/* $Id: texstore.c,v 1.24 2001/04/20 16:46:04 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 */ #include "colormac.h" #include "context.h" #include "convolve.h" #include "image.h" #include "macros.h" #include "mem.h" #include "texformat.h" #include "teximage.h" #include "texstore.h" #include "texutil.h" /* * Given an internal texture format enum or 1, 2, 3, 4 return the * corresponding _base_ internal format: GL_ALPHA, GL_LUMINANCE, * GL_LUMANCE_ALPHA, GL_INTENSITY, GL_RGB, or GL_RGBA. Return the * number of components for the format. Return -1 if invalid enum. * * GH: Do we really need this? We have the number of bytes per texel * in the texture format structures, so why don't we just use that? */ static GLint components_in_intformat( GLint format ) { switch (format) { case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8: case GL_ALPHA12: case GL_ALPHA16: return 1; case 1: case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8: case GL_LUMINANCE12: case GL_LUMINANCE16: return 1; case 2: case GL_LUMINANCE_ALPHA: case GL_LUMINANCE4_ALPHA4: case GL_LUMINANCE6_ALPHA2: case GL_LUMINANCE8_ALPHA8: case GL_LUMINANCE12_ALPHA4: case GL_LUMINANCE12_ALPHA12: case GL_LUMINANCE16_ALPHA16: return 2; case GL_INTENSITY: case GL_INTENSITY4: case GL_INTENSITY8: case GL_INTENSITY12: case GL_INTENSITY16: return 1; case 3: case GL_RGB: case GL_R3_G3_B2: case GL_RGB4: case GL_RGB5: case GL_RGB8: case GL_RGB10: case GL_RGB12: case GL_RGB16: return 3; case 4: case GL_RGBA: case GL_RGBA2: case GL_RGBA4: case GL_RGB5_A1: case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16: return 4; case GL_COLOR_INDEX: case GL_COLOR_INDEX1_EXT: case GL_COLOR_INDEX2_EXT: case GL_COLOR_INDEX4_EXT: case GL_COLOR_INDEX8_EXT: case GL_COLOR_INDEX12_EXT: case GL_COLOR_INDEX16_EXT: return 1; case GL_DEPTH_COMPONENT: case GL_DEPTH_COMPONENT16_SGIX: case GL_DEPTH_COMPONENT24_SGIX: case GL_DEPTH_COMPONENT32_SGIX: return 1; default: return -1; /* error */ } } /* * This function is used to transfer the user's image data into a texture * image buffer. We handle both full texture images and subtexture images. * We also take care of all image transfer operations here, including * convolution, scale/bias, colortables, etc. * * The destination texel channel type is always GLchan. * * A hardware driver may use this as a helper routine to unpack and * apply pixel transfer ops into a temporary image buffer. Then, * convert the temporary image into the special hardware format. * * Input: * dimensions - 1, 2, or 3 * texFormat - GL_LUMINANCE, GL_INTENSITY, GL_LUMINANCE_ALPHA, GL_ALPHA, * GL_RGB or GL_RGBA * texDestAddr - destination image address * srcWidth, srcHeight, srcDepth - size (in pixels) of src and dest images * dstXoffset, dstYoffset, dstZoffset - position to store the image within * the destination 3D texture * dstRowStride, dstImageStride - dest image strides in bytes * srcFormat - source image format (GL_ALPHA, GL_RED, GL_RGB, etc) * srcType - GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5, GL_FLOAT, etc * srcPacking - describes packing of incoming image. * transferOps - mask of pixel transfer operations */ static void transfer_teximage(GLcontext *ctx, GLuint dimensions, GLenum texDestFormat, GLvoid *texDestAddr, GLint srcWidth, GLint srcHeight, GLint srcDepth, GLint dstXoffset, GLint dstYoffset, GLint dstZoffset, GLint dstRowStride, GLint dstImageStride, GLenum srcFormat, GLenum srcType, const GLvoid *srcAddr, const struct gl_pixelstore_attrib *srcPacking, GLuint transferOps) { GLint texComponents; ASSERT(ctx); ASSERT(dimensions >= 1 && dimensions <= 3); ASSERT(texDestAddr); ASSERT(srcWidth >= 1); ASSERT(srcHeight >= 1); ASSERT(srcDepth >= 1); ASSERT(dstXoffset >= 0); ASSERT(dstYoffset >= 0); ASSERT(dstZoffset >= 0); ASSERT(dstRowStride >= 0); ASSERT(dstImageStride >= 0); ASSERT(srcAddr); ASSERT(srcPacking); texComponents = components_in_intformat(texDestFormat); /* try common 2D texture cases first */ if (!transferOps && dimensions == 2 && srcType == CHAN_TYPE) { if (srcFormat == texDestFormat) { /* This will cover the common GL_RGB, GL_RGBA, GL_ALPHA, * GL_LUMINANCE_ALPHA, etc. texture formats. Use memcpy(). */ const GLchan *src = (const GLchan *) _mesa_image_address( srcPacking, srcAddr, srcWidth, srcHeight, srcFormat, srcType, 0, 0, 0); const GLint srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType); const GLint widthInBytes = srcWidth * texComponents * sizeof(GLchan); GLchan *dst = (GLchan *) texDestAddr + dstYoffset * dstRowStride + 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 && texDestFormat == GL_RGB) { /* commonly used by Quake */ const GLchan *src = (const GLchan *) _mesa_image_address( srcPacking, srcAddr, srcWidth, srcHeight, srcFormat, srcType, 0, 0, 0); const GLint srcRowStride = _mesa_image_row_stride(srcPacking, srcWidth, srcFormat, srcType); GLchan *dst = (GLchan *) texDestAddr + dstYoffset * dstRowStride + 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 (texDestFormat == GL_COLOR_INDEX) { /* color index texture */ const GLenum texType = CHAN_TYPE; GLint img, row; GLchan *dest = (GLchan *) texDestAddr + 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, transferOps); destRow += dstRowStride; } dest += dstImageStride; } } else if (texDestFormat == GL_DEPTH_COMPONENT) { /* Depth texture (shadow maps) */ GLint img, row; GLubyte *dest = (GLubyte *) texDestAddr + dstZoffset * dstImageStride + dstYoffset * dstRowStride + dstXoffset * texComponents; for (img = 0; img < srcDepth; img++) { GLubyte *destRow = dest; for (row = 0; row < srcHeight; row++) { const GLvoid *src = _mesa_image_address(srcPacking, srcAddr, srcWidth, srcHeight, srcFormat, srcType, img, row, 0); _mesa_unpack_depth_span(ctx, srcWidth, (GLfloat *) destRow, srcType, src, srcPacking); destRow += dstRowStride; } dest += dstImageStride; } } else { /* regular, color texture */ if ((dimensions == 1 && ctx->Pixel.Convolution1DEnabled) || (dimensions >= 2 && ctx->Pixel.Convolution2DEnabled) || (dimensions >= 2 && ctx->Pixel.Separable2DEnabled)) { /* * Fill texture image with convolution */ GLint img, row; GLint convWidth = srcWidth, convHeight = srcHeight; GLfloat *tmpImage, *convImage; tmpImage = (GLfloat *) MALLOC(srcWidth * srcHeight * 4 * sizeof(GLfloat)); if (!tmpImage) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); return; } convImage = (GLfloat *) MALLOC(srcWidth * srcHeight * 4 * sizeof(GLfloat)); if (!convImage) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage"); FREE(tmpImage); return; } for (img = 0; img < srcDepth; img++) { const GLfloat *srcf; GLfloat *dstf = tmpImage; GLchan *dest; /* unpack and do transfer ops up to convolution */ for (row = 0; row < srcHeight; row++) { const GLvoid *src = _mesa_image_address(srcPacking, srcAddr, srcWidth, srcHeight, srcFormat, srcType, img, row, 0); _mesa_unpack_float_color_span(ctx, srcWidth, GL_RGBA, dstf, srcFormat, srcType, src, srcPacking, transferOps & IMAGE_PRE_CONVOLUTION_BITS, GL_TRUE); dstf += srcWidth * 4; } /* convolve */ if (dimensions == 1) { ASSERT(ctx->Pixel.Convolution1DEnabled); _mesa_convolve_1d_image(ctx, &convWidth, tmpImage, convImage); } else { if (ctx->Pixel.Convolution2DEnabled) { _mesa_convolve_2d_image(ctx, &convWidth, &convHeight, tmpImage, convImage); } else { ASSERT(ctx->Pixel.Separable2DEnabled); _mesa_convolve_sep_image(ctx, &convWidth, &convHeight, tmpImage, convImage); } } /* packing and transfer ops after convolution */ srcf = convImage; dest = (GLchan *) texDestAddr + (dstZoffset + img) * dstImageStride + dstYoffset * dstRowStride; for (row = 0; row < convHeight; row++) { _mesa_pack_float_rgba_span(ctx, convWidth, (const GLfloat (*)[4]) srcf, texDestFormat, CHAN_TYPE, dest, &_mesa_native_packing, transferOps & IMAGE_POST_CONVOLUTION_BITS); srcf += convWidth * 4; dest += dstRowStride; } } FREE(convImage); FREE(tmpImage); } else { /* * no convolution */ GLint img, row; GLchan *dest = (GLchan *) texDestAddr + 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, texDestFormat, destRow, srcFormat, srcType, srcRow, srcPacking, transferOps); destRow += dstRowStride; } dest += dstImageStride; } } } } /* * Transfer a texture image from user space to applying all * needed image transfer operations and storing the result in the format * specified by . may be any format from texformat.h. * Input: * dimensions - 1, 2 or 3 * baseInternalFormat - base format of the internal texture format * specified by the user. This is very important, see below. * dstFormat - destination image format * dstAddr - destination address * srcWidth, srcHeight, srcDepth - size of source iamge * dstX/Y/Zoffset - as specified by glTexSubImage * dstRowStride - stride between dest rows in bytes * dstImagetride - stride between dest images in bytes * srcFormat, srcType - incoming image format and datatype * srcAddr - source image address * srcPacking - packing params of source image * * XXX this function is a bit more complicated than it should be. If * _mesa_convert_texsubimage[123]d could handle any dest/source formats * or if transfer_teximage() could store in any MESA_FORMAT_* format, we * could simplify things here. */ void _mesa_transfer_teximage(GLcontext *ctx, GLuint dimensions, GLenum baseInternalFormat, const struct gl_texture_format *dstFormat, GLvoid *dstAddr, GLint srcWidth, GLint srcHeight, GLint srcDepth, GLint dstXoffset, GLint dstYoffset, GLint dstZoffset, GLint dstRowStride, GLint dstImageStride, GLenum srcFormat, GLenum srcType, const GLvoid *srcAddr, const struct gl_pixelstore_attrib *srcPacking) { const GLint dstRowStridePixels = dstRowStride / dstFormat->TexelBytes; const GLint dstImageStridePixels = dstImageStride / dstFormat->TexelBytes; GLboolean makeTemp; GLuint transferOps = ctx->_ImageTransferState; GLboolean freeSourceData = GL_FALSE; GLint postConvWidth = srcWidth, postConvHeight = srcHeight; if (transferOps & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, dimensions, &postConvWidth, &postConvHeight); } /* * Consider this scenario: The user's source image is GL_RGB and the * requested internal format is GL_LUMINANCE. Now suppose the device * driver doesn't support GL_LUMINANCE and instead uses RGB16 as the * texture format. In that case we still need to do an intermediate * conversion to luminance format so that the incoming red channel gets * replicated into the dest red, green and blue channels. The following * code takes care of that. */ if (dstFormat->BaseFormat != baseInternalFormat) { /* Allocate storage for temporary image in the baseInternalFormat */ const GLint texelSize = _mesa_components_in_format(baseInternalFormat) * sizeof(GLchan); const GLint bytes = texelSize * postConvWidth * postConvHeight *srcDepth; const GLint tmpRowStride = texelSize * postConvWidth; const GLint tmpImgStride = texelSize * postConvWidth * postConvHeight; GLvoid *tmpImage = MALLOC(bytes); if (!tmpImage) return; transfer_teximage(ctx, dimensions, baseInternalFormat, tmpImage, srcWidth, srcHeight, srcDepth, 0, 0, 0, /* x/y/zoffset */ tmpRowStride, tmpImgStride, srcFormat, srcType, srcAddr, srcPacking, transferOps); /* this is our new source image */ srcWidth = postConvWidth; srcHeight = postConvHeight; srcFormat = baseInternalFormat; srcType = CHAN_TYPE; srcAddr = tmpImage; srcPacking = &_mesa_native_packing; freeSourceData = GL_TRUE; transferOps = 0; /* image transfer ops were completed */ } /* Let the optimized tex conversion functions take a crack at the * image conversion if the dest format is a h/w format. */ if (_mesa_is_hardware_tex_format(dstFormat)) { if (transferOps) { makeTemp = GL_TRUE; } else { if (dimensions == 1) { makeTemp = !_mesa_convert_texsubimage1d(dstFormat->MesaFormat, dstXoffset, srcWidth, srcFormat, srcType, srcPacking, srcAddr, dstAddr); } else if (dimensions == 2) { makeTemp = !_mesa_convert_texsubimage2d(dstFormat->MesaFormat, dstXoffset, dstYoffset, srcWidth, srcHeight, dstRowStridePixels, srcFormat, srcType, srcPacking, srcAddr, dstAddr); } else { assert(dimensions == 3); makeTemp = !_mesa_convert_texsubimage3d(dstFormat->MesaFormat, dstXoffset, dstYoffset, dstZoffset, srcWidth, srcHeight, srcDepth, dstRowStridePixels, dstImageStridePixels, srcFormat, srcType, srcPacking, srcAddr, dstAddr); } if (!makeTemp) { /* all done! */ if (freeSourceData) FREE((void *) srcAddr); return; } } } else { /* software texture format */ makeTemp = GL_FALSE; } if (makeTemp) { GLint postConvWidth = srcWidth, postConvHeight = srcHeight; GLenum tmpFormat; GLuint tmpComps, tmpTexelSize; GLint tmpRowStride, tmpImageStride; GLubyte *tmpImage; if (transferOps & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, dimensions, &postConvWidth, &postConvHeight); } tmpFormat = dstFormat->BaseFormat; tmpComps = _mesa_components_in_format(tmpFormat); tmpTexelSize = tmpComps * sizeof(GLchan); tmpRowStride = postConvWidth * tmpTexelSize; tmpImageStride = postConvWidth * postConvHeight * tmpTexelSize; tmpImage = (GLubyte *) MALLOC(postConvWidth * postConvHeight * srcDepth * tmpTexelSize); if (!tmpImage) { if (freeSourceData) FREE((void *) srcAddr); return; } transfer_teximage(ctx, dimensions, tmpFormat, tmpImage, srcWidth, srcHeight, srcDepth, 0, 0, 0, /* x/y/zoffset */ tmpRowStride, tmpImageStride, srcFormat, srcType, srcAddr, srcPacking, transferOps); if (freeSourceData) FREE((void *) srcAddr); /* the temp image is our new source image */ srcWidth = postConvWidth; srcHeight = postConvHeight; srcFormat = tmpFormat; srcType = CHAN_TYPE; srcAddr = tmpImage; srcPacking = &_mesa_native_packing; freeSourceData = GL_TRUE; } if (_mesa_is_hardware_tex_format(dstFormat)) { assert(makeTemp); if (dimensions == 1) { GLboolean b; b = _mesa_convert_texsubimage1d(dstFormat->MesaFormat, dstXoffset, srcWidth, srcFormat, srcType, srcPacking, srcAddr, dstAddr); assert(b); } else if (dimensions == 2) { GLboolean b; b = _mesa_convert_texsubimage2d(dstFormat->MesaFormat, dstXoffset, dstYoffset, srcWidth, srcHeight, dstRowStridePixels, srcFormat, srcType, srcPacking, srcAddr, dstAddr); assert(b); } else { GLboolean b; b = _mesa_convert_texsubimage3d(dstFormat->MesaFormat, dstXoffset, dstYoffset, dstZoffset, srcWidth, srcHeight, srcDepth, dstRowStridePixels, dstImageStridePixels, srcFormat, srcType, srcPacking, srcAddr, dstAddr); assert(b); } } else { /* software format */ assert(!makeTemp); transfer_teximage(ctx, dimensions, dstFormat->BaseFormat, dstAddr, srcWidth, srcHeight, srcDepth, dstXoffset, dstYoffset, dstZoffset, dstRowStride, dstImageStride, srcFormat, srcType, srcAddr, srcPacking, transferOps); } if (freeSourceData) FREE((void *) srcAddr); /* the temp image */ } /* * This is the software fallback for Driver.TexImage1D(). * The texture image type will be GLchan. * The texture image format will be GL_COLOR_INDEX, GL_INTENSITY, * GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA, GL_RGB or GL_RGBA. * */ void _mesa_store_teximage1d(GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { GLint postConvWidth = width; GLint texelBytes; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, 1, &postConvWidth, NULL); } /* choose the texture format */ assert(ctx->Driver.ChooseTextureFormat); texImage->TexFormat = (*ctx->Driver.ChooseTextureFormat)(ctx, internalFormat, format, type); assert(texImage->TexFormat); texelBytes = texImage->TexFormat->TexelBytes; /* allocate memory */ texImage->Data = MALLOC(postConvWidth * texelBytes); if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage1D"); return; } /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 1, _mesa_base_tex_format(ctx, internalFormat), texImage->TexFormat, texImage->Data, width, 1, 1, 0, 0, 0, 0, /* dstRowStride */ 0, /* dstImageStride */ format, type, pixels, packing); } /* * 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) { GLint postConvWidth = width, postConvHeight = height; GLint texelBytes; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, 2, &postConvWidth, &postConvHeight); } /* choose the texture format */ assert(ctx->Driver.ChooseTextureFormat); texImage->TexFormat = (*ctx->Driver.ChooseTextureFormat)(ctx, internalFormat, format, type); assert(texImage->TexFormat); texelBytes = texImage->TexFormat->TexelBytes; /* allocate memory */ texImage->Data = MALLOC(postConvWidth * postConvHeight * texelBytes); if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D"); return; } /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 2, _mesa_base_tex_format(ctx, internalFormat), texImage->TexFormat, texImage->Data, width, height, 1, 0, 0, 0, texImage->Width * texelBytes, 0, /* dstImageStride */ format, type, pixels, packing); } /* * This is the software fallback for Driver.TexImage3D(). * The texture image type will be GLchan. * The texture image format will be GL_COLOR_INDEX, GL_INTENSITY, * GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA, GL_RGB or GL_RGBA. * */ void _mesa_store_teximage3d(GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint depth, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { GLint texelBytes; /* choose the texture format */ assert(ctx->Driver.ChooseTextureFormat); texImage->TexFormat = (*ctx->Driver.ChooseTextureFormat)(ctx, internalFormat, format, type); assert(texImage->TexFormat); texelBytes = texImage->TexFormat->TexelBytes; /* allocate memory */ texImage->Data = MALLOC(width * height * depth * texelBytes); if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage3D"); return; } /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 3, _mesa_base_tex_format(ctx, internalFormat), texImage->TexFormat, texImage->Data, width, height, depth, 0, 0, 0, texImage->Width * texelBytes, texImage->Width * texImage->Height * texelBytes, format, type, pixels, packing); } /* * This is the software fallback for Driver.TexSubImage1D(). */ void _mesa_store_texsubimage1d(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint width, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { _mesa_transfer_teximage(ctx, 1, _mesa_base_tex_format(ctx, texImage->IntFormat), texImage->TexFormat, texImage->Data, width, 1, 1, /* src size */ xoffset, 0, 0, /* dest offsets */ 0, /* dstRowStride */ 0, /* dstImageStride */ format, type, pixels, packing); } /* * This is the software fallback for Driver.TexSubImage2D(). */ void _mesa_store_texsubimage2d(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint width, GLint height, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { _mesa_transfer_teximage(ctx, 2, _mesa_base_tex_format(ctx, texImage->IntFormat), texImage->TexFormat, texImage->Data, width, height, 1, /* src size */ xoffset, yoffset, 0, /* dest offsets */ texImage->Width * texImage->TexFormat->TexelBytes, 0, /* dstImageStride */ format, type, pixels, packing); } /* * This is the software fallback for Driver.TexSubImage3D(). */ void _mesa_store_texsubimage3d(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint width, GLint height, GLint depth, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { const GLint texelBytes = texImage->TexFormat->TexelBytes; _mesa_transfer_teximage(ctx, 3, _mesa_base_tex_format(ctx, texImage->IntFormat), texImage->TexFormat, texImage->Data, width, height, depth, /* src size */ xoffset, yoffset, xoffset, /* dest offsets */ texImage->Width * texelBytes, texImage->Width * texImage->Height * texelBytes, format, type, pixels, packing); } /* * 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. */ /* choose the texture format */ assert(ctx->Driver.ChooseTextureFormat); texImage->TexFormat = (*ctx->Driver.ChooseTextureFormat)(ctx, internalFormat, format, type); assert(texImage->TexFormat); return GL_TRUE; }