/* $Id: texstore.c,v 1.15 2001/03/18 14:06:25 gareth 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 "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 "swrast/s_depth.h" /* XXX this is kind of a cheat */ #include "swrast/s_span.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 * 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 == CHAN_TYPE) { 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 = CHAN_TYPE; 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 if (texFormat == GL_DEPTH_COMPONENT) { /* Depth texture (shadow maps) */ GLint img, row; GLfloat *dest = (GLfloat *) texAddr + dstZoffset * dstImageStride + dstYoffset * dstRowStride + dstXoffset * texComponents; for (img = 0; img < srcDepth; img++) { GLfloat *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, 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, 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, CHAN_TYPE, 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) { GLint postConvWidth = width; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, 1, &postConvWidth, NULL); } /* setup the teximage struct's fields */ _mesa_init_tex_format( ctx, internalFormat, texImage ); texImage->FetchTexel = texImage->TexFormat->FetchTexel1D; /* allocate memory */ texImage->Data = (GLchan *) MALLOC(postConvWidth * texImage->TexFormat->TexelBytes); if (!texImage->Data) return; /* out of memory */ /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 1, texImage->Format, (GLchan *) 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); } /* setup the teximage struct's fields */ _mesa_init_tex_format( ctx, internalFormat, texImage ); texImage->FetchTexel = texImage->TexFormat->FetchTexel2D; texelBytes = texImage->TexFormat->TexelBytes; /* allocate memory */ texImage->Data = (GLchan *) MALLOC(postConvWidth * postConvHeight * texelBytes); if (!texImage->Data) return; /* out of memory */ /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 2, texImage->Format, (GLchan *) 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; /* setup the teximage struct's fields */ _mesa_init_tex_format( ctx, internalFormat, texImage ); texImage->FetchTexel = texImage->TexFormat->FetchTexel3D; texelBytes = texImage->TexFormat->TexelBytes; /* allocate memory */ texImage->Data = (GLchan *) MALLOC(width * height * depth * texelBytes); if (!texImage->Data) return; /* out of memory */ /* unpack image, apply transfer ops and store in texImage->Data */ _mesa_transfer_teximage(ctx, 3, texImage->Format, (GLchan *) 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, texImage->Format, (GLchan *) 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); const GLint compSize = _mesa_sizeof_type(texImage->Type); _mesa_transfer_teximage(ctx, 2, texImage->Format, (GLchan *) texImage->Data, width, height, 1, /* src size */ xoffset, yoffset, 0, /* dest offsets */ texImage->Width * components * compSize, 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); const GLint compSize = _mesa_sizeof_type(texImage->Type); _mesa_transfer_teximage(ctx, 3, texImage->Format, (GLchan *) texImage->Data, width, height, depth, /* src size */ xoffset, yoffset, xoffset, /* dest offsets */ texImage->Width * components * compSize, texImage->Width * texImage->Height * components * compSize, format, type, pixels, packing); } /* * 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++) { _mesa_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) { _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, &_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) { _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, &_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) { _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, &_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) { _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, &_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) { _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_COMPONENT, GL_FLOAT, image, &_mesa_native_packing, texObj, texImage); FREE(image); } else { GLchan *image = read_color_image(ctx, x, y, width, 1); if (!image) { _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, &_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) { _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, &_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) { _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, &_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) { _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, &_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) { _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, &_mesa_native_packing, texObj, texImage); FREE(image); } } /* * 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. */ /* setup the teximage struct's fields */ _mesa_init_tex_format( ctx, internalFormat, texImage ); return GL_TRUE; }