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📄 teximage.c

📁 mesa-6.5-minigui源码
💻 C
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      case GL_ALPHA32F_ARB:      case GL_LUMINANCE16F_ARB:      case GL_LUMINANCE32F_ARB:      case GL_LUMINANCE_ALPHA16F_ARB:      case GL_LUMINANCE_ALPHA32F_ARB:      case GL_INTENSITY16F_ARB:      case GL_INTENSITY32F_ARB:      case GL_RGB16F_ARB:      case GL_RGB32F_ARB:      case GL_RGBA16F_ARB:      case GL_RGBA32F_ARB:      /* compressed formats */      case GL_COMPRESSED_ALPHA:      case GL_COMPRESSED_LUMINANCE:      case GL_COMPRESSED_LUMINANCE_ALPHA:      case GL_COMPRESSED_INTENSITY:      case GL_COMPRESSED_RGB:      case GL_COMPRESSED_RGBA:      case GL_RGB_S3TC:      case GL_RGB4_S3TC:      case GL_RGBA_S3TC:      case GL_RGBA4_S3TC:      case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:      case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:      case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:      case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:      case GL_COMPRESSED_RGB_FXT1_3DFX:      case GL_COMPRESSED_RGBA_FXT1_3DFX:         return GL_TRUE;      case GL_YCBCR_MESA:  /* not considered to be RGB */      default:         return GL_FALSE;   }}/** * Test if the given image format is a color index format. */static GLbooleanis_index_format(GLenum format){   switch (format) {      case GL_COLOR_INDEX:      case GL_COLOR_INDEX1_EXT:      case GL_COLOR_INDEX2_EXT:      case GL_COLOR_INDEX4_EXT:      case GL_COLOR_INDEX8_EXT:      case GL_COLOR_INDEX12_EXT:      case GL_COLOR_INDEX16_EXT:         return GL_TRUE;      default:         return GL_FALSE;   }}/** * Test if the given image format is a depth component format. */static GLbooleanis_depth_format(GLenum format){   switch (format) {      case GL_DEPTH_COMPONENT16_ARB:      case GL_DEPTH_COMPONENT24_ARB:      case GL_DEPTH_COMPONENT32_ARB:      case GL_DEPTH_COMPONENT:         return GL_TRUE;      default:         return GL_FALSE;   }}/** * Test if the given image format is a YCbCr format. */static GLbooleanis_ycbcr_format(GLenum format){   switch (format) {      case GL_YCBCR_MESA:         return GL_TRUE;      default:         return GL_FALSE;   }}/** * Test if the given image format is a Depth/Stencil format. */static GLbooleanis_depthstencil_format(GLenum format){   switch (format) {      case GL_DEPTH24_STENCIL8_EXT:      case GL_DEPTH_STENCIL_EXT:         return GL_TRUE;      default:         return GL_FALSE;   }}/** * Test if it is a supported compressed format. *  * \param internalFormat the internal format token provided by the user. *  * \ret GL_TRUE if \p internalFormat is a supported compressed format, or * GL_FALSE otherwise. * * Currently only GL_COMPRESSED_RGB_FXT1_3DFX and GL_COMPRESSED_RGBA_FXT1_3DFX * are supported. */static GLbooleanis_compressed_format(GLcontext *ctx, GLenum internalFormat){   (void) ctx;   switch (internalFormat) {      case GL_COMPRESSED_RGB_FXT1_3DFX:      case GL_COMPRESSED_RGBA_FXT1_3DFX:      case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:      case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:      case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:      case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:      case GL_RGB_S3TC:      case GL_RGB4_S3TC:      case GL_RGBA_S3TC:      case GL_RGBA4_S3TC:         return GL_TRUE;      default:         return GL_FALSE;   }}static GLuinttexture_face(GLenum target){   if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&       target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)      return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X;   else      return 0;}/** * Store a gl_texture_image pointer in a gl_texture_object structure * according to the target and level parameters. *  * \param tObj texture object. * \param target texture target. * \param level image level. * \param texImage texture image. *  * This was basically prompted by the introduction of cube maps. */void_mesa_set_tex_image(struct gl_texture_object *tObj,                    GLenum target, GLint level,                    struct gl_texture_image *texImage){   ASSERT(tObj);   ASSERT(texImage);   switch (target) {      case GL_TEXTURE_1D:      case GL_TEXTURE_2D:      case GL_TEXTURE_3D:         tObj->Image[0][level] = texImage;         break;      case GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB:      case GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB:      case GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB:      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB:      case GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB:      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB:         {            GLuint face = ((GLuint) target -                            (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X);            tObj->Image[face][level] = texImage;         }         break;      case GL_TEXTURE_RECTANGLE_NV:         ASSERT(level == 0);         tObj->Image[0][level] = texImage;         break;      default:         _mesa_problem(NULL, "bad target in _mesa_set_tex_image()");         return;   }   /* Set the 'back' pointer */   texImage->TexObject = tObj;}/** * Allocate a texture image structure. *  * Called via ctx->Driver.NewTextureImage() unless overriden by a device * driver. * * \return a pointer to gl_texture_image struct with all fields initialized to * zero. */struct gl_texture_image *_mesa_new_texture_image( GLcontext *ctx ){   (void) ctx;   return CALLOC_STRUCT(gl_texture_image);}/** * Free texture image data. * This function is a fallback called via ctx->Driver.FreeTexImageData(). * * \param teximage texture image. * * Free the texture image data if it's not marked as client data. */void_mesa_free_texture_image_data(GLcontext *ctx,                              struct gl_texture_image *texImage){   if (texImage->Data && !texImage->IsClientData) {      /* free the old texture data */      _mesa_free_texmemory(texImage->Data);   }   texImage->Data = NULL;}/** * Free texture image. * * \param teximage texture image. * * Free the texture image structure and the associated image data. */void_mesa_delete_texture_image( GLcontext *ctx, struct gl_texture_image *texImage ){   if (texImage->Data) {      ctx->Driver.FreeTexImageData( ctx, texImage );   }   ASSERT(texImage->Data == NULL);   FREE( texImage );}/** * Test if a target is a proxy target. * * \param target texture target. * * \return GL_TRUE if the target is a proxy target, GL_FALSE otherwise. */GLboolean_mesa_is_proxy_texture(GLenum target){   return (target == GL_PROXY_TEXTURE_1D ||           target == GL_PROXY_TEXTURE_2D ||           target == GL_PROXY_TEXTURE_3D ||           target == GL_PROXY_TEXTURE_CUBE_MAP_ARB ||           target == GL_PROXY_TEXTURE_RECTANGLE_NV);}/** * Get the texture object that corresponds to the target of the given texture unit. * * \param ctx GL context. * \param texUnit texture unit. * \param target texture target. * * \return pointer to the texture object on success, or NULL on failure. *  * \sa gl_texture_unit. */struct gl_texture_object *_mesa_select_tex_object(GLcontext *ctx, const struct gl_texture_unit *texUnit,                        GLenum target){   switch (target) {      case GL_TEXTURE_1D:         return texUnit->Current1D;      case GL_PROXY_TEXTURE_1D:         return ctx->Texture.Proxy1D;      case GL_TEXTURE_2D:         return texUnit->Current2D;      case GL_PROXY_TEXTURE_2D:         return ctx->Texture.Proxy2D;      case GL_TEXTURE_3D:         return texUnit->Current3D;      case GL_PROXY_TEXTURE_3D:         return ctx->Texture.Proxy3D;      case GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB:      case GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB:      case GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB:      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB:      case GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB:      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB:      case GL_TEXTURE_CUBE_MAP_ARB:         return ctx->Extensions.ARB_texture_cube_map                ? texUnit->CurrentCubeMap : NULL;      case GL_PROXY_TEXTURE_CUBE_MAP_ARB:         return ctx->Extensions.ARB_texture_cube_map                ? ctx->Texture.ProxyCubeMap : NULL;      case GL_TEXTURE_RECTANGLE_NV:         return ctx->Extensions.NV_texture_rectangle                ? texUnit->CurrentRect : NULL;      case GL_PROXY_TEXTURE_RECTANGLE_NV:         return ctx->Extensions.NV_texture_rectangle                ? ctx->Texture.ProxyRect : NULL;      default:         _mesa_problem(NULL, "bad target in _mesa_select_tex_object()");         return NULL;   }}/** * Get the texture image struct which corresponds to target and level * of the given texture unit. * * \param ctx GL context. * \param texUnit texture unit. * \param target texture target. * \param level image level. * * \return pointer to the texture image structure on success, or NULL on failure. * * \sa gl_texture_unit. */struct gl_texture_image *_mesa_select_tex_image(GLcontext *ctx, const struct gl_texture_unit *texUnit,                       GLenum target, GLint level){   ASSERT(texUnit);   ASSERT(level < MAX_TEXTURE_LEVELS);   switch (target) {      case GL_TEXTURE_1D:         return texUnit->Current1D->Image[0][level];      case GL_PROXY_TEXTURE_1D:         return ctx->Texture.Proxy1D->Image[0][level];      case GL_TEXTURE_2D:         return texUnit->Current2D->Image[0][level];      case GL_PROXY_TEXTURE_2D:         return ctx->Texture.Proxy2D->Image[0][level];      case GL_TEXTURE_3D:         return texUnit->Current3D->Image[0][level];      case GL_PROXY_TEXTURE_3D:         return ctx->Texture.Proxy3D->Image[0][level];      case GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB:      case GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB:      case GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB:      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB:      case GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB:      case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB:          if (ctx->Extensions.ARB_texture_cube_map) {	    GLuint face = ((GLuint) target - 			   (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X);            return texUnit->CurrentCubeMap->Image[face][level];	 }         else            return NULL;      case GL_PROXY_TEXTURE_CUBE_MAP_ARB:         if (ctx->Extensions.ARB_texture_cube_map)            return ctx->Texture.ProxyCubeMap->Image[0][level];         else            return NULL;      case GL_TEXTURE_RECTANGLE_NV:         if (ctx->Extensions.NV_texture_rectangle) {            ASSERT(level == 0);            return texUnit->CurrentRect->Image[0][level];         }         else {            return NULL;         }      case GL_PROXY_TEXTURE_RECTANGLE_NV:         if (ctx->Extensions.NV_texture_rectangle) {            ASSERT(level == 0);            return ctx->Texture.ProxyRect->Image[0][level];         }         else {            return NULL;         }      default:         _mesa_problem(ctx, "bad target in _mesa_select_tex_image()");         return NULL;   }}/** * Like _mesa_select_tex_image() but if the image doesn't exist, allocate * it and install it.  Only return NULL if passed a bad parameter or run * out of memory. */struct gl_texture_image *_mesa_get_tex_image(GLcontext *ctx, const struct gl_texture_unit *texUnit,                    GLenum target, GLint level){   struct gl_texture_image *texImage;   texImage = _mesa_select_tex_image(ctx, texUnit, target, level);   if (!texImage) {      struct gl_texture_object *texObj;

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