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/*
* Mesa 3-D graphics library
* Version: 6.5.2
*
* Copyright (C) 1999-2006 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 "glheader.h"
#include "imports.h"
#include "colormac.h"
#include "context.h"
#include "convolve.h"
#include "image.h"
#include "macros.h"
#include "mipmap.h"
#include "texformat.h"
#include "teximage.h"
#include "texstore.h"
#include "s_context.h"
#include "s_depth.h"
#include "s_span.h"
/**
* Read an RGBA image from the frame buffer.
* This is used by glCopyTex[Sub]Image[12]D().
* \param x window source x
* \param y window source y
* \param width image width
* \param height image height
* \param type datatype for returned GL_RGBA image
* \return pointer to image
*/
static GLvoid *
read_color_image( GLcontext *ctx, GLint x, GLint y, GLenum type,
GLsizei width, GLsizei height )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct gl_renderbuffer *rb = ctx->ReadBuffer->_ColorReadBuffer;
const GLint pixelSize = _mesa_bytes_per_pixel(GL_RGBA, type);
const GLint stride = width * pixelSize;
GLint row;
GLubyte *image, *dst;
image = (GLubyte *) _mesa_malloc(width * height * pixelSize);
if (!image)
return NULL;
RENDER_START(swrast, ctx);
dst = image;
for (row = 0; row < height; row++) {
_swrast_read_rgba_span(ctx, rb, width, x, y + row, type, dst);
dst += stride;
}
RENDER_FINISH(swrast, ctx);
return image;
}
/**
* As above, but read data from depth buffer. Returned as GLuints.
* \sa read_color_image
*/
static GLuint *
read_depth_image( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
struct gl_renderbuffer *rb = ctx->ReadBuffer->_DepthBuffer;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint *image, *dst;
GLint i;
image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
if (!image)
return NULL;
RENDER_START(swrast, ctx);
dst = image;
for (i = 0; i < height; i++) {
_swrast_read_depth_span_uint(ctx, rb, width, x, y + i, dst);
dst += width;
}
RENDER_FINISH(swrast, ctx);
return image;
}
/**
* As above, but read data from depth+stencil buffers.
*/
static GLuint *
read_depth_stencil_image(GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height)
{
struct gl_renderbuffer *depthRb = ctx->ReadBuffer->_DepthBuffer;
struct gl_renderbuffer *stencilRb = ctx->ReadBuffer->_StencilBuffer;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint *image, *dst;
GLint i;
ASSERT(depthRb);
ASSERT(stencilRb);
image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
if (!image)
return NULL;
RENDER_START(swrast, ctx);
/* read from depth buffer */
dst = image;
if (depthRb->DataType == GL_UNSIGNED_INT) {
for (i = 0; i < height; i++) {
_swrast_get_row(ctx, depthRb, width, x, y + i, dst, sizeof(GLuint));
dst += width;
}
}
else {
GLushort z16[MAX_WIDTH];
ASSERT(depthRb->DataType == GL_UNSIGNED_SHORT);
for (i = 0; i < height; i++) {
GLint j;
_swrast_get_row(ctx, depthRb, width, x, y + i, z16, sizeof(GLushort));
/* convert GLushorts to GLuints */
for (j = 0; j < width; j++) {
dst[j] = z16[j];
}
dst += width;
}
}
/* put depth values into bits 0xffffff00 */
if (ctx->ReadBuffer->Visual.depthBits == 24) {
GLint j;
for (j = 0; j < width * height; j++) {
image[j] <<= 8;
}
}
else if (ctx->ReadBuffer->Visual.depthBits == 16) {
GLint j;
for (j = 0; j < width * height; j++) {
image[j] = (image[j] << 16) | (image[j] & 0xff00);
}
}
else {
/* this handles arbitrary depthBits >= 12 */
const GLint rShift = ctx->ReadBuffer->Visual.depthBits;
const GLint lShift = 32 - rShift;
GLint j;
for (j = 0; j < width * height; j++) {
GLuint z = (image[j] << lShift);
image[j] = z | (z >> rShift);
}
}
/* read stencil values and interleave into image array */
dst = image;
for (i = 0; i < height; i++) {
GLstencil stencil[MAX_WIDTH];
GLint j;
ASSERT(8 * sizeof(GLstencil) == stencilRb->StencilBits);
_swrast_get_row(ctx, stencilRb, width, x, y + i,
stencil, sizeof(GLstencil));
for (j = 0; j < width; j++) {
dst[j] = (dst[j] & 0xffffff00) | (stencil[j] & 0xff);
}
dst += width;
}
RENDER_FINISH(swrast, ctx);
return image;
}
static GLboolean
is_depth_format(GLenum format)
{
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;
}
}
static GLboolean
is_depth_stencil_format(GLenum format)
{
switch (format) {
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
return GL_TRUE;
default:
return GL_FALSE;
}
}
/*
* Fallback for Driver.CopyTexImage1D().
*/
void
_swrast_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, texObj, target, level);
ASSERT(texImage);
ASSERT(ctx->Driver.TexImage1D);
if (is_depth_format(internalFormat)) {
/* read depth image from framebuffer */
GLuint *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_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else if (is_depth_stencil_format(internalFormat)) {
/* read depth/stencil image from framebuffer */
GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1);
if (!image) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D");
return;
}
/* call glTexImage1D to redefine the texture */
ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
width, border,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
/* read RGBA image from framebuffer */
const GLenum format = GL_RGBA;
const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType;
GLvoid *image = read_color_image(ctx, x, y, type, 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, format, type, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
/* GL_SGIS_generate_mipmap */
if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
ctx->Driver.GenerateMipmap(ctx, target, texObj);
}
}
/**
* Fallback for Driver.CopyTexImage2D().
*
* We implement CopyTexImage by reading the image from the framebuffer
* then passing it to the ctx->Driver.TexImage2D() function.
*
* Device drivers should try to implement direct framebuffer->texture copies.
*/
void
_swrast_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, texObj, target, level);
ASSERT(texImage);
ASSERT(ctx->Driver.TexImage2D);
if (is_depth_format(internalFormat)) {
/* read depth image from framebuffer */
GLuint *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_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else if (is_depth_stencil_format(internalFormat)) {
GLuint *image = read_depth_stencil_image(ctx, x, y, width, height);
if (!image) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D");
return;
}
/* call glTexImage2D to redefine the texture */
ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
width, height, border,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
/* read RGBA image from framebuffer */
const GLenum format = GL_RGBA;
const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType;
GLvoid *image = read_color_image(ctx, x, y, type, 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, format, type, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
/* GL_SGIS_generate_mipmap */
if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
ctx->Driver.GenerateMipmap(ctx, target, texObj);
}
}
/*
* Fallback for Driver.CopyTexSubImage1D().
*/
void
_swrast_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, texObj, target, level);
ASSERT(texImage);
ASSERT(ctx->Driver.TexImage1D);
if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* read depth image from framebuffer */
GLuint *image = read_depth_image(ctx, x, y, width, 1);
if (!image) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D");
return;
}
/* call glTexSubImage1D to redefine the texture */
ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else if (texImage->_BaseFormat == GL_DEPTH_STENCIL_EXT) {
/* read depth/stencil image from framebuffer */
GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1);
if (!image) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D");
return;
}
/* call glTexImage1D to redefine the texture */
ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
/* read RGBA image from framebuffer */
const GLenum format = GL_RGBA;
const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType;
GLvoid *image = read_color_image(ctx, x, y, type, 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,
format, type, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
/* GL_SGIS_generate_mipmap */
if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
ctx->Driver.GenerateMipmap(ctx, target, texObj);
}
}
/**
* Fallback for Driver.CopyTexSubImage2D().
*
* Read the image from the framebuffer then hand it
* off to ctx->Driver.TexSubImage2D().
*/
void
_swrast_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, texObj, target, level);
ASSERT(texImage);
ASSERT(ctx->Driver.TexImage2D);
if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* read depth image from framebuffer */
GLuint *image = read_depth_image(ctx, x, y, width, height);
if (!image) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D");
return;
}
/* call glTexImage2D to redefine the texture */
ctx->Driver.TexSubImage2D(ctx, target, level,
xoffset, yoffset, width, height,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else if (texImage->_BaseFormat == GL_DEPTH_STENCIL_EXT) {
/* read depth/stencil image from framebuffer */
GLuint *image = read_depth_stencil_image(ctx, x, y, width, height);
if (!image) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D");
return;
}
/* call glTexImage2D to redefine the texture */
ctx->Driver.TexSubImage2D(ctx, target, level,
xoffset, yoffset, width, height,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
/* read RGBA image from framebuffer */
const GLenum format = GL_RGBA;
const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType;
GLvoid *image = read_color_image(ctx, x, y, type, 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,
format, type, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
/* GL_SGIS_generate_mipmap */
if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
ctx->Driver.GenerateMipmap(ctx, target, texObj);
}
}
/*
* Fallback for Driver.CopyTexSubImage3D().
*/
void
_swrast_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, texObj, target, level);
ASSERT(texImage);
ASSERT(ctx->Driver.TexImage3D);
if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* read depth image from framebuffer */
GLuint *image = read_depth_image(ctx, x, y, width, height);
if (!image) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D");
return;
}
/* call glTexImage3D to redefine the texture */
ctx->Driver.TexSubImage3D(ctx, target, level,
xoffset, yoffset, zoffset, width, height, 1,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else if (texImage->_BaseFormat == GL_DEPTH_STENCIL_EXT) {
/* read depth/stencil image from framebuffer */
GLuint *image = read_depth_stencil_image(ctx, x, y, width, height);
if (!image) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D");
return;
}
/* call glTexImage3D to redefine the texture */
ctx->Driver.TexSubImage3D(ctx, target, level,
xoffset, yoffset, zoffset, width, height, 1,
GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
/* read RGBA image from framebuffer */
const GLenum format = GL_RGBA;
const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType;
GLvoid *image = read_color_image(ctx, x, y, type, 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,
format, type, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
/* GL_SGIS_generate_mipmap */
if (level == texObj->BaseLevel && texObj->GenerateMipmap) {
ctx->Driver.GenerateMipmap(ctx, target, texObj);
}
}