/* $Id: texformat.c,v 1.11 2001/06/15 14:18:46 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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. * * Author: * Gareth Hughes */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "colormac.h" #include "context.h" #include "image.h" #include "mem.h" #include "mmath.h" #include "mtypes.h" #include "texformat.h" #include "teximage.h" #include "texstate.h" #include "swrast/s_span.h" #endif /* Texel fetch routines for all supported formats: */ #define DIM 1 #include "texformat_tmp.h" #define DIM 2 #include "texformat_tmp.h" #define DIM 3 #include "texformat_tmp.h" /* Have to have this so the FetchTexel function pointer is never NULL. */ static void fetch_null_texel( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLvoid *texel ) { GLchan *rgba = (GLchan *) texel; rgba[RCOMP] = 0; rgba[GCOMP] = 0; rgba[BCOMP] = 0; rgba[ACOMP] = 0; } /* ============================================================= * Default GLchan-based formats: */ const struct gl_texture_format _mesa_texformat_rgba = { MESA_FORMAT_RGBA, /* MesaFormat */ GL_RGBA, /* BaseFormat */ CHAN_TYPE, /* Type */ CHAN_BITS, /* RedBits */ CHAN_BITS, /* GreenBits */ CHAN_BITS, /* BlueBits */ CHAN_BITS, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 4 * CHAN_BITS / 8, /* TexelBytes */ fetch_1d_texel_rgba, /* FetchTexel1D */ fetch_2d_texel_rgba, /* FetchTexel2D */ fetch_3d_texel_rgba, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_rgb = { MESA_FORMAT_RGB, /* MesaFormat */ GL_RGB, /* BaseFormat */ CHAN_TYPE, /* Type */ CHAN_BITS, /* RedBits */ CHAN_BITS, /* GreenBits */ CHAN_BITS, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 3 * CHAN_BITS / 8, /* TexelBytes */ fetch_1d_texel_rgb, /* FetchTexel1D */ fetch_2d_texel_rgb, /* FetchTexel2D */ fetch_3d_texel_rgb, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_alpha = { MESA_FORMAT_ALPHA, /* MesaFormat */ GL_ALPHA, /* BaseFormat */ CHAN_TYPE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ CHAN_BITS, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ CHAN_BITS / 8, /* TexelBytes */ fetch_1d_texel_alpha, /* FetchTexel1D */ fetch_2d_texel_alpha, /* FetchTexel2D */ fetch_3d_texel_alpha, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_luminance = { MESA_FORMAT_LUMINANCE, /* MesaFormat */ GL_LUMINANCE, /* BaseFormat */ CHAN_TYPE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ CHAN_BITS, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ CHAN_BITS / 8, /* TexelBytes */ fetch_1d_texel_luminance, /* FetchTexel1D */ fetch_2d_texel_luminance, /* FetchTexel2D */ fetch_3d_texel_luminance, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_luminance_alpha = { MESA_FORMAT_LUMINANCE_ALPHA, /* MesaFormat */ GL_LUMINANCE_ALPHA, /* BaseFormat */ CHAN_TYPE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ CHAN_BITS, /* AlphaBits */ CHAN_BITS, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 2 * CHAN_BITS / 8, /* TexelBytes */ fetch_1d_texel_luminance_alpha, /* FetchTexel1D */ fetch_2d_texel_luminance_alpha, /* FetchTexel2D */ fetch_3d_texel_luminance_alpha, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_intensity = { MESA_FORMAT_INTENSITY, /* MesaFormat */ GL_INTENSITY, /* BaseFormat */ CHAN_TYPE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ CHAN_BITS, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ CHAN_BITS / 8, /* TexelBytes */ fetch_1d_texel_intensity, /* FetchTexel1D */ fetch_2d_texel_intensity, /* FetchTexel2D */ fetch_3d_texel_intensity, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_color_index = { MESA_FORMAT_COLOR_INDEX, /* MesaFormat */ GL_COLOR_INDEX, /* BaseFormat */ CHAN_TYPE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ CHAN_BITS, /* IndexBits */ 0, /* DepthBits */ CHAN_BITS / 8, /* TexelBytes */ fetch_1d_texel_color_index, /* FetchTexel1D */ fetch_2d_texel_color_index, /* FetchTexel2D */ fetch_3d_texel_color_index, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_depth_component = { MESA_FORMAT_DEPTH_COMPONENT, /* MesaFormat */ GL_DEPTH_COMPONENT, /* BaseFormat */ GL_FLOAT, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ sizeof(GLfloat) * 8, /* DepthBits */ sizeof(GLfloat), /* TexelBytes */ fetch_1d_texel_depth_component, /* FetchTexel1D */ fetch_2d_texel_depth_component, /* FetchTexel2D */ fetch_3d_texel_depth_component, /* FetchTexel3D */ }; /* ============================================================= * Hardware formats: */ const struct gl_texture_format _mesa_texformat_rgba8888 = { MESA_FORMAT_RGBA8888, /* MesaFormat */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_INT_8_8_8_8, /* Type */ 8, /* RedBits */ 8, /* GreenBits */ 8, /* BlueBits */ 8, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 4, /* TexelBytes */ fetch_1d_texel_rgba8888, /* FetchTexel1D */ fetch_2d_texel_rgba8888, /* FetchTexel2D */ fetch_3d_texel_rgba8888, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_argb8888 = { MESA_FORMAT_ARGB8888, /* MesaFormat */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_INT_8_8_8_8_REV, /* Type */ 8, /* RedBits */ 8, /* GreenBits */ 8, /* BlueBits */ 8, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 4, /* TexelBytes */ fetch_1d_texel_argb8888, /* FetchTexel1D */ fetch_2d_texel_argb8888, /* FetchTexel2D */ fetch_3d_texel_argb8888, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_rgb888 = { MESA_FORMAT_RGB888, /* MesaFormat */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_BYTE, /* Type */ 8, /* RedBits */ 8, /* GreenBits */ 8, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 3, /* TexelBytes */ fetch_1d_texel_rgb888, /* FetchTexel1D */ fetch_2d_texel_rgb888, /* FetchTexel2D */ fetch_3d_texel_rgb888, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_rgb565 = { MESA_FORMAT_RGB565, /* MesaFormat */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_SHORT_5_6_5, /* Type */ 5, /* RedBits */ 6, /* GreenBits */ 5, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 2, /* TexelBytes */ fetch_1d_texel_rgb565, /* FetchTexel1D */ fetch_2d_texel_rgb565, /* FetchTexel2D */ fetch_3d_texel_rgb565, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_argb4444 = { MESA_FORMAT_ARGB4444, /* MesaFormat */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_SHORT_4_4_4_4_REV, /* Type */ 4, /* RedBits */ 4, /* GreenBits */ 4, /* BlueBits */ 4, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 2, /* TexelBytes */ fetch_1d_texel_argb4444, /* FetchTexel1D */ fetch_2d_texel_argb4444, /* FetchTexel2D */ fetch_3d_texel_argb4444, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_argb1555 = { MESA_FORMAT_ARGB1555, /* MesaFormat */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_SHORT_1_5_5_5_REV, /* Type */ 5, /* RedBits */ 5, /* GreenBits */ 5, /* BlueBits */ 1, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 2, /* TexelBytes */ fetch_1d_texel_argb1555, /* FetchTexel1D */ fetch_2d_texel_argb1555, /* FetchTexel2D */ fetch_3d_texel_argb1555, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_al88 = { MESA_FORMAT_AL88, /* MesaFormat */ GL_LUMINANCE_ALPHA, /* BaseFormat */ GL_UNSIGNED_BYTE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 8, /* AlphaBits */ 8, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 2, /* TexelBytes */ fetch_1d_texel_al88, /* FetchTexel1D */ fetch_2d_texel_al88, /* FetchTexel2D */ fetch_3d_texel_al88, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_rgb332 = { MESA_FORMAT_RGB332, /* MesaFormat */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_BYTE_3_3_2, /* Type */ 3, /* RedBits */ 3, /* GreenBits */ 2, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 1, /* TexelBytes */ fetch_1d_texel_rgb332, /* FetchTexel1D */ fetch_2d_texel_rgb332, /* FetchTexel2D */ fetch_3d_texel_rgb332, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_a8 = { MESA_FORMAT_A8, /* MesaFormat */ GL_ALPHA, /* BaseFormat */ GL_UNSIGNED_BYTE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 8, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 1, /* TexelBytes */ fetch_1d_texel_a8, /* FetchTexel1D */ fetch_2d_texel_a8, /* FetchTexel2D */ fetch_3d_texel_a8, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_l8 = { MESA_FORMAT_L8, /* MesaFormat */ GL_LUMINANCE, /* BaseFormat */ GL_UNSIGNED_BYTE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 8, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 1, /* TexelBytes */ fetch_1d_texel_l8, /* FetchTexel1D */ fetch_2d_texel_l8, /* FetchTexel2D */ fetch_3d_texel_l8, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_i8 = { MESA_FORMAT_I8, /* MesaFormat */ GL_INTENSITY, /* BaseFormat */ GL_UNSIGNED_BYTE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 8, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 1, /* TexelBytes */ fetch_1d_texel_i8, /* FetchTexel1D */ fetch_2d_texel_i8, /* FetchTexel2D */ fetch_3d_texel_i8, /* FetchTexel3D */ }; const struct gl_texture_format _mesa_texformat_ci8 = { MESA_FORMAT_CI8, /* MesaFormat */ GL_COLOR_INDEX, /* BaseFormat */ GL_UNSIGNED_BYTE, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 8, /* IndexBits */ 0, /* DepthBits */ 1, /* TexelBytes */ fetch_1d_texel_ci8, /* FetchTexel1D */ fetch_2d_texel_ci8, /* FetchTexel2D */ fetch_3d_texel_ci8, /* FetchTexel3D */ }; /* ============================================================= * Null format: */ const struct gl_texture_format _mesa_null_texformat = { -1, /* MesaFormat */ 0, /* BaseFormat */ 0, /* Type */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* DepthBits */ 0, /* TexelBytes */ fetch_null_texel, /* FetchTexel1D */ fetch_null_texel, /* FetchTexel2D */ fetch_null_texel, /* FetchTexel3D */ }; GLboolean _mesa_is_hardware_tex_format( const struct gl_texture_format *format ) { return (format->MesaFormat < MESA_FORMAT_RGBA); } /* Given an internal texture format (or 1, 2, 3, 4) return a pointer * to a gl_texture_format which which to store the texture. * This is called via ctx->Driver.ChooseTextureFormat(). * Hardware drivers should not use this function, but instead a * specialized function. */ const struct gl_texture_format * _mesa_choose_tex_format( GLcontext *ctx, GLint internalFormat, GLenum format, GLenum type ) { (void) format; (void) type; switch ( internalFormat ) { /* GH: Bias towards GL_RGB, GL_RGBA texture formats. This has * got to be better than sticking them way down the end of this * huge list. */ case 4: /* Quake3 uses this... */ case GL_RGBA: return &_mesa_texformat_rgba; case 3: /* ... and this. */ case GL_RGB: return &_mesa_texformat_rgb; /* GH: Okay, keep checking as normal. Still test for GL_RGB, * GL_RGBA formats first. */ case GL_RGBA2: case GL_RGBA4: case GL_RGB5_A1: case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16: return &_mesa_texformat_rgba; case GL_R3_G3_B2: case GL_RGB4: case GL_RGB5: case GL_RGB8: case GL_RGB10: case GL_RGB12: case GL_RGB16: return &_mesa_texformat_rgb; case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8: case GL_ALPHA12: case GL_ALPHA16: return &_mesa_texformat_alpha; case 1: case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8: case GL_LUMINANCE12: case GL_LUMINANCE16: return &_mesa_texformat_luminance; case 2: case GL_LUMINANCE_ALPHA: case GL_LUMINANCE4_ALPHA4: case GL_LUMINANCE6_ALPHA2: case GL_LUMINANCE8_ALPHA8: case GL_LUMINANCE12_ALPHA4: case GL_LUMINANCE12_ALPHA12: case GL_LUMINANCE16_ALPHA16: return &_mesa_texformat_luminance_alpha; case GL_INTENSITY: case GL_INTENSITY4: case GL_INTENSITY8: case GL_INTENSITY12: case GL_INTENSITY16: return &_mesa_texformat_intensity; case GL_COLOR_INDEX: case GL_COLOR_INDEX1_EXT: case GL_COLOR_INDEX2_EXT: case GL_COLOR_INDEX4_EXT: case GL_COLOR_INDEX8_EXT: case GL_COLOR_INDEX12_EXT: case GL_COLOR_INDEX16_EXT: return &_mesa_texformat_color_index; case GL_DEPTH_COMPONENT: case GL_DEPTH_COMPONENT16_SGIX: case GL_DEPTH_COMPONENT24_SGIX: case GL_DEPTH_COMPONENT32_SGIX: if (!ctx->Extensions.SGIX_depth_texture) _mesa_problem(ctx, "depth format without GL_SGIX_depth_texture"); return &_mesa_texformat_depth_component; case GL_COMPRESSED_ALPHA_ARB: if (!ctx->Extensions.ARB_texture_compression) _mesa_problem(ctx, "texture compression extension not enabled"); return &_mesa_texformat_alpha; case GL_COMPRESSED_LUMINANCE_ARB: if (!ctx->Extensions.ARB_texture_compression) _mesa_problem(ctx, "texture compression extension not enabled"); return &_mesa_texformat_luminance; case GL_COMPRESSED_LUMINANCE_ALPHA_ARB: if (!ctx->Extensions.ARB_texture_compression) _mesa_problem(ctx, "texture compression extension not enabled"); return &_mesa_texformat_luminance_alpha; case GL_COMPRESSED_INTENSITY_ARB: if (!ctx->Extensions.ARB_texture_compression) _mesa_problem(ctx, "texture compression extension not enabled"); return &_mesa_texformat_intensity; case GL_COMPRESSED_RGB_ARB: if (!ctx->Extensions.ARB_texture_compression) _mesa_problem(ctx, "texture compression extension not enabled"); return &_mesa_texformat_rgb; case GL_COMPRESSED_RGBA_ARB: if (!ctx->Extensions.ARB_texture_compression) _mesa_problem(ctx, "texture compression extension not enabled"); return &_mesa_texformat_rgba; default: _mesa_problem(ctx, "unexpected format in _mesa_choose_tex_format()"); printf("intformat = %d %x\n", internalFormat, internalFormat); return NULL; } } /* * Return the base texture format for the given compressed format * Called via ctx->Driver.BaseCompressedTexFormat(). * This function is used by software rasterizers. Hardware drivers * which support texture compression should not use this function but * a specialized function instead. */ GLint _mesa_base_compressed_texformat(GLcontext *ctx, GLint intFormat) { switch (intFormat) { case GL_COMPRESSED_ALPHA_ARB: return GL_ALPHA; case GL_COMPRESSED_LUMINANCE_ARB: return GL_LUMINANCE; case GL_COMPRESSED_LUMINANCE_ALPHA_ARB: return GL_LUMINANCE_ALPHA; case GL_COMPRESSED_INTENSITY_ARB: return GL_INTENSITY; case GL_COMPRESSED_RGB_ARB: return GL_RGB; case GL_COMPRESSED_RGBA_ARB: return GL_RGBA; default: return -1; /* not a recognized compressed format */ } } /* * Called via ctx->Driver.CompressedTextureSize(). * This function is only used by software rasterizers. * Hardware drivers will have to implement a specialized function. */ GLint _mesa_compressed_texture_size(GLcontext *ctx, const struct gl_texture_image *texImage) { GLint b; assert(texImage); assert(texImage->TexFormat); b = texImage->Width * texImage->Height * texImage->Depth * texImage->TexFormat->TexelBytes; assert(b > 0); return b; }