implemented fallbacks for GL_EXT_packed_depth_stencil

This commit is contained in:
Brian Paul
2005-09-30 03:01:30 +00:00
parent 82b29819a9
commit 76560af99d
+216 -56
View File
@@ -64,30 +64,30 @@ read_color_image( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLint stride, i;
const GLint stride = 4 * width;
GLint i;
GLchan *image, *dst;
image = (GLchan *) _mesa_malloc(width * height * 4 * sizeof(GLchan));
if (!image)
return NULL;
RENDER_START(swrast,ctx);
RENDER_START(swrast, ctx);
dst = image;
stride = width * 4;
for (i = 0; i < height; i++) {
_swrast_read_rgba_span(ctx, ctx->ReadBuffer->_ColorReadBuffer,
width, x, y + i, (GLchan (*)[4]) dst);
dst += stride;
}
RENDER_FINISH(swrast,ctx);
RENDER_FINISH(swrast, ctx);
return image;
}
/*
/**
* As above, but read data from depth buffer.
*/
static GLfloat *
@@ -104,7 +104,7 @@ read_depth_image( GLcontext *ctx, GLint x, GLint y,
if (!image)
return NULL;
RENDER_START(swrast,ctx);
RENDER_START(swrast, ctx);
dst = image;
for (i = 0; i < height; i++) {
@@ -112,12 +112,100 @@ read_depth_image( GLcontext *ctx, GLint x, GLint y,
dst += width;
}
RENDER_FINISH(swrast,ctx);
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->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *stencilRb
= ctx->ReadBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
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 {
GLuint 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));
for (j = 0; j < width; j++) {
dst[j] = z16[j];
}
dst += width;
}
}
/* put depth values into bits 0xffffff00 */
if (depthRb->DepthBits == 24) {
GLint j;
for (j = 0; j < width * height; j++) {
image[j] <<= 8;
}
}
else if (depthRb->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 */
GLint lShift = 32 - depthRb->DepthBits;
GLint rShift = depthRb->DepthBits;
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(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)
@@ -134,6 +222,19 @@ is_depth_format(GLenum format)
}
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().
*/
@@ -161,12 +262,25 @@ _swrast_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level,
_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,
&ctx->DefaultPacking, texObj, texImage);
ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
width, border,
GL_DEPTH_COMPONENT, GL_FLOAT, 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 {
@@ -176,12 +290,11 @@ _swrast_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level,
_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,
&ctx->DefaultPacking, texObj, texImage);
ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
width, border,
GL_RGBA, CHAN_TYPE, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
@@ -220,12 +333,24 @@ _swrast_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level,
_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,
&ctx->DefaultPacking, texObj, texImage);
ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
width, height, border,
GL_DEPTH_COMPONENT, GL_FLOAT, 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 {
@@ -235,12 +360,11 @@ _swrast_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level,
_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,
&ctx->DefaultPacking, texObj, texImage);
ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
width, height, border,
GL_RGBA, CHAN_TYPE, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
@@ -279,9 +403,22 @@ _swrast_copy_texsubimage1d( GLcontext *ctx, GLenum target, GLint level,
}
/* call glTexSubImage1D to redefine the texture */
(*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width,
GL_DEPTH_COMPONENT, GL_FLOAT, image,
&ctx->DefaultPacking, texObj, texImage);
ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
GL_DEPTH_COMPONENT, GL_FLOAT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else if (texImage->Format == 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 {
@@ -291,11 +428,10 @@ _swrast_copy_texsubimage1d( GLcontext *ctx, GLenum target, GLint level,
_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,
&ctx->DefaultPacking, texObj, texImage);
ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
GL_RGBA, CHAN_TYPE, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
@@ -334,12 +470,25 @@ _swrast_copy_texsubimage2d( GLcontext *ctx,
_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,
&ctx->DefaultPacking, texObj, texImage);
/* call glTexImage2D to redefine the texture */
ctx->Driver.TexSubImage2D(ctx, target, level,
xoffset, yoffset, width, height,
GL_DEPTH_COMPONENT, GL_FLOAT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else if (texImage->Format == 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 {
@@ -349,12 +498,11 @@ _swrast_copy_texsubimage2d( GLcontext *ctx,
_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,
&ctx->DefaultPacking, texObj, texImage);
ctx->Driver.TexSubImage2D(ctx, target, level,
xoffset, yoffset, width, height,
GL_RGBA, CHAN_TYPE, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
@@ -393,12 +541,25 @@ _swrast_copy_texsubimage3d( GLcontext *ctx,
_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,
&ctx->DefaultPacking, texObj, texImage);
/* call glTexImage3D to redefine the texture */
ctx->Driver.TexSubImage3D(ctx, target, level,
xoffset, yoffset, zoffset, width, height, 1,
GL_DEPTH_COMPONENT, GL_FLOAT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else if (texImage->Format == 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 {
@@ -408,12 +569,11 @@ _swrast_copy_texsubimage3d( GLcontext *ctx,
_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,
&ctx->DefaultPacking, texObj, texImage);
ctx->Driver.TexSubImage3D(ctx, target, level,
xoffset, yoffset, zoffset, width, height, 1,
GL_RGBA, CHAN_TYPE, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}