mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-04-30 23:28:06 +02:00
swrast: remove obsolete s_texstore.c
Replaced by new, simpler meta functions.
This commit is contained in:
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1 changed files with 0 additions and 576 deletions
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/*
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* Mesa 3-D graphics library
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* Version: 6.5.2
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*
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* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* Authors:
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* Brian Paul
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*/
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/*
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* The functions in this file are mostly related to software texture fallbacks.
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* This includes texture image transfer/packing and texel fetching.
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* Hardware drivers will likely override most of this.
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*/
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#include "main/glheader.h"
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#include "main/imports.h"
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#include "main/colormac.h"
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#include "main/context.h"
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#include "main/convolve.h"
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#include "main/image.h"
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#include "main/macros.h"
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#include "main/mipmap.h"
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#include "main/texformat.h"
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#include "main/teximage.h"
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#include "main/texstore.h"
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#include "s_context.h"
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#include "s_depth.h"
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#include "s_span.h"
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/**
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* Read an RGBA image from the frame buffer.
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* This is used by glCopyTex[Sub]Image[12]D().
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* \param x window source x
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* \param y window source y
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* \param width image width
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* \param height image height
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* \param type datatype for returned GL_RGBA image
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* \return pointer to image
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*/
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static GLvoid *
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read_color_image( GLcontext *ctx, GLint x, GLint y, GLenum type,
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GLsizei width, GLsizei height )
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{
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struct gl_renderbuffer *rb = ctx->ReadBuffer->_ColorReadBuffer;
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const GLint pixelSize = _mesa_bytes_per_pixel(GL_RGBA, type);
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const GLint stride = width * pixelSize;
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GLint row;
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GLubyte *image, *dst;
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image = (GLubyte *) _mesa_malloc(width * height * pixelSize);
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if (!image)
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return NULL;
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swrast_render_start(ctx);
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dst = image;
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for (row = 0; row < height; row++) {
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_swrast_read_rgba_span(ctx, rb, width, x, y + row, type, dst);
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dst += stride;
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}
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swrast_render_finish(ctx);
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return image;
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}
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/**
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* As above, but read data from depth buffer. Returned as GLuints.
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* \sa read_color_image
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*/
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static GLuint *
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read_depth_image( GLcontext *ctx, GLint x, GLint y,
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GLsizei width, GLsizei height )
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{
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struct gl_renderbuffer *rb = ctx->ReadBuffer->_DepthBuffer;
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GLuint *image, *dst;
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GLint i;
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image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
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if (!image)
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return NULL;
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swrast_render_start(ctx);
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dst = image;
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for (i = 0; i < height; i++) {
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_swrast_read_depth_span_uint(ctx, rb, width, x, y + i, dst);
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dst += width;
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}
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swrast_render_finish(ctx);
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return image;
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}
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/**
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* As above, but read data from depth+stencil buffers.
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*/
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static GLuint *
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read_depth_stencil_image(GLcontext *ctx, GLint x, GLint y,
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GLsizei width, GLsizei height)
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{
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struct gl_renderbuffer *depthRb = ctx->ReadBuffer->_DepthBuffer;
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struct gl_renderbuffer *stencilRb = ctx->ReadBuffer->_StencilBuffer;
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GLuint *image, *dst;
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GLint i;
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ASSERT(depthRb);
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ASSERT(stencilRb);
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image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
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if (!image)
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return NULL;
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swrast_render_start(ctx);
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/* read from depth buffer */
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dst = image;
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if (depthRb->DataType == GL_UNSIGNED_INT) {
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for (i = 0; i < height; i++) {
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_swrast_get_row(ctx, depthRb, width, x, y + i, dst, sizeof(GLuint));
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dst += width;
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}
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}
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else {
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GLushort z16[MAX_WIDTH];
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ASSERT(depthRb->DataType == GL_UNSIGNED_SHORT);
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for (i = 0; i < height; i++) {
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GLint j;
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_swrast_get_row(ctx, depthRb, width, x, y + i, z16, sizeof(GLushort));
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/* convert GLushorts to GLuints */
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for (j = 0; j < width; j++) {
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dst[j] = z16[j];
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}
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dst += width;
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}
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}
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/* put depth values into bits 0xffffff00 */
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if (ctx->ReadBuffer->Visual.depthBits == 24) {
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GLint j;
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for (j = 0; j < width * height; j++) {
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image[j] <<= 8;
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}
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}
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else if (ctx->ReadBuffer->Visual.depthBits == 16) {
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GLint j;
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for (j = 0; j < width * height; j++) {
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image[j] = (image[j] << 16) | (image[j] & 0xff00);
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}
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}
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else {
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/* this handles arbitrary depthBits >= 12 */
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const GLint rShift = ctx->ReadBuffer->Visual.depthBits;
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const GLint lShift = 32 - rShift;
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GLint j;
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for (j = 0; j < width * height; j++) {
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GLuint z = (image[j] << lShift);
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image[j] = z | (z >> rShift);
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}
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}
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/* read stencil values and interleave into image array */
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dst = image;
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for (i = 0; i < height; i++) {
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GLstencil stencil[MAX_WIDTH];
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GLint j;
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ASSERT(8 * sizeof(GLstencil) == stencilRb->StencilBits);
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_swrast_get_row(ctx, stencilRb, width, x, y + i,
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stencil, sizeof(GLstencil));
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for (j = 0; j < width; j++) {
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dst[j] = (dst[j] & 0xffffff00) | (stencil[j] & 0xff);
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}
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dst += width;
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}
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swrast_render_finish(ctx);
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return image;
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}
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static GLboolean
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is_depth_format(GLenum format)
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{
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switch (format) {
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case GL_DEPTH_COMPONENT:
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case GL_DEPTH_COMPONENT16:
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case GL_DEPTH_COMPONENT24:
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case GL_DEPTH_COMPONENT32:
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return GL_TRUE;
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default:
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return GL_FALSE;
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}
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}
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static GLboolean
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is_depth_stencil_format(GLenum format)
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{
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switch (format) {
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case GL_DEPTH_STENCIL_EXT:
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case GL_DEPTH24_STENCIL8_EXT:
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return GL_TRUE;
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default:
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return GL_FALSE;
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}
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}
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/*
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* Fallback for Driver.CopyTexImage1D().
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*/
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void
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_swrast_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level,
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GLenum internalFormat,
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GLint x, GLint y, GLsizei width, GLint border )
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{
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struct gl_texture_unit *texUnit;
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struct gl_texture_object *texObj;
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struct gl_texture_image *texImage;
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texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
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texObj = _mesa_select_tex_object(ctx, texUnit, target);
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ASSERT(texObj);
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texImage = _mesa_select_tex_image(ctx, texObj, target, level);
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ASSERT(texImage);
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ASSERT(ctx->Driver.TexImage1D);
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if (is_depth_format(internalFormat)) {
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/* read depth image from framebuffer */
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GLuint *image = read_depth_image(ctx, x, y, width, 1);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
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width, border,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else if (is_depth_stencil_format(internalFormat)) {
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/* read depth/stencil image from framebuffer */
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GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
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width, border,
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GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
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image, &ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else {
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/* read RGBA image from framebuffer */
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const GLenum format = GL_RGBA;
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const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType;
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GLvoid *image = read_color_image(ctx, x, y, type, width, 1);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage1D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
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width, border, format, type, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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}
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/**
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* Fallback for Driver.CopyTexImage2D().
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*
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* We implement CopyTexImage by reading the image from the framebuffer
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* then passing it to the ctx->Driver.TexImage2D() function.
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*
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* Device drivers should try to implement direct framebuffer->texture copies.
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*/
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void
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_swrast_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level,
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GLenum internalFormat,
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GLint x, GLint y, GLsizei width, GLsizei height,
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GLint border )
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{
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struct gl_texture_unit *texUnit;
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struct gl_texture_object *texObj;
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struct gl_texture_image *texImage;
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texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
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texObj = _mesa_select_tex_object(ctx, texUnit, target);
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ASSERT(texObj);
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texImage = _mesa_select_tex_image(ctx, texObj, target, level);
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ASSERT(texImage);
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ASSERT(ctx->Driver.TexImage2D);
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if (is_depth_format(internalFormat)) {
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/* read depth image from framebuffer */
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GLuint *image = read_depth_image(ctx, x, y, width, height);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D");
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return;
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}
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/* call glTexImage2D to redefine the texture */
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ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
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width, height, border,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else if (is_depth_stencil_format(internalFormat)) {
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GLuint *image = read_depth_stencil_image(ctx, x, y, width, height);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D");
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return;
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}
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/* call glTexImage2D to redefine the texture */
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ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
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width, height, border,
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GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
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image, &ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else {
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/* read RGBA image from framebuffer */
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const GLenum format = GL_RGBA;
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const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType;
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GLvoid *image = read_color_image(ctx, x, y, type, width, height);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexImage2D");
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return;
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}
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/* call glTexImage2D to redefine the texture */
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ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
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width, height, border, format, type, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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}
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/*
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* Fallback for Driver.CopyTexSubImage1D().
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*/
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void
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_swrast_copy_texsubimage1d( GLcontext *ctx, GLenum target, GLint level,
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GLint xoffset, GLint x, GLint y, GLsizei width )
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{
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struct gl_texture_unit *texUnit;
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struct gl_texture_object *texObj;
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struct gl_texture_image *texImage;
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texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
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texObj = _mesa_select_tex_object(ctx, texUnit, target);
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ASSERT(texObj);
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texImage = _mesa_select_tex_image(ctx, texObj, target, level);
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ASSERT(texImage);
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ASSERT(ctx->Driver.TexImage1D);
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if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) {
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/* read depth image from framebuffer */
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GLuint *image = read_depth_image(ctx, x, y, width, 1);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D");
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return;
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}
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/* call glTexSubImage1D to redefine the texture */
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ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else if (texImage->_BaseFormat == GL_DEPTH_STENCIL_EXT) {
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/* read depth/stencil image from framebuffer */
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GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1);
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if (!image) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D");
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return;
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}
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/* call glTexImage1D to redefine the texture */
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ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
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GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
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image, &ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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else {
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/* read RGBA image from framebuffer */
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const GLenum format = GL_RGBA;
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const GLenum type = ctx->ReadBuffer->_ColorReadBuffer->DataType;
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GLvoid *image = read_color_image(ctx, x, y, type, width, 1);
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if (!image) {
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_mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D" );
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return;
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}
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/* now call glTexSubImage1D to do the real work */
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ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
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format, type, image,
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&ctx->DefaultPacking, texObj, texImage);
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_mesa_free(image);
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}
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}
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/**
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* Fallback for Driver.CopyTexSubImage2D().
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*
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* Read the image from the framebuffer then hand it
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* off to ctx->Driver.TexSubImage2D().
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*/
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void
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_swrast_copy_texsubimage2d( GLcontext *ctx,
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GLenum target, GLint level,
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GLint xoffset, GLint yoffset,
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GLint x, GLint y, GLsizei width, GLsizei height )
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{
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struct gl_texture_unit *texUnit;
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struct gl_texture_object *texObj;
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struct gl_texture_image *texImage;
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texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
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texObj = _mesa_select_tex_object(ctx, texUnit, target);
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ASSERT(texObj);
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texImage = _mesa_select_tex_image(ctx, texObj, target, level);
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ASSERT(texImage);
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ASSERT(ctx->Driver.TexImage2D);
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if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) {
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/* 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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Reference in a new issue