142 lines
5.5 KiB
C
142 lines
5.5 KiB
C
/*
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* Copyright 2015 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "main/mtypes.h"
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#include "main/buffers.h"
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#include "main/errors.h"
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#include "main/fbobject.h"
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#include "main/get.h"
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#include "main/teximage.h"
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#include "main/texparam.h"
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#include "st_copytex.h"
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#include "api_exec_decl.h"
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/**
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* Copy a colorbuffer from the window system framebuffer (a window or
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* pbuffer) to a texture.
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* This is a helper used by the wglBindTexImageARB() function.
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*
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* \param srcBuffer source buffer (GL_FRONT_LEFT, GL_BACK_LEFT, etc)
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* \param fbWidth width of the source framebuffer
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* \param fbHeight height of the source framebuffer
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* \param texTarget which texture target to copy to (GL_TEXTURE_1D/2D/CUBE_MAP)
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* \param texLevel which texture mipmap level to copy to
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* \param cubeFace which cube face to copy to (in [0,5])
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* \param texFormat what texture format to use, if texture doesn't exist
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*/
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void
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st_copy_framebuffer_to_texture(GLenum srcBuffer,
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GLint fbWidth, GLint fbHeight,
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GLenum texTarget, GLint texLevel,
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GLuint cubeFace, GLenum texFormat)
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{
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GLint readFBOSave, readBufSave, width, height;
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assert(cubeFace < 6);
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/* Save current FBO / readbuffer */
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_mesa_GetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFBOSave);
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_mesa_GetIntegerv(GL_READ_BUFFER, &readBufSave);
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/* Read from the winsys buffer */
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_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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_mesa_ReadBuffer(srcBuffer);
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/* copy image from pbuffer to texture */
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switch (texTarget) {
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case GL_TEXTURE_1D:
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_mesa_GetTexLevelParameteriv(GL_TEXTURE_1D, texLevel,
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GL_TEXTURE_WIDTH, &width);
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if (width == fbWidth) {
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/* replace existing texture */
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_mesa_CopyTexSubImage1D(GL_TEXTURE_1D,
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texLevel,
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0, /* xoffset */
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0, 0, /* x, y */
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fbWidth);
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} else {
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/* define initial texture */
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_mesa_CopyTexImage1D(GL_TEXTURE_1D,
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texLevel,
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texFormat,
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0, 0, /* x, y */
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fbWidth, 0);
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}
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break;
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case GL_TEXTURE_2D:
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_mesa_GetTexLevelParameteriv(GL_TEXTURE_2D, texLevel,
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GL_TEXTURE_WIDTH, &width);
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_mesa_GetTexLevelParameteriv(GL_TEXTURE_2D, texLevel,
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GL_TEXTURE_HEIGHT, &height);
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if (width == fbWidth && height == fbHeight) {
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/* replace existing texture */
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_mesa_CopyTexSubImage2D(GL_TEXTURE_2D,
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texLevel,
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0, 0, /* xoffset, yoffset */
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0, 0, /* x, y */
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fbWidth, fbHeight);
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} else {
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/* define initial texture */
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_mesa_CopyTexImage2D(GL_TEXTURE_2D,
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texLevel,
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texFormat,
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0, 0, /* x, y */
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fbWidth, fbHeight, 0);
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}
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break;
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case GL_TEXTURE_CUBE_MAP:
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{
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const GLenum target =
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace;
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_mesa_GetTexLevelParameteriv(target, texLevel,
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GL_TEXTURE_WIDTH, &width);
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_mesa_GetTexLevelParameteriv(target, texLevel,
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GL_TEXTURE_HEIGHT, &height);
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if (width == fbWidth && height == fbHeight) {
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/* replace existing texture */
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_mesa_CopyTexSubImage2D(target,
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texLevel,
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0, 0, /* xoffset, yoffset */
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0, 0, /* x, y */
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fbWidth, fbHeight);
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} else {
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/* define new texture */
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_mesa_CopyTexImage2D(target,
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texLevel,
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texFormat,
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0, 0, /* x, y */
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fbWidth, fbHeight, 0);
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}
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}
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break;
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default:
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_mesa_problem(NULL,
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"unexpected target in st_copy_framebuffer_to_texture()\n");
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}
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/* restore readbuffer */
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_mesa_ReadBuffer(readBufSave);
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_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, readFBOSave);
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}
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