📄 s_readpix.c
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/* * Mesa 3-D graphics library * Version: 7.0.3 * * Copyright (C) 1999-2007 Brian Paul 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 * BRIAN PAUL 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 "bufferobj.h"#include "colormac.h"#include "convolve.h"#include "context.h"#include "feedback.h"#include "image.h"#include "macros.h"#include "imports.h"#include "pixel.h"#include "state.h"#include "s_context.h"#include "s_depth.h"#include "s_span.h"#include "s_stencil.h"/* * Read a block of color index pixels. */static voidread_index_pixels( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type, GLvoid *pixels, const struct gl_pixelstore_attrib *packing ){ struct gl_renderbuffer *rb = ctx->ReadBuffer->_ColorReadBuffer; GLint i; if (!rb) return; /* width should never be > MAX_WIDTH since we did clipping earlier */ ASSERT(width <= MAX_WIDTH); /* process image row by row */ for (i = 0; i < height; i++) { GLuint index[MAX_WIDTH]; GLvoid *dest; ASSERT(rb->DataType == GL_UNSIGNED_INT); rb->GetRow(ctx, rb, width, x, y + i, index); dest = _mesa_image_address2d(packing, pixels, width, height, GL_COLOR_INDEX, type, i, 0); _mesa_pack_index_span(ctx, width, type, dest, index, &ctx->Pack, ctx->_ImageTransferState); }}/** * Read pixels for format=GL_DEPTH_COMPONENT. */static voidread_depth_pixels( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type, GLvoid *pixels, const struct gl_pixelstore_attrib *packing ){ struct gl_framebuffer *fb = ctx->ReadBuffer; struct gl_renderbuffer *rb = fb->_DepthBuffer; const GLboolean biasOrScale = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0; if (!rb) return; /* clipping should have been done already */ ASSERT(x >= 0); ASSERT(y >= 0); ASSERT(x + width <= (GLint) rb->Width); ASSERT(y + height <= (GLint) rb->Height); /* width should never be > MAX_WIDTH since we did clipping earlier */ ASSERT(width <= MAX_WIDTH); if (type == GL_UNSIGNED_SHORT && fb->Visual.depthBits == 16 && !biasOrScale && !packing->SwapBytes) { /* Special case: directly read 16-bit unsigned depth values. */ GLint j; ASSERT(rb->InternalFormat == GL_DEPTH_COMPONENT16); ASSERT(rb->DataType == GL_UNSIGNED_SHORT); for (j = 0; j < height; j++, y++) { void *dest =_mesa_image_address2d(packing, pixels, width, height, GL_DEPTH_COMPONENT, type, j, 0); rb->GetRow(ctx, rb, width, x, y, dest); } } else if (type == GL_UNSIGNED_INT && fb->Visual.depthBits == 24 && !biasOrScale && !packing->SwapBytes) { /* Special case: directly read 24-bit unsigned depth values. */ GLint j; ASSERT(rb->InternalFormat == GL_DEPTH_COMPONENT24); ASSERT(rb->DataType == GL_UNSIGNED_INT); for (j = 0; j < height; j++, y++) { GLuint *dest = (GLuint *) _mesa_image_address2d(packing, pixels, width, height, GL_DEPTH_COMPONENT, type, j, 0); GLint k; rb->GetRow(ctx, rb, width, x, y, dest); /* convert range from 24-bit to 32-bit */ for (k = 0; k < width; k++) { /* Note: put MSByte of 24-bit value into LSByte */ dest[k] = (dest[k] << 8) | ((dest[k] >> 16) & 0xff); } } } else if (type == GL_UNSIGNED_INT && fb->Visual.depthBits == 32 && !biasOrScale && !packing->SwapBytes) { /* Special case: directly read 32-bit unsigned depth values. */ GLint j; ASSERT(rb->InternalFormat == GL_DEPTH_COMPONENT32); ASSERT(rb->DataType == GL_UNSIGNED_INT); for (j = 0; j < height; j++, y++) { void *dest = _mesa_image_address2d(packing, pixels, width, height, GL_DEPTH_COMPONENT, type, j, 0); rb->GetRow(ctx, rb, width, x, y, dest); } } else { /* General case (slower) */ GLint j; for (j = 0; j < height; j++, y++) { GLfloat depthValues[MAX_WIDTH]; GLvoid *dest = _mesa_image_address2d(packing, pixels, width, height, GL_DEPTH_COMPONENT, type, j, 0); _swrast_read_depth_span_float(ctx, rb, width, x, y, depthValues); _mesa_pack_depth_span(ctx, width, dest, type, depthValues, packing); } }}/** * Read pixels for format=GL_STENCIL_INDEX. */static voidread_stencil_pixels( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type, GLvoid *pixels, const struct gl_pixelstore_attrib *packing ){ struct gl_framebuffer *fb = ctx->ReadBuffer; struct gl_renderbuffer *rb = fb->_StencilBuffer; GLint j; if (!rb) return; /* width should never be > MAX_WIDTH since we did clipping earlier */ ASSERT(width <= MAX_WIDTH); /* process image row by row */ for (j=0;j<height;j++,y++) { GLvoid *dest; GLstencil stencil[MAX_WIDTH]; _swrast_read_stencil_span(ctx, rb, width, x, y, stencil); dest = _mesa_image_address2d(packing, pixels, width, height, GL_STENCIL_INDEX, type, j, 0); _mesa_pack_stencil_span(ctx, width, type, dest, stencil, packing); }}/** * Optimized glReadPixels for particular pixel formats when pixel * scaling, biasing, mapping, etc. are disabled. * \return GL_TRUE if success, GL_FALSE if unable to do the readpixels */static GLbooleanfast_read_rgba_pixels( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels, const struct gl_pixelstore_attrib *packing, GLbitfield transferOps){ struct gl_renderbuffer *rb = ctx->ReadBuffer->_ColorReadBuffer; if (!rb) return GL_FALSE; ASSERT(rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB); /* clipping should have already been done */ ASSERT(x + width <= (GLint) rb->Width); ASSERT(y + height <= (GLint) rb->Height); /* check for things we can't handle here */ if (transferOps || packing->SwapBytes || packing->LsbFirst) { return GL_FALSE; } if (format == GL_RGBA && rb->DataType == type) { const GLint dstStride = _mesa_image_row_stride(packing, width, format, type); GLubyte *dest = (GLubyte *) _mesa_image_address2d(packing, pixels, width, height, format, type, 0, 0); GLint row; ASSERT(rb->GetRow); for (row = 0; row < height; row++) { rb->GetRow(ctx, rb, width, x, y + row, dest); dest += dstStride; } return GL_TRUE; } if (format == GL_RGB && rb->DataType == GL_UNSIGNED_BYTE && type == GL_UNSIGNED_BYTE) { const GLint dstStride = _mesa_image_row_stride(packing, width, format, type); GLubyte *dest = (GLubyte *) _mesa_image_address2d(packing, pixels, width, height, format, type, 0, 0); GLint row; ASSERT(rb->GetRow); for (row = 0; row < height; row++) { GLubyte tempRow[MAX_WIDTH][4]; GLint col; rb->GetRow(ctx, rb, width, x, y + row, tempRow); /* convert RGBA to RGB */ for (col = 0; col < width; col++) { dest[col * 3 + 0] = tempRow[col][0]; dest[col * 3 + 1] = tempRow[col][1]; dest[col * 3 + 2] = tempRow[col][2]; } dest += dstStride; } return GL_TRUE; } /* not handled */ return GL_FALSE;}/** * When we're using a low-precision color buffer (like 16-bit 5/6/5) * we have to adjust our color values a bit to pass conformance. * The problem is when a 5 or 6-bit color value is convert to an 8-bit * value and then a floating point value, the floating point values don't * increment uniformly as the 5 or 6-bit value is incremented. * * This function adjusts floating point values to compensate. */static voidadjust_colors(GLcontext *ctx, GLuint n, GLfloat rgba[][4]){ const GLuint rShift = 8 - ctx->Visual.redBits; const GLuint gShift = 8 - ctx->Visual.greenBits; const GLuint bShift = 8 - ctx->Visual.blueBits; const GLfloat rScale = 1.0F / (GLfloat) ((1 << ctx->Visual.redBits ) - 1); const GLfloat gScale = 1.0F / (GLfloat) ((1 << ctx->Visual.greenBits) - 1); const GLfloat bScale = 1.0F / (GLfloat) ((1 << ctx->Visual.blueBits ) - 1); GLuint i; for (i = 0; i < n; i++) { GLint r, g, b; /* convert float back to ubyte */ CLAMPED_FLOAT_TO_UBYTE(r, rgba[i][RCOMP]); CLAMPED_FLOAT_TO_UBYTE(g, rgba[i][GCOMP]); CLAMPED_FLOAT_TO_UBYTE(b, rgba[i][BCOMP]); /* using only the N most significant bits of the ubyte value, convert to * float in [0,1]. */ rgba[i][RCOMP] = (GLfloat) (r >> rShift) * rScale; rgba[i][GCOMP] = (GLfloat) (g >> gShift) * gScale; rgba[i][BCOMP] = (GLfloat) (b >> bShift) * bScale; }}
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