mesa/src/gallium/frontends/wgl/stw_ext_rendertexture.c

261 lines
7.6 KiB
C

/**************************************************************************
* Copyright 2015 VMware, Inc.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
#include <windows.h>
#define WGL_WGLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/wglext.h>
#include "state_tracker/st_copytex.h"
#include "pipe/p_defines.h"
#include "pipe/p_screen.h"
#include "pipe/p_state.h"
#include "gldrv.h"
#include "stw_context.h"
#include "stw_device.h"
#include "stw_pixelformat.h"
#include "stw_framebuffer.h"
#include "stw_st.h"
/** Translate a WGL buffer name to a GLenum */
static GLenum
translate_ibuffer(int iBuffer)
{
switch (iBuffer) {
case WGL_FRONT_LEFT_ARB:
return GL_FRONT_LEFT;
case WGL_BACK_LEFT_ARB:
return GL_BACK_LEFT;
case WGL_FRONT_RIGHT_ARB:
return GL_FRONT_RIGHT;
case WGL_BACK_RIGHT_ARB:
return GL_BACK_RIGHT;
case WGL_AUX0_ARB:
return GL_AUX0;
default:
return GL_NONE;
}
}
/** Translate a WGL texture target type to a GLenum */
static GLenum
translate_target(unsigned textureTarget)
{
switch (textureTarget) {
case WGL_TEXTURE_1D_ARB:
return GL_TEXTURE_1D;
case WGL_TEXTURE_2D_ARB:
return GL_TEXTURE_2D;
case WGL_TEXTURE_CUBE_MAP_ARB:
return GL_TEXTURE_CUBE_MAP;
case WGL_NO_TEXTURE_ARB:
default:
return GL_NONE;
}
}
/** Translate a WGL texture format to a GLenum */
static GLenum
translate_texture_format(unsigned wgl_format)
{
switch (wgl_format) {
case WGL_TEXTURE_RGB_ARB:
return GL_RGB;
case WGL_TEXTURE_RGBA_ARB:
return GL_RGBA;
case WGL_NO_TEXTURE_ARB:
default:
return GL_NONE;
}
}
BOOL WINAPI
wglBindTexImageARB(HPBUFFERARB hPbuffer, int iBuffer)
{
struct stw_context *curctx = stw_current_context();
struct stw_framebuffer *fb, *old_fb, *old_fbRead;
GLenum texFormat, srcBuffer, target;
boolean retVal;
int pixelFormatSave;
/*
* Implementation notes:
* Ideally, we'd implement this function with the
* st_context_iface::teximage() function which replaces a specific
* texture image with a different resource (the pbuffer).
* The main problem however, is the pbuffer image is upside down relative
* to the texture image.
* Window system drawing surfaces (windows & pbuffers) are "top to bottom"
* while OpenGL texture images are "bottom to top". One possible solution
* to this is to invert rendering to pbuffers (as we do for renderbuffers)
* but that could lead to other issues (and would require extensive
* testing).
*
* The simple alternative is to use a copy-based approach which copies the
* pbuffer image into the texture via glCopyTex[Sub]Image. That's what
* we do here.
*/
if (!curctx) {
debug_printf("No rendering context in wglBindTexImageARB()\n");
SetLastError(ERROR_INVALID_OPERATION);
return FALSE;
}
fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
if (!fb) {
debug_printf("Invalid pbuffer handle in wglBindTexImageARB()\n");
SetLastError(ERROR_INVALID_HANDLE);
return FALSE;
}
srcBuffer = translate_ibuffer(iBuffer);
if (srcBuffer == GL_NONE) {
debug_printf("Invalid buffer 0x%x in wglBindTexImageARB()\n", iBuffer);
SetLastError(ERROR_INVALID_DATA);
return FALSE;
}
target = translate_target(fb->textureTarget);
if (target == GL_NONE) {
debug_printf("no texture target in wglBindTexImageARB()\n");
return FALSE;
}
texFormat = translate_texture_format(fb->textureFormat);
if (texFormat == GL_NONE) {
debug_printf("no texture format in wglBindTexImageARB()\n");
return FALSE;
}
old_fb = curctx->current_framebuffer;
old_fbRead = curctx->current_read_framebuffer;
/*
* Bind the pbuffer surface so we can read/copy from it.
*
* Before we can call stw_make_current() we have to temporarily
* change the pbuffer's pixel format to match the context to avoid
* an error condition. After the stw_make_current() we restore the
* buffer's pixel format.
*/
pixelFormatSave = fb->iPixelFormat;
fb->iPixelFormat = curctx->iPixelFormat;
retVal = stw_make_current(fb, fb, curctx);
fb->iPixelFormat = pixelFormatSave;
if (!retVal) {
debug_printf("stw_make_current(#1) failed in wglBindTexImageARB()\n");
return FALSE;
}
st_copy_framebuffer_to_texture(srcBuffer, fb->width, fb->height,
target, fb->textureLevel,
fb->textureFace, texFormat);
/* rebind previous drawing surface */
retVal = stw_make_current(old_fb, old_fbRead, curctx);
if (!retVal) {
debug_printf("stw_make_current(#2) failed in wglBindTexImageARB()\n");
}
return retVal;
}
BOOL WINAPI
wglReleaseTexImageARB(HPBUFFERARB hPbuffer, int iBuffer)
{
struct stw_framebuffer *fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
GLenum srcBuffer;
/* nothing to do here, but we do error checking anyway */
if (!fb) {
debug_printf("Invalid pbuffer handle in wglReleaseTexImageARB()\n");
SetLastError(ERROR_INVALID_HANDLE);
return FALSE;
}
srcBuffer = translate_ibuffer(iBuffer);
if (srcBuffer == GL_NONE) {
debug_printf("Invalid buffer 0x%x in wglReleaseTexImageARB()\n", iBuffer);
SetLastError(ERROR_INVALID_DATA);
return FALSE;
}
return TRUE;
}
BOOL WINAPI
wglSetPbufferAttribARB(HPBUFFERARB hPbuffer, const int *piAttribList)
{
struct stw_framebuffer *fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
int face, i;
if (!fb) {
SetLastError(ERROR_INVALID_HANDLE);
return FALSE;
}
for (i = 0; piAttribList[i]; i += 2) {
switch (piAttribList[i]) {
case WGL_MIPMAP_LEVEL_ARB:
fb->textureLevel = piAttribList[i+1];
break;
case WGL_CUBE_MAP_FACE_ARB:
face = piAttribList[i+1];
if (face >= WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
face <= WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB) {
fb->textureFace = face - WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
}
else {
debug_printf("Invalid cube face 0x%x in "
"wglSetPbufferAttribARB()\n",
piAttribList[i]);
SetLastError(ERROR_INVALID_DATA);
return FALSE;
}
break;
default:
debug_printf("Invalid attribute 0x%x in wglSetPbufferAttribARB()\n",
piAttribList[i]);
SetLastError(ERROR_INVALID_DATA);
return FALSE;
}
}
return TRUE;
}