Exemplo n.º 1
0
static void
st_CopyPixels(struct gl_context *ctx, GLint srcx, GLint srcy,
              GLsizei width, GLsizei height,
              GLint dstx, GLint dsty, GLenum type)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct st_renderbuffer *rbRead;
   void *driver_vp, *driver_fp;
   struct pipe_resource *pt;
   struct pipe_sampler_view *sv[2];
   int num_sampler_view = 1;
   GLfloat *color;
   enum pipe_format srcFormat, texFormat;
   GLboolean invertTex = GL_FALSE;
   GLint readX, readY, readW, readH;
   GLuint sample_count;
   struct gl_pixelstore_attrib pack = ctx->DefaultPacking;
   struct st_fp_variant *fpv;

   st_validate_state(st);

   if (type == GL_STENCIL) {
      /* can't use texturing to do stencil */
      copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);
      return;
   }

   if (blit_copy_pixels(ctx, srcx, srcy, width, height, dstx, dsty, type))
      return;

   /*
    * The subsequent code implements glCopyPixels by copying the source
    * pixels into a temporary texture that's then applied to a textured quad.
    * When we draw the textured quad, all the usual per-fragment operations
    * are handled.
    */


   /*
    * Get vertex/fragment shaders
    */
   if (type == GL_COLOR) {
      rbRead = st_get_color_read_renderbuffer(ctx);
      color = NULL;

      fpv = get_color_fp_variant(st);
      driver_fp = fpv->driver_shader;

      driver_vp = make_passthrough_vertex_shader(st, GL_FALSE);

      if (st->pixel_xfer.pixelmap_enabled) {
	  sv[1] = st->pixel_xfer.pixelmap_sampler_view;
	  num_sampler_view++;
      }
   }
   else {
      assert(type == GL_DEPTH);
      rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
      color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];

      fpv = get_depth_stencil_fp_variant(st, GL_TRUE, GL_FALSE);
      driver_fp = fpv->driver_shader;

      driver_vp = make_passthrough_vertex_shader(st, GL_TRUE);
   }

   /* update fragment program constants */
   st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);


   if (rbRead->Base.Wrapped)
      rbRead = st_renderbuffer(rbRead->Base.Wrapped);

   sample_count = rbRead->texture->nr_samples;
   /* I believe this would be legal, presumably would need to do a resolve
      for color, and for depth/stencil spec says to just use one of the
      depth/stencil samples per pixel? Need some transfer clarifications. */
   assert(sample_count < 2);

   srcFormat = rbRead->texture->format;

   if (screen->is_format_supported(screen, srcFormat, st->internal_target,
                                   sample_count,
                                   PIPE_BIND_SAMPLER_VIEW)) {
      texFormat = srcFormat;
   }
   else {
      /* srcFormat can't be used as a texture format */
      if (type == GL_DEPTH) {
         texFormat = st_choose_format(screen, GL_DEPTH_COMPONENT,
                                      GL_NONE, GL_NONE, st->internal_target,
				      sample_count, PIPE_BIND_DEPTH_STENCIL);
         assert(texFormat != PIPE_FORMAT_NONE);
      }
      else {
         /* default color format */
         texFormat = st_choose_format(screen, GL_RGBA,
                                      GL_NONE, GL_NONE, st->internal_target,
                                      sample_count, PIPE_BIND_SAMPLER_VIEW);
         assert(texFormat != PIPE_FORMAT_NONE);
      }
   }

   /* Invert src region if needed */
   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
      srcy = ctx->ReadBuffer->Height - srcy - height;
      invertTex = !invertTex;
   }

   /* Clip the read region against the src buffer bounds.
    * We'll still allocate a temporary buffer/texture for the original
    * src region size but we'll only read the region which is on-screen.
    * This may mean that we draw garbage pixels into the dest region, but
    * that's expected.
    */
   readX = srcx;
   readY = srcy;
   readW = width;
   readH = height;
   _mesa_clip_readpixels(ctx, &readX, &readY, &readW, &readH, &pack);
   readW = MAX2(0, readW);
   readH = MAX2(0, readH);

   /* alloc temporary texture */
   pt = alloc_texture(st, width, height, texFormat);
   if (!pt)
      return;

   sv[0] = st_create_texture_sampler_view(st->pipe, pt);
   if (!sv[0]) {
      pipe_resource_reference(&pt, NULL);
      return;
   }

   /* Make temporary texture which is a copy of the src region.
    */
   if (srcFormat == texFormat) {
      struct pipe_box src_box;
      u_box_2d(readX, readY, readW, readH, &src_box);
      /* copy source framebuffer surface into mipmap/texture */
      pipe->resource_copy_region(pipe,
                                 pt,                                /* dest tex */
                                 0,                                 /* dest lvl */
                                 pack.SkipPixels, pack.SkipRows, 0, /* dest pos */
                                 rbRead->texture,                   /* src tex */
                                 rbRead->rtt_level,                 /* src lvl */
                                 &src_box);

   }
   else {
      /* CPU-based fallback/conversion */
      struct pipe_transfer *ptRead =
         pipe_get_transfer(st->pipe, rbRead->texture,
                           rbRead->rtt_level,
                           rbRead->rtt_face + rbRead->rtt_slice,
                           PIPE_TRANSFER_READ,
                           readX, readY, readW, readH);
      struct pipe_transfer *ptTex;
      enum pipe_transfer_usage transfer_usage;

      if (ST_DEBUG & DEBUG_FALLBACK)
         debug_printf("%s: fallback processing\n", __FUNCTION__);

      if (type == GL_DEPTH && util_format_is_depth_and_stencil(pt->format))
         transfer_usage = PIPE_TRANSFER_READ_WRITE;
      else
         transfer_usage = PIPE_TRANSFER_WRITE;

      ptTex = pipe_get_transfer(st->pipe, pt, 0, 0, transfer_usage,
                                0, 0, width, height);

      /* copy image from ptRead surface to ptTex surface */
      if (type == GL_COLOR) {
         /* alternate path using get/put_tile() */
         GLfloat *buf = (GLfloat *) malloc(width * height * 4 * sizeof(GLfloat));
         enum pipe_format readFormat, drawFormat;
         readFormat = util_format_linear(rbRead->texture->format);
         drawFormat = util_format_linear(pt->format);
         pipe_get_tile_rgba_format(pipe, ptRead, 0, 0, readW, readH,
                                   readFormat, buf);
         pipe_put_tile_rgba_format(pipe, ptTex, pack.SkipPixels, pack.SkipRows,
                                   readW, readH, drawFormat, buf);
         free(buf);
      }
      else {
         /* GL_DEPTH */
         GLuint *buf = (GLuint *) malloc(width * height * sizeof(GLuint));
         pipe_get_tile_z(pipe, ptRead, 0, 0, readW, readH, buf);
         pipe_put_tile_z(pipe, ptTex, pack.SkipPixels, pack.SkipRows,
                         readW, readH, buf);
         free(buf);
      }

      pipe->transfer_destroy(pipe, ptRead);
      pipe->transfer_destroy(pipe, ptTex);
   }

   /* OK, the texture 'pt' contains the src image/pixels.  Now draw a
    * textured quad with that texture.
    */
   draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
                      width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
                      sv,
                      num_sampler_view,
                      driver_vp, 
                      driver_fp,
                      color, invertTex, GL_FALSE, GL_FALSE);

   pipe_resource_reference(&pt, NULL);
   pipe_sampler_view_reference(&sv[0], NULL);
}
Exemplo n.º 2
0
/**
 * Do a CopyTexSubImage operation using a read transfer from the source,
 * a write transfer to the destination and get_tile()/put_tile() to access
 * the pixels/texels.
 *
 * Note: srcY=0=TOP of renderbuffer
 */
static void
fallback_copy_texsubimage(struct gl_context *ctx,
                          struct st_renderbuffer *strb,
                          struct st_texture_image *stImage,
                          GLenum baseFormat,
                          GLint destX, GLint destY, GLint destZ,
                          GLint srcX, GLint srcY,
                          GLsizei width, GLsizei height)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct pipe_transfer *src_trans;
   GLvoid *texDest;
   enum pipe_transfer_usage transfer_usage;
   void *map;

   if (ST_DEBUG & DEBUG_FALLBACK)
      debug_printf("%s: fallback processing\n", __FUNCTION__);

   if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
      srcY = strb->Base.Height - srcY - height;
   }

   map = pipe_transfer_map(pipe,
                           strb->texture,
                           strb->rtt_level,
                           strb->rtt_face + strb->rtt_slice,
                           PIPE_TRANSFER_READ,
                           srcX, srcY,
                           width, height, &src_trans);

   if ((baseFormat == GL_DEPTH_COMPONENT ||
        baseFormat == GL_DEPTH_STENCIL) &&
       util_format_is_depth_and_stencil(stImage->pt->format))
      transfer_usage = PIPE_TRANSFER_READ_WRITE;
   else
      transfer_usage = PIPE_TRANSFER_WRITE;

   /* XXX this used to ignore destZ param */
   texDest = st_texture_image_map(st, stImage, destZ, transfer_usage,
                                  destX, destY, width, height);

   if (baseFormat == GL_DEPTH_COMPONENT ||
       baseFormat == GL_DEPTH_STENCIL) {
      const GLboolean scaleOrBias = (ctx->Pixel.DepthScale != 1.0F ||
                                     ctx->Pixel.DepthBias != 0.0F);
      GLint row, yStep;
      uint *data;

      /* determine bottom-to-top vs. top-to-bottom order for src buffer */
      if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
         srcY = height - 1;
         yStep = -1;
      }
      else {
         srcY = 0;
         yStep = 1;
      }

      data = malloc(width * sizeof(uint));

      if (data) {
         /* To avoid a large temp memory allocation, do copy row by row */
         for (row = 0; row < height; row++, srcY += yStep) {
            pipe_get_tile_z(src_trans, map, 0, srcY, width, 1, data);
            if (scaleOrBias) {
               _mesa_scale_and_bias_depth_uint(ctx, width, data);
            }
            pipe_put_tile_z(stImage->transfer, texDest, 0, row, width, 1,
                            data);
         }
      }
      else {
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glCopyTexSubImage()");
      }

      free(data);
   }
   else {
      /* RGBA format */
      GLfloat *tempSrc =
         malloc(width * height * 4 * sizeof(GLfloat));

      if (tempSrc && texDest) {
         const GLint dims = 2;
         const GLint dstRowStride = stImage->transfer->stride;
         struct gl_texture_image *texImage = &stImage->base;
         struct gl_pixelstore_attrib unpack = ctx->DefaultPacking;

         if (st_fb_orientation(ctx->ReadBuffer) == Y_0_TOP) {
            unpack.Invert = GL_TRUE;
         }

         /* get float/RGBA image from framebuffer */
         /* XXX this usually involves a lot of int/float conversion.
          * try to avoid that someday.
          */
         pipe_get_tile_rgba_format(src_trans, map, 0, 0, width, height,
                                   util_format_linear(strb->texture->format),
                                   tempSrc);

         /* Store into texture memory.
          * Note that this does some special things such as pixel transfer
          * ops and format conversion.  In particular, if the dest tex format
          * is actually RGBA but the user created the texture as GL_RGB we
          * need to fill-in/override the alpha channel with 1.0.
          */
         _mesa_texstore(ctx, dims,
                        texImage->_BaseFormat, 
                        texImage->TexFormat, 
                        dstRowStride,
                        (GLubyte **) &texDest,
                        width, height, 1,
                        GL_RGBA, GL_FLOAT, tempSrc, /* src */
                        &unpack);
      }
      else {
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexSubImage");
      }

      free(tempSrc);
   }

   st_texture_image_unmap(st, stImage);
   pipe->transfer_unmap(pipe, src_trans);
}
Exemplo n.º 3
0
static void
st_CopyPixels(GLcontext *ctx, GLint srcx, GLint srcy,
              GLsizei width, GLsizei height,
              GLint dstx, GLint dsty, GLenum type)
{
   struct st_context *st = ctx->st;
   struct pipe_context *pipe = st->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct st_renderbuffer *rbRead;
   struct st_vertex_program *stvp;
   struct st_fragment_program *stfp;
   struct pipe_texture *pt;
   GLfloat *color;
   enum pipe_format srcFormat, texFormat;

   pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL);

   st_validate_state(st);

   if (srcx < 0) {
      width -= -srcx;
      dstx += -srcx;
      srcx = 0;
   }

   if (srcy < 0) {
      height -= -srcy;
      dsty += -srcy;
      srcy = 0;
   }

   if (dstx < 0) {
      width -= -dstx;
      srcx += -dstx;
      dstx = 0;
   }

   if (dsty < 0) {
      height -= -dsty;
      srcy += -dsty;
      dsty = 0;
   }

   if (width < 0 || height < 0)
      return;


   if (type == GL_STENCIL) {
      /* can't use texturing to do stencil */
      copy_stencil_pixels(ctx, srcx, srcy, width, height, dstx, dsty);
      return;
   }

   if (type == GL_COLOR) {
      rbRead = st_get_color_read_renderbuffer(ctx);
      color = NULL;
      stfp = combined_drawpix_fragment_program(ctx);
      stvp = st_make_passthrough_vertex_shader(ctx->st, GL_FALSE);
   }
   else {
      assert(type == GL_DEPTH);
      rbRead = st_renderbuffer(ctx->ReadBuffer->_DepthBuffer);
      color = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
      stfp = make_fragment_shader_z(ctx->st);
      stvp = st_make_passthrough_vertex_shader(ctx->st, GL_TRUE);
   }

   srcFormat = rbRead->texture->format;

   if (screen->is_format_supported(screen, srcFormat, PIPE_TEXTURE_2D, 
                                   PIPE_TEXTURE_USAGE_SAMPLER, 0)) {
      texFormat = srcFormat;
   }
   else {
      /* srcFormat can't be used as a texture format */
      if (type == GL_DEPTH) {
         texFormat = st_choose_format(pipe, GL_DEPTH_COMPONENT, PIPE_TEXTURE_2D, 
                                      PIPE_TEXTURE_USAGE_DEPTH_STENCIL);
         assert(texFormat != PIPE_FORMAT_NONE); /* XXX no depth texture formats??? */
      }
      else {
         /* default color format */
         texFormat = st_choose_format(pipe, GL_RGBA, PIPE_TEXTURE_2D, 
                                      PIPE_TEXTURE_USAGE_SAMPLER);
         assert(texFormat != PIPE_FORMAT_NONE);
      }
   }

   if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
      srcy = ctx->DrawBuffer->Height - srcy - height;

      if (srcy < 0) {
         height -= -srcy;
         srcy = 0;
      }
      
      if (height < 0)
         return;
   }

   pt = st_texture_create(ctx->st, PIPE_TEXTURE_2D, texFormat, 0,
                          width, height, 1,
                          PIPE_TEXTURE_USAGE_SAMPLER);
   if (!pt)
      return;


   if (srcFormat == texFormat) {
      /* copy source framebuffer surface into mipmap/texture */
      struct pipe_surface *psRead = screen->get_tex_surface(screen,
                                       rbRead->texture, 0, 0, 0,
                                       PIPE_BUFFER_USAGE_GPU_READ);
      struct pipe_surface *psTex = screen->get_tex_surface(screen, pt, 0, 0, 0, 
                                      PIPE_BUFFER_USAGE_GPU_WRITE );
      pipe->surface_copy(pipe,
			 psTex, /* dest */
			 0, 0, /* destx/y */
			 psRead,
			 srcx, srcy, width, height);
      pipe_surface_reference(&psRead, NULL); 
      pipe_surface_reference(&psTex, NULL);
   }
   else {
      /* CPU-based fallback/conversion */
      struct pipe_transfer *ptRead =
         st_cond_flush_get_tex_transfer(st, rbRead->texture, 0, 0, 0,
					PIPE_TRANSFER_READ, srcx, srcy, width,
					height);
      struct pipe_transfer *ptTex;
      enum pipe_transfer_usage transfer_usage;

      if (type == GL_DEPTH && pf_is_depth_and_stencil(pt->format))
         transfer_usage = PIPE_TRANSFER_READ_WRITE;
      else
         transfer_usage = PIPE_TRANSFER_WRITE;

      ptTex = st_cond_flush_get_tex_transfer(st, pt, 0, 0, 0, transfer_usage,
                                             0, 0, width, height);

      if (type == GL_COLOR) {
         /* alternate path using get/put_tile() */
         GLfloat *buf = (GLfloat *) _mesa_malloc(width * height * 4 * sizeof(GLfloat));

         pipe_get_tile_rgba(ptRead, 0, 0, width, height, buf);
         pipe_put_tile_rgba(ptTex, 0, 0, width, height, buf);

         _mesa_free(buf);
      }
      else {
         /* GL_DEPTH */
         GLuint *buf = (GLuint *) _mesa_malloc(width * height * sizeof(GLuint));
         pipe_get_tile_z(ptRead, 0, 0, width, height, buf);
         pipe_put_tile_z(ptTex, 0, 0, width, height, buf);
         _mesa_free(buf);
      }

      screen->tex_transfer_destroy(ptRead);
      screen->tex_transfer_destroy(ptTex);
   }

   /* draw textured quad */
   draw_textured_quad(ctx, dstx, dsty, ctx->Current.RasterPos[2],
                      width, height, ctx->Pixel.ZoomX, ctx->Pixel.ZoomY,
                      pt, stvp, stfp, color, GL_TRUE);

   pipe_texture_reference(&pt, NULL);
}