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📄 intel_tex_copy.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 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 "mipmap.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"#define FILE_DEBUG_FLAG DEBUG_TEXTURE/** * 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;   DBG("%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:   case GL_RGBA8:      return intel_readbuf_region(intel);   case GL_RGB:      if (intel->ctx.Visual.rgbBits == 16)         return intel_readbuf_region(intel);      return NULL;   default:      return NULL;   }}static GLbooleando_copy_texsubimage(struct intel_context *intel,		    GLenum target,                    struct intel_texture_image *intelImage,                    GLenum internalFormat,                    GLint dstx, GLint dsty,                    GLint x, GLint y, GLsizei width, GLsizei height){   GLcontext *ctx = &intel->ctx;   struct gl_texture_object *texObj = intelImage->base.TexObject;   const struct intel_region *src =      get_teximage_source(intel, internalFormat);   if (!intelImage->mt || !src) {      DBG("%s fail %p %p\n", __FUNCTION__, 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,			   GL_FALSE,                           intelImage->mt->pitch,                           intelImage->mt->region->buffer,                           image_offset,			   intelImage->mt->region->tiled,                           x, y + height, dstx, dsty, width, height,			   GL_COPY); /* ? */         intel_batchbuffer_flush(intel->batch);      }   }   UNLOCK_HARDWARE(intel);   /* GL_SGIS_generate_mipmap */   if (intelImage->level == texObj->BaseLevel && texObj->GenerateMipmap) {      intel_generate_mipmap(ctx, target, texObj);   }   return GL_TRUE;}voidintelCopyTexImage1D(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, texObj, 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), target,                            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);}voidintelCopyTexImage2D(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, texObj, 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), target,                            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);}voidintelCopyTexSubImage1D(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_object *texObj =      _mesa_select_tex_object(ctx, texUnit, target);   struct gl_texture_image *texImage =      _mesa_select_tex_image(ctx, texObj, 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), target,                            intel_texture_image(texImage),                            internalFormat, xoffset, 0, x, y, width, 1)) {      _swrast_copy_texsubimage1d(ctx, target, level, xoffset, x, y, width);   }}voidintelCopyTexSubImage2D(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_object *texObj =      _mesa_select_tex_object(ctx, texUnit, target);   struct gl_texture_image *texImage =      _mesa_select_tex_image(ctx, texObj, target, level);   GLenum internalFormat = texImage->InternalFormat;   /* Need to check texture is compatible with source format.     */   if (!do_copy_texsubimage(intel_context(ctx), target,                            intel_texture_image(texImage),                            internalFormat,                            xoffset, yoffset, x, y, width, height)) {      DBG("%s - fallback to swrast\n", __FUNCTION__);      _swrast_copy_texsubimage2d(ctx, target, level,                                 xoffset, yoffset, x, y, width, height);   }}

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