GLsizei width, GLsizei height )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLint stride, i;
+ const GLint stride = 4 * width;
+ GLint i;
GLchan *image, *dst;
image = (GLchan *) _mesa_malloc(width * height * 4 * sizeof(GLchan));
if (!image)
return NULL;
- RENDER_START(swrast,ctx);
+ RENDER_START(swrast, ctx);
dst = image;
- stride = width * 4;
for (i = 0; i < height; i++) {
_swrast_read_rgba_span(ctx, ctx->ReadBuffer->_ColorReadBuffer,
width, x, y + i, (GLchan (*)[4]) dst);
dst += stride;
}
- RENDER_FINISH(swrast,ctx);
+ RENDER_FINISH(swrast, ctx);
return image;
}
-/*
+/**
* As above, but read data from depth buffer.
*/
static GLfloat *
if (!image)
return NULL;
- RENDER_START(swrast,ctx);
+ RENDER_START(swrast, ctx);
dst = image;
for (i = 0; i < height; i++) {
dst += width;
}
- RENDER_FINISH(swrast,ctx);
+ RENDER_FINISH(swrast, ctx);
return image;
}
+/**
+ * As above, but read data from depth+stencil buffers.
+ */
+static GLuint *
+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;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint *image, *dst;
+ GLint i;
+
+ ASSERT(depthRb);
+ ASSERT(stencilRb);
+
+ image = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
+ if (!image)
+ return NULL;
+
+ RENDER_START(swrast, ctx);
+
+ /* read from depth buffer */
+ dst = image;
+ if (depthRb->DataType == GL_UNSIGNED_INT) {
+ for (i = 0; i < height; i++) {
+ _swrast_get_row(ctx, depthRb, width, x, y + i, dst, sizeof(GLuint));
+ dst += width;
+ }
+ }
+ else {
+ GLuint 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));
+ for (j = 0; j < width; j++) {
+ dst[j] = z16[j];
+ }
+ dst += width;
+ }
+ }
+
+ /* put depth values into bits 0xffffff00 */
+ if (depthRb->DepthBits == 24) {
+ GLint j;
+ for (j = 0; j < width * height; j++) {
+ image[j] <<= 8;
+ }
+ }
+ else if (depthRb->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;
+ GLint j;
+ for (j = 0; j < width * height; j++) {
+ GLuint z = (image[j] << lShift);
+ image[j] = z | (z >> rShift);
+ }
+ }
+
+ /* read stencil values and interleave into image array */
+ dst = image;
+ for (i = 0; i < height; i++) {
+ GLstencil stencil[MAX_WIDTH];
+ GLint j;
+ ASSERT(sizeof(GLstencil) == stencilRb->StencilBits);
+ _swrast_get_row(ctx, stencilRb, width, x, y + i,
+ stencil, sizeof(GLstencil));
+ for (j = 0; j < width; j++) {
+ dst[j] = (dst[j] & 0xffffff00) | (stencil[j] & 0xff);
+ }
+ dst += width;
+ }
+
+ RENDER_FINISH(swrast, ctx);
+
+ return image;
+}
+
static GLboolean
is_depth_format(GLenum format)
}
+static GLboolean
+is_depth_stencil_format(GLenum format)
+{
+ switch (format) {
+ case GL_DEPTH_STENCIL_EXT:
+ case GL_DEPTH24_STENCIL8_EXT:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
/*
* Fallback for Driver.CopyTexImage1D().
*/
_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,
- &ctx->DefaultPacking, texObj, texImage);
+ ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
+ width, border,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &ctx->DefaultPacking, texObj, texImage);
+ _mesa_free(image);
+ }
+ else if (is_depth_stencil_format(internalFormat)) {
+ /* read depth/stencil image from framebuffer */
+ GLuint *image = read_depth_stencil_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_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
+ image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
_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_RGBA, CHAN_TYPE, image,
- &ctx->DefaultPacking, texObj, texImage);
+ ctx->Driver.TexImage1D(ctx, target, level, internalFormat,
+ width, border,
+ GL_RGBA, CHAN_TYPE, image,
+ &ctx->DefaultPacking, texObj, texImage);
_mesa_free(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,
- &ctx->DefaultPacking, texObj, texImage);
+ ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
+ width, height, border,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &ctx->DefaultPacking, texObj, texImage);
+ _mesa_free(image);
+ }
+ else if (is_depth_stencil_format(internalFormat)) {
+ GLuint *image = read_depth_stencil_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_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
+ image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
_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_RGBA, CHAN_TYPE, image,
- &ctx->DefaultPacking, texObj, texImage);
+ ctx->Driver.TexImage2D(ctx, target, level, internalFormat,
+ width, height, border,
+ GL_RGBA, CHAN_TYPE, image,
+ &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
}
/* call glTexSubImage1D to redefine the texture */
- (*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width,
- GL_DEPTH_COMPONENT, GL_FLOAT, image,
- &ctx->DefaultPacking, texObj, texImage);
+ ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &ctx->DefaultPacking, texObj, texImage);
+ _mesa_free(image);
+ }
+ else if (texImage->Format == GL_DEPTH_STENCIL_EXT) {
+ /* read depth/stencil image from framebuffer */
+ GLuint *image = read_depth_stencil_image(ctx, x, y, width, 1);
+ if (!image) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D");
+ return;
+ }
+ /* call glTexImage1D to redefine the texture */
+ ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
+ GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
+ image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
_mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage1D" );
return;
}
-
/* now call glTexSubImage1D to do the real work */
- (*ctx->Driver.TexSubImage1D)(ctx, target, level, xoffset, width,
- GL_RGBA, CHAN_TYPE, image,
- &ctx->DefaultPacking, texObj, texImage);
+ ctx->Driver.TexSubImage1D(ctx, target, level, xoffset, width,
+ GL_RGBA, CHAN_TYPE, image,
+ &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D");
return;
}
-
- /* call glTexImage1D to redefine the texture */
- (*ctx->Driver.TexSubImage2D)(ctx, target, level,
- xoffset, yoffset, width, height,
- GL_DEPTH_COMPONENT, GL_FLOAT, image,
- &ctx->DefaultPacking, texObj, texImage);
+ /* call glTexImage2D to redefine the texture */
+ ctx->Driver.TexSubImage2D(ctx, target, level,
+ xoffset, yoffset, width, height,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &ctx->DefaultPacking, texObj, texImage);
+ _mesa_free(image);
+ }
+ else if (texImage->Format == GL_DEPTH_STENCIL_EXT) {
+ /* read depth/stencil image from framebuffer */
+ GLuint *image = read_depth_stencil_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_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
+ image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
_mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage2D" );
return;
}
-
/* now call glTexSubImage2D to do the real work */
- (*ctx->Driver.TexSubImage2D)(ctx, target, level,
- xoffset, yoffset, width, height,
- GL_RGBA, CHAN_TYPE, image,
- &ctx->DefaultPacking, texObj, texImage);
+ ctx->Driver.TexSubImage2D(ctx, target, level,
+ xoffset, yoffset, width, height,
+ GL_RGBA, CHAN_TYPE, image,
+ &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D");
return;
}
-
- /* call glTexImage1D to redefine the texture */
- (*ctx->Driver.TexSubImage3D)(ctx, target, level,
- xoffset, yoffset, zoffset, width, height, 1,
- GL_DEPTH_COMPONENT, GL_FLOAT, image,
- &ctx->DefaultPacking, texObj, texImage);
+ /* call glTexImage3D to redefine the texture */
+ ctx->Driver.TexSubImage3D(ctx, target, level,
+ xoffset, yoffset, zoffset, width, height, 1,
+ GL_DEPTH_COMPONENT, GL_FLOAT, image,
+ &ctx->DefaultPacking, texObj, texImage);
+ _mesa_free(image);
+ }
+ else if (texImage->Format == GL_DEPTH_STENCIL_EXT) {
+ /* read depth/stencil image from framebuffer */
+ GLuint *image = read_depth_stencil_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_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT,
+ image, &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}
else {
_mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage3D" );
return;
}
-
/* now call glTexSubImage3D to do the real work */
- (*ctx->Driver.TexSubImage3D)(ctx, target, level,
- xoffset, yoffset, zoffset, width, height, 1,
- GL_RGBA, CHAN_TYPE, image,
- &ctx->DefaultPacking, texObj, texImage);
+ ctx->Driver.TexSubImage3D(ctx, target, level,
+ xoffset, yoffset, zoffset, width, height, 1,
+ GL_RGBA, CHAN_TYPE, image,
+ &ctx->DefaultPacking, texObj, texImage);
_mesa_free(image);
}