-/* $Id: s_texstore.c,v 1.7 2002/09/16 17:57:14 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 5.1
*
- * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2003 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"),
+#include "glheader.h"
+#include "imports.h"
#include "colormac.h"
#include "context.h"
#include "convolve.h"
#include "image.h"
#include "macros.h"
-#include "mem.h"
#include "texformat.h"
#include "teximage.h"
#include "texstore.h"
dst = image;
stride = width * 4;
for (i = 0; i < height; i++) {
- _mesa_read_rgba_span( ctx, ctx->ReadBuffer, width, x, y + i,
+ _swrast_read_rgba_span( ctx, ctx->ReadBuffer, width, x, y + i,
(GLchan (*)[4]) dst );
dst += stride;
}
dst = image;
for (i = 0; i < height; i++) {
- _mesa_read_depth_span_float(ctx, width, x, y + i, dst);
+ _swrast_read_depth_span_float(ctx, width, x, y + i, dst);
dst += width;
}
*/
void
_swrast_copy_teximage1d( GLcontext *ctx, GLenum target, GLint level,
- GLenum internalFormat,
- GLint x, GLint y, GLsizei width, GLint border )
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width, GLint border )
{
struct gl_texture_unit *texUnit;
struct gl_texture_object *texObj;
*/
void
_swrast_copy_teximage2d( GLcontext *ctx, GLenum target, GLint level,
- GLenum internalFormat,
- GLint x, GLint y, GLsizei width, GLsizei height,
- GLint border )
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLint border )
{
struct gl_texture_unit *texUnit;
struct gl_texture_object *texObj;
* Fallback for Driver.CopyTexSubImage1D().
*/
void
-_swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
- GLint xoffset, GLint x, GLint y, GLsizei width)
+_swrast_copy_texsubimage1d( GLcontext *ctx, GLenum target, GLint level,
+ GLint xoffset, GLint x, GLint y, GLsizei width )
{
struct gl_texture_unit *texUnit;
struct gl_texture_object *texObj;
ASSERT(ctx->Driver.TexImage1D);
- if (texImage->Format != GL_DEPTH_COMPONENT) {
- /* read RGBA image from framebuffer */
- GLchan *image = read_color_image(ctx, x, y, width, 1);
+ if (texImage->Format == GL_DEPTH_COMPONENT) {
+ /* read depth image from framebuffer */
+ GLfloat *image = read_depth_image(ctx, x, y, width, 1);
if (!image) {
- _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D" );
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D");
return;
}
-#if 0
- /*
- * XXX this is a bit of a hack. We need to be sure that the alpha
- * channel is 1.0 if the internal texture format is not supposed to
- * have an alpha channel. This is because some drivers may store
- * RGB textures as RGBA and the texutil.c code isn't smart enough
- * to set the alpha channel to 1.0 in this situation.
- */
- if (texImage->Format == GL_LUMINANCE ||
- texImage->Format == GL_RGB) {
- const GLuint n = width * 4;
- GLuint i;
- for (i = 0; i < n; i += 4) {
- image[i + 3] = CHAN_MAX;
- }
- }
-#endif
- /* now call glTexSubImage1D to do the real work */
+ /* call glTexSubImage1D to redefine the texture */
(*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width,
- GL_RGBA, CHAN_TYPE, image,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
&_mesa_native_packing, texObj, texImage);
FREE(image);
}
else {
- /* read depth image from framebuffer */
- GLfloat *image = read_depth_image(ctx, x, y, width, 1);
+ /* read RGBA image from framebuffer */
+ GLchan *image = read_color_image(ctx, x, y, width, 1);
if (!image) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D");
+ _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D" );
return;
}
- /* call glTexSubImage1D to redefine the texture */
+ /* now call glTexSubImage1D to do the real work */
(*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width,
- GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ GL_RGBA, CHAN_TYPE, image,
&_mesa_native_packing, texObj, texImage);
FREE(image);
}
*/
void
_swrast_copy_texsubimage2d( GLcontext *ctx,
- GLenum target, GLint level,
- GLint xoffset, GLint yoffset,
- GLint x, GLint y, GLsizei width, GLsizei height )
+ GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height )
{
struct gl_texture_unit *texUnit;
struct gl_texture_object *texObj;
ASSERT(ctx->Driver.TexImage2D);
- if (texImage->Format != GL_DEPTH_COMPONENT) {
- /* read RGBA image from framebuffer */
- GLchan *image = read_color_image(ctx, x, y, width, height);
+ if (texImage->Format == GL_DEPTH_COMPONENT) {
+ /* read depth image from framebuffer */
+ GLfloat *image = read_depth_image(ctx, x, y, width, height);
if (!image) {
- _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D" );
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D");
return;
}
-#if 0
- /*
- * XXX this is a bit of a hack. We need to be sure that the alpha
- * channel is 1.0 if the internal texture format is not supposed to
- * have an alpha channel. This is because some drivers may store
- * RGB textures as RGBA and the texutil.c code isn't smart enough
- * to set the alpha channel to 1.0 in this situation.
- */
- if (texImage->Format == GL_LUMINANCE ||
- texImage->Format == GL_RGB) {
- const GLuint n = width * height * 4;
- GLuint i;
- for (i = 0; i < n; i += 4) {
- image[i + 3] = CHAN_MAX;
- }
- }
-#endif
- /* now call glTexSubImage2D to do the real work */
+ /* call glTexImage1D to redefine the texture */
(*ctx->Driver.TexSubImage2D)(ctx, target, level,
xoffset, yoffset, width, height,
- GL_RGBA, CHAN_TYPE, image,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
&_mesa_native_packing, texObj, texImage);
FREE(image);
}
else {
- /* read depth image from framebuffer */
- GLfloat *image = read_depth_image(ctx, x, y, width, height);
+ /* read RGBA image from framebuffer */
+ GLchan *image = read_color_image(ctx, x, y, width, height);
if (!image) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D");
+ _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D" );
return;
}
- /* call glTexImage1D to redefine the texture */
+ /* now call glTexSubImage2D to do the real work */
(*ctx->Driver.TexSubImage2D)(ctx, target, level,
xoffset, yoffset, width, height,
- GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ GL_RGBA, CHAN_TYPE, image,
&_mesa_native_packing, texObj, texImage);
FREE(image);
}
*/
void
_swrast_copy_texsubimage3d( GLcontext *ctx,
- GLenum target, GLint level,
- GLint xoffset, GLint yoffset, GLint zoffset,
- GLint x, GLint y, GLsizei width, GLsizei height )
+ 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;
ASSERT(ctx->Driver.TexImage3D);
- if (texImage->Format != GL_DEPTH_COMPONENT) {
- /* read RGBA image from framebuffer */
- GLchan *image = read_color_image(ctx, x, y, width, height);
+ if (texImage->Format == GL_DEPTH_COMPONENT) {
+ /* read depth image from framebuffer */
+ GLfloat *image = read_depth_image(ctx, x, y, width, height);
if (!image) {
- _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D" );
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D");
return;
}
-#if 0
- /*
- * XXX this is a bit of a hack. We need to be sure that the alpha
- * channel is 1.0 if the internal texture format is not supposed to
- * have an alpha channel. This is because some drivers may store
- * RGB textures as RGBA and the texutil.c code isn't smart enough
- * to set the alpha channel to 1.0 in this situation.
- */
- if (texImage->Format == GL_LUMINANCE ||
- texImage->Format == GL_RGB) {
- const GLuint n = width * height * 4;
- GLuint i;
- for (i = 0; i < n; i += 4) {
- image[i + 3] = CHAN_MAX;
- }
- }
-#endif
- /* now call glTexSubImage3D to do the real work */
+
+ /* call glTexImage1D to redefine the texture */
(*ctx->Driver.TexSubImage3D)(ctx, target, level,
xoffset, yoffset, zoffset, width, height, 1,
- GL_RGBA, CHAN_TYPE, image,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
&_mesa_native_packing, texObj, texImage);
FREE(image);
}
else {
- /* read depth image from framebuffer */
- GLfloat *image = read_depth_image(ctx, x, y, width, height);
+ /* read RGBA image from framebuffer */
+ GLchan *image = read_color_image(ctx, x, y, width, height);
if (!image) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D");
+ _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D" );
return;
}
- /* call glTexImage1D to redefine the texture */
+ /* now call glTexSubImage3D to do the real work */
(*ctx->Driver.TexSubImage3D)(ctx, target, level,
xoffset, yoffset, zoffset, width, height, 1,
- GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ GL_RGBA, CHAN_TYPE, image,
&_mesa_native_packing, texObj, texImage);
FREE(image);
}