/** * Get a color texture image with decompression. */ static void get_tex_rgba_compressed(struct gl_context *ctx, GLuint dimensions, GLenum format, GLenum type, GLvoid *pixels, struct gl_texture_image *texImage, GLbitfield transferOps) { /* don't want to apply sRGB -> RGB conversion here so override the format */ const gl_format texFormat = _mesa_get_srgb_format_linear(texImage->TexFormat); const GLenum baseFormat = _mesa_get_format_base_format(texFormat); const GLenum destBaseFormat = _mesa_base_tex_format(ctx, format); GLenum rebaseFormat = GL_NONE; const GLuint width = texImage->Width; const GLuint height = texImage->Height; const GLuint depth = texImage->Depth; GLfloat *tempImage, *srcRow; GLuint row; /* Decompress into temp float buffer, then pack into user buffer */ tempImage = (GLfloat *) malloc(width * height * depth * 4 * sizeof(GLfloat)); if (!tempImage) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage()"); return; } /* Decompress the texture image - results in 'tempImage' */ { GLubyte *srcMap; GLint srcRowStride; ctx->Driver.MapTextureImage(ctx, texImage, 0, 0, 0, width, height, GL_MAP_READ_BIT, &srcMap, &srcRowStride); if (srcMap) { _mesa_decompress_image(texFormat, width, height, srcMap, srcRowStride, tempImage); ctx->Driver.UnmapTextureImage(ctx, texImage, 0); } else { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage"); free(tempImage); return; } } if (baseFormat == GL_LUMINANCE || baseFormat == GL_INTENSITY || baseFormat == GL_LUMINANCE_ALPHA) { /* If a luminance (or intensity) texture is read back as RGB(A), the * returned value should be (L,0,0,1), not (L,L,L,1). Set rebaseFormat * here to get G=B=0. */ rebaseFormat = texImage->_BaseFormat; } else if ((baseFormat == GL_RGBA || baseFormat == GL_RGB || baseFormat == GL_RG) && (destBaseFormat == GL_LUMINANCE || destBaseFormat == GL_LUMINANCE_ALPHA || destBaseFormat == GL_LUMINANCE_INTEGER_EXT || destBaseFormat == GL_LUMINANCE_ALPHA_INTEGER_EXT)) { /* If we're reading back an RGB(A) texture as luminance then we need * to return L=tex(R). Note, that's different from glReadPixels which * returns L=R+G+B. */ rebaseFormat = GL_LUMINANCE_ALPHA; /* this covers GL_LUMINANCE too */ } if (rebaseFormat) { _mesa_rebase_rgba_float(width * height, (GLfloat (*)[4]) tempImage, rebaseFormat); } srcRow = tempImage; for (row = 0; row < height; row++) { void *dest = _mesa_image_address(dimensions, &ctx->Pack, pixels, width, height, format, type, 0, row, 0); _mesa_pack_rgba_span_float(ctx, width, (GLfloat (*)[4]) srcRow, format, type, dest, &ctx->Pack, transferOps); srcRow += width * 4; } free(tempImage); }
/** * Get a color texture image with decompression. */ static void get_tex_rgba_compressed(struct gl_context *ctx, GLuint dimensions, GLenum format, GLenum type, GLvoid *pixels, struct gl_texture_image *texImage, GLbitfield transferOps) { /* don't want to apply sRGB -> RGB conversion here so override the format */ const mesa_format texFormat = _mesa_get_srgb_format_linear(texImage->TexFormat); const GLenum baseFormat = _mesa_get_format_base_format(texFormat); const GLuint width = texImage->Width; const GLuint height = texImage->Height; const GLuint depth = texImage->Depth; GLfloat *tempImage, *tempSlice; GLuint slice; int srcStride, dstStride; uint32_t dstFormat; bool needsRebase; uint8_t rebaseSwizzle[4]; /* Decompress into temp float buffer, then pack into user buffer */ tempImage = malloc(width * height * depth * 4 * sizeof(GLfloat)); if (!tempImage) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage()"); return; } /* Decompress the texture image slices - results in 'tempImage' */ for (slice = 0; slice < depth; slice++) { GLubyte *srcMap; GLint srcRowStride; tempSlice = tempImage + slice * 4 * width * height; ctx->Driver.MapTextureImage(ctx, texImage, slice, 0, 0, width, height, GL_MAP_READ_BIT, &srcMap, &srcRowStride); if (srcMap) { _mesa_decompress_image(texFormat, width, height, srcMap, srcRowStride, tempSlice); ctx->Driver.UnmapTextureImage(ctx, texImage, slice); } else { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGetTexImage"); free(tempImage); return; } } /* Depending on the base format involved we may need to apply a rebase * transform (for example: if we download to a Luminance format we want * G=0 and B=0). */ if (baseFormat == GL_LUMINANCE || baseFormat == GL_INTENSITY) { needsRebase = true; rebaseSwizzle[0] = MESA_FORMAT_SWIZZLE_X; rebaseSwizzle[1] = MESA_FORMAT_SWIZZLE_ZERO; rebaseSwizzle[2] = MESA_FORMAT_SWIZZLE_ZERO; rebaseSwizzle[3] = MESA_FORMAT_SWIZZLE_ONE; } else if (baseFormat == GL_LUMINANCE_ALPHA) { needsRebase = true; rebaseSwizzle[0] = MESA_FORMAT_SWIZZLE_X; rebaseSwizzle[1] = MESA_FORMAT_SWIZZLE_ZERO; rebaseSwizzle[2] = MESA_FORMAT_SWIZZLE_ZERO; rebaseSwizzle[3] = MESA_FORMAT_SWIZZLE_W; } else { needsRebase = false; } srcStride = 4 * width * sizeof(GLfloat); dstStride = _mesa_image_row_stride(&ctx->Pack, width, format, type); dstFormat = _mesa_format_from_format_and_type(format, type); tempSlice = tempImage; for (slice = 0; slice < depth; slice++) { void *dest = _mesa_image_address(dimensions, &ctx->Pack, pixels, width, height, format, type, slice, 0, 0); // _mesa_format_convert(dest, dstFormat, dstStride, // tempSlice, RGBA32_FLOAT, srcStride, // width, height, // needsRebase ? rebaseSwizzle : NULL); tempSlice += 4 * width * height; } free(tempImage); }