}
+/**
+ * Create fragment shader that does a TEX() instruction to get a Z
+ * value, then writes to FRAG_RESULT_DEPR.
+ */
+static struct st_fragment_program *
+make_fragment_shader_z(struct st_context *st)
+{
+ GLcontext *ctx = st->ctx;
+ struct st_fragment_program *stfp;
+ struct gl_program *p;
+ GLuint ic = 0;
+
+ p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
+ if (!p)
+ return NULL;
+
+ p->NumInstructions = 3;
+
+ p->Instructions = _mesa_alloc_instructions(p->NumInstructions);
+ if (!p->Instructions) {
+ ctx->Driver.DeleteProgram(ctx, p);
+ return NULL;
+ }
+ _mesa_init_instructions(p->Instructions, p->NumInstructions);
+
+ /* TEX result.color, fragment.texcoord[0], texture[0], 2D; */
+ p->Instructions[ic].Opcode = OPCODE_TEX;
+ p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
+ p->Instructions[ic].DstReg.Index = FRAG_RESULT_DEPR;
+ p->Instructions[ic].DstReg.WriteMask = WRITEMASK_Z;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_TEX0;
+ p->Instructions[ic].TexSrcUnit = 0;
+ p->Instructions[ic].TexSrcTarget = TEXTURE_2D_INDEX;
+ ic++;
+
+ /* MOV result.color, fragment.color */
+ p->Instructions[ic].Opcode = OPCODE_MOV;
+ p->Instructions[ic].DstReg.File = PROGRAM_OUTPUT;
+ p->Instructions[ic].DstReg.Index = FRAG_RESULT_COLR;
+ p->Instructions[ic].SrcReg[0].File = PROGRAM_INPUT;
+ p->Instructions[ic].SrcReg[0].Index = FRAG_ATTRIB_COL0;
+ ic++;
+
+ /* END; */
+ p->Instructions[ic++].Opcode = OPCODE_END;
+
+ assert(ic == p->NumInstructions);
+
+ p->InputsRead = FRAG_BIT_TEX0 | FRAG_BIT_COL0;
+ p->OutputsWritten = (1 << FRAG_RESULT_COLR) | (1 << FRAG_RESULT_DEPR);
+
+ stfp = (struct st_fragment_program *) p;
+ st_translate_fragment_program(st, stfp, NULL,
+ stfp->tokens, ST_MAX_SHADER_TOKENS);
+
+ return stfp;
+}
+
+
+
/**
* Create a simple vertex shader that just passes through the
* vertex position and texcoord (and color).
}
+static GLenum
+_mesa_base_format(GLenum format)
+{
+ switch (format) {
+ case GL_DEPTH_COMPONENT:
+ return GL_DEPTH_COMPONENT;
+ case GL_STENCIL_INDEX:
+ return GL_STENCIL_INDEX;
+ default:
+ return GL_RGBA;
+ }
+}
+
+
+
/**
* Make mipmap tree containing the glDrawPixels image.
*/
const GLbitfield flags = PIPE_SURFACE_FLAG_TEXTURE;
struct pipe_mipmap_tree *mt;
GLuint pipeFormat, cpp;
+ GLenum baseFormat;
- mformat = st_ChooseTextureFormat(st->ctx, GL_RGBA, format, type);
+ baseFormat = _mesa_base_format(format);
+
+ mformat = st_ChooseTextureFormat(st->ctx, baseFormat, format, type);
assert(mformat);
pipeFormat = st_mesa_format_to_pipe_format(mformat->MesaFormat);
* the texture. We deal with that with texcoords.
*/
success = mformat->StoreImage(st->ctx, 2, /* dims */
- GL_RGBA, /* baseInternalFormat */
+ baseFormat, /* baseInternalFormat */
mformat, /* gl_texture_format */
dest, /* dest */
0, 0, 0, /* dstX/Y/Zoffset */
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels)
{
- static struct st_fragment_program *stfp = NULL;
- static struct st_vertex_program *stvp = NULL;
+ static struct st_fragment_program *stfp_c = NULL; /* color */
+ static struct st_fragment_program *stfp_z = NULL; /* z */
+ static struct st_vertex_program *stvp_t = NULL; /* just emit texcoord */
+ static struct st_vertex_program *stvp_c = NULL; /* emit color too */
+ struct st_fragment_program *stfp;
+ struct st_vertex_program *stvp;
struct st_context *st = ctx->st;
struct pipe_surface *ps;
GLuint bufferFormat;
+ const GLfloat *color;
/* create the fragment program if needed */
- if (!stfp) {
- stfp = make_fragment_shader(ctx->st, GL_FALSE);
+ if (!stfp_c) {
+ stfp_c = make_fragment_shader(ctx->st, GL_FALSE);
}
+ if (!stfp_z) {
+ stfp_z = make_fragment_shader_z(ctx->st);
+ }
+
/* and vertex program */
- if (!stvp) {
- stvp = make_vertex_shader(ctx->st, GL_FALSE);
+ if (!stvp_t) {
+ stvp_t = make_vertex_shader(ctx->st, GL_FALSE);
+ }
+ if (!stvp_c) {
+ stvp_c = make_vertex_shader(ctx->st, GL_TRUE);
}
st_validate_state(st);
if (format == GL_DEPTH_COMPONENT) {
ps = st->state.framebuffer.zbuf;
+ stfp = stfp_z;
+ stvp = stvp_c;
+ color = ctx->Current.RasterColor;
}
else if (format == GL_STENCIL_INDEX) {
ps = st->state.framebuffer.sbuf;
+ /* XXX special case - can't use texture map */
+ color = NULL;
}
else {
ps = st->state.framebuffer.cbufs[0];
+ stfp = stfp_c;
+ stvp = stvp_t;
+ color = NULL;
}
bufferFormat = ps->format;
if (mt) {
draw_textured_quad(ctx, x, y, ctx->Current.RasterPos[2],
width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
- mt, stvp, stfp, NULL);
+ mt, stvp, stfp, color);
free_mipmap_tree(st->pipe, mt);
}
}
st_validate_state(st);
+ /* allocate a texture of size width x height */
+
+ /* blit/copy framebuffer region into texture */
+
+ /* draw textured quad */
+
+
fprintf(stderr, "st_CopyPixels not implemented yet\n");
- /* XXX to do */
}