return true;
}
+void TextureCubeMap::updateBorders(int level)
+{
+ egl::Image *posX = image[CubeFaceIndex(GL_TEXTURE_CUBE_MAP_POSITIVE_X)][level];
+ egl::Image *negX = image[CubeFaceIndex(GL_TEXTURE_CUBE_MAP_NEGATIVE_X)][level];
+ egl::Image *posY = image[CubeFaceIndex(GL_TEXTURE_CUBE_MAP_POSITIVE_Y)][level];
+ egl::Image *negY = image[CubeFaceIndex(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y)][level];
+ egl::Image *posZ = image[CubeFaceIndex(GL_TEXTURE_CUBE_MAP_POSITIVE_Z)][level];
+ egl::Image *negZ = image[CubeFaceIndex(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)][level];
+
+ if(!posX || !negX || !posY || !negY || !posZ || !negZ)
+ {
+ return;
+ }
+
+ // Copy top / bottom first.
+ posX->copyCubeEdge(sw::Surface::BOTTOM, negY, sw::Surface::RIGHT);
+ posY->copyCubeEdge(sw::Surface::BOTTOM, posZ, sw::Surface::TOP);
+ posZ->copyCubeEdge(sw::Surface::BOTTOM, negY, sw::Surface::TOP);
+ negX->copyCubeEdge(sw::Surface::BOTTOM, negY, sw::Surface::LEFT);
+ negY->copyCubeEdge(sw::Surface::BOTTOM, negZ, sw::Surface::BOTTOM);
+ negZ->copyCubeEdge(sw::Surface::BOTTOM, negY, sw::Surface::BOTTOM);
+
+ posX->copyCubeEdge(sw::Surface::TOP, posY, sw::Surface::RIGHT);
+ posY->copyCubeEdge(sw::Surface::TOP, negZ, sw::Surface::TOP);
+ posZ->copyCubeEdge(sw::Surface::TOP, posY, sw::Surface::BOTTOM);
+ negX->copyCubeEdge(sw::Surface::TOP, posY, sw::Surface::LEFT);
+ negY->copyCubeEdge(sw::Surface::TOP, posZ, sw::Surface::BOTTOM);
+ negZ->copyCubeEdge(sw::Surface::TOP, posY, sw::Surface::TOP);
+
+ // Copy left / right after top and bottom are done.
+ // The corner colors will be computed assuming top / bottom are already set.
+ posX->copyCubeEdge(sw::Surface::RIGHT, negZ, sw::Surface::LEFT);
+ posY->copyCubeEdge(sw::Surface::RIGHT, posX, sw::Surface::TOP);
+ posZ->copyCubeEdge(sw::Surface::RIGHT, posX, sw::Surface::LEFT);
+ negX->copyCubeEdge(sw::Surface::RIGHT, posZ, sw::Surface::LEFT);
+ negY->copyCubeEdge(sw::Surface::RIGHT, posX, sw::Surface::BOTTOM);
+ negZ->copyCubeEdge(sw::Surface::RIGHT, negX, sw::Surface::LEFT);
+
+ posX->copyCubeEdge(sw::Surface::LEFT, posZ, sw::Surface::RIGHT);
+ posY->copyCubeEdge(sw::Surface::LEFT, negX, sw::Surface::TOP);
+ posZ->copyCubeEdge(sw::Surface::LEFT, negX, sw::Surface::RIGHT);
+ negX->copyCubeEdge(sw::Surface::LEFT, negZ, sw::Surface::RIGHT);
+ negY->copyCubeEdge(sw::Surface::LEFT, negX, sw::Surface::BOTTOM);
+ negZ->copyCubeEdge(sw::Surface::LEFT, posX, sw::Surface::RIGHT);
+}
+
bool TextureCubeMap::isCompressed(GLenum target, GLint level) const
{
return IsCompressed(getFormat(target, level), egl::getClientVersion());
void releaseTexImage() override;
void generateMipmaps() override;
+ void updateBorders(int level);
Renderbuffer *getRenderbuffer(GLenum target, GLint level, GLint layer) override;
egl::Image *getRenderTarget(GLenum target, unsigned int level) override;
internal.write(x, y, z, color);
}
+ void Surface::copyCubeEdge(Edge dstEdge, Surface *src, Edge srcEdge)
+ {
+ Surface *dst = this;
+
+ // Figure out if the edges to be copied in reverse order respectively from one another
+ // The copy should be reversed whenever the same edges are contiguous or if we're
+ // copying top <-> right or bottom <-> left. This is explained by the layout, which is:
+ //
+ // | +y |
+ // | -x | +z | +x | -z |
+ // | -y |
+
+ bool reverse = (srcEdge == dstEdge) ||
+ ((srcEdge == TOP) && (dstEdge == RIGHT)) ||
+ ((srcEdge == RIGHT) && (dstEdge == TOP)) ||
+ ((srcEdge == BOTTOM) && (dstEdge == LEFT)) ||
+ ((srcEdge == LEFT) && (dstEdge == BOTTOM));
+
+ int srcBytes = src->bytes(src->Surface::getInternalFormat());
+ int srcPitch = src->getInternalPitchB();
+ int dstBytes = dst->bytes(dst->Surface::getInternalFormat());
+ int dstPitch = dst->getInternalPitchB();
+
+ int srcW = src->getWidth();
+ int srcH = src->getHeight();
+ int dstW = dst->getWidth();
+ int dstH = dst->getHeight();
+
+ ASSERT(srcW == srcH && dstW == dstH && srcW == dstW && srcBytes == dstBytes);
+
+ // Src is expressed in the regular [0, width-1], [0, height-1] space
+ int srcDelta = ((srcEdge == TOP) || (srcEdge == BOTTOM)) ? srcBytes : srcPitch;
+ int srcStart = ((srcEdge == BOTTOM) ? srcPitch * (srcH - 1) : ((srcEdge == RIGHT) ? srcBytes * (srcW - 1) : 0));
+
+ // Dst contains borders, so it is expressed in the [-1, width+1], [-1, height+1] space
+ int dstDelta = (((dstEdge == TOP) || (dstEdge == BOTTOM)) ? dstBytes : dstPitch) * (reverse ? -1 : 1);
+ int dstStart = ((dstEdge == BOTTOM) ? dstPitch * (dstH + 1) : ((dstEdge == RIGHT) ? dstBytes * (dstW + 1) : 0)) + (reverse ? dstW * -dstDelta : dstDelta);
+
+ char *srcBuf = (char*)src->lockInternal(0, 0, 0, sw::LOCK_READONLY, sw::PRIVATE) + srcStart;
+ char *dstBuf = (char*)dst->lockInternal(-1, -1, 0, sw::LOCK_READWRITE, sw::PRIVATE) + dstStart;
+
+ for(int i = 0; i < srcW; ++i, dstBuf += dstDelta, srcBuf += srcDelta)
+ {
+ memcpy(dstBuf, srcBuf, srcBytes);
+ }
+
+ if(dstEdge == LEFT || dstEdge == RIGHT)
+ {
+ // TOP and BOTTOM are already set, let's average out the corners
+ int x0 = (dstEdge == RIGHT) ? dstW : -1;
+ int y0 = -1;
+ int x1 = (dstEdge == RIGHT) ? dstW - 1 : 0;
+ int y1 = 0;
+ dst->computeCubeCorner(x0, y0, x1, y1);
+ y0 = dstH;
+ y1 = dstH - 1;
+ dst->computeCubeCorner(x0, y0, x1, y1);
+ }
+
+ src->unlockInternal();
+ dst->unlockInternal();
+ }
+
+ void Surface::computeCubeCorner(int x0, int y0, int x1, int y1)
+ {
+ ASSERT(internal.lock != LOCK_UNLOCKED);
+
+ sw::Color<float> color = internal.read(x0, y1);
+ color += internal.read(x1, y0);
+ color += internal.read(x1, y1);
+ color *= (1.0f / 3.0f);
+
+ internal.write(x0, y0, color);
+ }
+
bool Surface::hasStencil() const
{
return isStencil(external.format);
void copyInternal(const Surface* src, int x, int y, float srcX, float srcY, bool filter);
void copyInternal(const Surface* src, int x, int y, int z, float srcX, float srcY, float srcZ, bool filter);
+ enum Edge { TOP, BOTTOM, RIGHT, LEFT };
+ void copyCubeEdge(Edge dstEdge, Surface *src, Edge srcEdge);
+ void computeCubeCorner(int x0, int y0, int x1, int y1);
+
bool hasStencil() const;
bool hasDepth() const;
bool hasPalette() const;