#define ST_SURFACE_BACK_RIGHT 3
#define ST_SURFACE_DEPTH 8
+#define ST_TEXTURE_2D 0x2
+#define ST_TEXTURE_RGB 0x1
+#define ST_TEXTURE_RGBA 0x2
+
struct st_context;
struct st_framebuffer;
void st_notify_swapbuffers_complete(struct st_framebuffer *stfb);
+/** Redirect rendering into stfb's surface to a texture image */
+int st_bind_teximage(struct st_framebuffer *stfb, uint surfIndex,
+ int target, int format, int level);
+
+/** Undo surface-to-texture binding */
+int st_release_teximage(struct st_framebuffer *stfb, uint surfIndex,
+ int target, int format, int level);
+
+
/** Generic function type */
typedef void (*st_proc)();
#include "st_context.h"
#include "st_format.h"
+#include "st_public.h"
#include "st_texture.h"
+#include "st_cb_fbo.h"
#include "main/enums.h"
+#include "main/teximage.h"
#undef Elements /* fix re-defined macro warning */
screen->tex_surface_release(screen, &dst_surface);
}
}
+
+
+/** Redirect rendering into stfb's surface to a texture image */
+int
+st_bind_teximage(struct st_framebuffer *stfb, uint surfIndex,
+ int target, int format, int level)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct st_context *st = ctx->st;
+ struct pipe_context *pipe = st->pipe;
+ struct pipe_screen *screen = pipe->screen;
+ const GLuint unit = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ struct gl_texture_object *texObj;
+ struct gl_texture_image *texImage;
+ struct st_texture_image *stImage;
+ struct st_renderbuffer *strb;
+ GLint face = 0, slice = 0;
+
+ assert(surfIndex <= ST_SURFACE_DEPTH);
+
+ strb = st_renderbuffer(stfb->Base.Attachment[surfIndex].Renderbuffer);
+
+ if (strb->texture_save || strb->surface_save) {
+ /* Error! */
+ return 0;
+ }
+
+ if (target == ST_TEXTURE_2D) {
+ texObj = texUnit->Current2D;
+ texImage = _mesa_get_tex_image(ctx, texObj, GL_TEXTURE_2D, level);
+ stImage = st_texture_image(texImage);
+ }
+ else {
+ /* unsupported target */
+ return 0;
+ }
+
+ st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
+
+ /* save the renderbuffer's surface/texture info */
+ pipe_texture_reference(&strb->texture_save, strb->texture);
+ pipe_surface_reference(&strb->surface_save, strb->surface);
+
+ /* plug in new surface/texture info */
+ pipe_texture_reference(&strb->texture, stImage->pt);
+ strb->surface = screen->get_tex_surface(screen, strb->texture,
+ face, level, slice,
+ (PIPE_BUFFER_USAGE_GPU_READ |
+ PIPE_BUFFER_USAGE_GPU_WRITE));
+
+ st->dirty.st |= ST_NEW_FRAMEBUFFER;
+
+ return 1;
+}
+
+
+/** Undo surface-to-texture binding */
+int
+st_release_teximage(struct st_framebuffer *stfb, uint surfIndex,
+ int target, int format, int level)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct st_context *st = ctx->st;
+ struct pipe_context *pipe = st->pipe;
+ struct st_renderbuffer *strb;
+
+ assert(surfIndex <= ST_SURFACE_DEPTH);
+
+ strb = st_renderbuffer(stfb->Base.Attachment[surfIndex].Renderbuffer);
+
+ if (!strb->texture_save || !strb->surface_save) {
+ /* Error! */
+ return 0;
+ }
+
+ st_flush(ctx->st, PIPE_FLUSH_RENDER_CACHE, NULL);
+
+ /* free tex surface, restore original */
+ pipe_surface_reference(&strb->surface, strb->surface_save);
+ pipe_texture_reference(&strb->texture, strb->texture_save);
+
+ pipe_surface_reference(&strb->surface_save, NULL);
+ pipe_texture_reference(&strb->texture_save, NULL);
+
+ st->dirty.st |= ST_NEW_FRAMEBUFFER;
+
+ return 1;
+}