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Regard whitespace Rev 5563 → Rev 5564

/contrib/sdk/sources/Mesa/mesa-10.6.0/src/mesa/drivers/common/meta_copy_image.c
0,0 → 1,209
/*
* Mesa 3-D graphics library
*
* Copyright (C) 2014 Intel Corporation. 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, sublicense,
* 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 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 NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS 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 "glheader.h"
#include "context.h"
#include "enums.h"
#include "imports.h"
#include "macros.h"
#include "teximage.h"
#include "texobj.h"
#include "fbobject.h"
#include "buffers.h"
#include "state.h"
#include "mtypes.h"
#include "meta.h"
 
/* This function makes a texture view without bothering with all of the API
* checks. Most of them are the same for CopyTexSubImage so checking would
* be redundant. The one major difference is that we don't check for
* whether the texture is immutable or not. However, since the view will
* be created and then immediately destroyed, this should not be a problem.
*/
static bool
make_view(struct gl_context *ctx, struct gl_texture_image *tex_image,
struct gl_texture_image **view_tex_image, GLuint *view_tex_name,
GLenum internal_format)
{
struct gl_texture_object *tex_obj = tex_image->TexObject;
struct gl_texture_object *view_tex_obj;
mesa_format tex_format;
 
/* Set up the new texture object */
_mesa_GenTextures(1, view_tex_name);
view_tex_obj = _mesa_lookup_texture(ctx, *view_tex_name);
if (!view_tex_obj)
return false;
 
tex_format = _mesa_choose_texture_format(ctx, view_tex_obj, tex_obj->Target,
0, internal_format,
GL_NONE, GL_NONE);
 
if (!ctx->Driver.TestProxyTexImage(ctx, tex_obj->Target, 0, tex_format,
tex_image->Width, tex_image->Height,
tex_image->Depth, 0)) {
_mesa_DeleteTextures(1, view_tex_name);
*view_tex_name = 0;
return false;
}
 
view_tex_obj->Target = tex_obj->Target;
 
*view_tex_image = _mesa_get_tex_image(ctx, view_tex_obj, tex_obj->Target, 0);
 
if (!*view_tex_image) {
_mesa_DeleteTextures(1, view_tex_name);
*view_tex_name = 0;
return false;
}
 
_mesa_init_teximage_fields(ctx, *view_tex_image,
tex_image->Width, tex_image->Height,
tex_image->Depth,
0, internal_format, tex_format);
 
view_tex_obj->MinLevel = tex_image->Level;
view_tex_obj->NumLevels = 1;
view_tex_obj->MinLayer = tex_obj->MinLayer;
view_tex_obj->NumLayers = tex_obj->NumLayers;
view_tex_obj->Immutable = tex_obj->Immutable;
view_tex_obj->ImmutableLevels = tex_obj->ImmutableLevels;
view_tex_obj->Target = tex_obj->Target;
 
if (ctx->Driver.TextureView != NULL &&
!ctx->Driver.TextureView(ctx, view_tex_obj, tex_obj)) {
_mesa_DeleteTextures(1, view_tex_name);
*view_tex_name = 0;
return false; /* driver recorded error */
}
 
return true;
}
 
/** A partial implementation of glCopyImageSubData
*
* This is a partial implementation of glCopyImageSubData that works only
* if both textures are uncompressed and the destination texture is
* renderable. It uses a slight abuse of a texture view (see make_view) to
* turn the source texture into the destination texture type and then uses
* _mesa_meta_BlitFramebuffers to do the copy.
*/
bool
_mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx,
struct gl_texture_image *src_tex_image,
int src_x, int src_y, int src_z,
struct gl_texture_image *dst_tex_image,
int dst_x, int dst_y, int dst_z,
int src_width, int src_height)
{
GLuint src_view_texture = 0;
struct gl_texture_image *src_view_tex_image;
GLuint fbos[2];
bool success = false;
GLbitfield mask;
GLenum status, attachment;
 
if (_mesa_is_format_compressed(dst_tex_image->TexFormat))
return false;
 
if (_mesa_is_format_compressed(src_tex_image->TexFormat))
return false;
 
if (src_tex_image->InternalFormat == dst_tex_image->InternalFormat) {
src_view_tex_image = src_tex_image;
} else {
if (!make_view(ctx, src_tex_image, &src_view_tex_image, &src_view_texture,
dst_tex_image->InternalFormat))
goto cleanup;
}
 
/* We really only need to stash the bound framebuffers. */
_mesa_meta_begin(ctx, 0);
 
_mesa_GenFramebuffers(2, fbos);
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
 
switch (_mesa_get_format_base_format(src_tex_image->TexFormat)) {
case GL_DEPTH_COMPONENT:
attachment = GL_DEPTH_ATTACHMENT;
mask = GL_DEPTH_BUFFER_BIT;
break;
case GL_DEPTH_STENCIL:
attachment = GL_DEPTH_STENCIL_ATTACHMENT;
mask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
break;
case GL_STENCIL_INDEX:
attachment = GL_STENCIL_ATTACHMENT;
mask = GL_STENCIL_BUFFER_BIT;
break;
default:
attachment = GL_COLOR_ATTACHMENT0;
mask = GL_COLOR_BUFFER_BIT;
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
_mesa_ReadBuffer(GL_COLOR_ATTACHMENT0);
}
 
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, attachment,
src_view_tex_image, src_z);
 
status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto meta_end;
 
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, attachment,
dst_tex_image, dst_z);
 
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto meta_end;
 
/* Since we've bound a new draw framebuffer, we need to update its
* derived state -- _Xmin, etc -- for BlitFramebuffer's clipping to
* be correct.
*/
_mesa_update_state(ctx);
 
/* We skip the core BlitFramebuffer checks for format consistency.
* We have already created views to ensure that the texture formats
* match.
*/
ctx->Driver.BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
src_x, src_y,
src_x + src_width, src_y + src_height,
dst_x, dst_y,
dst_x + src_width, dst_y + src_height,
mask, GL_NEAREST);
 
success = true;
 
meta_end:
_mesa_DeleteFramebuffers(2, fbos);
_mesa_meta_end(ctx);
 
cleanup:
_mesa_DeleteTextures(1, &src_view_texture);
 
return success;
}