/** * \file texcompress.c * Compressed textures functions. */ /* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 Brian Paul 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 * BRIAN PAUL 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 "glheader.h" #include "imports.h" #include "context.h" #include "image.h" #include "texcompress.h" #include "texformat.h" /** * Get the list of supported internal compression formats. * * \param ctx GL context. * \param formats the resulting format list (may be NULL). * * \return number of formats. */ GLuint _mesa_get_compressed_formats( GLcontext *ctx, GLint *formats ) { GLuint n = 0; if (ctx->Extensions.ARB_texture_compression) { if (ctx->Extensions.TDFX_texture_compression_FXT1) { if (formats) { formats[n++] = GL_COMPRESSED_RGB_FXT1_3DFX; formats[n++] = GL_COMPRESSED_RGBA_FXT1_3DFX; } else { n += 2; } } if (ctx->Extensions.EXT_texture_compression_s3tc) { if (formats) { formats[n++] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; /* Skip this one because it has a restriction (all transparent * pixels become black). See the texture compressions spec for * a detailed explanation. This is what NVIDIA does. formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; */ formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; } else { n += 3; } } if (ctx->Extensions.S3_s3tc) { if (formats) { formats[n++] = GL_RGB_S3TC; formats[n++] = GL_RGB4_S3TC; formats[n++] = GL_RGBA_S3TC; formats[n++] = GL_RGBA4_S3TC; } else { n += 4; } } } return n; } /** * Return bytes of storage needed for the given texture size and * compressed format. * * \param width texture width in texels. * \param height texture height in texels. * \param depth texture depth in texels. * \param texFormat one of the compressed format enums * * \return size in bytes, or zero if bad \p texFormat. */ GLuint _mesa_compressed_texture_size( GLcontext *ctx, GLsizei width, GLsizei height, GLsizei depth, GLenum format ) { GLuint size; if (ctx->Driver.CompressedTextureSize) { return ctx->Driver.CompressedTextureSize(ctx, width, height, depth, format); } ASSERT(depth == 1); switch (format) { case GL_COMPRESSED_RGB_FXT1_3DFX: case GL_COMPRESSED_RGBA_FXT1_3DFX: /* round up width to next multiple of 8, height to next multiple of 4 */ width = (width + 7) & ~7; height = (height + 3) & ~3; /* 16 bytes per 8x4 tile of RGB[A] texels */ size = width * height / 2; /* Textures smaller than 8x4 will effectively be made into 8x4 and * take 16 bytes. */ if (size < 16) size = 16; return size; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_RGB_S3TC: case GL_RGB4_S3TC: /* round up width, height to next multiple of 4 */ width = (width + 3) & ~3; height = (height + 3) & ~3; /* 8 bytes per 4x4 tile of RGB[A] texels */ size = width * height / 2; /* Textures smaller than 4x4 will effectively be made into 4x4 and * take 8 bytes. */ if (size < 8) size = 8; return size; case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: case GL_RGBA_S3TC: case GL_RGBA4_S3TC: /* round up width, height to next multiple of 4 */ width = (width + 3) & ~3; height = (height + 3) & ~3; /* 16 bytes per 4x4 tile of RGBA texels */ size = width * height; /* simple! */ /* Textures smaller than 4x4 will effectively be made into 4x4 and * take 16 bytes. */ if (size < 16) size = 16; return size; default: _mesa_problem(ctx, "bad texformat in compressed_texture_size"); return 0; } } /** * Compute the bytes per row in a compressed texture image. * We use this for computing the destination address for sub-texture updates. * \param format one of the specific texture compression formats * \param width image width in pixels * \return stride, in bytes, between rows for compressed image */ GLint _mesa_compressed_row_stride(GLenum format, GLsizei width) { GLint stride; switch (format) { case GL_COMPRESSED_RGB_FXT1_3DFX: case GL_COMPRESSED_RGBA_FXT1_3DFX: stride = ((width + 7) / 8) * 16; /* 16 bytes per 8x4 tile */ break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_RGB_S3TC: case GL_RGB4_S3TC: stride = ((width + 3) / 4) * 8; /* 8 bytes per 4x4 tile */ break; case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: case GL_RGBA_S3TC: case GL_RGBA4_S3TC: stride = ((width + 3) / 4) * 16; /* 16 bytes per 4x4 tile */ break; default: return 0; } return stride; } /** * Return the address of the pixel at (col, row, img) in a * compressed texture image. * * \param col image position. * \param row image position. * \param img image position. * \param format compressed image format. * \param width image width. * \param image the image address. * * \return address of pixel at (row, col). */ GLubyte * _mesa_compressed_image_address(GLint col, GLint row, GLint img, GLenum format, GLsizei width, const GLubyte *image) { GLubyte *addr; (void) img; /* We try to spot a "complete" subtexture "above" ROW, COL; * this texture is given by appropriate rounding of WIDTH x ROW. * Then we just add the amount left (usually on the left). * * Example for X*Y microtiles (Z bytes each) * offset = Z * (((width + X - 1) / X) * (row / Y) + col / X); */ switch (format) { case GL_COMPRESSED_RGB_FXT1_3DFX: case GL_COMPRESSED_RGBA_FXT1_3DFX: addr = (GLubyte *) image + 16 * (((width + 7) / 8) * (row / 4) + col / 8); break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_RGB_S3TC: case GL_RGB4_S3TC: addr = (GLubyte *) image + 8 * (((width + 3) / 4) * (row / 4) + col / 4); break; case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: case GL_RGBA_S3TC: case GL_RGBA4_S3TC: addr = (GLubyte *) image + 16 * (((width + 3) / 4) * (row / 4) + col / 4); break; default: return 0; } return addr; } /** * \param srcRowStride source stride, in pixels */ void _mesa_compress_teximage( GLcontext *ctx, GLsizei width, GLsizei height, GLenum srcFormat, const GLchan *source, GLint srcRowStride, const struct gl_texture_format *dstFormat, GLubyte *dest, GLint dstRowStride ) { switch (dstFormat->MesaFormat) { default: _mesa_problem(ctx, "Bad dstFormat in _mesa_compress_teximage()"); return; } }