#include "st_draw.h"
#include "st_program.h"
#include "st_cb_drawpixels.h"
+#include "st_cb_readpixels.h"
+#include "st_cb_fbo.h"
#include "st_cb_texture.h"
#include "st_draw.h"
#include "st_format.h"
}
+static void
+copy_stencil_pixels(GLcontext *ctx, GLint srcx, GLint srcy,
+ GLsizei width, GLsizei height,
+ GLint dstx, GLint dsty)
+{
+ struct st_context *st = ctx->st;
+ struct pipe_context *pipe = st->pipe;
+ struct st_renderbuffer *rbRead = st_renderbuffer(ctx->ReadBuffer->_StencilBuffer);
+ struct st_renderbuffer *rbDraw = st_renderbuffer(ctx->DrawBuffer->_StencilBuffer);
+ struct pipe_surface *psRead = rbRead->surface;
+ struct pipe_surface *psDraw = rbDraw->surface;
+ ubyte *readMap, *drawMap;
+ ubyte *buffer;
+ int i;
+
+ buffer = malloc(width * height * sizeof(ubyte));
+ if (!buffer) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyPixels(stencil)");
+ return;
+ }
+
+ /* map the stencil buffers */
+ readMap = pipe->region_map(pipe, psRead->region);
+ drawMap = pipe->region_map(pipe, psDraw->region);
+
+ /* this will do stencil pixel transfer ops */
+ st_read_stencil_pixels(ctx, srcx, srcy, width, height, GL_UNSIGNED_BYTE,
+ &ctx->DefaultPacking, buffer);
+
+ /* draw */
+ /* XXX PixelZoom not handled yet */
+ for (i = 0; i < height; i++) {
+ ubyte *dst;
+ const ubyte *src;
+ int y;
+
+ y = dsty + i;
+
+ if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
+ y = ctx->DrawBuffer->Height - y - 1;
+ }
+
+ dst = drawMap + (y * psDraw->region->pitch + dstx) * psDraw->region->cpp;
+ src = buffer + i * width;
+
+ switch (psDraw->format) {
+ case PIPE_FORMAT_S8_Z24:
+ {
+ uint *dst4 = (uint *) dst;
+ int j;
+ for (j = 0; j < width; j++) {
+ *dst4 = (*dst4 & 0xffffff) | (src[j] << 24);
+ dst4++;
+ }
+ }
+ break;
+ case PIPE_FORMAT_U_S8:
+ memcpy(dst, src, width);
+ break;
+ default:
+ assert(0);
+ }
+ }
+
+ free(buffer);
+
+ /* unmap the stencil buffers */
+ pipe->region_unmap(pipe, psRead->region);
+ pipe->region_unmap(pipe, psDraw->region);
+}
+
+
static void
st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
GLsizei width, GLsizei height,
st_validate_state(st);
+ if (type == GL_STENCIL) {
+ copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);
+ return;
+ }
+
/* allocate a texture of size width x height */
/* blit/copy framebuffer region into texture */