/* $Id: texstore.c,v 1.1 2001/02/06 21:42:48 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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 */ /* * The functions in this file are mostly related to software texture fallbacks. * This includes texture image transfer/packing and texel fetching. * Hardware drivers will likely override most of this. */ #include "context.h" #include "convolve.h" #include "image.h" #include "macros.h" #include "mem.h" #include "teximage.h" #include "texstore.h" /* * Get texture palette entry. */ static void palette_sample(GLcontext *ctx, const struct gl_texture_object *tObj, GLint index, GLchan rgba[4] ) { const GLchan *palette; GLenum format; if (ctx->Texture.SharedPalette) { ASSERT(!ctx->Texture.Palette.FloatTable); palette = (const GLchan *) ctx->Texture.Palette.Table; format = ctx->Texture.Palette.Format; } else { ASSERT(!tObj->Palette.FloatTable); palette = (const GLchan *) tObj->Palette.Table; format = tObj->Palette.Format; } switch (format) { case GL_ALPHA: rgba[ACOMP] = palette[index]; return; case GL_LUMINANCE: case GL_INTENSITY: rgba[RCOMP] = palette[index]; return; case GL_LUMINANCE_ALPHA: rgba[RCOMP] = palette[(index << 1) + 0]; rgba[ACOMP] = palette[(index << 1) + 1]; return; case GL_RGB: rgba[RCOMP] = palette[index * 3 + 0]; rgba[GCOMP] = palette[index * 3 + 1]; rgba[BCOMP] = palette[index * 3 + 2]; return; case GL_RGBA: rgba[RCOMP] = palette[(index << 2) + 0]; rgba[GCOMP] = palette[(index << 2) + 1]; rgba[BCOMP] = palette[(index << 2) + 2]; rgba[ACOMP] = palette[(index << 2) + 3]; return; default: gl_problem(NULL, "Bad palette format in palette_sample"); } } /* * Default 1-D texture texel fetch function. This will typically be * overridden by hardware drivers which store their texture images in * special ways. */ static void fetch_1d_texel(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, GLint i, GLint j, GLint k, GLchan rgba[4]) { const GLchan *data = (GLchan *) img->Data; const GLchan *texel; #ifdef DEBUG GLint width = img->Width; assert(i >= 0); assert(i < width); #endif switch (img->Format) { case GL_COLOR_INDEX: { GLint index = data[i]; palette_sample(ctx, tObj, index, rgba); return; } case GL_ALPHA: rgba[ACOMP] = data[i]; return; case GL_LUMINANCE: case GL_INTENSITY: rgba[RCOMP] = data[i]; return; case GL_LUMINANCE_ALPHA: texel = data + i * 2; rgba[RCOMP] = texel[0]; rgba[ACOMP] = texel[1]; return; case GL_RGB: texel = data + i * 3; rgba[RCOMP] = texel[0]; rgba[GCOMP] = texel[1]; rgba[BCOMP] = texel[2]; return; case GL_RGBA: texel = data + i * 4; rgba[RCOMP] = texel[0]; rgba[GCOMP] = texel[1]; rgba[BCOMP] = texel[2]; rgba[ACOMP] = texel[3]; return; default: gl_problem(NULL, "Bad format in fetch_1d_texel"); return; } } /* * Default 2-D texture texel fetch function. */ static void fetch_2d_texel(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, GLint i, GLint j, GLint k, GLchan rgba[4]) { const GLint width = img->Width; /* includes border */ const GLchan *data = (GLchan *) img->Data; const GLchan *texel; #ifdef DEBUG const GLint height = img->Height; /* includes border */ assert(i >= 0); assert(i < width); assert(j >= 0); assert(j < height); #endif switch (img->Format) { case GL_COLOR_INDEX: { GLint index = data[width *j + i]; palette_sample(ctx, tObj, index, rgba ); return; } case GL_ALPHA: rgba[ACOMP] = data[width * j + i]; return; case GL_LUMINANCE: case GL_INTENSITY: rgba[RCOMP] = data[ width * j + i]; return; case GL_LUMINANCE_ALPHA: texel = data + (width * j + i) * 2; rgba[RCOMP] = texel[0]; rgba[ACOMP] = texel[1]; return; case GL_RGB: texel = data + (width * j + i) * 3; rgba[RCOMP] = texel[0]; rgba[GCOMP] = texel[1]; rgba[BCOMP] = texel[2]; return; case GL_RGBA: texel = data + (width * j + i) * 4; rgba[RCOMP] = texel[0]; rgba[GCOMP] = texel[1]; rgba[BCOMP] = texel[2]; rgba[ACOMP] = texel[3]; return; default: gl_problem(NULL, "Bad format in fetch_2d_texel"); } } /* * Default 2-D texture texel fetch function. */ static void fetch_3d_texel(GLcontext *ctx, const struct gl_texture_object *tObj, const struct gl_texture_image *img, GLint i, GLint j, GLint k, GLchan rgba[4]) { const GLint width = img->Width; /* includes border */ const GLint height = img->Height; /* includes border */ const GLint rectarea = width * height; const GLchan *data = (GLchan *) img->Data; const GLchan *texel; #ifdef DEBUG const GLint depth = img->Depth; /* includes border */ assert(i >= 0); assert(i < width); assert(j >= 0); assert(j < height); assert(k >= 0); assert(k < depth); #endif switch (img->Format) { case GL_COLOR_INDEX: { GLint index = data[ rectarea * k + width * j + i ]; palette_sample(ctx, tObj, index, rgba ); return; } case GL_ALPHA: rgba[ACOMP] = data[ rectarea * k + width * j + i ]; return; case GL_LUMINANCE: case GL_INTENSITY: rgba[RCOMP] = data[ rectarea * k + width * j + i ]; return; case GL_LUMINANCE_ALPHA: texel = data + ( rectarea * k + width * j + i) * 2; rgba[RCOMP] = texel[0]; rgba[ACOMP] = texel[1]; return; case GL_RGB: texel = data + (rectarea * k + width * j + i) * 3; rgba[RCOMP] = texel[0]; rgba[GCOMP] = texel[1]; rgba[BCOMP] = texel[2]; return; case GL_RGBA: texel = data + (rectarea * k + width * j + i) * 4; rgba[RCOMP] = texel[0]; rgba[GCOMP] = texel[1]; rgba[BCOMP] = texel[2]; rgba[ACOMP] = texel[3]; return; default: gl_problem(NULL, "Bad format in fetch_3d_texel"); } } /* * 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 * sizeof(GLchan); 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 * sizeof(GLchan); texImage->IndexBits = 0; break; case GL_LUMINANCE_ALPHA: texImage->RedBits = 0; texImage->GreenBits = 0; texImage->BlueBits = 0; texImage->AlphaBits = 8 * sizeof(GLchan); texImage->IntensityBits = 0; texImage->LuminanceBits = 8 * sizeof(GLchan); texImage->IndexBits = 0; break; case GL_INTENSITY: texImage->RedBits = 0; texImage->GreenBits = 0; texImage->BlueBits = 0; texImage->AlphaBits = 0; texImage->IntensityBits = 8 * sizeof(GLchan); texImage->LuminanceBits = 0; texImage->IndexBits = 0; break; case GL_RED: texImage->RedBits = 8 * sizeof(GLchan); texImage->GreenBits = 0; texImage->BlueBits = 0; texImage->AlphaBits = 0; texImage->IntensityBits = 0; texImage->LuminanceBits = 0; texImage->IndexBits = 0; break; case GL_GREEN: texImage->RedBits = 0; texImage->GreenBits = 8 * sizeof(GLchan); texImage->BlueBits = 0; texImage->AlphaBits = 0; texImage->IntensityBits = 0; texImage->LuminanceBits = 0; texImage->IndexBits = 0; break; case GL_BLUE: texImage->RedBits = 0; texImage->GreenBits = 0; texImage->BlueBits = 8 * sizeof(GLchan); texImage->AlphaBits = 0; texImage->IntensityBits = 0; texImage->LuminanceBits = 0; texImage->IndexBits = 0; break; case GL_RGB: case GL_BGR: texImage->RedBits = 8 * sizeof(GLchan); texImage->GreenBits = 8 * sizeof(GLchan); texImage->BlueBits = 8 * sizeof(GLchan); texImage->AlphaBits = 0; texImage->IntensityBits = 0; texImage->LuminanceBits = 0; texImage->IndexBits = 0; break; case GL_RGBA: case GL_BGRA: case GL_ABGR_EXT: texImage->RedBits = 8 * sizeof(GLchan); texImage->GreenBits = 8 * sizeof(GLchan); texImage->BlueBits = 8 * sizeof(GLchan); texImage->AlphaBits = 8 * sizeof(GLchan); 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 * sizeof(GLchan); break; default: gl_problem(NULL, "unexpected format in set_teximage_component_sizes"); } } /* * 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; } } /* * Return GL_TRUE if internalFormat is a compressed format, return GL_FALSE * otherwise. */ static GLboolean is_compressed_format(GLcontext *ctx, GLenum internalFormat) { if (ctx->Driver.IsCompressedFormat) { return (*ctx->Driver.IsCompressedFormat)(ctx, internalFormat); } return GL_FALSE; } /* * Initialize most fields of a gl_texture_image struct. */ static void init_teximage_fields( GLcontext *ctx, struct gl_texture_image *img, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum internalFormat ) { ASSERT(img); ASSERT(!img->Data); img->Format = (GLenum) _mesa_base_tex_format(ctx, internalFormat); img->Type = CHAN_TYPE; /* usually GL_UNSIGNED_BYTE */ set_teximage_component_sizes( img ); img->IntFormat = internalFormat; img->Border = border; img->Width = width; img->Height = height; img->Depth = depth; img->WidthLog2 = logbase2(width - 2 * border); if (height == 1) /* 1-D texture */ img->HeightLog2 = 0; else img->HeightLog2 = logbase2(height - 2 * border); if (depth == 1) /* 2-D texture */ img->DepthLog2 = 0; else img->DepthLog2 = logbase2(depth - 2 * border); img->Width2 = 1 << img->WidthLog2; img->Height2 = 1 << img->HeightLog2; img->Depth2 = 1 << img->DepthLog2; img->MaxLog2 = MAX2(img->WidthLog2, img->HeightLog2); img->IsCompressed = is_compressed_format(ctx, internalFormat); if (height == 1 && depth == 1) { img->FetchTexel = fetch_1d_texel; } else if (depth == 1) { img->FetchTexel = fetch_2d_texel; } else { img->FetchTexel = fetch_3d_texel; } } /* * 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 */ } } /* * 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 * texAddr - 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 GLchan's * 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. */ void _mesa_transfer_teximage(GLcontext *ctx, GLuint dimensions, GLenum texFormat, GLchan *texAddr, 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) { GLint texComponents; ASSERT(ctx); ASSERT(dimensions >= 1 && dimensions <= 3); ASSERT(texAddr); 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(texFormat); /* try common 2D texture cases first */ if (!ctx->_ImageTransferState && dimensions == 2 && srcType == GL_UNSIGNED_BYTE) { if (srcFormat == texFormat) { /* 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 = texAddr + dstYoffset * dstRowStride + 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; dst += dstRowStride; } } return; /* all done */ } else if (srcFormat == GL_RGBA && texFormat == 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 = texAddr + dstYoffset * dstRowStride + 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; dst += dstRowStride; } return; /* all done */ } } /* * General case solutions */ if (texFormat == GL_COLOR_INDEX) { /* color index texture */ const GLenum texType = GL_UNSIGNED_BYTE; GLint img, row; GLchan *dest = texAddr + dstZoffset * dstImageStride + dstYoffset * dstRowStride + 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, ctx->_ImageTransferState); destRow += dstRowStride; } 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) { gl_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); return; } convImage = (GLfloat *) MALLOC(srcWidth * srcHeight * 4 * sizeof(GLfloat)); if (!convImage) { gl_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, ctx->_ImageTransferState & 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 = texAddr + (dstZoffset + img) * dstImageStride + dstYoffset * dstRowStride; for (row = 0; row < convHeight; row++) { _mesa_pack_float_rgba_span(ctx, convWidth, (const GLfloat (*)[4]) srcf, texFormat, GL_UNSIGNED_BYTE, dest, &_mesa_native_packing, ctx->_ImageTransferState & IMAGE_POST_CONVOLUTION_BITS); srcf += convWidth * 4; dest += dstRowStride; } } FREE(convImage); FREE(tmpImage); } else { /* * no convolution */ GLint img, row; GLchan *dest = texAddr + dstZoffset * dstImageStride + dstYoffset * dstRowStride + 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, texFormat, destRow, srcFormat, srcType, srcRow, srcPacking, ctx->_ImageTransferState); destRow += dstRowStride; } dest += dstImageStride; } } } } /* * 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) { const GLint components = components_in_intformat(internalFormat); GLint postConvWidth = width; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, 1, &postConvWidth, NULL); } /* setup the teximage struct's fields */ init_teximage_fields(ctx, texImage, postConvWidth, 1, 1, border, internalFormat); /* allocate memory */ texImage->Data = (GLchan *) MALLOC(postConvWidth * components * sizeof(GLchan)); if (!texImage->Data) return; /* out of memory */ /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 1, texImage->Format, texImage->Data, width, 1, 1, 0, 0, 0, 0, /* dstRowStride */ 0, /* dstImageStride */ format, type, pixels, packing); } /* * 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. * */ 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) { const GLint components = components_in_intformat(internalFormat); GLint postConvWidth = width, postConvHeight = height; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, 2, &postConvWidth, &postConvHeight); } /* setup the teximage struct's fields */ init_teximage_fields(ctx, texImage, postConvWidth, postConvHeight, 1, border, internalFormat); /* allocate memory */ texImage->Data = (GLchan *) MALLOC(postConvWidth * postConvHeight * components * sizeof(GLchan)); if (!texImage->Data) return; /* out of memory */ /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 2, texImage->Format, texImage->Data, width, height, 1, 0, 0, 0, texImage->Width * components * sizeof(GLchan), 0, /* dstImageStride */ format, type, pixels, packing); } /* * 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) { const GLint components = components_in_intformat(internalFormat); /* setup the teximage struct's fields */ init_teximage_fields(ctx, texImage, width, height, depth, border, internalFormat); /* allocate memory */ texImage->Data = (GLchan *) MALLOC(width * height * depth * components * sizeof(GLchan)); if (!texImage->Data) return; /* out of memory */ /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 3, texImage->Format, texImage->Data, width, height, depth, 0, 0, 0, texImage->Width * components * sizeof(GLchan), texImage->Width * texImage->Height * components * sizeof(GLchan), format, type, pixels, packing); } /* * 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, texImage->Format, texImage->Data, width, 1, 1, /* src size */ xoffset, 0, 0, /* dest offsets */ 0, /* dstRowStride */ 0, /* dstImageStride */ format, type, pixels, packing); } /* * 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) { const GLint components = components_in_intformat(texImage->IntFormat); _mesa_transfer_teximage(ctx, 2, texImage->Format, texImage->Data, width, height, 1, /* src size */ xoffset, yoffset, 0, /* dest offsets */ texImage->Width * components * sizeof(GLchan), 0, /* dstImageStride */ format, type, pixels, packing); } /* * 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 components = components_in_intformat(texImage->IntFormat); _mesa_transfer_teximage(ctx, 3, texImage->Format, texImage->Data, width, height, depth, /* src size */ xoffset, yoffset, xoffset, /* dest offsets */ texImage->Width * components * sizeof(GLchan), texImage->Width * texImage->Height * components * sizeof(GLchan), format, type, pixels, packing); } /* * 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. */ } /* * 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. * Drivers may have more stringent texture limits to enforce and will * have to override this function. */ init_teximage_fields(ctx, texImage, width, height, depth, border, internalFormat); return GL_TRUE; }