diff options
author | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
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committer | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
commit | afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c (patch) | |
tree | 59d65b4da12fb5379224cf5f6b808fde91523c7f /src/mesa/main/teximage.c | |
parent | f2544d4920ce168bec9cd94d774b7ea5103a3d74 (diff) |
Initial revision
Diffstat (limited to 'src/mesa/main/teximage.c')
-rw-r--r-- | src/mesa/main/teximage.c | 2344 |
1 files changed, 2344 insertions, 0 deletions
diff --git a/src/mesa/main/teximage.c b/src/mesa/main/teximage.c new file mode 100644 index 0000000000..f2f301e398 --- /dev/null +++ b/src/mesa/main/teximage.c @@ -0,0 +1,2344 @@ +/* $Id: teximage.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.1 + * + * Copyright (C) 1999 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. + */ + + +#ifdef PC_HEADER +#include "all.h" +#else +#include <assert.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include "context.h" +#include "image.h" +#include "macros.h" +#include "mmath.h" +#include "span.h" +#include "teximage.h" +#include "texstate.h" +#include "types.h" +#ifdef XFree86Server +#include "GL/xf86glx.h" +#endif +#endif + + +/* + * NOTES: + * + * The internal texture storage convension is an array of N GLubytes + * where N = width * height * components. There is no padding. + */ + + + + +/* + * 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; + } +} + + + +/* + * 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 -1 if + * invalid enum. + */ +static GLint decode_internal_format( GLint format ) +{ + switch (format) { + case GL_ALPHA: + case GL_ALPHA4: + case GL_ALPHA8: + case GL_ALPHA12: + case GL_ALPHA16: + return GL_ALPHA; + case 1: + case GL_LUMINANCE: + case GL_LUMINANCE4: + case GL_LUMINANCE8: + case GL_LUMINANCE12: + case GL_LUMINANCE16: + return GL_LUMINANCE; + 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 GL_LUMINANCE_ALPHA; + case GL_INTENSITY: + case GL_INTENSITY4: + case GL_INTENSITY8: + case GL_INTENSITY12: + case GL_INTENSITY16: + return GL_INTENSITY; + 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 GL_RGB; + 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 GL_RGBA; + 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 GL_COLOR_INDEX; + default: + return -1; /* error */ + } +} + + + +/* + * 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 */ + } +} + + + +struct gl_texture_image *gl_alloc_texture_image( void ) +{ + return (struct gl_texture_image *) calloc( 1, sizeof(struct gl_texture_image) ); +} + + + +void gl_free_texture_image( struct gl_texture_image *teximage ) +{ + if (teximage->Data) { + free( teximage->Data ); + } + free( teximage ); +} + + + +/* + * 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; + 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; + texImage->IndexBits = 0; + break; + case GL_LUMINANCE_ALPHA: + texImage->RedBits = 0; + texImage->GreenBits = 0; + texImage->BlueBits = 0; + texImage->AlphaBits = 8; + texImage->IntensityBits = 0; + texImage->LuminanceBits = 8; + texImage->IndexBits = 0; + break; + case GL_INTENSITY: + texImage->RedBits = 0; + texImage->GreenBits = 0; + texImage->BlueBits = 0; + texImage->AlphaBits = 0; + texImage->IntensityBits = 8; + texImage->LuminanceBits = 0; + texImage->IndexBits = 0; + break; + case GL_RGB: + texImage->RedBits = 8; + texImage->GreenBits = 8; + texImage->BlueBits = 8; + texImage->AlphaBits = 0; + texImage->IntensityBits = 0; + texImage->LuminanceBits = 0; + texImage->IndexBits = 0; + break; + case GL_RGBA: + texImage->RedBits = 8; + texImage->GreenBits = 8; + texImage->BlueBits = 8; + texImage->AlphaBits = 8; + 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; + break; + default: + gl_problem(NULL, "unexpected format in set_teximage_component_sizes"); + } +} + + +/* Need this to prevent an out-of-bounds memory access when using + * X86 optimized code. + */ +#ifdef USE_X86_ASM +# define EXTRA_BYTE 1 +#else +# define EXTRA_BYTE 0 +#endif + + +/* + * Given a gl_image, apply the pixel transfer scale, bias, and mapping + * to produce a gl_texture_image. Convert image data to GLubytes. + * Input: image - the incoming gl_image + * internalFormat - desired format of resultant texture + * border - texture border width (0 or 1) + * Return: pointer to a gl_texture_image or NULL if an error occurs. + */ +static struct gl_texture_image * +image_to_texture( GLcontext *ctx, const struct gl_image *image, + GLint internalFormat, GLint border ) +{ + GLint components; + struct gl_texture_image *texImage; + GLint numPixels, pixel; + GLboolean scaleOrBias; + + assert(image); + assert(image->Width>0); + assert(image->Height>0); + assert(image->Depth>0); + + /* internalFormat = decode_internal_format(internalFormat);*/ + components = components_in_intformat(internalFormat); + numPixels = image->Width * image->Height * image->Depth; + + texImage = gl_alloc_texture_image(); + if (!texImage) + return NULL; + + texImage->Format = (GLenum) decode_internal_format(internalFormat); + set_teximage_component_sizes( texImage ); + texImage->IntFormat = (GLenum) internalFormat; + texImage->Border = border; + texImage->Width = image->Width; + texImage->Height = image->Height; + texImage->Depth = image->Depth; + texImage->WidthLog2 = logbase2(image->Width - 2*border); + if (image->Height==1) /* 1-D texture */ + texImage->HeightLog2 = 0; + else + texImage->HeightLog2 = logbase2(image->Height - 2*border); + if (image->Depth==1) /* 2-D texture */ + texImage->DepthLog2 = 0; + else + texImage->DepthLog2 = logbase2(image->Depth - 2*border); + texImage->Width2 = 1 << texImage->WidthLog2; + texImage->Height2 = 1 << texImage->HeightLog2; + texImage->Depth2 = 1 << texImage->DepthLog2; + texImage->MaxLog2 = MAX2( texImage->WidthLog2, texImage->HeightLog2 ); + texImage->Data = (GLubyte *) malloc( numPixels * components + EXTRA_BYTE ); + + if (!texImage->Data) { + /* out of memory */ + gl_free_texture_image( texImage ); + return NULL; + } + + /* Determine if scaling and/or biasing is needed */ + if (ctx->Pixel.RedScale!=1.0F || ctx->Pixel.RedBias!=0.0F || + ctx->Pixel.GreenScale!=1.0F || ctx->Pixel.GreenBias!=0.0F || + ctx->Pixel.BlueScale!=1.0F || ctx->Pixel.BlueBias!=0.0F || + ctx->Pixel.AlphaScale!=1.0F || ctx->Pixel.AlphaBias!=0.0F) { + scaleOrBias = GL_TRUE; + } + else { + scaleOrBias = GL_FALSE; + } + + switch (image->Type) { + case GL_BITMAP: + { + GLint shift = ctx->Pixel.IndexShift; + GLint offset = ctx->Pixel.IndexOffset; + /* MapIto[RGBA]Size must be powers of two */ + GLint rMask = ctx->Pixel.MapItoRsize-1; + GLint gMask = ctx->Pixel.MapItoGsize-1; + GLint bMask = ctx->Pixel.MapItoBsize-1; + GLint aMask = ctx->Pixel.MapItoAsize-1; + GLint i, j; + GLubyte *srcPtr = (GLubyte *) image->Data; + + assert( image->Format==GL_COLOR_INDEX ); + + for (j=0; j<image->Height; j++) { + GLubyte bitMask = 128; + for (i=0; i<image->Width; i++) { + GLint index; + GLubyte red, green, blue, alpha; + + /* Fetch image color index */ + index = (*srcPtr & bitMask) ? 1 : 0; + bitMask = bitMask >> 1; + if (bitMask==0) { + bitMask = 128; + srcPtr++; + } + /* apply index shift and offset */ + if (shift>=0) { + index = (index << shift) + offset; + } + else { + index = (index >> -shift) + offset; + } + /* convert index to RGBA */ + red = (GLint) (ctx->Pixel.MapItoR[index & rMask] * 255.0F); + green = (GLint) (ctx->Pixel.MapItoG[index & gMask] * 255.0F); + blue = (GLint) (ctx->Pixel.MapItoB[index & bMask] * 255.0F); + alpha = (GLint) (ctx->Pixel.MapItoA[index & aMask] * 255.0F); + + /* store texel (components are GLubytes in [0,255]) */ + pixel = j * image->Width + i; + switch (texImage->Format) { + case GL_ALPHA: + texImage->Data[pixel] = alpha; + break; + case GL_LUMINANCE: + texImage->Data[pixel] = red; + break; + case GL_LUMINANCE_ALPHA: + texImage->Data[pixel*2+0] = red; + texImage->Data[pixel*2+1] = alpha; + break; + case GL_INTENSITY: + texImage->Data[pixel] = red; + break; + case GL_RGB: + texImage->Data[pixel*3+0] = red; + texImage->Data[pixel*3+1] = green; + texImage->Data[pixel*3+2] = blue; + break; + case GL_RGBA: + texImage->Data[pixel*4+0] = red; + texImage->Data[pixel*4+1] = green; + texImage->Data[pixel*4+2] = blue; + texImage->Data[pixel*4+3] = alpha; + break; + default: + gl_problem(ctx,"Bad format in image_to_texture"); + return NULL; + } + } + if (bitMask!=128) { + srcPtr++; + } + } + } + break; + + case GL_UNSIGNED_BYTE: + if (image->Format == texImage->Format && !scaleOrBias && !ctx->Pixel.MapColorFlag) { + switch (image->Format) { + case GL_COLOR_INDEX: + if (decode_internal_format(internalFormat)!=GL_COLOR_INDEX) { + /* convert color index to RGBA */ + for (pixel=0; pixel<numPixels; pixel++) { + GLint index = ((GLubyte*)image->Data)[pixel]; + index = (GLint) (255.0F * ctx->Pixel.MapItoR[index]); + texImage->Data[pixel] = index; + } + numPixels = 0; + break; + } + case GL_ALPHA: + case GL_LUMINANCE: + case GL_INTENSITY: + MEMCPY(texImage->Data, image->Data, numPixels * 1); + numPixels = 0; + break; + case GL_LUMINANCE_ALPHA: + MEMCPY(texImage->Data, image->Data, numPixels * 2); + numPixels = 0; + break; + case GL_RGB: + MEMCPY(texImage->Data, image->Data, numPixels * 3); + numPixels = 0; + break; + case GL_RGBA: + MEMCPY(texImage->Data, image->Data, numPixels * 4); + numPixels = 0; + break; + default: + break; + } + } + for (pixel=0; pixel<numPixels; pixel++) { + GLubyte red, green, blue, alpha; + switch (image->Format) { + case GL_COLOR_INDEX: + if (decode_internal_format(internalFormat)==GL_COLOR_INDEX) { + /* a paletted texture */ + GLint index = ((GLubyte*)image->Data)[pixel]; + red = index; + } + else { + /* convert color index to RGBA */ + GLint index = ((GLubyte*)image->Data)[pixel]; + red = (GLint) (255.0F * ctx->Pixel.MapItoR[index]); + green = (GLint) (255.0F * ctx->Pixel.MapItoG[index]); + blue = (GLint) (255.0F * ctx->Pixel.MapItoB[index]); + alpha = (GLint) (255.0F * ctx->Pixel.MapItoA[index]); + } + break; + case GL_RGB: + /* Fetch image RGBA values */ + red = ((GLubyte*) image->Data)[pixel*3+0]; + green = ((GLubyte*) image->Data)[pixel*3+1]; + blue = ((GLubyte*) image->Data)[pixel*3+2]; + alpha = 255; + break; + case GL_RGBA: + red = ((GLubyte*) image->Data)[pixel*4+0]; + green = ((GLubyte*) image->Data)[pixel*4+1]; + blue = ((GLubyte*) image->Data)[pixel*4+2]; + alpha = ((GLubyte*) image->Data)[pixel*4+3]; + break; + case GL_RED: + red = ((GLubyte*) image->Data)[pixel]; + green = 0; + blue = 0; + alpha = 255; + break; + case GL_GREEN: + red = 0; + green = ((GLubyte*) image->Data)[pixel]; + blue = 0; + alpha = 255; + break; + case GL_BLUE: + red = 0; + green = 0; + blue = ((GLubyte*) image->Data)[pixel]; + alpha = 255; + break; + case GL_ALPHA: + red = 0; + green = 0; + blue = 0; + alpha = ((GLubyte*) image->Data)[pixel]; + break; + case GL_LUMINANCE: + red = ((GLubyte*) image->Data)[pixel]; + green = red; + blue = red; + alpha = 255; + break; + case GL_LUMINANCE_ALPHA: + red = ((GLubyte*) image->Data)[pixel*2+0]; + green = red; + blue = red; + alpha = ((GLubyte*) image->Data)[pixel*2+1]; + break; + default: + gl_problem(ctx,"Bad format (2) in image_to_texture"); + return NULL; + } + + if (scaleOrBias || ctx->Pixel.MapColorFlag) { + /* Apply RGBA scale and bias */ + GLfloat r = UBYTE_COLOR_TO_FLOAT_COLOR(red); + GLfloat g = UBYTE_COLOR_TO_FLOAT_COLOR(green); + GLfloat b = UBYTE_COLOR_TO_FLOAT_COLOR(blue); + GLfloat a = UBYTE_COLOR_TO_FLOAT_COLOR(alpha); + if (scaleOrBias) { + /* r,g,b,a now in [0,1] */ + r = r * ctx->Pixel.RedScale + ctx->Pixel.RedBias; + g = g * ctx->Pixel.GreenScale + ctx->Pixel.GreenBias; + b = b * ctx->Pixel.BlueScale + ctx->Pixel.BlueBias; + a = a * ctx->Pixel.AlphaScale + ctx->Pixel.AlphaBias; + r = CLAMP( r, 0.0F, 1.0F ); + g = CLAMP( g, 0.0F, 1.0F ); + b = CLAMP( b, 0.0F, 1.0F ); + a = CLAMP( a, 0.0F, 1.0F ); + } + /* Apply pixel maps */ + if (ctx->Pixel.MapColorFlag) { + GLint ir = (GLint) (r*ctx->Pixel.MapRtoRsize); + GLint ig = (GLint) (g*ctx->Pixel.MapGtoGsize); + GLint ib = (GLint) (b*ctx->Pixel.MapBtoBsize); + GLint ia = (GLint) (a*ctx->Pixel.MapAtoAsize); + r = ctx->Pixel.MapRtoR[ir]; + g = ctx->Pixel.MapGtoG[ig]; + b = ctx->Pixel.MapBtoB[ib]; + a = ctx->Pixel.MapAtoA[ia]; + } + red = (GLint) (r * 255.0F); + green = (GLint) (g * 255.0F); + blue = (GLint) (b * 255.0F); + alpha = (GLint) (a * 255.0F); + } + + /* store texel (components are GLubytes in [0,255]) */ + switch (texImage->Format) { + case GL_COLOR_INDEX: + texImage->Data[pixel] = red; /* really an index */ + break; + case GL_ALPHA: + texImage->Data[pixel] = alpha; + break; + case GL_LUMINANCE: + texImage->Data[pixel] = red; + break; + case GL_LUMINANCE_ALPHA: + texImage->Data[pixel*2+0] = red; + texImage->Data[pixel*2+1] = alpha; + break; + case GL_INTENSITY: + texImage->Data[pixel] = red; + break; + case GL_RGB: + texImage->Data[pixel*3+0] = red; + texImage->Data[pixel*3+1] = green; + texImage->Data[pixel*3+2] = blue; + break; + case GL_RGBA: + texImage->Data[pixel*4+0] = red; + texImage->Data[pixel*4+1] = green; + texImage->Data[pixel*4+2] = blue; + texImage->Data[pixel*4+3] = alpha; + break; + default: + gl_problem(ctx,"Bad format (3) in image_to_texture"); + return NULL; + } + } + break; + + case GL_FLOAT: + for (pixel=0; pixel<numPixels; pixel++) { + GLfloat red, green, blue, alpha; + switch (image->Format) { + case GL_COLOR_INDEX: + if (decode_internal_format(internalFormat)==GL_COLOR_INDEX) { + /* a paletted texture */ + GLint index = (GLint) ((GLfloat*) image->Data)[pixel]; + red = index; + } + else { + GLint shift = ctx->Pixel.IndexShift; + GLint offset = ctx->Pixel.IndexOffset; + /* MapIto[RGBA]Size must be powers of two */ + GLint rMask = ctx->Pixel.MapItoRsize-1; + GLint gMask = ctx->Pixel.MapItoGsize-1; + GLint bMask = ctx->Pixel.MapItoBsize-1; + GLint aMask = ctx->Pixel.MapItoAsize-1; + /* Fetch image color index */ + GLint index = (GLint) ((GLfloat*) image->Data)[pixel]; + /* apply index shift and offset */ + if (shift>=0) { + index = (index << shift) + offset; + } + else { + index = (index >> -shift) + offset; + } + /* convert index to RGBA */ + red = ctx->Pixel.MapItoR[index & rMask]; + green = ctx->Pixel.MapItoG[index & gMask]; + blue = ctx->Pixel.MapItoB[index & bMask]; + alpha = ctx->Pixel.MapItoA[index & aMask]; + } + break; + case GL_RGB: + /* Fetch image RGBA values */ + red = ((GLfloat*) image->Data)[pixel*3+0]; + green = ((GLfloat*) image->Data)[pixel*3+1]; + blue = ((GLfloat*) image->Data)[pixel*3+2]; + alpha = 1.0; + break; + case GL_RGBA: + red = ((GLfloat*) image->Data)[pixel*4+0]; + green = ((GLfloat*) image->Data)[pixel*4+1]; + blue = ((GLfloat*) image->Data)[pixel*4+2]; + alpha = ((GLfloat*) image->Data)[pixel*4+3]; + break; + case GL_RED: + red = ((GLfloat*) image->Data)[pixel]; + green = 0.0; + blue = 0.0; + alpha = 1.0; + break; + case GL_GREEN: + red = 0.0; + green = ((GLfloat*) image->Data)[pixel]; + blue = 0.0; + alpha = 1.0; + break; + case GL_BLUE: + red = 0.0; + green = 0.0; + blue = ((GLfloat*) image->Data)[pixel]; + alpha = 1.0; + break; + case GL_ALPHA: + red = 0.0; + green = 0.0; + blue = 0.0; + alpha = ((GLfloat*) image->Data)[pixel]; + break; + case GL_LUMINANCE: + red = ((GLfloat*) image->Data)[pixel]; + green = red; + blue = red; + alpha = 1.0; + break; + case GL_LUMINANCE_ALPHA: + red = ((GLfloat*) image->Data)[pixel*2+0]; + green = red; + blue = red; + alpha = ((GLfloat*) image->Data)[pixel*2+1]; + break; + default: + gl_problem(ctx,"Bad format (4) in image_to_texture"); + return NULL; + } + + if (image->Format!=GL_COLOR_INDEX) { + /* Apply RGBA scale and bias */ + if (scaleOrBias) { + red = red * ctx->Pixel.RedScale + ctx->Pixel.RedBias; + green = green * ctx->Pixel.GreenScale + ctx->Pixel.GreenBias; + blue = blue * ctx->Pixel.BlueScale + ctx->Pixel.BlueBias; + alpha = alpha * ctx->Pixel.AlphaScale + ctx->Pixel.AlphaBias; + red = CLAMP( red, 0.0F, 1.0F ); + green = CLAMP( green, 0.0F, 1.0F ); + blue = CLAMP( blue, 0.0F, 1.0F ); + alpha = CLAMP( alpha, 0.0F, 1.0F ); + } + /* Apply pixel maps */ + if (ctx->Pixel.MapColorFlag) { + GLint ir = (GLint) (red *ctx->Pixel.MapRtoRsize); + GLint ig = (GLint) (green*ctx->Pixel.MapGtoGsize); + GLint ib = (GLint) (blue *ctx->Pixel.MapBtoBsize); + GLint ia = (GLint) (alpha*ctx->Pixel.MapAtoAsize); + red = ctx->Pixel.MapRtoR[ir]; + green = ctx->Pixel.MapGtoG[ig]; + blue = ctx->Pixel.MapBtoB[ib]; + alpha = ctx->Pixel.MapAtoA[ia]; + } + } + + /* store texel (components are GLubytes in [0,255]) */ + switch (texImage->Format) { + case GL_COLOR_INDEX: + /* a paletted texture */ + texImage->Data[pixel] = (GLint) (red * 255.0F); + break; + case GL_ALPHA: + texImage->Data[pixel] = (GLint) (alpha * 255.0F); + break; + case GL_LUMINANCE: + texImage->Data[pixel] = (GLint) (red * 255.0F); + break; + case GL_LUMINANCE_ALPHA: + texImage->Data[pixel*2+0] = (GLint) (red * 255.0F); + texImage->Data[pixel*2+1] = (GLint) (alpha * 255.0F); + break; + case GL_INTENSITY: + texImage->Data[pixel] = (GLint) (red * 255.0F); + break; + case GL_RGB: + texImage->Data[pixel*3+0] = (GLint) (red * 255.0F); + texImage->Data[pixel*3+1] = (GLint) (green * 255.0F); + texImage->Data[pixel*3+2] = (GLint) (blue * 255.0F); + break; + case GL_RGBA: + texImage->Data[pixel*4+0] = (GLint) (red * 255.0F); + texImage->Data[pixel*4+1] = (GLint) (green * 255.0F); + texImage->Data[pixel*4+2] = (GLint) (blue * 255.0F); + texImage->Data[pixel*4+3] = (GLint) (alpha * 255.0F); + break; + default: + gl_problem(ctx,"Bad format (5) in image_to_texture"); + return NULL; + } + } + break; + + default: + gl_problem(ctx, "Bad image type in image_to_texture"); + return NULL; + } + + return texImage; +} + + + +/* + * glTexImage[123]D can accept a NULL image pointer. In this case we + * create a texture image with unspecified image contents per the OpenGL + * spec. + */ +static struct gl_texture_image * +make_null_texture( GLcontext *ctx, GLenum internalFormat, + GLsizei width, GLsizei height, GLsizei depth, GLint border ) +{ + GLint components; + struct gl_texture_image *texImage; + GLint numPixels; + (void) ctx; + + /*internalFormat = decode_internal_format(internalFormat);*/ + components = components_in_intformat(internalFormat); + numPixels = width * height * depth; + + texImage = gl_alloc_texture_image(); + if (!texImage) + return NULL; + + texImage->Format = (GLenum) decode_internal_format(internalFormat); + set_teximage_component_sizes( texImage ); + texImage->IntFormat = internalFormat; + texImage->Border = border; + texImage->Width = width; + texImage->Height = height; + texImage->Depth = depth; + texImage->WidthLog2 = logbase2(width - 2*border); + if (height==1) /* 1-D texture */ + texImage->HeightLog2 = 0; + else + texImage->HeightLog2 = logbase2(height - 2*border); + if (depth==1) /* 2-D texture */ + texImage->DepthLog2 = 0; + else + texImage->DepthLog2 = logbase2(depth - 2*border); + texImage->Width2 = 1 << texImage->WidthLog2; + texImage->Height2 = 1 << texImage->HeightLog2; + texImage->Depth2 = 1 << texImage->DepthLog2; + texImage->MaxLog2 = MAX2( texImage->WidthLog2, texImage->HeightLog2 ); + + /* XXX should we really allocate memory for the image or let it be NULL? */ + /*texImage->Data = NULL;*/ + + texImage->Data = (GLubyte *) malloc( numPixels * components + EXTRA_BYTE ); + + /* + * Let's see if anyone finds this. If glTexImage2D() is called with + * a NULL image pointer then load the texture image with something + * interesting instead of leaving it indeterminate. + */ + if (texImage->Data) { + char message[8][32] = { + " X X XXXXX XXX X ", + " XX XX X X X X X ", + " X X X X X X X ", + " X X XXXX XXX XXXXX ", + " X X X X X X ", + " X X X X X X X ", + " X X XXXXX XXX X X ", + " " + }; + + GLubyte *imgPtr = texImage->Data; + GLint i, j, k; + for (i=0;i<height;i++) { + GLint srcRow = 7 - i % 8; + for (j=0;j<width;j++) { + GLint srcCol = j % 32; + GLubyte texel = (message[srcRow][srcCol]=='X') ? 255 : 70; + for (k=0;k<components;k++) { + *imgPtr++ = texel; + } + } + } + } + + return texImage; +} + + + +/* + * Test glTexImage() parameters for errors. + * Input: + * dimensions - must be 1 or 2 or 3 + * Return: GL_TRUE = an error was detected, GL_FALSE = no errors + */ +static GLboolean texture_error_check( GLcontext *ctx, GLenum target, + GLint level, GLint internalFormat, + GLenum format, GLenum type, + GLint dimensions, + GLint width, GLint height, + GLint depth, GLint border ) +{ + GLboolean isProxy; + GLint iformat; + + if (dimensions == 1) { + isProxy = (target == GL_PROXY_TEXTURE_1D); + if (target != GL_TEXTURE_1D && !isProxy) { + gl_error( ctx, GL_INVALID_ENUM, "glTexImage1D(target)" ); + return GL_TRUE; + } + } + else if (dimensions == 2) { + isProxy = (target == GL_PROXY_TEXTURE_2D); + if (target != GL_TEXTURE_2D && !isProxy) { + gl_error( ctx, GL_INVALID_ENUM, "glTexImage2D(target)" ); + return GL_TRUE; + } + } + else if (dimensions == 3) { + isProxy = (target == GL_PROXY_TEXTURE_3D); + if (target != GL_TEXTURE_3D && !isProxy) { + gl_error( ctx, GL_INVALID_ENUM, "glTexImage3D(target)" ); + return GL_TRUE; + } + } + else { + gl_problem( ctx, "bad dims in texture_error_check" ); + return GL_TRUE; + } + + /* Border */ + if (border!=0 && border!=1) { + if (!isProxy) { + if (dimensions == 1) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage1D(border)" ); + else if (dimensions == 2) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(border)" ); + else if (dimensions == 3) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(border)" ); + } + return GL_TRUE; + } + + /* Width */ + if (width < 2 * border || width > 2 + ctx->Const.MaxTextureSize + || logbase2( width - 2 * border ) < 0) { + if (!isProxy) { + if (dimensions == 1) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage1D(width)" ); + else if (dimensions == 2) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(width)" ); + else if (dimensions == 3) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(width)" ); + } + return GL_TRUE; + } + + /* Height */ + if (dimensions >= 2) { + if (height < 2 * border || height > 2 + ctx->Const.MaxTextureSize + || logbase2( height - 2 * border ) < 0) { + if (!isProxy) { + if (dimensions == 2) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(height)" ); + else if (dimensions == 3) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(height)" ); + return GL_TRUE; + } + } + } + + /* Depth */ + if (dimensions >= 3) { + if (depth < 2 * border || depth > 2 + ctx->Const.MaxTextureSize + || logbase2( depth - 2 * border ) < 0) { + if (!isProxy) { + gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(depth)" ); + } + return GL_TRUE; + } + } + + /* Level */ + if (level<0 || level>=ctx->Const.MaxTextureLevels) { + if (dimensions == 1) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage1D(level)" ); + else if (dimensions == 2) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(level)" ); + else if (dimensions == 3) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(level)" ); + return GL_TRUE; + } + + iformat = decode_internal_format( internalFormat ); + if (iformat < 0) { + if (dimensions == 1) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage1D(internalFormat)" ); + else if (dimensions == 2) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage2D(internalFormat)" ); + else if (dimensions == 3) + gl_error( ctx, GL_INVALID_VALUE, "glTexImage3D(internalFormat)" ); + return GL_TRUE; + } + + if (!gl_is_legal_format_and_type( format, type )) { + if (dimensions == 1) + gl_error( ctx, GL_INVALID_ENUM, "glTexImage1D(format or type)"); + else if (dimensions == 2) + gl_error( ctx, GL_INVALID_ENUM, "glTexImage2D(format or type)"); + else if (dimensions == 3) + gl_error( ctx, GL_INVALID_ENUM, "glTexImage3D(format or type)"); + return GL_TRUE; + } + + /* if we get here, the parameters are OK */ + return GL_FALSE; +} + + + +/* + * Called from the API. Note that width includes the border. + */ +void gl_TexImage1D( GLcontext *ctx, + GLenum target, GLint level, GLint internalformat, + GLsizei width, GLint border, GLenum format, + GLenum type, struct gl_image *image ) +{ + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glTexImage1D"); + + if (target==GL_TEXTURE_1D) { + struct gl_texture_image *teximage; + if (texture_error_check( ctx, target, level, internalformat, + format, type, 1, width, 1, 1, border )) { + /* error in texture image was detected */ + return; + } + + /* free current texture image, if any */ + if (texUnit->CurrentD[1]->Image[level]) { + gl_free_texture_image( texUnit->CurrentD[1]->Image[level] ); + } + + /* make new texture from source image */ + if (image) { + teximage = image_to_texture(ctx, image, internalformat, border); + } + else { + teximage = make_null_texture(ctx, (GLenum) internalformat, + width, 1, 1, border); + } + + /* install new texture image */ + + texUnit->CurrentD[1]->Image[level] = teximage; + gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[1] ); + ctx->NewState |= NEW_TEXTURING; + + /* free the source image */ + if (image && image->RefCount==0) { + /* if RefCount>0 then image must be in a display list */ + gl_free_image(image); + } + + /* tell driver about change */ + if (ctx->Driver.TexImage) { + (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_1D, + texUnit->CurrentD[1], + level, internalformat, teximage ); + } + } + else if (target==GL_PROXY_TEXTURE_1D) { + /* Proxy texture: check for errors and update proxy state */ + if (texture_error_check( ctx, target, level, internalformat, + format, type, 1, width, 1, 1, border )) { + if (level>=0 && level<ctx->Const.MaxTextureLevels) { + MEMSET( ctx->Texture.Proxy1D->Image[level], 0, + sizeof(struct gl_texture_image) ); + } + } + else { + ctx->Texture.Proxy1D->Image[level]->Format = (GLenum) format; + set_teximage_component_sizes( ctx->Texture.Proxy1D->Image[level] ); + ctx->Texture.Proxy1D->Image[level]->IntFormat = (GLenum) internalformat; + ctx->Texture.Proxy1D->Image[level]->Border = border; + ctx->Texture.Proxy1D->Image[level]->Width = width; + ctx->Texture.Proxy1D->Image[level]->Height = 1; + ctx->Texture.Proxy1D->Image[level]->Depth = 1; + } + if (image && image->RefCount==0) { + /* if RefCount>0 then image must be in a display list */ + gl_free_image(image); + } + } + else { + gl_error( ctx, GL_INVALID_ENUM, "glTexImage1D(target)" ); + return; + } +} + + + + +/* + * Called by the API or display list executor. + * Note that width and height include the border. + */ +void gl_TexImage2D( GLcontext *ctx, + GLenum target, GLint level, GLint internalformat, + GLsizei width, GLsizei height, GLint border, + GLenum format, GLenum type, + struct gl_image *image ) +{ + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glTexImage2D"); + + if (target==GL_TEXTURE_2D) { + struct gl_texture_image *teximage; + if (texture_error_check( ctx, target, level, internalformat, + format, type, 2, width, height, 1, border )) { + /* error in texture image was detected */ + return; + } + + /* free current texture image, if any */ + if (texUnit->CurrentD[2]->Image[level]) { + gl_free_texture_image( texUnit->CurrentD[2]->Image[level] ); + } + + /* make new texture from source image */ + if (image) { + teximage = image_to_texture(ctx, image, internalformat, border); + } + else { + teximage = make_null_texture(ctx, (GLenum) internalformat, + width, height, 1, border); + } + + /* install new texture image */ + texUnit->CurrentD[2]->Image[level] = teximage; + gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[2] ); + ctx->NewState |= NEW_TEXTURING; + + /* free the source image */ + if (image && image->RefCount==0) { + /* if RefCount>0 then image must be in a display list */ + gl_free_image(image); + } + + /* tell driver about change */ + if (ctx->Driver.TexImage) { + (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_2D, + texUnit->CurrentD[2], + level, internalformat, teximage ); + } + } + else if (target==GL_PROXY_TEXTURE_2D) { + /* Proxy texture: check for errors and update proxy state */ + if (texture_error_check( ctx, target, level, internalformat, + format, type, 2, width, height, 1, border )) { + if (level>=0 && level<ctx->Const.MaxTextureLevels) { + MEMSET( ctx->Texture.Proxy2D->Image[level], 0, + sizeof(struct gl_texture_image) ); + } + } + else { + ctx->Texture.Proxy2D->Image[level]->Format = (GLenum) format; + set_teximage_component_sizes( ctx->Texture.Proxy2D->Image[level] ); + ctx->Texture.Proxy2D->Image[level]->IntFormat = (GLenum) internalformat; + ctx->Texture.Proxy2D->Image[level]->Border = border; + ctx->Texture.Proxy2D->Image[level]->Width = width; + ctx->Texture.Proxy2D->Image[level]->Height = height; + ctx->Texture.Proxy2D->Image[level]->Depth = 1; + } + if (image && image->RefCount==0) { + /* if RefCount>0 then image must be in a display list */ + gl_free_image(image); + } + } + else { + gl_error( ctx, GL_INVALID_ENUM, "glTexImage2D(target)" ); + return; + } +} + + + +/* + * Called by the API or display list executor. + * Note that width and height include the border. + */ +void gl_TexImage3DEXT( GLcontext *ctx, + GLenum target, GLint level, GLint internalformat, + GLsizei width, GLsizei height, GLsizei depth, + GLint border, GLenum format, GLenum type, + struct gl_image *image ) +{ + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glTexImage3DEXT"); + + if (target==GL_TEXTURE_3D_EXT) { + struct gl_texture_image *teximage; + if (texture_error_check( ctx, target, level, internalformat, + format, type, 3, width, height, depth, + border )) { + /* error in texture image was detected */ + return; + } + + /* free current texture image, if any */ + if (texUnit->CurrentD[3]->Image[level]) { + gl_free_texture_image( texUnit->CurrentD[3]->Image[level] ); + } + + /* make new texture from source image */ + if (image) { + teximage = image_to_texture(ctx, image, internalformat, border); + } + else { + teximage = make_null_texture(ctx, (GLenum) internalformat, + width, height, depth, border); + } + + /* install new texture image */ + texUnit->CurrentD[3]->Image[level] = teximage; + gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[3] ); + ctx->NewState |= NEW_TEXTURING; + + /* free the source image */ + if (image && image->RefCount==0) { + /* if RefCount>0 then image must be in a display list */ + gl_free_image(image); + } + + /* tell driver about change */ + if (ctx->Driver.TexImage) { + (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_3D_EXT, + texUnit->CurrentD[3], + level, internalformat, teximage ); + } + } + else if (target==GL_PROXY_TEXTURE_3D_EXT) { + /* Proxy texture: check for errors and update proxy state */ + if (texture_error_check( ctx, target, level, internalformat, + format, type, 3, width, height, depth, + border )) { + if (level>=0 && level<ctx->Const.MaxTextureLevels) { + MEMSET( ctx->Texture.Proxy3D->Image[level], 0, + sizeof(struct gl_texture_image) ); + } + } + else { + ctx->Texture.Proxy3D->Image[level]->Format = (GLenum) format; + set_teximage_component_sizes( ctx->Texture.Proxy3D->Image[level] ); + ctx->Texture.Proxy3D->Image[level]->IntFormat = (GLenum) internalformat; + ctx->Texture.Proxy3D->Image[level]->Border = border; + ctx->Texture.Proxy3D->Image[level]->Width = width; + ctx->Texture.Proxy3D->Image[level]->Height = height; + ctx->Texture.Proxy3D->Image[level]->Depth = depth; + } + if (image && image->RefCount==0) { + /* if RefCount>0 then image must be in a display list */ + gl_free_image(image); + } + } + else { + gl_error( ctx, GL_INVALID_ENUM, "glTexImage3DEXT(target)" ); + return; + } +} + + + +void gl_GetTexImage( GLcontext *ctx, GLenum target, GLint level, GLenum format, + GLenum type, GLvoid *pixels ) +{ + const struct gl_texture_object *texObj; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetTexImage"); + + if (level < 0 || level >= ctx->Const.MaxTextureLevels) { + gl_error( ctx, GL_INVALID_VALUE, "glGetTexImage(level)" ); + return; + } + + if (gl_sizeof_type(type) <= 0) { + gl_error( ctx, GL_INVALID_ENUM, "glGetTexImage(type)" ); + return; + } + + if (gl_components_in_format(format) <= 0) { + gl_error( ctx, GL_INVALID_ENUM, "glGetTexImage(format)" ); + return; + } + + if (!pixels) + return; /* XXX generate an error??? */ + + switch (target) { + case GL_TEXTURE_1D: + texObj = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentD[1]; + break; + case GL_TEXTURE_2D: + texObj = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentD[2]; + break; + case GL_TEXTURE_3D: + texObj = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentD[3]; + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glGetTexImage(target)" ); + return; + } + + if (texObj->Image[level] && texObj->Image[level]->Data) { + const struct gl_texture_image *texImage = texObj->Image[level]; + GLint width = texImage->Width; + GLint height = texImage->Height; + GLint row; + + for (row = 0; row < height; row++) { + /* compute destination address in client memory */ + GLvoid *dest = gl_pixel_addr_in_image( &ctx->Unpack, pixels, + width, height, + format, type, 0, row, 0); + + assert(dest); + if (texImage->Format == GL_RGBA) { + const GLubyte *src = texImage->Data + row * width * 4 * sizeof(GLubyte); + gl_pack_rgba_span( ctx, width, (void *) src, format, type, dest, + &ctx->Pack, GL_TRUE ); + } + else { + /* fetch RGBA row from texture image then pack it in client mem */ + GLubyte rgba[MAX_WIDTH][4]; + GLint i; + const GLubyte *src; + switch (texImage->Format) { + case GL_ALPHA: + src = texImage->Data + row * width * sizeof(GLubyte); + for (i = 0; i < width; i++) { + rgba[i][RCOMP] = 255; + rgba[i][GCOMP] = 255; + rgba[i][BCOMP] = 255; + rgba[i][ACOMP] = src[i]; + } + break; + case GL_LUMINANCE: + src = texImage->Data + row * width * sizeof(GLubyte); + for (i = 0; i < width; i++) { + rgba[i][RCOMP] = src[i]; + rgba[i][GCOMP] = src[i]; + rgba[i][BCOMP] = src[i]; + rgba[i][ACOMP] = 255; + } + break; + case GL_LUMINANCE_ALPHA: + src = texImage->Data + row * 2 * width * sizeof(GLubyte); + for (i = 0; i < width; i++) { + rgba[i][RCOMP] = src[i*2+0]; + rgba[i][GCOMP] = src[i*2+0]; + rgba[i][BCOMP] = src[i*2+0]; + rgba[i][ACOMP] = src[i*2+1]; + } + break; + case GL_INTENSITY: + src = texImage->Data + row * width * sizeof(GLubyte); + for (i = 0; i < width; i++) { + rgba[i][RCOMP] = src[i]; + rgba[i][GCOMP] = src[i]; + rgba[i][BCOMP] = src[i]; + rgba[i][ACOMP] = 255; + } + break; + case GL_RGB: + src = texImage->Data + row * 3 * width * sizeof(GLubyte); + for (i = 0; i < width; i++) { + rgba[i][RCOMP] = src[i*3+0]; + rgba[i][GCOMP] = src[i*3+1]; + rgba[i][BCOMP] = src[i*3+2]; + rgba[i][ACOMP] = 255; + } + break; + case GL_RGBA: + /* this special case should have been handled above! */ + gl_problem( ctx, "error 1 in gl_GetTexImage" ); + break; + case GL_COLOR_INDEX: + gl_problem( ctx, "GL_COLOR_INDEX not implemented in gl_GetTexImage" ); + break; + default: + gl_problem( ctx, "bad format in gl_GetTexImage" ); + } + gl_pack_rgba_span( ctx, width, (const GLubyte (*)[4])rgba, + format, type, dest, &ctx->Pack, GL_TRUE ); + } + } + } +} + + + +/* + * Unpack the image data given to glTexSubImage[12]D. + * This function is just a wrapper for gl_unpack_image() but it does + * some extra error checking. + */ +struct gl_image * +gl_unpack_texsubimage( GLcontext *ctx, GLint width, GLint height, + GLenum format, GLenum type, const GLvoid *pixels ) +{ + if (type==GL_BITMAP && format!=GL_COLOR_INDEX) { + return NULL; + } + + if (format==GL_STENCIL_INDEX || format==GL_DEPTH_COMPONENT){ + return NULL; + } + + if (gl_sizeof_type(type)<=0) { + return NULL; + } + + return gl_unpack_image3D( ctx, width, height, 1, format, type, pixels, &ctx->Unpack ); +} + + +/* + * Unpack the image data given to glTexSubImage3D. + * This function is just a wrapper for gl_unpack_image() but it does + * some extra error checking. + */ +struct gl_image * +gl_unpack_texsubimage3D( GLcontext *ctx, GLint width, GLint height, + GLint depth, GLenum format, GLenum type, + const GLvoid *pixels ) +{ + if (type==GL_BITMAP && format!=GL_COLOR_INDEX) { + return NULL; + } + + if (format==GL_STENCIL_INDEX || format==GL_DEPTH_COMPONENT){ + return NULL; + } + + if (gl_sizeof_type(type)<=0) { + return NULL; + } + + return gl_unpack_image3D( ctx, width, height, depth, format, type, pixels, + &ctx->Unpack ); +} + + + +void gl_TexSubImage1D( GLcontext *ctx, + GLenum target, GLint level, GLint xoffset, + GLsizei width, GLenum format, GLenum type, + struct gl_image *image ) +{ + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + struct gl_texture_image *destTex; + + if (target!=GL_TEXTURE_1D) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(target)" ); + return; + } + if (level<0 || level>=ctx->Const.MaxTextureLevels) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(level)" ); + return; + } + + destTex = texUnit->CurrentD[1]->Image[level]; + if (!destTex) { + gl_error( ctx, GL_INVALID_OPERATION, "glTexSubImage1D" ); + return; + } + + if (xoffset < -((GLint)destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage1D(xoffset)" ); + return; + } + if (xoffset + width > (GLint) (destTex->Width + destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage1D(xoffset+width)" ); + return; + } + + if (image) { + /* unpacking must have been error-free */ + GLint texcomponents = components_in_intformat(destTex->Format); + + if (image->Type==GL_UNSIGNED_BYTE && texcomponents==image->Components) { + /* Simple case, just byte copy image data into texture image */ + /* row by row. */ + GLubyte *dst = destTex->Data + texcomponents * xoffset; + GLubyte *src = (GLubyte *) image->Data; + MEMCPY( dst, src, width * texcomponents ); + } + else { + /* General case, convert image pixels into texels, scale, bias, etc */ + struct gl_texture_image *subTexImg = image_to_texture(ctx, image, + destTex->IntFormat, destTex->Border); + GLubyte *dst = destTex->Data + texcomponents * xoffset; + GLubyte *src = subTexImg->Data; + MEMCPY( dst, src, width * texcomponents ); + gl_free_texture_image(subTexImg); + } + + /* if the image's reference count is zero, delete it now */ + if (image->RefCount==0) { + gl_free_image(image); + } + + gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[1] ); + + /* tell driver about change */ + if (ctx->Driver.TexSubImage) { + (*ctx->Driver.TexSubImage)( ctx, GL_TEXTURE_1D, + texUnit->CurrentD[1], level, + xoffset,0,width,1, + texUnit->CurrentD[1]->Image[level]->IntFormat, + destTex ); + } + else { + if (ctx->Driver.TexImage) { + (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_1D, texUnit->CurrentD[1], level, + texUnit->CurrentD[1]->Image[level]->IntFormat, + destTex ); + } + } + } + else { + /* if no image, an error must have occured, do more testing now */ + GLint components, size; + + if (width<0) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage1D(width)" ); + return; + } + if (type==GL_BITMAP && format!=GL_COLOR_INDEX) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(format)" ); + return; + } + components = components_in_intformat( format ); + if (components<0 || format==GL_STENCIL_INDEX + || format==GL_DEPTH_COMPONENT){ + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(format)" ); + return; + } + size = gl_sizeof_type( type ); + if (size<=0) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(type)" ); + return; + } + /* if we get here, probably ran out of memory during unpacking */ + gl_error( ctx, GL_OUT_OF_MEMORY, "glTexSubImage1D" ); + } +} + + + +void gl_TexSubImage2D( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + struct gl_image *image ) +{ + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + struct gl_texture_image *destTex; + + if (target!=GL_TEXTURE_2D) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage2D(target)" ); + return; + } + if (level<0 || level>=ctx->Const.MaxTextureLevels) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage2D(level)" ); + return; + } + + destTex = texUnit->CurrentD[2]->Image[level]; + if (!destTex) { + gl_error( ctx, GL_INVALID_OPERATION, "glTexSubImage2D" ); + return; + } + + if (xoffset < -((GLint)destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(xoffset)" ); + return; + } + if (yoffset < -((GLint)destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(yoffset)" ); + return; + } + if (xoffset + width > (GLint) (destTex->Width + destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(xoffset+width)" ); + return; + } + if (yoffset + height > (GLint) (destTex->Height + destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(yoffset+height)" ); + return; + } + + if (image) { + /* unpacking must have been error-free */ + GLint texcomponents = components_in_intformat(destTex->Format); + + if (image->Type==GL_UNSIGNED_BYTE && texcomponents==image->Components) { + /* Simple case, just byte copy image data into texture image */ + /* row by row. */ + GLubyte *dst = destTex->Data + + (yoffset * destTex->Width + xoffset) * texcomponents; + GLubyte *src = (GLubyte *) image->Data; + GLint j; + for (j=0;j<height;j++) { + MEMCPY( dst, src, width * texcomponents ); + dst += destTex->Width * texcomponents * sizeof(GLubyte); + src += width * texcomponents * sizeof(GLubyte); + } + } + else { + /* General case, convert image pixels into texels, scale, bias, etc */ + struct gl_texture_image *subTexImg = image_to_texture(ctx, image, + destTex->IntFormat, destTex->Border); + GLubyte *dst = destTex->Data + + (yoffset * destTex->Width + xoffset) * texcomponents; + GLubyte *src = subTexImg->Data; + GLint j; + for (j=0;j<height;j++) { + MEMCPY( dst, src, width * texcomponents ); + dst += destTex->Width * texcomponents * sizeof(GLubyte); + src += width * texcomponents * sizeof(GLubyte); + } + gl_free_texture_image(subTexImg); + } + + /* if the image's reference count is zero, delete it now */ + if (image->RefCount==0) { + gl_free_image(image); + } + + gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[2] ); + + /* tell driver about change */ + if (ctx->Driver.TexSubImage) { + (*ctx->Driver.TexSubImage)( ctx, GL_TEXTURE_2D, texUnit->CurrentD[2], level, + xoffset, yoffset, width, height, + texUnit->CurrentD[2]->Image[level]->IntFormat, + destTex ); + } + else { + if (ctx->Driver.TexImage) { + (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_2D, texUnit->CurrentD[2], level, + texUnit->CurrentD[2]->Image[level]->IntFormat, + destTex ); + } + } + } + else { + /* if no image, an error must have occured, do more testing now */ + GLint components, size; + + if (width<0) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(width)" ); + return; + } + if (height<0) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage2D(height)" ); + return; + } + if (type==GL_BITMAP && format!=GL_COLOR_INDEX) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage1D(format)" ); + return; + } + components = gl_components_in_format( format ); + if (components<0 || format==GL_STENCIL_INDEX + || format==GL_DEPTH_COMPONENT){ + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage2D(format)" ); + return; + } + size = gl_sizeof_packed_type( type ); + if (size<=0) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage2D(type)" ); + return; + } + /* if we get here, probably ran out of memory during unpacking */ + gl_error( ctx, GL_OUT_OF_MEMORY, "glTexSubImage2D" ); + } +} + + + +void gl_TexSubImage3DEXT( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, GLint zoffset, + GLsizei width, GLsizei height, GLsizei depth, + GLenum format, GLenum type, + struct gl_image *image ) +{ + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + struct gl_texture_image *destTex; + + if (target!=GL_TEXTURE_3D_EXT) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(target)" ); + return; + } + if (level<0 || level>=ctx->Const.MaxTextureLevels) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(level)" ); + return; + } + + destTex = texUnit->CurrentD[3]->Image[level]; + if (!destTex) { + gl_error( ctx, GL_INVALID_OPERATION, "glTexSubImage3DEXT" ); + return; + } + + if (xoffset < -((GLint)destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(xoffset)" ); + return; + } + if (yoffset < -((GLint)destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(yoffset)" ); + return; + } + if (zoffset < -((GLint)destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(zoffset)" ); + return; + } + if (xoffset + width > (GLint) (destTex->Width+destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(xoffset+width)" ); + return; + } + if (yoffset + height > (GLint) (destTex->Height+destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(yoffset+height)" ); + return; + } + if (zoffset + depth > (GLint) (destTex->Depth+destTex->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(zoffset+depth)" ); + return; + } + + if (image) { + /* unpacking must have been error-free */ + GLint texcomponents = components_in_intformat(destTex->Format); + GLint dstRectArea = destTex->Width * destTex->Height; + GLint srcRectArea = width * height; + + if (image->Type==GL_UNSIGNED_BYTE && texcomponents==image->Components) { + /* Simple case, just byte copy image data into texture image */ + /* row by row. */ + GLubyte *dst = destTex->Data + + (zoffset * dstRectArea + yoffset * destTex->Width + xoffset) + * texcomponents; + GLubyte *src = (GLubyte *) image->Data; + GLint j, k; + for(k=0;k<depth; k++) { + for (j=0;j<height;j++) { + MEMCPY( dst, src, width * texcomponents ); + dst += destTex->Width * texcomponents; + src += width * texcomponents; + } + dst += dstRectArea * texcomponents * sizeof(GLubyte); + src += srcRectArea * texcomponents * sizeof(GLubyte); + } + } + else { + /* General case, convert image pixels into texels, scale, bias, etc */ + struct gl_texture_image *subTexImg = image_to_texture(ctx, image, + destTex->IntFormat, destTex->Border); + GLubyte *dst = destTex->Data + + (zoffset * dstRectArea + yoffset * destTex->Width + xoffset) + * texcomponents; + GLubyte *src = subTexImg->Data; + GLint j, k; + for(k=0;k<depth; k++) { + for (j=0;j<height;j++) { + MEMCPY( dst, src, width * texcomponents ); + dst += destTex->Width * texcomponents; + src += width * texcomponents; + } + dst += dstRectArea * texcomponents * sizeof(GLubyte); + src += srcRectArea * texcomponents * sizeof(GLubyte); + } + gl_free_texture_image(subTexImg); + } + /* if the image's reference count is zero, delete it now */ + if (image->RefCount==0) { + gl_free_image(image); + } + + gl_put_texobj_on_dirty_list( ctx, texUnit->CurrentD[3] ); + + /* tell driver about change */ + if (ctx->Driver.TexImage) { + (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_3D_EXT, texUnit->CurrentD[3], + level, texUnit->CurrentD[3]->Image[level]->IntFormat, + destTex ); + } + } + else { + /* if no image, an error must have occured, do more testing now */ + GLint components, size; + + if (width<0) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(width)" ); + return; + } + if (height<0) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(height)" ); + return; + } + if (depth<0) { + gl_error( ctx, GL_INVALID_VALUE, "glTexSubImage3DEXT(depth)" ); + return; + } + if (type==GL_BITMAP && format!=GL_COLOR_INDEX) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(format)" ); + return; + } + components = components_in_intformat( format ); + if (components<0 || format==GL_STENCIL_INDEX + || format==GL_DEPTH_COMPONENT){ + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(format)" ); + return; + } + size = gl_sizeof_type( type ); + if (size<=0) { + gl_error( ctx, GL_INVALID_ENUM, "glTexSubImage3DEXT(type)" ); + return; + } + /* if we get here, probably ran out of memory during unpacking */ + gl_error( ctx, GL_OUT_OF_MEMORY, "glTexSubImage3DEXT" ); + } +} + + + +/* + * Read an RGBA image from the frame buffer. + * Input: ctx - the context + * x, y - lower left corner + * width, height - size of region to read + * format - one of GL_RED, GL_RGB, GL_LUMINANCE, etc. + * Return: gl_image pointer or NULL if out of memory + */ +static struct gl_image *read_color_image( GLcontext *ctx, GLint x, GLint y, + GLsizei width, GLsizei height, + GLenum format ) +{ + struct gl_image *image; + GLubyte *imgptr; + GLint components; + GLint i, j; + + components = components_in_intformat( format ); + + /* + * Allocate image struct and image data buffer + */ + image = (struct gl_image *) malloc( sizeof(struct gl_image) ); + if (image) { + image->Width = width; + image->Height = height; + image->Depth = 1; + image->Components = components; + image->Format = format; + image->Type = GL_UNSIGNED_BYTE; + image->RefCount = 0; + image->Data = (GLubyte *) malloc( width * height * components ); + if (!image->Data) { + free(image); + return NULL; + } + } + else { + return NULL; + } + + imgptr = (GLubyte *) image->Data; + + /* Select buffer to read from */ + (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Pixel.DriverReadBuffer ); + + for (j=0;j<height;j++) { + GLubyte rgba[MAX_WIDTH][4]; + gl_read_rgba_span( ctx, width, x, y+j, rgba ); + + switch (format) { + case GL_ALPHA: + for (i=0;i<width;i++) { + *imgptr++ = rgba[i][ACOMP]; + } + break; + case GL_LUMINANCE: + for (i=0;i<width;i++) { + *imgptr++ = rgba[i][RCOMP]; + } + break; + case GL_LUMINANCE_ALPHA: + for (i=0;i<width;i++) { + *imgptr++ = rgba[i][RCOMP]; + *imgptr++ = rgba[i][ACOMP]; + } + break; + case GL_INTENSITY: + for (i=0;i<width;i++) { + *imgptr++ = rgba[i][RCOMP]; + } + break; + case GL_RGB: + for (i=0;i<width;i++) { + *imgptr++ = rgba[i][RCOMP]; + *imgptr++ = rgba[i][GCOMP]; + *imgptr++ = rgba[i][BCOMP]; + } + break; + case GL_RGBA: + for (i=0;i<width;i++) { + *imgptr++ = rgba[i][RCOMP]; + *imgptr++ = rgba[i][GCOMP]; + *imgptr++ = rgba[i][BCOMP]; + *imgptr++ = rgba[i][ACOMP]; + } + break; + default: + gl_problem(ctx, "Bad format in read_color_image"); + break; + } /*switch*/ + + } /*for*/ + + /* Restore drawing buffer */ + (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer ); + + return image; +} + + + + +void gl_CopyTexImage1D( GLcontext *ctx, + GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, + GLsizei width, GLint border ) +{ + GLint format; + struct gl_image *teximage; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexImage1D"); + if (target!=GL_TEXTURE_1D) { + gl_error( ctx, GL_INVALID_ENUM, "glCopyTexImage1D(target)" ); + return; + } + if (level<0 || level>=ctx->Const.MaxTextureLevels) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage1D(level)" ); + return; + } + if (border!=0 && border!=1) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage1D(border)" ); + return; + } + if (width < 2*border || width > 2 + ctx->Const.MaxTextureSize || width<0) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage1D(width)" ); + return; + } + format = decode_internal_format( internalformat ); + if (format<0 || (internalformat>=1 && internalformat<=4)) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage1D(format)" ); + return; + } + + teximage = read_color_image( ctx, x, y, width, 1, (GLenum) format ); + if (!teximage) { + gl_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D" ); + return; + } + + gl_TexImage1D( ctx, target, level, internalformat, width, + border, GL_RGBA, GL_UNSIGNED_BYTE, teximage ); + + /* teximage was freed in gl_TexImage1D */ +} + + + +void gl_CopyTexImage2D( GLcontext *ctx, + GLenum target, GLint level, GLenum internalformat, + GLint x, GLint y, GLsizei width, GLsizei height, + GLint border ) +{ + GLint format; + struct gl_image *teximage; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexImage2D"); + if (target!=GL_TEXTURE_2D) { + gl_error( ctx, GL_INVALID_ENUM, "glCopyTexImage2D(target)" ); + return; + } + if (level<0 || level>=ctx->Const.MaxTextureLevels) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(level)" ); + return; + } + if (border!=0 && border!=1) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(border)" ); + return; + } + if (width<2*border || width>2+ctx->Const.MaxTextureSize || width<0) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(width)" ); + return; + } + if (height<2*border || height>2+ctx->Const.MaxTextureSize || height<0) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(height)" ); + return; + } + format = decode_internal_format( internalformat ); + if (format<0 || (internalformat>=1 && internalformat<=4)) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexImage2D(format)" ); + return; + } + + teximage = read_color_image( ctx, x, y, width, height, (GLenum) format ); + if (!teximage) { + gl_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D" ); + return; + } + + gl_TexImage2D( ctx, target, level, internalformat, width, height, + border, GL_RGBA, GL_UNSIGNED_BYTE, teximage ); + + /* teximage was freed in gl_TexImage2D */ +} + + + + +/* + * Do the work of glCopyTexSubImage[123]D. + * TODO: apply pixel bias scale and mapping. + */ +static void copy_tex_sub_image( GLcontext *ctx, struct gl_texture_image *dest, + GLint width, GLint height, + GLint srcx, GLint srcy, + GLint dstx, GLint dsty, GLint zoffset ) +{ + GLint i, j; + GLint format, components, rectarea; + GLint texwidth, texheight; + + texwidth = dest->Width; + texheight = dest->Height; + rectarea = texwidth * texheight; + zoffset *= rectarea; + format = dest->Format; + components = components_in_intformat( format ); + + /* Select buffer to read from */ + (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Pixel.DriverReadBuffer ); + + for (j=0;j<height;j++) { + GLubyte rgba[MAX_WIDTH][4]; + GLubyte *texptr; + + gl_read_rgba_span( ctx, width, srcx, srcy+j, rgba ); + + texptr = dest->Data + ( zoffset + (dsty+j) * texwidth + dstx) * components; + + switch (format) { + case GL_ALPHA: + for (i=0;i<width;i++) { + *texptr++ = rgba[i][ACOMP]; + } + break; + case GL_LUMINANCE: + for (i=0;i<width;i++) { + *texptr++ = rgba[i][RCOMP]; + } + break; + case GL_LUMINANCE_ALPHA: + for (i=0;i<width;i++) { + *texptr++ = rgba[i][RCOMP]; + *texptr++ = rgba[i][ACOMP]; + } + break; + case GL_INTENSITY: + for (i=0;i<width;i++) { + *texptr++ = rgba[i][RCOMP]; + } + break; + case GL_RGB: + for (i=0;i<width;i++) { + *texptr++ = rgba[i][RCOMP]; + *texptr++ = rgba[i][GCOMP]; + *texptr++ = rgba[i][BCOMP]; + } + break; + case GL_RGBA: + for (i=0;i<width;i++) { + *texptr++ = rgba[i][RCOMP]; + *texptr++ = rgba[i][GCOMP]; + *texptr++ = rgba[i][BCOMP]; + *texptr++ = rgba[i][ACOMP]; + } + break; + } /*switch*/ + } /*for*/ + + + /* Restore drawing buffer */ + (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer ); +} + + + + +void gl_CopyTexSubImage1D( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint x, GLint y, GLsizei width ) +{ + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + struct gl_texture_image *teximage; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexSubImage1D"); + if (target!=GL_TEXTURE_1D) { + gl_error( ctx, GL_INVALID_ENUM, "glCopyTexSubImage1D(target)" ); + return; + } + if (level<0 || level>=ctx->Const.MaxTextureLevels) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage1D(level)" ); + return; + } + if (width<0) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage1D(width)" ); + return; + } + + teximage = texUnit->CurrentD[1]->Image[level]; + + if (teximage) { + if (xoffset < -((GLint)teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage1D(xoffset)" ); + return; + } + /* NOTE: we're adding the border here, not subtracting! */ + if (xoffset+width > (GLint) (teximage->Width+teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, + "glCopyTexSubImage1D(xoffset+width)" ); + return; + } + if (teximage->Data) { + copy_tex_sub_image( ctx, teximage, width, 1, x, y, xoffset, 0, 0 ); + + /* tell driver about change */ + if (ctx->Driver.TexSubImage) { + (*ctx->Driver.TexSubImage)( ctx, GL_TEXTURE_1D, + texUnit->CurrentD[1], level, + xoffset,0,width,1, + teximage->IntFormat, + teximage ); + } + else { + if (ctx->Driver.TexImage) { + (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_1D, texUnit->CurrentD[1], level, + teximage->IntFormat, + teximage ); + } + } + } + } + else { + gl_error( ctx, GL_INVALID_OPERATION, "glCopyTexSubImage1D" ); + } +} + + + +void gl_CopyTexSubImage2D( GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint x, GLint y, GLsizei width, GLsizei height ) +{ + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + struct gl_texture_image *teximage; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexSubImage2D"); + if (target!=GL_TEXTURE_2D) { + gl_error( ctx, GL_INVALID_ENUM, "glCopyTexSubImage2D(target)" ); + return; + } + if (level<0 || level>=ctx->Const.MaxTextureLevels) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(level)" ); + return; + } + if (width<0) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(width)" ); + return; + } + if (height<0) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(height)" ); + return; + } + + teximage = texUnit->CurrentD[2]->Image[level]; + + if (teximage) { + if (xoffset < -((GLint)teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(xoffset)" ); + return; + } + if (yoffset < -((GLint)teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage2D(yoffset)" ); + return; + } + /* NOTE: we're adding the border here, not subtracting! */ + if (xoffset+width > (GLint) (teximage->Width+teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, + "glCopyTexSubImage2D(xoffset+width)" ); + return; + } + if (yoffset+height > (GLint) (teximage->Height+teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, + "glCopyTexSubImage2D(yoffset+height)" ); + return; + } + + if (teximage->Data) { + copy_tex_sub_image( ctx, teximage, width, height, + x, y, xoffset, yoffset, 0 ); + /* tell driver about change */ + if (ctx->Driver.TexSubImage) { + (*ctx->Driver.TexSubImage)( ctx, GL_TEXTURE_2D, texUnit->CurrentD[2], level, + xoffset, yoffset, width, height, + teximage->IntFormat, + teximage ); + } + else { + if (ctx->Driver.TexImage) { + (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_2D, texUnit->CurrentD[2], level, + teximage->IntFormat, + teximage ); + } + } + } + } + else { + gl_error( ctx, GL_INVALID_OPERATION, "glCopyTexSubImage2D" ); + } +} + + + +void gl_CopyTexSubImage3DEXT( 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 = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + struct gl_texture_image *teximage; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glCopyTexSubImage3DEXT"); + if (target!=GL_TEXTURE_2D) { + gl_error( ctx, GL_INVALID_ENUM, "glCopyTexSubImage3DEXT(target)" ); + return; + } + if (level<0 || level>=ctx->Const.MaxTextureLevels) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(level)" ); + return; + } + if (width<0) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(width)" ); + return; + } + if (height<0) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(height)" ); + return; + } + + teximage = texUnit->CurrentD[3]->Image[level]; + if (teximage) { + if (xoffset < -((GLint)teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(xoffset)" ); + return; + } + if (yoffset < -((GLint)teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(yoffset)" ); + return; + } + if (zoffset < -((GLint)teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, "glCopyTexSubImage3DEXT(zoffset)" ); + return; + } + /* NOTE: we're adding the border here, not subtracting! */ + if (xoffset+width > (GLint) (teximage->Width+teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, + "glCopyTexSubImage3DEXT(xoffset+width)" ); + return; + } + if (yoffset+height > (GLint) (teximage->Height+teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, + "glCopyTexSubImage3DEXT(yoffset+height)" ); + return; + } + if (zoffset > (GLint) (teximage->Depth+teximage->Border)) { + gl_error( ctx, GL_INVALID_VALUE, + "glCopyTexSubImage3DEXT(zoffset+depth)" ); + return; + } + + if (teximage->Data) { + copy_tex_sub_image( ctx, teximage, width, height, + x, y, xoffset, yoffset, zoffset); + + /* tell driver about change */ + if (ctx->Driver.TexImage) { + (*ctx->Driver.TexImage)( ctx, GL_TEXTURE_3D_EXT, texUnit->CurrentD[3], + level, teximage->IntFormat, + teximage ); + } + } + } + else { + gl_error( ctx, GL_INVALID_OPERATION, "glCopyTexSubImage3DEXT" ); + } +} + |