blob: 4e0fd790d43a23af5bbcbdf794f4654a9f1d9831 [file] [log] [blame]
/*
* 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, sublicense,
* 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 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 NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS 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 "main/mtypes.h"
#include "main/buffers.h"
#include "main/errors.h"
#include "main/fbobject.h"
#include "main/get.h"
#include "main/teximage.h"
#include "main/texparam.h"
#include "st_copytex.h"
/**
* Copy a colorbuffer from the window system framebuffer (a window or
* pbuffer) to a texture.
* This is a helper used by the wglBindTexImageARB() function.
*
* \param srcBuffer source buffer (GL_FRONT_LEFT, GL_BACK_LEFT, etc)
* \param fbWidth width of the source framebuffer
* \param fbHeight height of the source framebuffer
* \param texTarget which texture target to copy to (GL_TEXTURE_1D/2D/CUBE_MAP)
* \param texLevel which texture mipmap level to copy to
* \param cubeFace which cube face to copy to (in [0,5])
* \param texFormat what texture format to use, if texture doesn't exist
*/
void
st_copy_framebuffer_to_texture(GLenum srcBuffer,
GLint fbWidth, GLint fbHeight,
GLenum texTarget, GLint texLevel,
GLuint cubeFace, GLenum texFormat)
{
GLint readFBOSave, readBufSave, width, height;
assert(cubeFace < 6);
/* Save current FBO / readbuffer */
_mesa_GetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFBOSave);
_mesa_GetIntegerv(GL_READ_BUFFER, &readBufSave);
/* Read from the winsys buffer */
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, 0);
_mesa_ReadBuffer(srcBuffer);
/* copy image from pbuffer to texture */
switch (texTarget) {
case GL_TEXTURE_1D:
_mesa_GetTexLevelParameteriv(GL_TEXTURE_1D, texLevel,
GL_TEXTURE_WIDTH, &width);
if (width == fbWidth) {
/* replace existing texture */
_mesa_CopyTexSubImage1D(GL_TEXTURE_1D,
texLevel,
0, /* xoffset */
0, 0, /* x, y */
fbWidth);
} else {
/* define initial texture */
_mesa_CopyTexImage1D(GL_TEXTURE_1D,
texLevel,
texFormat,
0, 0, /* x, y */
fbWidth, 0);
}
break;
case GL_TEXTURE_2D:
_mesa_GetTexLevelParameteriv(GL_TEXTURE_2D, texLevel,
GL_TEXTURE_WIDTH, &width);
_mesa_GetTexLevelParameteriv(GL_TEXTURE_2D, texLevel,
GL_TEXTURE_HEIGHT, &height);
if (width == fbWidth && height == fbHeight) {
/* replace existing texture */
_mesa_CopyTexSubImage2D(GL_TEXTURE_2D,
texLevel,
0, 0, /* xoffset, yoffset */
0, 0, /* x, y */
fbWidth, fbHeight);
} else {
/* define initial texture */
_mesa_CopyTexImage2D(GL_TEXTURE_2D,
texLevel,
texFormat,
0, 0, /* x, y */
fbWidth, fbHeight, 0);
}
break;
case GL_TEXTURE_CUBE_MAP:
{
const GLenum target =
GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace;
_mesa_GetTexLevelParameteriv(target, texLevel,
GL_TEXTURE_WIDTH, &width);
_mesa_GetTexLevelParameteriv(target, texLevel,
GL_TEXTURE_HEIGHT, &height);
if (width == fbWidth && height == fbHeight) {
/* replace existing texture */
_mesa_CopyTexSubImage2D(target,
texLevel,
0, 0, /* xoffset, yoffset */
0, 0, /* x, y */
fbWidth, fbHeight);
} else {
/* define new texture */
_mesa_CopyTexImage2D(target,
texLevel,
texFormat,
0, 0, /* x, y */
fbWidth, fbHeight, 0);
}
}
break;
default:
_mesa_problem(NULL,
"unexpected target in st_copy_framebuffer_to_texture()\n");
}
/* restore readbuffer */
_mesa_ReadBuffer(readBufSave);
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, readFBOSave);
}