* Jason Ekstrand <jason.ekstrand@intel.com>
*/
+#include "blend.h"
#include "bufferobj.h"
#include "buffers.h"
+#include "clear.h"
#include "fbobject.h"
#include "glformats.h"
#include "glheader.h"
#include "macros.h"
#include "meta.h"
#include "pbo.h"
+#include "readpix.h"
#include "shaderapi.h"
#include "state.h"
#include "teximage.h"
bool success = false;
int z;
- if (!_mesa_is_bufferobj(packing->BufferObj) && !create_pbo)
+ if (!_mesa_is_bufferobj(packing->BufferObj) &&
+ (!create_pbo || pixels == NULL))
return false;
if (format == GL_DEPTH_COMPONENT ||
return success;
}
+static bool
+need_signed_unsigned_int_conversion(mesa_format rbFormat,
+ GLenum format, GLenum type)
+{
+ const GLenum srcType = _mesa_get_format_datatype(rbFormat);
+ const bool is_dst_format_integer = _mesa_is_enum_format_integer(format);
+ return (srcType == GL_INT &&
+ is_dst_format_integer &&
+ (type == GL_UNSIGNED_INT ||
+ type == GL_UNSIGNED_SHORT ||
+ type == GL_UNSIGNED_BYTE)) ||
+ (srcType == GL_UNSIGNED_INT &&
+ is_dst_format_integer &&
+ (type == GL_INT ||
+ type == GL_SHORT ||
+ type == GL_BYTE));
+}
+
bool
_mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
struct gl_texture_image *tex_image,
GLuint pbo = 0, pbo_tex = 0, fbos[2] = { 0, 0 };
int full_height, image_height;
struct gl_texture_image *pbo_tex_image;
- GLenum status;
- bool success = false;
+ struct gl_renderbuffer *rb = NULL;
+ GLenum dstBaseFormat = _mesa_unpack_format_to_base_format(format);
+ GLenum status, src_base_format;
+ bool success = false, clear_channels_to_zero = false;
+ float save_clear_color[4];
int z;
if (!_mesa_is_bufferobj(packing->BufferObj))
format == GL_COLOR_INDEX)
return false;
- if (ctx->_ImageTransferState)
- return false;
+ /* Don't use meta path for readpixels in below conditions. */
+ if (!tex_image) {
+ rb = ctx->ReadBuffer->_ColorReadBuffer;
+
+ /* _mesa_get_readpixels_transfer_ops() includes the cases of read
+ * color clamping along with the ctx->_ImageTransferState.
+ */
+ if (_mesa_get_readpixels_transfer_ops(ctx, rb->Format, format,
+ type, GL_FALSE))
+ return false;
+
+ if (_mesa_need_rgb_to_luminance_conversion(rb->_BaseFormat,
+ dstBaseFormat))
+ return false;
+
+ /* This function rely on BlitFramebuffer to fill in the pixel data for
+ * ReadPixels. But, BlitFrameBuffer doesn't support signed to unsigned
+ * or unsigned to signed integer conversions. OpenGL spec expects an
+ * invalid operation in that case.
+ */
+ if (need_signed_unsigned_int_conversion(rb->Format, format, type))
+ return false;
+ }
/* For arrays, use a tall (height * depth) 2D texture but taking into
* account the inter-image padding specified with the image height packing
_mesa_meta_begin(ctx, ~(MESA_META_PIXEL_TRANSFER |
MESA_META_PIXEL_STORE));
+ /* GL_CLAMP_FRAGMENT_COLOR doesn't affect ReadPixels and GettexImage */
+ if (ctx->Extensions.ARB_color_buffer_float)
+ _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
+
_mesa_GenFramebuffers(2, fbos);
if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
GL_COLOR_BUFFER_BIT, GL_NEAREST))
goto fail;
+ src_base_format = tex_image ?
+ tex_image->_BaseFormat :
+ ctx->ReadBuffer->_ColorReadBuffer->_BaseFormat;
+
+ /* Depending on the base formats involved we might need to rebase some
+ * values. For example if we download from a Luminance format to RGBA
+ * format, we want G=0 and B=0.
+ */
+ clear_channels_to_zero =
+ _mesa_need_luminance_to_rgb_conversion(src_base_format,
+ pbo_tex_image->_BaseFormat);
+
+ if (clear_channels_to_zero) {
+ memcpy(save_clear_color, ctx->Color.ClearColor.f, 4 * sizeof(float));
+ /* Clear the Green, Blue channels. */
+ _mesa_ColorMask(GL_FALSE, GL_TRUE, GL_TRUE,
+ src_base_format != GL_LUMINANCE_ALPHA);
+ _mesa_ClearColor(0.0, 0.0, 0.0, 1.0);
+ _mesa_Clear(GL_COLOR_BUFFER_BIT);
+ }
+
for (z = 1; z < depth; z++) {
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset + z);
0, z * image_height,
width, z * image_height + height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ if (clear_channels_to_zero)
+ _mesa_Clear(GL_COLOR_BUFFER_BIT);
+ }
+
+ /* Unmask the color channels and restore the saved clear color values. */
+ if (clear_channels_to_zero) {
+ _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ _mesa_ClearColor(save_clear_color[0], save_clear_color[1],
+ save_clear_color[2], save_clear_color[3]);
}
success = true;