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Diffstat (limited to 'src/mesa/main/texstore.c')
-rw-r--r--src/mesa/main/texstore.c415
1 files changed, 412 insertions, 3 deletions
diff --git a/src/mesa/main/texstore.c b/src/mesa/main/texstore.c
index 8f0f4fc64c..1ba40c9822 100644
--- a/src/mesa/main/texstore.c
+++ b/src/mesa/main/texstore.c
@@ -1,4 +1,4 @@
-/* $Id: texstore.c,v 1.6 2001/02/17 18:41:01 brianp Exp $ */
+/* $Id: texstore.c,v 1.7 2001/02/19 20:01:42 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -46,7 +46,8 @@
#include "mem.h"
#include "teximage.h"
#include "texstore.h"
-
+#include "swrast/s_depth.h" /* XXX this is kind of a cheat */
+#include "swrast/s_span.h"
/*
@@ -73,21 +74,37 @@ fetch_1d_texel(const struct gl_texture_image *img,
rgba[RCOMP] = src[0];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[2];
+ rgba[ACOMP] = CHAN_MAX;
return;
}
case GL_ALPHA:
{
const GLchan *src = (GLchan *) img->Data + i;
GLchan *rgba = (GLchan *) texel;
+ rgba[RCOMP] = 0;
+ rgba[GCOMP] = 0;
+ rgba[BCOMP] = 0;
rgba[ACOMP] = src[0];
return;
}
case GL_LUMINANCE:
+ {
+ const GLchan *src = (GLchan *) img->Data + i;
+ GLchan *rgba = (GLchan *) texel;
+ rgba[RCOMP] = src[0];
+ rgba[GCOMP] = src[0];
+ rgba[BCOMP] = src[0];
+ rgba[ACOMP] = CHAN_MAX;
+ return;
+ }
case GL_INTENSITY:
{
const GLchan *src = (GLchan *) img->Data + i;
GLchan *rgba = (GLchan *) texel;
rgba[RCOMP] = src[0];
+ rgba[GCOMP] = src[0];
+ rgba[BCOMP] = src[0];
+ rgba[ACOMP] = src[0];
return;
}
case GL_LUMINANCE_ALPHA:
@@ -95,6 +112,8 @@ fetch_1d_texel(const struct gl_texture_image *img,
const GLchan *src = (GLchan *) img->Data + i * 2;
GLchan *rgba = (GLchan *) texel;
rgba[RCOMP] = src[0];
+ rgba[GCOMP] = src[0];
+ rgba[BCOMP] = src[0];
rgba[ACOMP] = src[1];
return;
}
@@ -140,28 +159,46 @@ fetch_2d_texel(const struct gl_texture_image *img,
rgba[RCOMP] = src[0];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[2];
+ rgba[ACOMP] = CHAN_MAX;
return;
}
case GL_ALPHA:
{
const GLchan *src = (GLchan *) img->Data + (img->Width * j + i);
GLchan *rgba = (GLchan *) texel;
+ rgba[RCOMP] = 0;
+ rgba[GCOMP] = 0;
+ rgba[BCOMP] = 0;
rgba[ACOMP] = src[0];
return;
}
case GL_LUMINANCE:
+ {
+ const GLchan *src = (GLchan *) img->Data + (img->Width * j + i);
+ GLchan *rgba = (GLchan *) texel;
+ rgba[RCOMP] = src[0];
+ rgba[GCOMP] = src[0];
+ rgba[BCOMP] = src[0];
+ rgba[ACOMP] = CHAN_MAX;
+ return;
+ }
case GL_INTENSITY:
{
const GLchan *src = (GLchan *) img->Data + (img->Width * j + i);
GLchan *rgba = (GLchan *) texel;
rgba[RCOMP] = src[0];
+ rgba[GCOMP] = src[0];
+ rgba[BCOMP] = src[0];
+ rgba[ACOMP] = src[0];
return;
}
case GL_LUMINANCE_ALPHA:
{
const GLchan *src = (GLchan *) img->Data + (img->Width * j + i) * 2;
GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = src[0];
+ rgba[RCOMP] = 0;
+ rgba[GCOMP] = 0;
+ rgba[BCOMP] = 0;
rgba[ACOMP] = src[1];
return;
}
@@ -212,6 +249,7 @@ fetch_3d_texel(const struct gl_texture_image *img,
rgba[RCOMP] = src[0];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[2];
+ rgba[ACOMP] = CHAN_MAX;
return;
}
case GL_ALPHA:
@@ -219,16 +257,32 @@ fetch_3d_texel(const struct gl_texture_image *img,
const GLchan *src = (GLchan *) img->Data
+ (rectArea * k + width * j + i);
GLchan *rgba = (GLchan *) texel;
+ rgba[RCOMP] = 0;
+ rgba[GCOMP] = 0;
+ rgba[BCOMP] = 0;
rgba[ACOMP] = src[0];
return;
}
case GL_LUMINANCE:
+ {
+ const GLchan *src = (GLchan *) img->Data
+ + (rectArea * k + width * j + i);
+ GLchan *rgba = (GLchan *) texel;
+ rgba[RCOMP] = src[0];
+ rgba[GCOMP] = src[0];
+ rgba[BCOMP] = src[0];
+ rgba[ACOMP] = CHAN_MAX;
+ return;
+ }
case GL_INTENSITY:
{
const GLchan *src = (GLchan *) img->Data
+ (rectArea * k + width * j + i);
GLchan *rgba = (GLchan *) texel;
rgba[RCOMP] = src[0];
+ rgba[GCOMP] = src[0];
+ rgba[BCOMP] = src[0];
+ rgba[ACOMP] = src[0];
return;
}
case GL_LUMINANCE_ALPHA:
@@ -237,6 +291,8 @@ fetch_3d_texel(const struct gl_texture_image *img,
+ (rectArea * k + width * j + i) * 2;
GLchan *rgba = (GLchan *) texel;
rgba[RCOMP] = src[0];
+ rgba[GCOMP] = src[0];
+ rgba[BCOMP] = src[0];
rgba[ACOMP] = src[1];
return;
}
@@ -944,6 +1000,359 @@ _mesa_store_texsubimage3d(GLcontext *ctx, GLenum target, GLint level,
+
+/*
+ * Read an RGBA image from the frame buffer.
+ * This is used by glCopyTex[Sub]Image[12]D().
+ * Input: ctx - the context
+ * x, y - lower left corner
+ * width, height - size of region to read
+ * Return: pointer to block of GL_RGBA, GLchan data.
+ */
+static GLchan *
+read_color_image( GLcontext *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height )
+{
+ GLint stride, i;
+ GLchan *image, *dst;
+
+ image = (GLchan *) MALLOC(width * height * 4 * sizeof(GLchan));
+ if (!image)
+ return NULL;
+
+ /* Select buffer to read from */
+ (*ctx->Driver.SetReadBuffer)( ctx, ctx->ReadBuffer,
+ ctx->Pixel.DriverReadBuffer );
+
+ RENDER_START(ctx);
+
+ dst = image;
+ stride = width * 4;
+ for (i = 0; i < height; i++) {
+ gl_read_rgba_span( ctx, ctx->ReadBuffer, width, x, y + i,
+ (GLchan (*)[4]) dst );
+ dst += stride;
+ }
+
+ RENDER_FINISH(ctx);
+
+ /* Read from draw buffer (the default) */
+ (*ctx->Driver.SetReadBuffer)( ctx, ctx->DrawBuffer,
+ ctx->Color.DriverDrawBuffer );
+
+ return image;
+}
+
+
+/*
+ * As above, but read data from depth buffer.
+ */
+static GLfloat *
+read_depth_image( GLcontext *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height )
+{
+ GLint i;
+ GLfloat *image, *dst;
+
+ image = (GLfloat *) MALLOC(width * height * sizeof(GLfloat));
+ if (!image)
+ return NULL;
+
+ RENDER_START(ctx);
+
+ dst = image;
+ for (i = 0; i < height; i++) {
+ _mesa_read_depth_span_float(ctx, width, x, y + i, dst);
+ dst += width;
+ }
+
+ RENDER_FINISH(ctx);
+
+ return image;
+}
+
+
+
+static GLboolean
+is_depth_format(GLenum format)
+{
+ switch (format) {
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16_SGIX:
+ case GL_DEPTH_COMPONENT24_SGIX:
+ case GL_DEPTH_COMPONENT32_SGIX:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/*
+ * Fallback for Driver.CopyTexImage1D().
+ */
+void
+_mesa_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level,
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width, GLint border )
+{
+ struct gl_texture_unit *texUnit;
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
+
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ texObj = _mesa_select_tex_object(ctx, texUnit, target);
+ ASSERT(texObj);
+ texImage = _mesa_select_tex_image(ctx, texUnit, target, level);
+ ASSERT(texImage);
+
+ ASSERT(ctx->Driver.TexImage1D);
+
+ if (is_depth_format(internalFormat)) {
+ /* read depth image from framebuffer */
+ GLfloat *image = read_depth_image(ctx, x, y, width, 1);
+ if (!image) {
+ gl_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D");
+ return;
+ }
+
+ /* call glTexImage1D to redefine the texture */
+ (*ctx->Driver.TexImage1D)(ctx, target, level, internalFormat,
+ width, border,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+ else {
+ /* read RGBA image from framebuffer */
+ GLchan *image = read_color_image(ctx, x, y, width, 1);
+ if (!image) {
+ gl_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D");
+ return;
+ }
+
+ /* call glTexImage1D to redefine the texture */
+ (*ctx->Driver.TexImage1D)(ctx, target, level, internalFormat,
+ width, border,
+ GL_RGBA, CHAN_TYPE, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+}
+
+
+/*
+ * Fallback for Driver.CopyTexImage2D().
+ */
+void
+_mesa_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level,
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLint border )
+{
+ struct gl_texture_unit *texUnit;
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
+
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ texObj = _mesa_select_tex_object(ctx, texUnit, target);
+ ASSERT(texObj);
+ texImage = _mesa_select_tex_image(ctx, texUnit, target, level);
+ ASSERT(texImage);
+
+ ASSERT(ctx->Driver.TexImage2D);
+
+ if (is_depth_format(internalFormat)) {
+ /* read depth image from framebuffer */
+ GLfloat *image = read_depth_image(ctx, x, y, width, height);
+ if (!image) {
+ gl_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D");
+ return;
+ }
+
+ /* call glTexImage2D to redefine the texture */
+ (*ctx->Driver.TexImage2D)(ctx, target, level, internalFormat,
+ width, height, border,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+ else {
+ /* read RGBA image from framebuffer */
+ GLchan *image = read_color_image(ctx, x, y, width, height);
+ if (!image) {
+ gl_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D");
+ return;
+ }
+
+ /* call glTexImage2D to redefine the texture */
+ (*ctx->Driver.TexImage2D)(ctx, target, level, internalFormat,
+ width, height, border,
+ GL_RGBA, CHAN_TYPE, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+}
+
+
+/*
+ * Fallback for Driver.CopyTexSubImage1D().
+ */
+void
+_mesa_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint x, GLint y, GLsizei width)
+{
+ struct gl_texture_unit *texUnit;
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
+
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ texObj = _mesa_select_tex_object(ctx, texUnit, target);
+ ASSERT(texObj);
+ texImage = _mesa_select_tex_image(ctx, texUnit, target, level);
+ ASSERT(texImage);
+
+ ASSERT(ctx->Driver.TexImage1D);
+
+ if (is_depth_format(texImage->IntFormat)) {
+ /* read depth image from framebuffer */
+ GLfloat *image = read_depth_image(ctx, x, y, width, 1);
+ if (!image) {
+ gl_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D");
+ return;
+ }
+
+ /* call glTexImage1D to redefine the texture */
+ (*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+ else {
+ GLchan *image = read_color_image(ctx, x, y, width, 1);
+ if (!image) {
+ gl_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D" );
+ return;
+ }
+
+ /* now call glTexSubImage1D to do the real work */
+ (*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width,
+ GL_RGBA, CHAN_TYPE, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+}
+
+
+/*
+ * Fallback for Driver.CopyTexSubImage2D().
+ */
+void
+_mesa_copy_texsubimage2d( GLcontext *ctx,
+ GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height )
+{
+ struct gl_texture_unit *texUnit;
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
+
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ texObj = _mesa_select_tex_object(ctx, texUnit, target);
+ ASSERT(texObj);
+ texImage = _mesa_select_tex_image(ctx, texUnit, target, level);
+ ASSERT(texImage);
+
+ ASSERT(ctx->Driver.TexImage2D);
+
+ if (is_depth_format(texImage->IntFormat)) {
+ /* read depth image from framebuffer */
+ GLfloat *image = read_depth_image(ctx, x, y, width, height);
+ if (!image) {
+ gl_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D");
+ return;
+ }
+
+ /* call glTexImage1D to redefine the texture */
+ (*ctx->Driver.TexSubImage2D)(ctx, target, level,
+ xoffset, yoffset, width, height,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+ else {
+ /* read RGBA image from framebuffer */
+ GLchan *image = read_color_image(ctx, x, y, width, height);
+ if (!image) {
+ gl_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D" );
+ return;
+ }
+
+ /* now call glTexSubImage2D to do the real work */
+ (*ctx->Driver.TexSubImage2D)(ctx, target, level,
+ xoffset, yoffset, width, height,
+ GL_RGBA, CHAN_TYPE, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+}
+
+
+/*
+ * Fallback for Driver.CopyTexSubImage3D().
+ */
+void
+_mesa_copy_texsubimage3d( GLcontext *ctx,
+ GLenum target, GLint level,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height )
+{
+ struct gl_texture_unit *texUnit;
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
+
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ texObj = _mesa_select_tex_object(ctx, texUnit, target);
+ ASSERT(texObj);
+ texImage = _mesa_select_tex_image(ctx, texUnit, target, level);
+ ASSERT(texImage);
+
+ ASSERT(ctx->Driver.TexImage3D);
+
+ if (is_depth_format(texImage->IntFormat)) {
+ /* read depth image from framebuffer */
+ GLfloat *image = read_depth_image(ctx, x, y, width, height);
+ if (!image) {
+ gl_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D");
+ return;
+ }
+
+ /* call glTexImage1D to redefine the texture */
+ (*ctx->Driver.TexSubImage3D)(ctx, target, level,
+ xoffset, yoffset, zoffset, width, height, 1,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+ else {
+ /* read RGBA image from framebuffer */
+ GLchan *image = read_color_image(ctx, x, y, width, height);
+ if (!image) {
+ gl_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D" );
+ return;
+ }
+
+ /* now call glTexSubImage3D to do the real work */
+ (*ctx->Driver.TexSubImage3D)(ctx, target, level,
+ xoffset, yoffset, zoffset, width, height, 1,
+ GL_RGBA, CHAN_TYPE, image,
+ &_mesa_native_packing, texObj, texImage);
+ FREE(image);
+ }
+}
+
+
+
/*
* Fallback for Driver.CompressedTexImage1D()
*/