#include "main/bufferobj.h"
#include "main/macros.h"
#include "main/texformat.h"
+#include "main/texstore.h"
#include "main/state.h"
#include "shader/program.h"
#include "shader/prog_parameter.h"
GLcontext *ctx = st->ctx;
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
- const struct gl_texture_format *mformat;
+ gl_format mformat;
struct pipe_texture *pt;
enum pipe_format pipeFormat;
GLuint cpp;
mformat = st_ChooseTextureFormat(ctx, baseFormat, format, type);
assert(mformat);
- pipeFormat = st_mesa_format_to_pipe_format(mformat->MesaFormat);
+ pipeFormat = st_mesa_format_to_pipe_format(mformat);
assert(pipeFormat);
cpp = st_sizeof_format(pipeFormat);
/* map texture transfer */
dest = screen->transfer_map(screen, transfer);
+
/* Put image into texture transfer.
* Note that the image is actually going to be upside down in
* the texture. We deal with that with texcoords.
*/
- success = mformat->StoreImage(ctx, 2, /* dims */
- baseFormat, /* baseInternalFormat */
- mformat, /* gl_texture_format */
- dest, /* dest */
- 0, 0, 0, /* dstX/Y/Zoffset */
- transfer->stride, /* dstRowStride, bytes */
- &dstImageOffsets, /* dstImageOffsets */
- width, height, 1, /* size */
- format, type, /* src format/type */
- pixels, /* data source */
- unpack);
+ success = _mesa_texstore(ctx, 2, /* dims */
+ baseFormat, /* baseInternalFormat */
+ mformat, /* gl_format */
+ dest, /* dest */
+ 0, 0, 0, /* dstX/Y/Zoffset */
+ transfer->stride, /* dstRowStride, bytes */
+ &dstImageOffsets, /* dstImageOffsets */
+ width, height, 1, /* size */
+ format, type, /* src format/type */
+ pixels, /* data source */
+ unpack);
/* unmap */
screen->transfer_unmap(screen, transfer);
const GLboolean zoom = ctx->Pixel.ZoomX != 1.0 || ctx->Pixel.ZoomY != 1.0;
GLint skipPixels;
ubyte *stmap;
+ struct gl_pixelstore_attrib clippedUnpack = *unpack;
+
+ if (!zoom) {
+ if (!_mesa_clip_drawpixels(ctx, &x, &y, &width, &height,
+ &clippedUnpack)) {
+ /* totally clipped */
+ return;
+ }
+ }
strb = st_renderbuffer(ctx->DrawBuffer->
Attachment[BUFFER_STENCIL].Renderbuffer);
stmap = screen->transfer_map(screen, pt);
- pixels = _mesa_map_pbo_source(ctx, unpack, pixels);
+ pixels = _mesa_map_pbo_source(ctx, &clippedUnpack, pixels);
assert(pixels);
/* if width > MAX_WIDTH, have to process image in chunks */
GLubyte sValues[MAX_WIDTH];
GLuint zValues[MAX_WIDTH];
GLenum destType = GL_UNSIGNED_BYTE;
- const GLvoid *source = _mesa_image_address2d(unpack, pixels,
+ const GLvoid *source = _mesa_image_address2d(&clippedUnpack, pixels,
width, height,
format, type,
row, skipPixels);
_mesa_unpack_stencil_span(ctx, spanWidth, destType, sValues,
- type, source, unpack,
+ type, source, &clippedUnpack,
ctx->_ImageTransferState);
if (format == GL_DEPTH_STENCIL) {
_mesa_unpack_depth_span(ctx, spanWidth, GL_UNSIGNED_INT, zValues,
- (1 << 24) - 1, type, source, unpack);
+ (1 << 24) - 1, type, source,
+ &clippedUnpack);
}
if (zoom) {
skipPixels += spanWidth;
}
- _mesa_unmap_pbo_source(ctx, unpack);
+ _mesa_unmap_pbo_source(ctx, &clippedUnpack);
/* unmap the stencil buffer */
screen->transfer_unmap(screen, pt);