/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 6.5.1
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * 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"),
/**
- * As above, but read data from depth buffer.
+ * As above, but read data from depth buffer. Returned as GLuints.
+ * \sa read_color_image
*/
-static GLfloat *
+static GLuint *
read_depth_image( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
- struct gl_renderbuffer *rb
- = ctx->ReadBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
+ struct gl_renderbuffer *rb = ctx->ReadBuffer->_DepthBuffer;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLfloat *image, *dst;
+ GLuint *image, *dst;
GLint i;
- image = (GLfloat *) _mesa_malloc(width * height * sizeof(GLfloat));
+ image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
if (!image)
return NULL;
dst = image;
for (i = 0; i < height; i++) {
- _swrast_read_depth_span_float(ctx, rb, width, x, y + i, dst);
+ _swrast_read_depth_span_uint(ctx, rb, width, x, y + i, dst);
dst += width;
}
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;
+ struct gl_renderbuffer *depthRb = ctx->ReadBuffer->_DepthBuffer;
+ struct gl_renderbuffer *stencilRb = ctx->ReadBuffer->_StencilBuffer;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint *image, *dst;
GLint i;
}
}
else {
- GLuint z16[MAX_WIDTH];
+ 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];
}
}
/* put depth values into bits 0xffffff00 */
- if (depthRb->DepthBits == 24) {
+ if (ctx->ReadBuffer->Visual.depthBits == 24) {
GLint j;
for (j = 0; j < width * height; j++) {
image[j] <<= 8;
}
}
- else if (depthRb->DepthBits == 16) {
+ 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 */
- GLint lShift = 32 - depthRb->DepthBits;
- GLint rShift = depthRb->DepthBits;
+ 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);
for (i = 0; i < height; i++) {
GLstencil stencil[MAX_WIDTH];
GLint j;
- ASSERT(sizeof(GLstencil) == stencilRb->StencilBits);
+ ASSERT(8 * sizeof(GLstencil) == stencilRb->StencilBits);
_swrast_get_row(ctx, stencilRb, width, x, y + i,
stencil, sizeof(GLstencil));
for (j = 0; j < width; j++) {
if (is_depth_format(internalFormat)) {
/* read depth image from framebuffer */
- GLfloat *image = read_depth_image(ctx, x, y, width, 1);
+ 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_FLOAT, image,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
}
-/*
+/**
* 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,
if (is_depth_format(internalFormat)) {
/* read depth image from framebuffer */
- GLfloat *image = read_depth_image(ctx, x, y, width, height);
+ 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_FLOAT, image,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
ASSERT(ctx->Driver.TexImage1D);
- if (texImage->Format == GL_DEPTH_COMPONENT) {
+ if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* read depth image from framebuffer */
- GLfloat *image = read_depth_image(ctx, x, y, width, 1);
+ 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_FLOAT, image,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
- else if (texImage->Format == GL_DEPTH_STENCIL_EXT) {
+ 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) {
}
-/*
+/**
* Fallback for Driver.CopyTexSubImage2D().
+ *
+ * Read the image from the framebuffer then hand it
+ * off to ctx->Driver.TexSubImage2D().
*/
void
_swrast_copy_texsubimage2d( GLcontext *ctx,
ASSERT(ctx->Driver.TexImage2D);
- if (texImage->Format == GL_DEPTH_COMPONENT) {
+ if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* read depth image from framebuffer */
- GLfloat *image = read_depth_image(ctx, x, y, width, height);
+ 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_FLOAT, image,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
- else if (texImage->Format == GL_DEPTH_STENCIL_EXT) {
+ 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) {
ASSERT(ctx->Driver.TexImage3D);
- if (texImage->Format == GL_DEPTH_COMPONENT) {
+ if (texImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* read depth image from framebuffer */
- GLfloat *image = read_depth_image(ctx, x, y, width, height);
+ 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_FLOAT, image,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, image,
&ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
- else if (texImage->Format == GL_DEPTH_STENCIL_EXT) {
+ 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) {