swrast: rewrite, simplify the the render-to-texture code

This commit is contained in:
Brian Paul
2012-01-16 12:27:50 -07:00
parent 7a36345f70
commit ab331140c6

View File

@@ -15,40 +15,6 @@
*/
/**
* Derived from gl_renderbuffer class
*/
struct texture_renderbuffer
{
struct gl_renderbuffer Base; /**< Base class object */
struct swrast_texture_image *TexImage;
StoreTexelFunc Store;
FetchTexelFunc Fetch;
GLint Yoffset; /**< Layer for 1D array textures. */
GLint Zoffset; /**< Layer for 2D array textures, or slice
* for 3D textures
*/
};
/** cast wrapper */
static inline struct texture_renderbuffer *
texture_renderbuffer(struct gl_renderbuffer *rb)
{
return (struct texture_renderbuffer *) rb;
}
static void
store_nop(struct swrast_texture_image *texImage,
GLint col, GLint row, GLint img,
const void *texel)
{
}
static void
delete_texture_wrapper(struct gl_renderbuffer *rb)
{
@@ -65,26 +31,26 @@ delete_texture_wrapper(struct gl_renderbuffer *rb)
static void
wrap_texture(struct gl_context *ctx, struct gl_renderbuffer_attachment *att)
{
struct texture_renderbuffer *trb;
struct gl_renderbuffer *rb;
const GLuint name = 0;
ASSERT(att->Type == GL_TEXTURE);
ASSERT(att->Renderbuffer == NULL);
trb = CALLOC_STRUCT(texture_renderbuffer);
if (!trb) {
rb = CALLOC_STRUCT(gl_renderbuffer);
if (!rb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "wrap_texture");
return;
}
/* init base gl_renderbuffer fields */
_mesa_init_renderbuffer(&trb->Base, name);
_mesa_init_renderbuffer(rb, name);
/* plug in our texture_renderbuffer-specific functions */
trb->Base.Delete = delete_texture_wrapper;
trb->Base.AllocStorage = NULL; /* illegal! */
rb->Delete = delete_texture_wrapper;
rb->AllocStorage = NULL; /* illegal! */
/* update attachment point */
_mesa_reference_renderbuffer(&att->Renderbuffer, &(trb->Base));
_mesa_reference_renderbuffer(&att->Renderbuffer, rb);
}
/**
@@ -95,89 +61,43 @@ wrap_texture(struct gl_context *ctx, struct gl_renderbuffer_attachment *att)
static void
update_wrapper(struct gl_context *ctx, struct gl_renderbuffer_attachment *att)
{
struct texture_renderbuffer *trb
= (struct texture_renderbuffer *) att->Renderbuffer;
struct gl_renderbuffer *rb = att->Renderbuffer;
struct swrast_texture_image *swImage;
gl_format format;
GLuint zOffset;
(void) ctx;
ASSERT(trb);
trb->TexImage = swrast_texture_image(_mesa_get_attachment_teximage(att));
ASSERT(trb->TexImage);
swImage = swrast_texture_image(_mesa_get_attachment_teximage(att));
assert(swImage);
trb->Store = _mesa_get_texel_store_func(trb->TexImage->Base.TexFormat);
if (!trb->Store) {
/* we'll never draw into some textures (compressed formats) */
trb->Store = store_nop;
}
if (!trb->TexImage->FetchTexel) {
_mesa_update_fetch_functions(trb->TexImage->Base.TexObject);
}
trb->Fetch = trb->TexImage->FetchTexel;
assert(trb->Fetch);
format = swImage->Base.TexFormat;
if (att->Texture->Target == GL_TEXTURE_1D_ARRAY_EXT) {
trb->Yoffset = att->Zoffset;
trb->Zoffset = 0;
zOffset = 0;
}
else {
trb->Yoffset = 0;
trb->Zoffset = att->Zoffset;
zOffset = att->Zoffset;
}
trb->Base.Width = trb->TexImage->Base.Width;
trb->Base.Height = trb->TexImage->Base.Height;
trb->Base.InternalFormat = trb->TexImage->Base.InternalFormat;
trb->Base.Format = trb->TexImage->Base.TexFormat;
rb->Width = swImage->Base.Width;
rb->Height = swImage->Base.Height;
rb->InternalFormat = swImage->Base.InternalFormat;
rb->_BaseFormat = _mesa_get_format_base_format(format);
/* Set the gl_renderbuffer::Data field so that mapping the buffer
* in renderbuffer.c succeeds.
*/
/* Want to store linear values, not sRGB */
rb->Format = _mesa_get_srgb_format_linear(format);
/* Set the gl_renderbuffer::Buffer field so that mapping the buffer
* succeeds.
*/
if (att->Texture->Target == GL_TEXTURE_3D ||
att->Texture->Target == GL_TEXTURE_2D_ARRAY_EXT) {
trb->Base.Buffer = trb->TexImage->Buffer +
trb->TexImage->ImageOffsets[trb->Zoffset] *
_mesa_get_format_bytes(trb->TexImage->Base.TexFormat);
rb->Buffer = swImage->Buffer +
swImage->ImageOffsets[zOffset] * _mesa_get_format_bytes(format);
}
else {
trb->Base.Buffer = trb->TexImage->Buffer;
}
/* XXX may need more special cases here */
switch (trb->TexImage->Base.TexFormat) {
case MESA_FORMAT_Z24_S8:
trb->Base._BaseFormat = GL_DEPTH_STENCIL;
break;
case MESA_FORMAT_S8_Z24:
trb->Base._BaseFormat = GL_DEPTH_STENCIL;
break;
case MESA_FORMAT_Z24_X8:
trb->Base._BaseFormat = GL_DEPTH_COMPONENT;
break;
case MESA_FORMAT_X8_Z24:
trb->Base._BaseFormat = GL_DEPTH_COMPONENT;
break;
case MESA_FORMAT_Z16:
trb->Base._BaseFormat = GL_DEPTH_COMPONENT;
break;
case MESA_FORMAT_Z32:
trb->Base._BaseFormat = GL_DEPTH_COMPONENT;
break;
/* SRGB formats pre EXT_framebuffer_sRGB don't do sRGB translations on FBO readback */
case MESA_FORMAT_SRGB8:
trb->Fetch = _mesa_get_texel_fetch_func(MESA_FORMAT_RGB888, _mesa_get_texture_dimensions(att->Texture->Target));
trb->Base._BaseFormat = GL_RGBA;
break;
case MESA_FORMAT_SRGBA8:
trb->Fetch = _mesa_get_texel_fetch_func(MESA_FORMAT_RGBA8888, _mesa_get_texture_dimensions(att->Texture->Target));
trb->Base._BaseFormat = GL_RGBA;
break;
case MESA_FORMAT_SARGB8:
trb->Fetch = _mesa_get_texel_fetch_func(MESA_FORMAT_ARGB8888, _mesa_get_texture_dimensions(att->Texture->Target));
trb->Base._BaseFormat = GL_RGBA;
break;
default:
trb->Base._BaseFormat = GL_RGBA;
rb->Buffer = swImage->Buffer;
}
}