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|
/* $Id: texstore.c,v 1.23 2001/04/04 22:41:23 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 "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.
*/
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)
{
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 (!ctx->_ImageTransferState && 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,
ctx->_ImageTransferState);
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,
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 = (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,
ctx->_ImageTransferState
& 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, ctx->_ImageTransferState);
destRow += dstRowStride;
}
dest += dstImageStride;
}
}
}
}
/*
* Transfer a texture image from user space to <destAddr> applying all
* needed image transfer operations and storing the result in the format
* specified by <dstFormat>. <dstFormat> may be any format from texformat.h.
* Input:
* dstRowStride - stride between dest rows in bytes
* dstImagetride - stride between dest images in bytes
*
* 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,
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;
/* First, determine if need to make a temporary, intermediate image */
if (_mesa_is_hardware_tex_format(dstFormat)) {
if (ctx->_ImageTransferState) {
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! */
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 (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {
_mesa_adjust_image_for_convolution(ctx, dimensions, &postConvWidth,
&postConvHeight);
}
tmpFormat = _mesa_base_tex_format(ctx, dstFormat->IntFormat);
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)
return;
transfer_teximage(ctx, dimensions, tmpFormat, tmpImage,
srcWidth, srcHeight, srcDepth,
0, 0, 0, /* x/y/zoffset */
tmpRowStride, tmpImageStride,
srcFormat, srcType, srcAddr, srcPacking);
/* the temp image is our new source image */
srcWidth = postConvWidth;
srcHeight = postConvHeight;
srcFormat = tmpFormat;
srcType = CHAN_TYPE;
srcAddr = tmpImage;
srcPacking = &_mesa_native_packing;
}
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);
}
FREE((void *) srcAddr); /* the temp image */
}
else {
/* software format */
GLenum dstBaseFormat = _mesa_base_tex_format(ctx, dstFormat->IntFormat);
assert(!makeTemp);
transfer_teximage(ctx, dimensions, dstBaseFormat, dstAddr,
srcWidth, srcHeight, srcDepth,
dstXoffset, dstYoffset, dstZoffset,
dstRowStride, dstImageStride,
srcFormat, srcType, srcAddr, srcPacking);
}
}
/*
* 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, 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, 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, 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, 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, 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, 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;
}
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