*/
struct blit_state
{
- GLuint TexObj;
- GLsizei TexWidth, TexHeight;
- GLenum TexType;
GLuint ArrayObj;
GLuint VBO;
GLfloat verts[4][4]; /** four verts of X,Y,S,T */
*/
struct copypix_state
{
- GLuint TexObj;
- GLsizei TexWidth, TexHeight;
- GLenum TexType;
GLuint ArrayObj;
GLuint VBO;
GLfloat verts[4][5]; /** four verts of X,Y,Z,S,T */
*/
struct drawpix_state
{
- GLuint TexObj;
- GLsizei TexWidth, TexHeight;
- GLenum TexIntFormat;
GLuint ArrayObj;
GLuint VBO;
GLfloat verts[4][5]; /** four verts of X,Y,Z,S,T */
};
+/**
+ * Temporary texture used for glBlitFramebuffer, glDrawPixels, etc.
+ * This is currently shared by all the meta ops. But we could create a
+ * separate one for each of glDrawPixel, glBlitFramebuffer, glCopyPixels, etc.
+ */
+struct temp_texture
+{
+ GLuint TexObj;
+ GLenum Target; /**< GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE */
+ GLsizei MaxSize; /**< Max possible texture size */
+ GLboolean NPOT; /**< Non-power of two size OK? */
+ GLsizei Width, Height; /**< Current texture size */
+ GLenum IntFormat;
+ GLfloat Sright, Ttop; /**< right, top texcoords */
+};
+
/**
* All per-context meta state.
{
struct save_state Save; /**< state saved during meta-ops */
+ struct temp_texture TempTex;
+
struct blit_state Blit; /**< For _mesa_meta_blit_framebuffer() */
struct clear_state Clear; /**< For _mesa_meta_clear() */
struct copypix_state CopyPix; /**< For _mesa_meta_copy_pixels() */
struct drawpix_state DrawPix; /**< For _mesa_meta_draw_pixels() */
/* other possible meta-ops:
- * glDrawPixels()
* glBitmap()
* glGenerateMipmap()
*/
{
struct gl_meta_state *meta = ctx->Meta;
- if (meta->Blit.TexObj) {
- _mesa_DeleteTextures(1, &meta->Blit.TexObj);
+ if (meta->TempTex.TexObj) {
+ _mesa_DeleteTextures(1, &meta->TempTex.TexObj);
+ }
+
+ if (meta->Blit.VBO) {
_mesa_DeleteBuffersARB(1, & meta->Blit.VBO);
_mesa_DeleteVertexArraysAPPLE(1, &meta->Blit.ArrayObj);
}
_mesa_DeleteVertexArraysAPPLE(1, &meta->Clear.ArrayObj);
}
- if (meta->CopyPix.TexObj) {
- _mesa_DeleteTextures(1, &meta->CopyPix.TexObj);
+ if (meta->CopyPix.VBO) {
_mesa_DeleteBuffersARB(1, & meta->CopyPix.VBO);
_mesa_DeleteVertexArraysAPPLE(1, &meta->CopyPix.ArrayObj);
}
- if (meta->DrawPix.TexObj) {
- _mesa_DeleteTextures(1, &meta->DrawPix.TexObj);
+ if (meta->DrawPix.VBO) {
_mesa_DeleteBuffersARB(1, & meta->DrawPix.VBO);
_mesa_DeleteVertexArraysAPPLE(1, &meta->DrawPix.ArrayObj);
}
}
+/**
+ * Return pointer to temp_texture info. This does some one-time init
+ * if needed.
+ */
+static struct temp_texture *
+get_temp_texture(GLcontext *ctx)
+{
+ struct temp_texture *tex = &ctx->Meta->TempTex;
+
+ if (!tex->TexObj) {
+ /* do one-time init */
+
+ /* prefer texture rectangle */
+ if (0*ctx->Extensions.NV_texture_rectangle) {
+ tex->Target = GL_TEXTURE_RECTANGLE;
+ tex->MaxSize = ctx->Const.MaxTextureRectSize;
+ tex->NPOT = GL_TRUE;
+ }
+ else {
+ /* use 2D texture, NPOT if possible */
+ tex->Target = GL_TEXTURE_2D;
+ tex->MaxSize = 1 << (ctx->Const.MaxTextureLevels - 1);
+ tex->NPOT = 0*ctx->Extensions.ARB_texture_non_power_of_two;
+ }
+ assert(tex->MaxSize > 0);
+
+ _mesa_GenTextures(1, &tex->TexObj);
+ _mesa_BindTexture(tex->Target, tex->TexObj);
+ }
+
+ return tex;
+}
+
+
+/**
+ * Compute the width/height of texture needed to draw an image of the
+ * given size. Return a flag indicating whether the current texture
+ * can be re-used (glTexSubImage2D) or if a new texture needs to be
+ * allocated (glTexImage2D).
+ * Also, compute s/t texcoords for drawing.
+ *
+ * \return GL_TRUE if new texture is needed, GL_FALSE otherwise
+ */
+static GLboolean
+alloc_texture(struct temp_texture *tex,
+ GLsizei width, GLsizei height, GLenum intFormat)
+{
+ GLboolean newTex = GL_FALSE;
+
+ if (width > tex->Width ||
+ height > tex->Height ||
+ intFormat != tex->IntFormat) {
+ /* alloc new texture (larger or different format) */
+
+ if (tex->NPOT) {
+ /* use non-power of two size */
+ tex->Width = width;
+ tex->Height = height;
+ }
+ else {
+ /* find power of two size */
+ GLsizei w, h;
+ w = h = 16;
+ while (w < width)
+ w *= 2;
+ while (h < height)
+ h *= 2;
+ tex->Width = w;
+ tex->Height = h;
+ }
+
+ tex->IntFormat = intFormat;
+
+ newTex = GL_TRUE;
+ }
+
+ /* compute texcoords */
+ if (tex->Target == GL_TEXTURE_RECTANGLE) {
+ tex->Sright = (GLfloat) width;
+ tex->Ttop = (GLfloat) height;
+ }
+ else {
+ tex->Sright = (GLfloat) width / tex->Width;
+ tex->Ttop = (GLfloat) height / tex->Height;
+ }
+
+ return newTex;
+}
+
+
+/**
+ * Setup/load texture for glCopyPixels or glBlitFramebuffer.
+ */
+static void
+setup_copypix_texture(struct temp_texture *tex,
+ GLboolean newTex,
+ GLint srcX, GLint srcY,
+ GLsizei width, GLsizei height, GLenum intFormat,
+ GLenum filter)
+{
+ _mesa_BindTexture(tex->Target, tex->TexObj);
+ _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
+ _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+ /* copy framebuffer image to texture */
+ if (newTex) {
+ /* create new tex image */
+ if (tex->Width == width && tex->Height == height) {
+ /* create new tex with framebuffer data */
+ _mesa_CopyTexImage2D(tex->Target, 0, tex->IntFormat,
+ srcX, srcY, width, height, 0);
+ }
+ else {
+ /* create empty texture */
+ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
+ tex->Width, tex->Height, 0,
+ intFormat, GL_UNSIGNED_BYTE, NULL);
+ /* load image */
+ _mesa_CopyTexSubImage2D(tex->Target, 0,
+ 0, 0, srcX, srcY, width, height);
+ }
+ }
+ else {
+ /* replace existing tex image */
+ _mesa_CopyTexSubImage2D(tex->Target, 0,
+ 0, 0, srcX, srcY, width, height);
+ }
+}
+
+
+/**
+ * Setup/load texture for glDrawPixels.
+ */
+static void
+setup_drawpix_texture(struct temp_texture *tex,
+ GLboolean newTex,
+ GLenum texIntFormat,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const GLvoid *pixels)
+{
+ _mesa_BindTexture(tex->Target, tex->TexObj);
+ _mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ _mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+ /* copy pixel data to texture */
+ if (newTex) {
+ /* create new tex image */
+ if (tex->Width == width && tex->Height == height) {
+ /* create new tex and load image data */
+ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
+ tex->Width, tex->Height, 0, format, type, pixels);
+ }
+ else {
+ /* create empty texture */
+ _mesa_TexImage2D(tex->Target, 0, tex->IntFormat,
+ tex->Width, tex->Height, 0, format, type, NULL);
+ /* load image */
+ _mesa_TexSubImage2D(tex->Target, 0,
+ 0, 0, width, height, format, type, pixels);
+ }
+ }
+ else {
+ /* replace existing tex image */
+ _mesa_TexSubImage2D(tex->Target, 0,
+ 0, 0, width, height, format, type, pixels);
+ }
+}
+
+
+
/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
* of texture mapping and polygon rendering.
- * Note: this function requires GL_ARB_texture_rectangle support.
*/
void
_mesa_meta_blit_framebuffer(GLcontext *ctx,
GLbitfield mask, GLenum filter)
{
struct blit_state *blit = &ctx->Meta->Blit;
+ struct temp_texture *tex = get_temp_texture(ctx);
+ const GLsizei maxTexSize = tex->MaxSize;
const GLint srcX = MIN2(srcX0, srcX1);
const GLint srcY = MIN2(srcY0, srcY1);
const GLint srcW = abs(srcX1 - srcX0);
const GLint srcH = abs(srcY1 - srcY0);
- GLboolean srcFlipX = srcX1 < srcX0;
- GLboolean srcFlipY = srcY1 < srcY0;
-
- ASSERT(ctx->Extensions.NV_texture_rectangle);
+ const GLboolean srcFlipX = srcX1 < srcX0;
+ const GLboolean srcFlipY = srcY1 < srcY0;
+ GLboolean newTex;
- if (srcW > ctx->Const.MaxTextureRectSize ||
- srcH > ctx->Const.MaxTextureRectSize) {
+ if (srcW > maxTexSize || srcH > maxTexSize) {
/* XXX avoid this fallback */
_swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1, mask, filter);
return;
}
-
if (srcFlipX) {
GLint tmp = dstX0;
dstX0 = dstX1;
/* only scissor effects blit so save/clear all other relevant state */
_mesa_meta_begin(ctx, ~META_SCISSOR);
- if (blit->TexObj == 0) {
- /* one-time setup */
-
- /* create texture object */
- _mesa_GenTextures(1, &blit->TexObj);
- _mesa_BindTexture(GL_TEXTURE_RECTANGLE, blit->TexObj);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- }
- else {
- _mesa_BindTexture(GL_TEXTURE_RECTANGLE, blit->TexObj);
- }
-
- _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, filter);
- _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, filter);
-
if (blit->ArrayObj == 0) {
/* one-time setup */
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, blit->VBO);
}
- /* vertex positions */
- blit->verts[0][0] = (GLfloat) dstX0;
- blit->verts[0][1] = (GLfloat) dstY0;
- blit->verts[1][0] = (GLfloat) dstX1;
- blit->verts[1][1] = (GLfloat) dstY0;
- blit->verts[2][0] = (GLfloat) dstX1;
- blit->verts[2][1] = (GLfloat) dstY1;
- blit->verts[3][0] = (GLfloat) dstX0;
- blit->verts[3][1] = (GLfloat) dstY1;
-
- /* texcoords */
- blit->verts[0][2] = 0.0F;
- blit->verts[0][3] = 0.0F;
- blit->verts[1][2] = (GLfloat) srcW;
- blit->verts[1][3] = 0.0F;
- blit->verts[2][2] = (GLfloat) srcW;
- blit->verts[2][3] = (GLfloat) srcH;
- blit->verts[3][2] = 0.0F;
- blit->verts[3][3] = (GLfloat) srcH;
-
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
- sizeof(blit->verts), blit->verts);
+ newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
- /* copy framebuffer image to texture */
- if (mask & GL_COLOR_BUFFER_BIT) {
- if (blit->TexWidth == srcW &&
- blit->TexHeight == srcH &&
- blit->TexType == GL_RGBA) {
- /* replace existing tex image */
- _mesa_CopyTexSubImage2D(GL_TEXTURE_RECTANGLE, 0,
- 0, 0, srcX, srcY, srcW, srcH);
- }
- else {
- /* create new tex image */
- _mesa_CopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
- srcX, srcY, srcW, srcH, 0);
- blit->TexWidth = srcW;
- blit->TexHeight = srcH;
- blit->TexType = GL_RGBA;
- }
+ /* vertex positions/texcoords (after texture allocation!) */
+ {
+ blit->verts[0][0] = (GLfloat) dstX0;
+ blit->verts[0][1] = (GLfloat) dstY0;
+ blit->verts[1][0] = (GLfloat) dstX1;
+ blit->verts[1][1] = (GLfloat) dstY0;
+ blit->verts[2][0] = (GLfloat) dstX1;
+ blit->verts[2][1] = (GLfloat) dstY1;
+ blit->verts[3][0] = (GLfloat) dstX0;
+ blit->verts[3][1] = (GLfloat) dstY1;
+
+ blit->verts[0][2] = 0.0F;
+ blit->verts[0][3] = 0.0F;
+ blit->verts[1][2] = tex->Sright;
+ blit->verts[1][3] = 0.0F;
+ blit->verts[2][2] = tex->Sright;
+ blit->verts[2][3] = tex->Ttop;
+ blit->verts[3][2] = 0.0F;
+ blit->verts[3][3] = tex->Ttop;
+
+ /* upload new vertex data */
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
+ sizeof(blit->verts), blit->verts);
+ }
+
+ _mesa_Enable(tex->Target);
+ if (mask & GL_COLOR_BUFFER_BIT) {
+ setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
+ GL_RGBA, filter);
+ _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
mask &= ~GL_COLOR_BUFFER_BIT;
}
+ if (mask & GL_DEPTH_BUFFER_BIT) {
+ /* XXX todo (need fragment shader) */
+ }
+ if (mask & GL_STENCIL_BUFFER_BIT) {
+ /* XXX can't easily do stencil */
+ }
- _mesa_Enable(GL_TEXTURE_RECTANGLE);
-
- /* draw textured quad */
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- _mesa_Disable(GL_TEXTURE_RECTANGLE);
+ _mesa_Disable(tex->Target);
_mesa_meta_end(ctx);
_mesa_meta_clear(GLcontext *ctx, GLbitfield buffers)
{
struct clear_state *clear = &ctx->Meta->Clear;
- GLfloat z = 1.0 - 2.0 * ctx->Depth.Clear;
- GLuint i;
/* only scissor and color mask effects clearing */
_mesa_meta_begin(ctx, ~(META_SCISSOR | META_COLOR_MASK));
assert(!ctx->Stencil.Enabled);
}
- /* vertex positions */
- clear->verts[0][0] = (GLfloat) ctx->DrawBuffer->_Xmin;
- clear->verts[0][1] = (GLfloat) ctx->DrawBuffer->_Ymin;
- clear->verts[0][2] = z;
- clear->verts[1][0] = (GLfloat) ctx->DrawBuffer->_Xmax;
- clear->verts[1][1] = (GLfloat) ctx->DrawBuffer->_Ymin;
- clear->verts[1][2] = z;
- clear->verts[2][0] = (GLfloat) ctx->DrawBuffer->_Xmax;
- clear->verts[2][1] = (GLfloat) ctx->DrawBuffer->_Ymax;
- clear->verts[2][2] = z;
- clear->verts[3][0] = (GLfloat) ctx->DrawBuffer->_Xmin;
- clear->verts[3][1] = (GLfloat) ctx->DrawBuffer->_Ymax;
- clear->verts[3][2] = z;
+ /* vertex positions/colors */
+ {
+ const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
+ const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
+ const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
+ const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
+ const GLfloat z = 1.0 - 2.0 * ctx->Depth.Clear;
+ GLuint i;
+
+ clear->verts[0][0] = x0;
+ clear->verts[0][1] = y0;
+ clear->verts[0][2] = z;
+ clear->verts[1][0] = x1;
+ clear->verts[1][1] = y0;
+ clear->verts[1][2] = z;
+ clear->verts[2][0] = x1;
+ clear->verts[2][1] = y1;
+ clear->verts[2][2] = z;
+ clear->verts[3][0] = x0;
+ clear->verts[3][1] = y1;
+ clear->verts[3][2] = z;
+
+ /* vertex colors */
+ for (i = 0; i < 4; i++) {
+ COPY_4FV(&clear->verts[i][3], ctx->Color.ClearColor);
+ }
- /* vertex colors */
- for (i = 0; i < 4; i++) {
- COPY_4FV(&clear->verts[i][3], ctx->Color.ClearColor);
+ /* upload new vertex data */
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
+ sizeof(clear->verts), clear->verts);
}
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
- sizeof(clear->verts), clear->verts);
-
/* draw quad */
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
/**
* Meta implementation of ctx->Driver.CopyPixels() in terms
* of texture mapping and polygon rendering.
- * Note: this function requires GL_ARB_texture_rectangle support.
*/
void
_mesa_meta_copy_pixels(GLcontext *ctx, GLint srcX, GLint srcY,
GLsizei width, GLsizei height,
GLint dstX, GLint dstY, GLenum type)
{
- const GLenum filter = GL_NEAREST;
struct copypix_state *copypix = &ctx->Meta->CopyPix;
- const GLfloat z = ctx->Current.RasterPos[2];
- const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
- const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
-
- ASSERT(ctx->Extensions.NV_texture_rectangle);
+ struct temp_texture *tex = get_temp_texture(ctx);
+ GLboolean newTex;
+ GLenum intFormat = GL_RGBA;
if (type != GL_COLOR ||
ctx->_ImageTransferState ||
ctx->Fog.Enabled ||
- width > ctx->Const.MaxTextureRectSize ||
- height > ctx->Const.MaxTextureRectSize) {
+ width > tex->MaxSize ||
+ height > tex->MaxSize) {
/* XXX avoid this fallback */
_swrast_CopyPixels(ctx, srcX, srcY, width, height, dstX, dstY, type);
return;
META_VERTEX |
META_VIEWPORT));
- if (copypix->TexObj == 0) {
- /* one-time setup */
-
- /* create texture object */
- _mesa_GenTextures(1, ©pix->TexObj);
- _mesa_BindTexture(GL_TEXTURE_RECTANGLE, copypix->TexObj);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, filter);
- _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, filter);
- }
- else {
- _mesa_BindTexture(GL_TEXTURE_RECTANGLE, copypix->TexObj);
- }
-
if (copypix->ArrayObj == 0) {
/* one-time setup */
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, copypix->VBO);
}
- /* vertex positions, texcoords */
- copypix->verts[0][0] = (GLfloat) dstX;
- copypix->verts[0][1] = (GLfloat) dstY;
- copypix->verts[0][2] = z;
- copypix->verts[0][3] = 0.0F;
- copypix->verts[0][4] = 0.0F;
- copypix->verts[1][0] = (GLfloat) dstX1;
- copypix->verts[1][1] = (GLfloat) dstY;
- copypix->verts[1][2] = z;
- copypix->verts[1][3] = (GLfloat) width;
- copypix->verts[1][4] = 0.0F;
- copypix->verts[2][0] = (GLfloat) dstX1;
- copypix->verts[2][1] = (GLfloat) dstY1;
- copypix->verts[2][2] = z;
- copypix->verts[2][3] = (GLfloat) width;
- copypix->verts[2][4] = (GLfloat) height;
- copypix->verts[3][0] = (GLfloat) dstX;
- copypix->verts[3][1] = (GLfloat) dstY1;
- copypix->verts[3][2] = z;
- copypix->verts[3][3] = 0.0F;
- copypix->verts[3][4] = (GLfloat) height;
-
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
- sizeof(copypix->verts), copypix->verts);
+ newTex = alloc_texture(tex, width, height, intFormat);
- /* copy framebuffer image to texture */
- if (type == GL_COLOR) {
- if (copypix->TexWidth == width &&
- copypix->TexHeight == height &&
- copypix->TexType == type) {
- /* replace existing tex image */
- _mesa_CopyTexSubImage2D(GL_TEXTURE_RECTANGLE, 0,
- 0, 0, srcX, srcY, width, height);
- }
- else {
- /* create new tex image */
- _mesa_CopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA,
- srcX, srcY, width, height, 0);
- copypix->TexWidth = width;
- copypix->TexHeight = height;
- copypix->TexType = type;
- }
- }
- else if (type == GL_DEPTH) {
- /* TO-DO: Use a GL_DEPTH_COMPONENT texture and a fragment program/shader
- * that replaces the fragment.z value.
- */
- }
- else {
- ASSERT(type == GL_STENCIL);
- /* have to use sw fallback */
- }
-
- _mesa_Enable(GL_TEXTURE_RECTANGLE);
+ /* vertex positions, texcoords (after texture allocation!) */
+ {
+ const GLfloat dstX0 = (GLfloat) dstX;
+ const GLfloat dstY0 = (GLfloat) dstY;
+ const GLfloat dstX1 = dstX + width * ctx->Pixel.ZoomX;
+ const GLfloat dstY1 = dstY + height * ctx->Pixel.ZoomY;
+ const GLfloat z = ctx->Current.RasterPos[2];
+
+ copypix->verts[0][0] = dstX0;
+ copypix->verts[0][1] = dstY0;
+ copypix->verts[0][2] = z;
+ copypix->verts[0][3] = 0.0F;
+ copypix->verts[0][4] = 0.0F;
+ copypix->verts[1][0] = dstX1;
+ copypix->verts[1][1] = dstY0;
+ copypix->verts[1][2] = z;
+ copypix->verts[1][3] = tex->Sright;
+ copypix->verts[1][4] = 0.0F;
+ copypix->verts[2][0] = dstX1;
+ copypix->verts[2][1] = dstY1;
+ copypix->verts[2][2] = z;
+ copypix->verts[2][3] = tex->Sright;
+ copypix->verts[2][4] = tex->Ttop;
+ copypix->verts[3][0] = dstX0;
+ copypix->verts[3][1] = dstY1;
+ copypix->verts[3][2] = z;
+ copypix->verts[3][3] = 0.0F;
+ copypix->verts[3][4] = tex->Ttop;
+
+ /* upload new vertex data */
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
+ sizeof(copypix->verts), copypix->verts);
+ }
+
+ /* Alloc/setup texture */
+ setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
+ GL_RGBA, GL_NEAREST);
+
+ _mesa_Enable(tex->Target);
/* draw textured quad */
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- _mesa_Disable(GL_TEXTURE_RECTANGLE);
+ _mesa_Disable(tex->Target);
_mesa_meta_end(ctx);
}
*/
static void
tiled_draw_pixels(GLcontext *ctx,
+ GLint tileSize,
GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
- const GLint maxSize = ctx->Const.MaxTextureRectSize;
struct gl_pixelstore_attrib tileUnpack = *unpack;
GLint i, j;
- for (i = 0; i < width; i += maxSize) {
- const GLint tileWidth = MIN2(maxSize, width - i);
+ if (tileUnpack.RowLength == 0)
+ tileUnpack.RowLength = width;
+
+ for (i = 0; i < width; i += tileSize) {
+ const GLint tileWidth = MIN2(tileSize, width - i);
const GLint tileX = (GLint) (x + i * ctx->Pixel.ZoomX);
tileUnpack.SkipPixels = unpack->SkipPixels + i;
- for (j = 0; j < height; j += maxSize) {
- const GLint tileHeight = MIN2(maxSize, height - j);
+ for (j = 0; j < height; j += tileSize) {
+ const GLint tileHeight = MIN2(tileSize, height - j);
const GLint tileY = (GLint) (y + j * ctx->Pixel.ZoomY);
tileUnpack.SkipRows = unpack->SkipRows + j;
/**
* Meta implementation of ctx->Driver.DrawPixels() in terms
* of texture mapping and polygon rendering.
- * Note: this function requires GL_ARB_texture_rectangle support.
*/
void
_mesa_meta_draw_pixels(GLcontext *ctx,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
- const GLenum filter = GL_NEAREST;
struct drawpix_state *drawpix = &ctx->Meta->DrawPix;
- const GLfloat z = ctx->Current.RasterPos[2];
- const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
- const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
+ struct temp_texture *tex = get_temp_texture(ctx);
const struct gl_pixelstore_attrib unpackSave = ctx->Unpack;
GLenum texIntFormat;
- GLboolean fallback;
-
- ASSERT(ctx->Extensions.NV_texture_rectangle);
+ GLboolean fallback, newTex;
/*
* Determine if we can do the glDrawPixels with texture mapping.
/*
* Check image size against max texture size, draw as tiles if needed.
*/
- if (width > ctx->Const.MaxTextureRectSize ||
- height > ctx->Const.MaxTextureRectSize) {
- tiled_draw_pixels(ctx, x, y, width, height,
+ if (width > tex->MaxSize || height > tex->MaxSize) {
+ tiled_draw_pixels(ctx, tex->MaxSize, x, y, width, height,
format, type, unpack, pixels);
return;
}
- /* Most GL state applies to glDrawPixels, but a there's a few things
- * we need to override:
+ /* Most GL state applies to glDrawPixels (like blending, stencil, etc),
+ * but a there's a few things we need to override:
*/
_mesa_meta_begin(ctx, (META_RASTERIZATION |
META_SHADER |
META_VERTEX |
META_VIEWPORT));
- if (drawpix->TexObj == 0) {
- /* one-time setup */
-
- /* create texture object */
- _mesa_GenTextures(1, &drawpix->TexObj);
- _mesa_BindTexture(GL_TEXTURE_RECTANGLE, drawpix->TexObj);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, filter);
- _mesa_TexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, filter);
- }
- else {
- _mesa_BindTexture(GL_TEXTURE_RECTANGLE, drawpix->TexObj);
- }
-
if (drawpix->ArrayObj == 0) {
/* one-time setup */
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, drawpix->VBO);
}
- /* vertex positions, texcoords */
- drawpix->verts[0][0] = (GLfloat) x;
- drawpix->verts[0][1] = (GLfloat) y;
- drawpix->verts[0][2] = z;
- drawpix->verts[0][3] = 0.0F;
- drawpix->verts[0][4] = 0.0F;
- drawpix->verts[1][0] = (GLfloat) x1;
- drawpix->verts[1][1] = (GLfloat) y;
- drawpix->verts[1][2] = z;
- drawpix->verts[1][3] = (GLfloat) width;
- drawpix->verts[1][4] = 0.0F;
- drawpix->verts[2][0] = (GLfloat) x1;
- drawpix->verts[2][1] = (GLfloat) y1;
- drawpix->verts[2][2] = z;
- drawpix->verts[2][3] = (GLfloat) width;
- drawpix->verts[2][4] = (GLfloat) height;
- drawpix->verts[3][0] = (GLfloat) x;
- drawpix->verts[3][1] = (GLfloat) y1;
- drawpix->verts[3][2] = z;
- drawpix->verts[3][3] = 0.0F;
- drawpix->verts[3][4] = (GLfloat) height;
-
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
- sizeof(drawpix->verts), drawpix->verts);
+ newTex = alloc_texture(tex, width, height, texIntFormat);
+
+ /* vertex positions, texcoords (after texture allocation!) */
+ {
+ const GLfloat x0 = (GLfloat) x;
+ const GLfloat y0 = (GLfloat) y;
+ const GLfloat x1 = x + width * ctx->Pixel.ZoomX;
+ const GLfloat y1 = y + height * ctx->Pixel.ZoomY;
+ const GLfloat z = ctx->Current.RasterPos[2];
+
+ drawpix->verts[0][0] = x0;
+ drawpix->verts[0][1] = y0;
+ drawpix->verts[0][2] = z;
+ drawpix->verts[0][3] = 0.0F;
+ drawpix->verts[0][4] = 0.0F;
+ drawpix->verts[1][0] = x1;
+ drawpix->verts[1][1] = y0;
+ drawpix->verts[1][2] = z;
+ drawpix->verts[1][3] = tex->Sright;
+ drawpix->verts[1][4] = 0.0F;
+ drawpix->verts[2][0] = x1;
+ drawpix->verts[2][1] = y1;
+ drawpix->verts[2][2] = z;
+ drawpix->verts[2][3] = tex->Sright;
+ drawpix->verts[2][4] = tex->Ttop;
+ drawpix->verts[3][0] = x0;
+ drawpix->verts[3][1] = y1;
+ drawpix->verts[3][2] = z;
+ drawpix->verts[3][3] = 0.0F;
+ drawpix->verts[3][4] = tex->Ttop;
+
+ /* upload new vertex data */
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
+ sizeof(drawpix->verts), drawpix->verts);
+ }
/* set given unpack params */
- ctx->Unpack = *unpack; /* XXX bufobj */
+ ctx->Unpack = *unpack;
- /* copy pixel data to texture */
- if (drawpix->TexWidth == width &&
- drawpix->TexHeight == height &&
- drawpix->TexIntFormat == texIntFormat) {
- /* replace existing tex image */
- _mesa_TexSubImage2D(GL_TEXTURE_RECTANGLE, 0,
- 0, 0, width, height, format, type, pixels);
- }
- else {
- /* create new tex image */
- _mesa_TexImage2D(GL_TEXTURE_RECTANGLE, 0, texIntFormat,
- width, height, 0, format, type, pixels);
- drawpix->TexWidth = width;
- drawpix->TexHeight = height;
- drawpix->TexIntFormat = texIntFormat;
- }
+ setup_drawpix_texture(tex, newTex, texIntFormat, width, height,
+ format, type, pixels);
/* restore unpack params */
- ctx->Unpack = unpackSave; /* XXX bufobj */
+ ctx->Unpack = unpackSave;
- _mesa_Enable(GL_TEXTURE_RECTANGLE);
+ _mesa_Enable(tex->Target);
/* draw textured quad */
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- _mesa_Disable(GL_TEXTURE_RECTANGLE);
+ _mesa_Disable(tex->Target);
_mesa_meta_end(ctx);
}