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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/frontends/wgl/stw_ext_rendertexture.c
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/**************************************************************************
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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
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* 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
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include <windows.h>
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#define WGL_WGLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/wglext.h>
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#include "state_tracker/st_copytex.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_screen.h"
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#include "pipe/p_state.h"
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#include "gldrv.h"
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#include "stw_context.h"
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#include "stw_device.h"
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#include "stw_pixelformat.h"
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#include "stw_framebuffer.h"
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#include "stw_st.h"
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/** Translate a WGL buffer name to a GLenum */
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static GLenum
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translate_ibuffer(int iBuffer)
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{
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switch (iBuffer) {
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case WGL_FRONT_LEFT_ARB:
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return GL_FRONT_LEFT;
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case WGL_BACK_LEFT_ARB:
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return GL_BACK_LEFT;
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case WGL_FRONT_RIGHT_ARB:
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return GL_FRONT_RIGHT;
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case WGL_BACK_RIGHT_ARB:
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return GL_BACK_RIGHT;
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case WGL_AUX0_ARB:
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return GL_AUX0;
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default:
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return GL_NONE;
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}
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}
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/** Translate a WGL texture target type to a GLenum */
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static GLenum
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translate_target(unsigned textureTarget)
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{
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switch (textureTarget) {
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case WGL_TEXTURE_1D_ARB:
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return GL_TEXTURE_1D;
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case WGL_TEXTURE_2D_ARB:
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return GL_TEXTURE_2D;
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case WGL_TEXTURE_CUBE_MAP_ARB:
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return GL_TEXTURE_CUBE_MAP;
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case WGL_NO_TEXTURE_ARB:
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default:
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return GL_NONE;
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}
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}
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/** Translate a WGL texture format to a GLenum */
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static GLenum
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translate_texture_format(unsigned wgl_format)
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{
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switch (wgl_format) {
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case WGL_TEXTURE_RGB_ARB:
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return GL_RGB;
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case WGL_TEXTURE_RGBA_ARB:
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return GL_RGBA;
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case WGL_NO_TEXTURE_ARB:
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default:
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return GL_NONE;
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}
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}
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BOOL WINAPI
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wglBindTexImageARB(HPBUFFERARB hPbuffer, int iBuffer)
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{
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HDC prevDrawable = stw_get_current_dc();
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HDC prevReadable = stw_get_current_read_dc();
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HDC dc;
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struct stw_context *curctx = stw_current_context();
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struct stw_framebuffer *fb;
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GLenum texFormat, srcBuffer, target;
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boolean retVal;
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int pixelFormatSave;
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/*
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* Implementation notes:
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* Ideally, we'd implement this function with the
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* st_context_iface::teximage() function which replaces a specific
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* texture image with a different resource (the pbuffer).
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* The main problem however, is the pbuffer image is upside down relative
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* to the texture image.
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* Window system drawing surfaces (windows & pbuffers) are "top to bottom"
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* while OpenGL texture images are "bottom to top". One possible solution
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* to this is to invert rendering to pbuffers (as we do for renderbuffers)
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* but that could lead to other issues (and would require extensive
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* testing).
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*
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* The simple alternative is to use a copy-based approach which copies the
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* pbuffer image into the texture via glCopyTex[Sub]Image. That's what
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* we do here.
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*/
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if (!curctx) {
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debug_printf("No rendering context in wglBindTexImageARB()\n");
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SetLastError(ERROR_INVALID_OPERATION);
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return FALSE;
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}
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fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
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if (!fb) {
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debug_printf("Invalid pbuffer handle in wglBindTexImageARB()\n");
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SetLastError(ERROR_INVALID_HANDLE);
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return FALSE;
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}
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srcBuffer = translate_ibuffer(iBuffer);
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if (srcBuffer == GL_NONE) {
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debug_printf("Invalid buffer 0x%x in wglBindTexImageARB()\n", iBuffer);
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SetLastError(ERROR_INVALID_DATA);
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return FALSE;
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}
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target = translate_target(fb->textureTarget);
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if (target == GL_NONE) {
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debug_printf("no texture target in wglBindTexImageARB()\n");
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return FALSE;
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}
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texFormat = translate_texture_format(fb->textureFormat);
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if (texFormat == GL_NONE) {
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debug_printf("no texture format in wglBindTexImageARB()\n");
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return FALSE;
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}
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/*
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* Bind the pbuffer surface so we can read/copy from it.
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*
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* Before we can call stw_make_current() we have to temporarily
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* change the pbuffer's pixel format to match the context to avoid
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* an error condition. After the stw_make_current() we restore the
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* buffer's pixel format.
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*/
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pixelFormatSave = fb->iPixelFormat;
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fb->iPixelFormat = curctx->iPixelFormat;
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dc = wglGetPbufferDCARB(hPbuffer);
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retVal = stw_make_current(dc, dc, curctx->dhglrc);
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fb->iPixelFormat = pixelFormatSave;
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if (!retVal) {
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debug_printf("stw_make_current(#1) failed in wglBindTexImageARB()\n");
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wglReleasePbufferDCARB(hPbuffer, dc);
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return FALSE;
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}
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st_copy_framebuffer_to_texture(srcBuffer, fb->width, fb->height,
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target, fb->textureLevel,
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fb->textureFace, texFormat);
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/* rebind previous drawing surface */
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retVal = stw_make_current(prevDrawable, prevReadable, curctx->dhglrc);
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if (!retVal) {
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debug_printf("stw_make_current(#2) failed in wglBindTexImageARB()\n");
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}
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wglReleasePbufferDCARB(hPbuffer, dc);
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return retVal;
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}
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BOOL WINAPI
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wglReleaseTexImageARB(HPBUFFERARB hPbuffer, int iBuffer)
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{
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struct stw_framebuffer *fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
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GLenum srcBuffer;
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/* nothing to do here, but we do error checking anyway */
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if (!fb) {
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debug_printf("Invalid pbuffer handle in wglReleaseTexImageARB()\n");
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SetLastError(ERROR_INVALID_HANDLE);
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return FALSE;
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}
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srcBuffer = translate_ibuffer(iBuffer);
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if (srcBuffer == GL_NONE) {
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debug_printf("Invalid buffer 0x%x in wglReleaseTexImageARB()\n", iBuffer);
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SetLastError(ERROR_INVALID_DATA);
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return FALSE;
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}
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return TRUE;
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}
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BOOL WINAPI
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wglSetPbufferAttribARB(HPBUFFERARB hPbuffer, const int *piAttribList)
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{
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struct stw_framebuffer *fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer);
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int face, i;
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if (!fb) {
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SetLastError(ERROR_INVALID_HANDLE);
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return FALSE;
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}
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for (i = 0; piAttribList[i]; i += 2) {
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switch (piAttribList[i]) {
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case WGL_MIPMAP_LEVEL_ARB:
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fb->textureLevel = piAttribList[i+1];
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break;
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case WGL_CUBE_MAP_FACE_ARB:
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face = piAttribList[i+1];
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if (face >= WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB &&
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face <= WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB) {
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fb->textureFace = face - WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
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}
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else {
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debug_printf("Invalid cube face 0x%x in "
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"wglSetPbufferAttribARB()\n",
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piAttribList[i]);
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SetLastError(ERROR_INVALID_DATA);
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return FALSE;
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}
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break;
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default:
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debug_printf("Invalid attribute 0x%x in wglSetPbufferAttribARB()\n",
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piAttribList[i]);
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SetLastError(ERROR_INVALID_DATA);
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return FALSE;
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}
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}
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return TRUE;
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}
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