From 76560af99d36bbccb7e390c622ee83a9ec05a775 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 30 Sep 2005 03:01:30 +0000 Subject: implemented fallbacks for GL_EXT_packed_depth_stencil --- src/mesa/swrast/s_texstore.c | 272 ++++++++++++++++++++++++++++++++++--------- 1 file changed, 216 insertions(+), 56 deletions(-) (limited to 'src/mesa/swrast/s_texstore.c') diff --git a/src/mesa/swrast/s_texstore.c b/src/mesa/swrast/s_texstore.c index 68c8b376f8..4f4684ddb5 100644 --- a/src/mesa/swrast/s_texstore.c +++ b/src/mesa/swrast/s_texstore.c @@ -64,30 +64,30 @@ read_color_image( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); - GLint stride, i; + const GLint stride = 4 * width; + GLint i; GLchan *image, *dst; image = (GLchan *) _mesa_malloc(width * height * 4 * sizeof(GLchan)); if (!image) return NULL; - RENDER_START(swrast,ctx); + RENDER_START(swrast, ctx); dst = image; - stride = width * 4; for (i = 0; i < height; i++) { _swrast_read_rgba_span(ctx, ctx->ReadBuffer->_ColorReadBuffer, width, x, y + i, (GLchan (*)[4]) dst); dst += stride; } - RENDER_FINISH(swrast,ctx); + RENDER_FINISH(swrast, ctx); return image; } -/* +/** * As above, but read data from depth buffer. */ static GLfloat * @@ -104,7 +104,7 @@ read_depth_image( GLcontext *ctx, GLint x, GLint y, if (!image) return NULL; - RENDER_START(swrast,ctx); + RENDER_START(swrast, ctx); dst = image; for (i = 0; i < height; i++) { @@ -112,12 +112,100 @@ read_depth_image( GLcontext *ctx, GLint x, GLint y, dst += width; } - RENDER_FINISH(swrast,ctx); + RENDER_FINISH(swrast, ctx); return image; } +/** + * As above, but read data from depth+stencil buffers. + */ +static GLuint * +read_depth_stencil_image(GLcontext *ctx, GLint x, GLint y, + GLsizei width, GLsizei height) +{ + struct gl_renderbuffer *depthRb + = ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; + struct gl_renderbuffer *stencilRb + = ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint *image, *dst; + GLint i; + + ASSERT(depthRb); + ASSERT(stencilRb); + + image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint)); + if (!image) + return NULL; + + RENDER_START(swrast, ctx); + + /* read from depth buffer */ + dst = image; + if (depthRb->DataType == GL_UNSIGNED_INT) { + for (i = 0; i < height; i++) { + _swrast_get_row(ctx, depthRb, width, x, y + i, dst, sizeof(GLuint)); + dst += width; + } + } + else { + GLuint z16[MAX_WIDTH]; + ASSERT(depthRb->DataType == GL_UNSIGNED_SHORT); + for (i = 0; i < height; i++) { + GLint j; + _swrast_get_row(ctx, depthRb, width, x, y + i, z16, sizeof(GLushort)); + for (j = 0; j < width; j++) { + dst[j] = z16[j]; + } + dst += width; + } + } + + /* put depth values into bits 0xffffff00 */ + if (depthRb->DepthBits == 24) { + GLint j; + for (j = 0; j < width * height; j++) { + image[j] <<= 8; + } + } + else if (depthRb->DepthBits == 16) { + GLint j; + for (j = 0; j < width * height; j++) { + image[j] = (image[j] << 16) | (image[j] & 0xff00); + } + } + else { + /* this handles arbitrary depthBits >= 12 */ + GLint lShift = 32 - depthRb->DepthBits; + GLint rShift = depthRb->DepthBits; + GLint j; + for (j = 0; j < width * height; j++) { + GLuint z = (image[j] << lShift); + image[j] = z | (z >> rShift); + } + } + + /* read stencil values and interleave into image array */ + dst = image; + for (i = 0; i < height; i++) { + GLstencil stencil[MAX_WIDTH]; + GLint j; + ASSERT(sizeof(GLstencil) == stencilRb->StencilBits); + _swrast_get_row(ctx, stencilRb, width, x, y + i, + stencil, sizeof(GLstencil)); + for (j = 0; j < width; j++) { + dst[j] = (dst[j] & 0xffffff00) | (stencil[j] & 0xff); + } + dst += width; + } + + RENDER_FINISH(swrast, ctx); + + return image; +} + static GLboolean is_depth_format(GLenum format) @@ -134,6 +222,19 @@ is_depth_format(GLenum format) } +static GLboolean +is_depth_stencil_format(GLenum format) +{ + switch (format) { + case GL_DEPTH_STENCIL_EXT: + case GL_DEPTH24_STENCIL8_EXT: + return GL_TRUE; + default: + return GL_FALSE; + } +} + + /* * Fallback for Driver.CopyTexImage1D(). */ @@ -161,12 +262,25 @@ _swrast_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level, _mesa_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, - &ctx->DefaultPacking, texObj, texImage); + ctx->Driver.TexImage1D(ctx, target, level, internalFormat, + width, border, + GL_DEPTH_COMPONENT, GL_FLOAT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (is_depth_stencil_format(internalFormat)) { + /* read depth/stencil image from framebuffer */ + GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1); + if (!image) { + _mesa_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_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } else { @@ -176,12 +290,11 @@ _swrast_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level, _mesa_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, - &ctx->DefaultPacking, texObj, texImage); + ctx->Driver.TexImage1D(ctx, target, level, internalFormat, + width, border, + GL_RGBA, CHAN_TYPE, image, + &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } @@ -220,12 +333,24 @@ _swrast_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level, _mesa_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, - &ctx->DefaultPacking, texObj, texImage); + ctx->Driver.TexImage2D(ctx, target, level, internalFormat, + width, height, border, + GL_DEPTH_COMPONENT, GL_FLOAT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (is_depth_stencil_format(internalFormat)) { + GLuint *image = read_depth_stencil_image(ctx, x, y, width, height); + if (!image) { + _mesa_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_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } else { @@ -235,12 +360,11 @@ _swrast_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level, _mesa_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, - &ctx->DefaultPacking, texObj, texImage); + ctx->Driver.TexImage2D(ctx, target, level, internalFormat, + width, height, border, + GL_RGBA, CHAN_TYPE, image, + &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } @@ -279,9 +403,22 @@ _swrast_copy_texsubimage1d( GLcontext *ctx, GLenum target, GLint level, } /* call glTexSubImage1D to redefine the texture */ - (*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width, - GL_DEPTH_COMPONENT, GL_FLOAT, image, - &ctx->DefaultPacking, texObj, texImage); + ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width, + GL_DEPTH_COMPONENT, GL_FLOAT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (texImage->Format == GL_DEPTH_STENCIL_EXT) { + /* read depth/stencil image from framebuffer */ + GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D"); + return; + } + /* call glTexImage1D to redefine the texture */ + ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width, + GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } else { @@ -291,11 +428,10 @@ _swrast_copy_texsubimage1d( GLcontext *ctx, GLenum target, GLint level, _mesa_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, - &ctx->DefaultPacking, texObj, texImage); + ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width, + GL_RGBA, CHAN_TYPE, image, + &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } @@ -334,12 +470,25 @@ _swrast_copy_texsubimage2d( GLcontext *ctx, _mesa_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, - &ctx->DefaultPacking, texObj, texImage); + /* call glTexImage2D to redefine the texture */ + ctx->Driver.TexSubImage2D(ctx, target, level, + xoffset, yoffset, width, height, + GL_DEPTH_COMPONENT, GL_FLOAT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (texImage->Format == GL_DEPTH_STENCIL_EXT) { + /* read depth/stencil image from framebuffer */ + GLuint *image = read_depth_stencil_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D"); + return; + } + /* call glTexImage2D to redefine the texture */ + ctx->Driver.TexSubImage2D(ctx, target, level, + xoffset, yoffset, width, height, + GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } else { @@ -349,12 +498,11 @@ _swrast_copy_texsubimage2d( GLcontext *ctx, _mesa_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, - &ctx->DefaultPacking, texObj, texImage); + ctx->Driver.TexSubImage2D(ctx, target, level, + xoffset, yoffset, width, height, + GL_RGBA, CHAN_TYPE, image, + &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } @@ -393,12 +541,25 @@ _swrast_copy_texsubimage3d( GLcontext *ctx, _mesa_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, - &ctx->DefaultPacking, texObj, texImage); + /* call glTexImage3D to redefine the texture */ + ctx->Driver.TexSubImage3D(ctx, target, level, + xoffset, yoffset, zoffset, width, height, 1, + GL_DEPTH_COMPONENT, GL_FLOAT, image, + &ctx->DefaultPacking, texObj, texImage); + _mesa_free(image); + } + else if (texImage->Format == GL_DEPTH_STENCIL_EXT) { + /* read depth/stencil image from framebuffer */ + GLuint *image = read_depth_stencil_image(ctx, x, y, width, height); + if (!image) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D"); + return; + } + /* call glTexImage3D to redefine the texture */ + ctx->Driver.TexSubImage3D(ctx, target, level, + xoffset, yoffset, zoffset, width, height, 1, + GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, + image, &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } else { @@ -408,12 +569,11 @@ _swrast_copy_texsubimage3d( GLcontext *ctx, _mesa_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, - &ctx->DefaultPacking, texObj, texImage); + ctx->Driver.TexSubImage3D(ctx, target, level, + xoffset, yoffset, zoffset, width, height, 1, + GL_RGBA, CHAN_TYPE, image, + &ctx->DefaultPacking, texObj, texImage); _mesa_free(image); } -- cgit v1.2.3