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📄 intel_tex_copy.c

📁 mesa-6.5-minigui源码
💻 C
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/************************************************************************** *  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 "mtypes.h"#include "enums.h"#include "image.h"#include "teximage.h"#include "swrast/swrast.h"#include "intel_screen.h"#include "intel_context.h"#include "intel_batchbuffer.h"#include "intel_buffers.h"#include "intel_mipmap_tree.h"#include "intel_regions.h"#include "intel_fbo.h"#include "intel_tex.h"#include "intel_blit.h"#include "intel_pixel.h"#include "intel_bufmgr.h"/** * Get the intel_region which is the source for any glCopyTex[Sub]Image call. * * Do the best we can using the blitter.  A future project is to use * the texture engine and fragment programs for these copies. */static const struct intel_region *get_teximage_source(struct intel_context *intel, GLenum internalFormat){   struct intel_renderbuffer *irb;   if (0)      _mesa_printf("%s %s\n", __FUNCTION__, 		   _mesa_lookup_enum_by_nr(internalFormat));   switch (internalFormat) {   case GL_DEPTH_COMPONENT:   case GL_DEPTH_COMPONENT16_ARB:      irb = intel_get_renderbuffer(intel->ctx.ReadBuffer, BUFFER_DEPTH);      if (irb && irb->region && irb->region->cpp == 2)	 return irb->region;      return NULL;   case GL_DEPTH24_STENCIL8_EXT:   case GL_DEPTH_STENCIL_EXT:      irb = intel_get_renderbuffer(intel->ctx.ReadBuffer, BUFFER_DEPTH);      if (irb && irb->region && irb->region->cpp == 4)	 return irb->region;      return NULL;   case GL_RGBA:      return intel_readbuf_region( intel );   case GL_RGB:      if (intel->intelScreen->cpp == 2)	 return intel_readbuf_region( intel );      return NULL;   default:      return NULL;   }}static GLboolean do_copy_texsubimage( struct intel_context *intel,				      struct intel_texture_image *intelImage,				      GLenum internalFormat,				      GLint dstx, GLint dsty,				      GLint x, GLint y,				      GLsizei width, GLsizei height ){   GLcontext *ctx = &intel->ctx;   const struct intel_region *src = get_teximage_source(intel, internalFormat);   if (!intelImage->mt || !src)      return GL_FALSE;    intelFlush(ctx);   LOCK_HARDWARE(intel);   {      GLuint image_offset = intel_miptree_image_offset(intelImage->mt, 						       intelImage->face,						       intelImage->level);      const GLint orig_x = x;      const GLint orig_y = y;      const struct gl_framebuffer *fb = ctx->DrawBuffer;      if (_mesa_clip_to_region(fb->_Xmin, fb->_Ymin, fb->_Xmax, fb->_Ymax,                               &x, &y, &width, &height)) {	 /* Update dst for clipped src.  Need to also clip the source rect.	  */	 dstx += x - orig_x;	 dsty += y - orig_y;         if (ctx->ReadBuffer->Name == 0) {            /* reading from a window, adjust x, y */            __DRIdrawablePrivate *dPriv = intel->driDrawable;            GLuint window_y;            /* window_y = position of window on screen if y=0=bottom */            window_y = intel->intelScreen->height - (dPriv->y + dPriv->h);            y = window_y + y;            x += dPriv->x;         }         else {            /* reading from a FBO */            /* invert Y */            y = ctx->ReadBuffer->Height - y - 1;         }	 /* A bit of fiddling to get the blitter to work with -ve	  * pitches.  But we get a nice inverted blit this way, so it's	  * worth it:	  */	 intelEmitCopyBlit( intel,			    intelImage->mt->cpp,			    -src->pitch, 			    src->buffer,			    src->height * src->pitch * src->cpp, 			    intelImage->mt->pitch, 			    intelImage->mt->region->buffer,			    image_offset,			    x, y + height, 			    dstx, dsty,			    width, height );	 intel_batchbuffer_flush( intel->batch );      }   }      UNLOCK_HARDWARE(intel);#if 0   /* GL_SGIS_generate_mipmap -- this can be accelerated now.    * XXX Add a ctx->Driver.GenerateMipmaps() function?    */   if (level == texObj->BaseLevel &&        texObj->GenerateMipmap) {      intel_generate_mipmap(ctx, target,                            &ctx->Texture.Unit[ctx->Texture.CurrentUnit],                            texObj);   }#endif   return GL_TRUE;}void intelCopyTexImage1D( GLcontext *ctx, GLenum target, GLint level,			  GLenum internalFormat,			  GLint x, GLint y, GLsizei width,			  GLint border ){   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];   struct gl_texture_object *texObj = _mesa_select_tex_object(ctx, texUnit, target);   struct gl_texture_image *texImage = _mesa_select_tex_image(ctx, texUnit, target, level);   if (border)      goto fail;   /* Setup or redefine the texture object, mipmap tree and texture    * image.  Don't populate yet.      */   ctx->Driver.TexImage1D(ctx, target, level, internalFormat,			  width, border,			  GL_RGBA, CHAN_TYPE, NULL,			  &ctx->DefaultPacking, texObj, texImage);   if (!do_copy_texsubimage(intel_context(ctx), 			    intel_texture_image(texImage),			    internalFormat,			    0, 0,			    x, y, 			    width, 1))       goto fail;   return; fail:   _swrast_copy_teximage1d( ctx, target, level, internalFormat, x, y,			    width, border );}void intelCopyTexImage2D( GLcontext *ctx, GLenum target, GLint level,			  GLenum internalFormat,			  GLint x, GLint y, GLsizei width, GLsizei height,			  GLint border ){   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];   struct gl_texture_object *texObj = _mesa_select_tex_object(ctx, texUnit, target);   struct gl_texture_image *texImage = _mesa_select_tex_image(ctx, texUnit, target, level);   if (border)      goto fail;   /* Setup or redefine the texture object, mipmap tree and texture    * image.  Don't populate yet.      */   ctx->Driver.TexImage2D(ctx, target, level, internalFormat,			  width, height, border,			  GL_RGBA, CHAN_TYPE, NULL,			  &ctx->DefaultPacking, texObj, texImage);   if (!do_copy_texsubimage(intel_context(ctx), 			    intel_texture_image(texImage),			    internalFormat,			    0, 0,			    x, y, 			    width, height))       goto fail;   return; fail:   _swrast_copy_teximage2d( ctx, target, level, internalFormat, x, y,			    width, height, border );}void intelCopyTexSubImage1D( GLcontext *ctx, GLenum target, GLint level,			     GLint xoffset,			     GLint x, GLint y, GLsizei width ){   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];   struct gl_texture_image *texImage = _mesa_select_tex_image(ctx, texUnit, target, level);   GLenum internalFormat = texImage->InternalFormat;   /* XXX need to check <border> as in above function? */   /* Need to check texture is compatible with source format.     */   if (!do_copy_texsubimage(intel_context(ctx), 			    intel_texture_image(texImage),			    internalFormat,			    xoffset, 0,			    x, y, width, 1)) {      _swrast_copy_texsubimage1d( ctx, target, level, 				  xoffset, x, y, width );   }}void intelCopyTexSubImage2D( GLcontext *ctx, GLenum target, GLint level,			     GLint xoffset, GLint yoffset,			     GLint x, GLint y, GLsizei width, GLsizei height ){   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];   struct gl_texture_image *texImage = _mesa_select_tex_image(ctx, texUnit, target, level);   GLenum internalFormat = texImage->InternalFormat;   /* Need to check texture is compatible with source format.     */   if (!do_copy_texsubimage(intel_context(ctx), 			    intel_texture_image(texImage),			    internalFormat,			    xoffset, yoffset,			    x, y, width, height)) {      _swrast_copy_texsubimage2d( ctx, target, level,				  xoffset, yoffset,				  x, y, width, height );   }}

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