📄 texstore.c
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/* * Mesa 3-D graphics library * Version: 7.1 * * Copyright (C) 1999-2008 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. *//* * Authors: * Brian Paul *//** * The GL texture image functions in teximage.c basically just do * error checking and data structure allocation. They in turn call * device driver functions which actually copy/convert/store the user's * texture image data. * * However, most device drivers will be able to use the fallback functions * in this file. That is, most drivers will have the following bit of * code: * ctx->Driver.TexImage1D = _mesa_store_teximage1d; * ctx->Driver.TexImage2D = _mesa_store_teximage2d; * ctx->Driver.TexImage3D = _mesa_store_teximage3d; * etc... * * Texture image processing is actually kind of complicated. We have to do: * Format/type conversions * pixel unpacking * pixel transfer (scale, bais, lookup, convolution!, etc) * * These functions can handle most everything, including processing full * images and sub-images. */#include "glheader.h"#include "bufferobj.h"#include "colormac.h"#include "context.h"#include "convolve.h"#include "image.h"#include "macros.h"#include "mipmap.h"#include "imports.h"#include "texcompress.h"#include "texformat.h"#include "teximage.h"#include "texstore.h"#include "enums.h"enum { ZERO = 4, ONE = 5};/** * Return GL_TRUE if the given image format is one that be converted * to another format by swizzling. */static GLbooleancan_swizzle(GLenum logicalBaseFormat){ switch (logicalBaseFormat) { case GL_RGBA: case GL_RGB: case GL_LUMINANCE_ALPHA: case GL_INTENSITY: case GL_ALPHA: case GL_LUMINANCE: case GL_RED: case GL_GREEN: case GL_BLUE: case GL_BGR: case GL_BGRA: case GL_ABGR_EXT: return GL_TRUE; default: return GL_FALSE; }}enum { IDX_LUMINANCE = 0, IDX_ALPHA, IDX_INTENSITY, IDX_LUMINANCE_ALPHA, IDX_RGB, IDX_RGBA, IDX_RED, IDX_GREEN, IDX_BLUE, IDX_BGR, IDX_BGRA, IDX_ABGR, MAX_IDX};#define MAP1(x) MAP4(x, ZERO, ZERO, ZERO)#define MAP2(x,y) MAP4(x, y, ZERO, ZERO)#define MAP3(x,y,z) MAP4(x, y, z, ZERO)#define MAP4(x,y,z,w) { x, y, z, w, ZERO, ONE }static const struct { GLubyte format_idx; GLubyte to_rgba[6]; GLubyte from_rgba[6];} mappings[MAX_IDX] = { { IDX_LUMINANCE, MAP4(0,0,0,ONE), MAP1(0) }, { IDX_ALPHA, MAP4(ZERO, ZERO, ZERO, 0), MAP1(3) }, { IDX_INTENSITY, MAP4(0, 0, 0, 0), MAP1(0), }, { IDX_LUMINANCE_ALPHA, MAP4(0,0,0,1), MAP2(0,3) }, { IDX_RGB, MAP4(0,1,2,ONE), MAP3(0,1,2) }, { IDX_RGBA, MAP4(0,1,2,3), MAP4(0,1,2,3), }, { IDX_RED, MAP4(0, ZERO, ZERO, ONE), MAP1(0), }, { IDX_GREEN, MAP4(ZERO, 0, ZERO, ONE), MAP1(1), }, { IDX_BLUE, MAP4(ZERO, ZERO, 0, ONE), MAP1(2), }, { IDX_BGR, MAP4(2,1,0,ONE), MAP3(2,1,0) }, { IDX_BGRA, MAP4(2,1,0,3), MAP4(2,1,0,3) }, { IDX_ABGR, MAP4(3,2,1,0), MAP4(3,2,1,0) },};/** * Convert a GL image format enum to an IDX_* value (see above). */static intget_map_idx(GLenum value){ switch (value) { case GL_LUMINANCE: return IDX_LUMINANCE; case GL_ALPHA: return IDX_ALPHA; case GL_INTENSITY: return IDX_INTENSITY; case GL_LUMINANCE_ALPHA: return IDX_LUMINANCE_ALPHA; case GL_RGB: return IDX_RGB; case GL_RGBA: return IDX_RGBA; case GL_RED: return IDX_RED; case GL_GREEN: return IDX_GREEN; case GL_BLUE: return IDX_BLUE; case GL_BGR: return IDX_BGR; case GL_BGRA: return IDX_BGRA; case GL_ABGR_EXT: return IDX_ABGR; default: _mesa_problem(NULL, "Unexpected inFormat"); return 0; }} /** * When promoting texture formats (see below) we need to compute the * mapping of dest components back to source components. * This function does that. * \param inFormat the incoming format of the texture * \param outFormat the final texture format * \return map[6] a full 6-component map */static voidcompute_component_mapping(GLenum inFormat, GLenum outFormat, GLubyte *map){ const int inFmt = get_map_idx(inFormat); const int outFmt = get_map_idx(outFormat); const GLubyte *in2rgba = mappings[inFmt].to_rgba; const GLubyte *rgba2out = mappings[outFmt].from_rgba; int i; for (i = 0; i < 4; i++) map[i] = in2rgba[rgba2out[i]]; map[ZERO] = ZERO; map[ONE] = ONE; /* _mesa_printf("from %x/%s to %x/%s map %d %d %d %d %d %d\n", inFormat, _mesa_lookup_enum_by_nr(inFormat), outFormat, _mesa_lookup_enum_by_nr(outFormat), map[0], map[1], map[2], map[3], map[4], map[5]); */}/** * Make a temporary (color) texture image with GLfloat components. * Apply all needed pixel unpacking and pixel transfer operations. * Note that there are both logicalBaseFormat and textureBaseFormat parameters. * Suppose the user specifies GL_LUMINANCE as the internal texture format * but the graphics hardware doesn't support luminance textures. So, might * use an RGB hardware format instead. * If logicalBaseFormat != textureBaseFormat we have some extra work to do. * * \param ctx the rendering context * \param dims image dimensions: 1, 2 or 3 * \param logicalBaseFormat basic texture derived from the user's * internal texture format value * \param textureBaseFormat the actual basic format of the texture * \param srcWidth source image width * \param srcHeight source image height * \param srcDepth source image depth * \param srcFormat source image format * \param srcType source image type * \param srcAddr source image address * \param srcPacking source image pixel packing * \return resulting image with format = textureBaseFormat and type = GLfloat. */static GLfloat *make_temp_float_image(GLcontext *ctx, GLuint dims, GLenum logicalBaseFormat, GLenum textureBaseFormat, GLint srcWidth, GLint srcHeight, GLint srcDepth, GLenum srcFormat, GLenum srcType, const GLvoid *srcAddr, const struct gl_pixelstore_attrib *srcPacking){ GLuint transferOps = ctx->_ImageTransferState; GLfloat *tempImage; ASSERT(dims >= 1 && dims <= 3); ASSERT(logicalBaseFormat == GL_RGBA || logicalBaseFormat == GL_RGB || logicalBaseFormat == GL_LUMINANCE_ALPHA || logicalBaseFormat == GL_LUMINANCE || logicalBaseFormat == GL_ALPHA || logicalBaseFormat == GL_INTENSITY || logicalBaseFormat == GL_COLOR_INDEX || logicalBaseFormat == GL_DEPTH_COMPONENT); ASSERT(textureBaseFormat == GL_RGBA || textureBaseFormat == GL_RGB || textureBaseFormat == GL_LUMINANCE_ALPHA || textureBaseFormat == GL_LUMINANCE || textureBaseFormat == GL_ALPHA || textureBaseFormat == GL_INTENSITY || textureBaseFormat == GL_COLOR_INDEX || textureBaseFormat == GL_DEPTH_COMPONENT); /* conventional color image */ if ((dims == 1 && ctx->Pixel.Convolution1DEnabled) || (dims >= 2 && ctx->Pixel.Convolution2DEnabled) || (dims >= 2 && ctx->Pixel.Separable2DEnabled)) { /* need image convolution */ const GLuint preConvTransferOps = (transferOps & IMAGE_PRE_CONVOLUTION_BITS) | IMAGE_CLAMP_BIT; const GLuint postConvTransferOps = (transferOps & IMAGE_POST_CONVOLUTION_BITS) | IMAGE_CLAMP_BIT; GLint img, row; GLint convWidth, convHeight; GLfloat *convImage; /* pre-convolution image buffer (3D) */ tempImage = (GLfloat *) _mesa_malloc(srcWidth * srcHeight * srcDepth * 4 * sizeof(GLfloat)); if (!tempImage) return NULL; /* post-convolution image buffer (2D) */ convImage = (GLfloat *) _mesa_malloc(srcWidth * srcHeight * 4 * sizeof(GLfloat)); if (!convImage) { _mesa_free(tempImage); return NULL; } /* loop over 3D image slices */ for (img = 0; img < srcDepth; img++) { GLfloat *dst = tempImage + img * (srcWidth * srcHeight * 4); /* unpack and do transfer ops up to convolution */ for (row = 0; row < srcHeight; row++) { const GLvoid *src = _mesa_image_address(dims, srcPacking, srcAddr, srcWidth, srcHeight, srcFormat, srcType, img, row, 0); _mesa_unpack_color_span_float(ctx, srcWidth, GL_RGBA, dst, srcFormat, srcType, src, srcPacking, preConvTransferOps); dst += srcWidth * 4; } /* size after optional convolution */ convWidth = srcWidth; convHeight = srcHeight; /* do convolution */ { GLfloat *src = tempImage + img * (srcWidth * srcHeight * 4); if (dims == 1) {
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