSERT(dstWidth * dstHeight * dstDepth * bytesPerTexel > 0); /* alloc new image buffer */ dstImage->Data = MESA_PBUFFER_ALLOC(dstWidth * dstHeight * dstDepth * bytesPerTexel); if (!dstImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "generating mipmaps"); return; } /* * We use simple 2x2 averaging to compute the next mipmap level. */ switch (texObj->Dimensions) { case 1: make_1d_mipmap(srcImage->TexFormat, border, srcWidth, (const GLubyte *) srcImage->Data, dstWidth, (GLubyte *) dstImage->Data); break; case 2: case 6: make_2d_mipmap(srcImage->TexFormat, border, srcWidth, srcHeight, (const GLubyte *) srcImage->Data, dstWidth, dstHeight, (GLubyte *) dstImage->Data); break; case 3: make_3d_mipmap(srcImage->TexFormat, border, srcWidth, srcHeight, srcDepth, (const GLubyte *) srcImage->Data, dstWidth, dstHeight, dstDepth, (GLubyte *) dstImage->Data); break; default: _mesa_problem(ctx, "bad dimensions in _mesa_generate_mipmaps"); return; } } /* loop over tex image targets */ } /* loop over tex levels */ }