static void copy_stencil_pixels( GLcontext *ctx, GLint srcx, GLint srcy, GLint width, GLint height, GLint destx, GLint desty ) { struct gl_framebuffer *fb = ctx->ReadBuffer; struct gl_renderbuffer *rb = fb->_StencilBuffer; GLint sy, dy, stepy; GLint j; GLstencil *p, *tmpImage; const GLboolean zoom = ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F; const GLboolean shift_or_offset = ctx->Pixel.IndexShift || ctx->Pixel.IndexOffset; GLint overlapping; if (!rb) { /* no readbuffer - OK */ return; } /* Determine if copy should be bottom-to-top or top-to-bottom */ if (srcy < desty) { /* top-down max-to-min */ sy = srcy + height - 1; dy = desty + height - 1; stepy = -1; } else { /* bottom-up min-to-max */ sy = srcy; dy = desty; stepy = 1; } if (ctx->DrawBuffer == ctx->ReadBuffer) { overlapping = regions_overlap(srcx, srcy, destx, desty, width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY); } else { overlapping = GL_FALSE; } if (overlapping) { GLint ssy = sy; tmpImage = (GLstencil *) _mesa_malloc(width * height * sizeof(GLstencil)); if (!tmpImage) { _mesa_error( ctx, GL_OUT_OF_MEMORY, "glCopyPixels" ); return; } p = tmpImage; for (j = 0; j < height; j++, ssy += stepy) { _swrast_read_stencil_span( ctx, rb, width, srcx, ssy, p ); p += width; } p = tmpImage; } else { tmpImage = NULL; /* silence compiler warning */ p = NULL; } for (j = 0; j < height; j++, sy += stepy, dy += stepy) { GLstencil stencil[MAX_WIDTH]; /* Get stencil values */ if (overlapping) { _mesa_memcpy(stencil, p, width * sizeof(GLstencil)); p += width; } else { _swrast_read_stencil_span( ctx, rb, width, srcx, sy, stencil ); } /* Apply shift, offset, look-up table */ if (shift_or_offset) { _mesa_shift_and_offset_stencil( ctx, width, stencil ); } if (ctx->Pixel.MapStencilFlag) { _mesa_map_stencil( ctx, width, stencil ); } /* Write stencil values */ if (zoom) { _swrast_write_zoomed_stencil_span(ctx, destx, desty, width, destx, dy, stencil); } else { _swrast_write_stencil_span( ctx, width, destx, dy, stencil ); } } if (overlapping) _mesa_free(tmpImage); }
/** * This isn't terribly efficient. If a driver really has combined * depth/stencil buffers the driver should implement an optimized * CopyPixels function. */ static void copy_depth_stencil_pixels(GLcontext *ctx, const GLint srcX, const GLint srcY, const GLint width, const GLint height, const GLint destX, const GLint destY) { struct gl_renderbuffer *stencilReadRb, *depthReadRb, *depthDrawRb; GLint sy, dy, stepy; GLint j; GLstencil *tempStencilImage = NULL, *stencilPtr = NULL; GLfloat *tempDepthImage = NULL, *depthPtr = NULL; const GLfloat depthScale = ctx->DrawBuffer->_DepthMaxF; const GLuint stencilMask = ctx->Stencil.WriteMask[0]; const GLboolean zoom = ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F; const GLboolean shiftOrOffset = ctx->Pixel.IndexShift || ctx->Pixel.IndexOffset; const GLboolean scaleOrBias = ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0; GLint overlapping; depthDrawRb = ctx->DrawBuffer->_DepthBuffer; depthReadRb = ctx->ReadBuffer->_DepthBuffer; stencilReadRb = ctx->ReadBuffer->_StencilBuffer; ASSERT(depthDrawRb); ASSERT(depthReadRb); ASSERT(stencilReadRb); /* Determine if copy should be bottom-to-top or top-to-bottom */ if (srcY < destY) { /* top-down max-to-min */ sy = srcY + height - 1; dy = destY + height - 1; stepy = -1; } else { /* bottom-up min-to-max */ sy = srcY; dy = destY; stepy = 1; } if (ctx->DrawBuffer == ctx->ReadBuffer) { overlapping = regions_overlap(srcX, srcY, destX, destY, width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY); } else { overlapping = GL_FALSE; } if (overlapping) { GLint ssy = sy; if (stencilMask != 0x0) { tempStencilImage = (GLstencil *) _mesa_malloc(width * height * sizeof(GLstencil)); if (!tempStencilImage) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyPixels"); return; } /* get copy of stencil pixels */ stencilPtr = tempStencilImage; for (j = 0; j < height; j++, ssy += stepy) { _swrast_read_stencil_span(ctx, stencilReadRb, width, srcX, ssy, stencilPtr); stencilPtr += width; } stencilPtr = tempStencilImage; } if (ctx->Depth.Mask) { tempDepthImage = (GLfloat *) _mesa_malloc(width * height * sizeof(GLfloat)); if (!tempDepthImage) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyPixels"); _mesa_free(tempStencilImage); return; } /* get copy of depth pixels */ depthPtr = tempDepthImage; for (j = 0; j < height; j++, ssy += stepy) { _swrast_read_depth_span_float(ctx, depthReadRb, width, srcX, ssy, depthPtr); depthPtr += width; } depthPtr = tempDepthImage; } } for (j = 0; j < height; j++, sy += stepy, dy += stepy) { if (stencilMask != 0x0) { GLstencil stencil[MAX_WIDTH]; /* Get stencil values */ if (overlapping) { _mesa_memcpy(stencil, stencilPtr, width * sizeof(GLstencil)); stencilPtr += width; } else { _swrast_read_stencil_span(ctx, stencilReadRb, width, srcX, sy, stencil); } /* Apply shift, offset, look-up table */ if (shiftOrOffset) { _mesa_shift_and_offset_stencil(ctx, width, stencil); } if (ctx->Pixel.MapStencilFlag) { _mesa_map_stencil(ctx, width, stencil); } /* Write values */ if (zoom) { _swrast_write_zoomed_stencil_span(ctx, destX, destY, width, destX, dy, stencil); } else { _swrast_write_stencil_span( ctx, width, destX, dy, stencil ); } } if (ctx->Depth.Mask) { GLfloat depth[MAX_WIDTH]; GLuint zVals32[MAX_WIDTH]; GLushort zVals16[MAX_WIDTH]; GLvoid *zVals; GLuint zBytes; /* get depth values */ if (overlapping) { _mesa_memcpy(depth, depthPtr, width * sizeof(GLfloat)); depthPtr += width; } else { _swrast_read_depth_span_float(ctx, depthReadRb, width, srcX, sy, depth); } /* scale & bias */ if (scaleOrBias) { _mesa_scale_and_bias_depth(ctx, width, depth); } /* convert to integer Z values */ if (depthDrawRb->DataType == GL_UNSIGNED_SHORT) { GLint k; for (k = 0; k < width; k++) zVals16[k] = (GLushort) (depth[k] * depthScale); zVals = zVals16; zBytes = 2; } else { GLint k; for (k = 0; k < width; k++) zVals32[k] = (GLuint) (depth[k] * depthScale); zVals = zVals32; zBytes = 4; } /* Write values */ if (zoom) { _swrast_write_zoomed_z_span(ctx, destX, destY, width, destX, dy, zVals); } else { _swrast_put_row(ctx, depthDrawRb, width, destX, dy, zVals, zBytes); } } } if (tempStencilImage) _mesa_free(tempStencilImage); if (tempDepthImage) _mesa_free(tempDepthImage); }
/* * Draw stencil image. */ static void draw_stencil_pixels( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels ) { const GLboolean zoom = ctx->Pixel.ZoomX!=1.0 || ctx->Pixel.ZoomY!=1.0; const GLint desty = y; GLint row, skipPixels; if (type != GL_BYTE && type != GL_UNSIGNED_BYTE && type != GL_SHORT && type != GL_UNSIGNED_SHORT && type != GL_INT && type != GL_UNSIGNED_INT && type != GL_FLOAT && type != GL_BITMAP) { _mesa_error( ctx, GL_INVALID_ENUM, "glDrawPixels(stencil type)"); return; } if (ctx->Visual.stencilBits == 0) { _mesa_error( ctx, GL_INVALID_OPERATION, "glDrawPixels(no stencil buffer)"); return; } /* if width > MAX_WIDTH, have to process image in chunks */ skipPixels = 0; while (skipPixels < width) { const GLint spanX = x; GLint spanY = y; const GLint spanWidth = (width - skipPixels > MAX_WIDTH) ? MAX_WIDTH : (width - skipPixels); for (row = 0; row < height; row++, spanY++) { GLstencil values[MAX_WIDTH]; GLenum destType = (sizeof(GLstencil) == sizeof(GLubyte)) ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT; const GLvoid *source = _mesa_image_address2d(unpack, pixels, width, height, GL_COLOR_INDEX, type, row, skipPixels); _mesa_unpack_index_span(ctx, spanWidth, destType, values, type, source, unpack, ctx->_ImageTransferState); if (ctx->_ImageTransferState & IMAGE_SHIFT_OFFSET_BIT) { _mesa_shift_and_offset_stencil(ctx, spanWidth, values); } if (ctx->Pixel.MapStencilFlag) { _mesa_map_stencil(ctx, spanWidth, values); } if (zoom) { _swrast_write_zoomed_stencil_span(ctx, (GLuint) spanWidth, spanX, spanY, values, desty, 0); } else { _swrast_write_stencil_span(ctx, (GLuint) spanWidth, spanX, spanY, values); } } skipPixels += spanWidth; } }