--- /dev/null
+/**************************************************************************
+ * Copyright 2015 VMware, Inc.
+ * 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"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#include <windows.h>
+
+#define WGL_WGLEXT_PROTOTYPES
+
+#include <GL/gl.h>
+#include <GL/wglext.h>
+
+#include "state_tracker/st_copytex.h"
+
+#include "pipe/p_defines.h"
+#include "pipe/p_screen.h"
+#include "pipe/p_state.h"
+
+#include "stw_icd.h"
+#include "stw_context.h"
+#include "stw_device.h"
+#include "stw_pixelformat.h"
+#include "stw_framebuffer.h"
+#include "stw_st.h"
+
+
+/** Translate a WGL buffer name to a GLenum */
+static GLenum
+translate_ibuffer(int iBuffer)
+{
+ switch (iBuffer) {
+ case WGL_FRONT_LEFT_ARB:
+ return GL_FRONT_LEFT;
+ case WGL_BACK_LEFT_ARB:
+ return GL_BACK_LEFT;
+ case WGL_FRONT_RIGHT_ARB:
+ return GL_FRONT_RIGHT;
+ case WGL_BACK_RIGHT_ARB:
+ return GL_BACK_RIGHT;
+ case WGL_AUX0_ARB:
+ return GL_AUX0;
+ default:
+ return GL_NONE;
+ }
+}
+
+
+/** Translate a WGL texture target type to a GLenum */
+static GLenum
+translate_target(unsigned textureTarget)
+{
+ switch (textureTarget) {
+ case WGL_TEXTURE_1D_ARB:
+ return GL_TEXTURE_1D;
+ case WGL_TEXTURE_2D_ARB:
+ return GL_TEXTURE_2D;
+ case WGL_TEXTURE_CUBE_MAP_ARB:
+ return GL_TEXTURE_CUBE_MAP;
+ case WGL_NO_TEXTURE_ARB:
+ default:
+ return GL_NONE;
+ }
+}
+
+
+/** Translate a WGL texture format to a GLenum */
+static GLenum
+translate_texture_format(unsigned wgl_format)
+{
+ switch (wgl_format) {
+ case WGL_TEXTURE_RGB_ARB:
+ return GL_RGB;
+ case WGL_TEXTURE_RGBA_ARB:
+ return GL_RGBA;
+ case WGL_NO_TEXTURE_ARB:
+ default:
+ return GL_NONE;
+ }
+}
+
+
+BOOL WINAPI
+wglBindTexImageARB(HPBUFFERARB hPbuffer, int iBuffer)
+{
+ HDC prevDrawable = stw_get_current_dc();
+ struct stw_context *curctx = stw_current_context();
+ struct stw_framebuffer *fb;
+ GLenum texFormat, srcBuffer, target;
+ boolean retVal;
+ int pixelFormatSave;
+
+ /*
+ * Implementation notes:
+ * Ideally, we'd implement this function with the
+ * st_context_iface::teximage() function which replaces a specific
+ * texture image with a different resource (the pbuffer).
+ * The main problem however, is the pbuffer image is upside down relative
+ * to the texture image.
+ * Window system drawing surfaces (windows & pbuffers) are "top to bottom"
+ * while OpenGL texture images are "bottom to top". One possible solution
+ * to this is to invert rendering to pbuffers (as we do for renderbuffers)
+ * but that could lead to other issues (and would require extensive
+ * testing).
+ *
+ * The simple alternative is to use a copy-based approach which copies the
+ * pbuffer image into the texture via glCopyTex[Sub]Image. That's what
+ * we do here.
+ */
+
+ fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
+ if (!fb) {
+ debug_printf("Invalid pbuffer handle in wglBindTexImageARB()\n");
+ SetLastError(ERROR_INVALID_HANDLE);
+ return FALSE;
+ }
+
+ srcBuffer = translate_ibuffer(iBuffer);
+ if (srcBuffer == GL_NONE) {
+ debug_printf("Invalid buffer 0x%x in wglBindTexImageARB()\n", iBuffer);
+ SetLastError(ERROR_INVALID_DATA);
+ return FALSE;
+ }
+
+ target = translate_target(fb->textureTarget);
+ if (target == GL_NONE) {
+ debug_printf("no texture target in wglBindTexImageARB()\n");
+ return FALSE;
+ }
+
+ texFormat = translate_texture_format(fb->textureFormat);
+ if (texFormat == GL_NONE) {
+ debug_printf("no texture format in wglBindTexImageARB()\n");
+ return FALSE;
+ }
+
+ /*
+ * Bind the pbuffer surface so we can read/copy from it.
+ *
+ * Before we can call stw_make_current() we have to temporarily
+ * change the pbuffer's pixel format to match the context to avoid
+ * an error condition. After the stw_make_current() we restore the
+ * buffer's pixel format.
+ */
+ pixelFormatSave = fb->iPixelFormat;
+ fb->iPixelFormat = curctx->iPixelFormat;
+ retVal = stw_make_current(wglGetPbufferDCARB(hPbuffer), curctx->dhglrc);
+ fb->iPixelFormat = pixelFormatSave;
+ if (!retVal) {
+ debug_printf("stw_make_current(#1) failed in wglBindTexImageARB()\n");
+ return FALSE;
+ }
+
+ st_copy_framebuffer_to_texture(srcBuffer, fb->width, fb->height,
+ target, fb->textureLevel,
+ fb->textureFace, texFormat);
+
+ /* rebind previous drawing surface */
+ retVal = stw_make_current(prevDrawable, curctx->dhglrc);
+ if (!retVal) {
+ debug_printf("stw_make_current(#2) failed in wglBindTexImageARB()\n");
+ }
+
+ return retVal;
+}
+
+
+BOOL WINAPI
+wglReleaseTexImageARB(HPBUFFERARB hPbuffer, int iBuffer)
+{
+ struct stw_framebuffer *fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
+ GLenum srcBuffer;
+
+ /* nothing to do here, but we do error checking anyway */
+
+ if (!fb) {
+ debug_printf("Invalid pbuffer handle in wglReleaseTexImageARB()\n");
+ SetLastError(ERROR_INVALID_HANDLE);
+ return FALSE;
+ }
+
+ srcBuffer = translate_ibuffer(iBuffer);
+ if (srcBuffer == GL_NONE) {
+ debug_printf("Invalid buffer 0x%x in wglReleaseTexImageARB()\n", iBuffer);
+ SetLastError(ERROR_INVALID_DATA);
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+
+BOOL WINAPI
+wglSetPbufferAttribARB(HPBUFFERARB hPbuffer, const int *piAttribList)
+{
+ struct stw_framebuffer *fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
+ int face, i;
+
+ if (!fb) {
+ SetLastError(ERROR_INVALID_HANDLE);
+ return FALSE;
+ }
+
+ for (i = 0; piAttribList[i]; i += 2) {
+ switch (piAttribList[i]) {
+ case WGL_MIPMAP_LEVEL_ARB:
+ fb->textureLevel = piAttribList[i+1];
+ break;
+ case WGL_CUBE_MAP_FACE_ARB:
+ face = piAttribList[i+1];
+ if (face >= WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
+ face <= WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB) {
+ fb->textureFace = face - WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
+ }
+ else {
+ debug_printf("Invalid cube face 0x%x in "
+ "wglSetPbufferAttribARB()\n",
+ piAttribList[i]);
+ SetLastError(ERROR_INVALID_DATA);
+ return FALSE;
+ }
+ break;
+ default:
+ debug_printf("Invalid attribute 0x%x in wglSetPbufferAttribARB()\n",
+ piAttribList[i]);
+ SetLastError(ERROR_INVALID_DATA);
+ return FALSE;
+ }
+ }
+
+ return TRUE;
+}