Files
third_party_mesa3d/src/mesa/main/texformat.c
Brian Paul 3fa7dbf368 mesa: remove GLchan-based formats; use hw 8-bit/channel formats instead
Removed: MESA_FORMAT_RGBA, RGB, ALPHA, LUMINANCE, LUMINANCE_ALPHA, INTENSITY.
2009-09-30 21:00:16 -06:00

544 lines
15 KiB
C

/*
* Mesa 3-D graphics library
* Version: 7.7
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* Copyright (c) 2008-2009 VMware, Inc.
*
* 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.
*/
/**
* \file texformat.c
* Texture formats.
*
* \author Gareth Hughes
* \author Brian Paul
*/
#include "context.h"
#include "texcompress.h"
#include "texcompress_fxt1.h"
#include "texcompress_s3tc.h"
#include "texformat.h"
/**
* Choose an appropriate texture format given the format, type and
* internalFormat parameters passed to glTexImage().
*
* \param ctx the GL context.
* \param internalFormat user's prefered internal texture format.
* \param format incoming image pixel format.
* \param type incoming image data type.
*
* \return a pointer to a gl_texture_format object which describes the
* choosen texture format, or NULL on failure.
*
* This is called via dd_function_table::ChooseTextureFormat. Hardware drivers
* will typically override this function with a specialized version.
*/
gl_format
_mesa_choose_tex_format( GLcontext *ctx, GLint internalFormat,
GLenum format, GLenum type )
{
(void) format;
(void) type;
switch (internalFormat) {
/* RGBA formats */
case 4:
case GL_RGBA:
case GL_RGB10_A2:
case GL_RGBA12:
case GL_RGBA16:
case GL_RGBA8:
return MESA_FORMAT_RGBA8888;
case GL_RGB5_A1:
return MESA_FORMAT_ARGB1555;
case GL_RGBA2:
return MESA_FORMAT_ARGB4444_REV; /* just to test another format*/
case GL_RGBA4:
return MESA_FORMAT_ARGB4444;
/* RGB formats */
case 3:
case GL_RGB:
case GL_RGB10:
case GL_RGB12:
case GL_RGB16:
case GL_RGB8:
return MESA_FORMAT_RGB888;
case GL_R3_G3_B2:
return MESA_FORMAT_RGB332;
case GL_RGB4:
return MESA_FORMAT_RGB565_REV; /* just to test another format */
case GL_RGB5:
return MESA_FORMAT_RGB565;
/* Alpha formats */
case GL_ALPHA:
case GL_ALPHA4:
case GL_ALPHA12:
case GL_ALPHA16:
case GL_ALPHA8:
return MESA_FORMAT_A8;
/* Luminance formats */
case 1:
case GL_LUMINANCE:
case GL_LUMINANCE4:
case GL_LUMINANCE12:
case GL_LUMINANCE16:
case GL_LUMINANCE8:
return MESA_FORMAT_L8;
/* Luminance/Alpha formats */
case 2:
case GL_LUMINANCE_ALPHA:
case GL_LUMINANCE4_ALPHA4:
case GL_LUMINANCE6_ALPHA2:
case GL_LUMINANCE12_ALPHA4:
case GL_LUMINANCE12_ALPHA12:
case GL_LUMINANCE16_ALPHA16:
case GL_LUMINANCE8_ALPHA8:
return MESA_FORMAT_AL88;
case GL_INTENSITY:
case GL_INTENSITY4:
case GL_INTENSITY12:
case GL_INTENSITY16:
case GL_INTENSITY8:
return MESA_FORMAT_I8;
case GL_COLOR_INDEX:
case GL_COLOR_INDEX1_EXT:
case GL_COLOR_INDEX2_EXT:
case GL_COLOR_INDEX4_EXT:
case GL_COLOR_INDEX12_EXT:
case GL_COLOR_INDEX16_EXT:
case GL_COLOR_INDEX8_EXT:
return MESA_FORMAT_CI8;
default:
; /* fallthrough */
}
if (ctx->Extensions.ARB_depth_texture) {
switch (internalFormat) {
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
return MESA_FORMAT_Z32;
case GL_DEPTH_COMPONENT16:
return MESA_FORMAT_Z16;
default:
; /* fallthrough */
}
}
switch (internalFormat) {
case GL_COMPRESSED_ALPHA_ARB:
return MESA_FORMAT_A8;
case GL_COMPRESSED_LUMINANCE_ARB:
return MESA_FORMAT_L8;
case GL_COMPRESSED_LUMINANCE_ALPHA_ARB:
return MESA_FORMAT_AL88;
case GL_COMPRESSED_INTENSITY_ARB:
return MESA_FORMAT_I8;
case GL_COMPRESSED_RGB_ARB:
#if FEATURE_texture_fxt1
if (ctx->Extensions.TDFX_texture_compression_FXT1)
return MESA_FORMAT_RGB_FXT1;
#endif
#if FEATURE_texture_s3tc
if (ctx->Extensions.EXT_texture_compression_s3tc ||
ctx->Extensions.S3_s3tc)
return MESA_FORMAT_RGB_DXT1;
#endif
return MESA_FORMAT_RGB888;
case GL_COMPRESSED_RGBA_ARB:
#if FEATURE_texture_fxt1
if (ctx->Extensions.TDFX_texture_compression_FXT1)
return MESA_FORMAT_RGBA_FXT1;
#endif
#if FEATURE_texture_s3tc
if (ctx->Extensions.EXT_texture_compression_s3tc ||
ctx->Extensions.S3_s3tc)
return MESA_FORMAT_RGBA_DXT3; /* Not rgba_dxt1, see spec */
#endif
return MESA_FORMAT_RGBA8888;
default:
; /* fallthrough */
}
if (ctx->Extensions.MESA_ycbcr_texture) {
if (internalFormat == GL_YCBCR_MESA) {
if (type == GL_UNSIGNED_SHORT_8_8_MESA)
return MESA_FORMAT_YCBCR;
else
return MESA_FORMAT_YCBCR_REV;
}
}
#if FEATURE_texture_fxt1
if (ctx->Extensions.TDFX_texture_compression_FXT1) {
switch (internalFormat) {
case GL_COMPRESSED_RGB_FXT1_3DFX:
return MESA_FORMAT_RGB_FXT1;
case GL_COMPRESSED_RGBA_FXT1_3DFX:
return MESA_FORMAT_RGBA_FXT1;
default:
; /* fallthrough */
}
}
#endif
#if FEATURE_texture_s3tc
if (ctx->Extensions.EXT_texture_compression_s3tc) {
switch (internalFormat) {
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
return MESA_FORMAT_RGB_DXT1;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
return MESA_FORMAT_RGBA_DXT1;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
return MESA_FORMAT_RGBA_DXT3;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
return MESA_FORMAT_RGBA_DXT5;
default:
; /* fallthrough */
}
}
if (ctx->Extensions.S3_s3tc) {
switch (internalFormat) {
case GL_RGB_S3TC:
case GL_RGB4_S3TC:
return MESA_FORMAT_RGB_DXT1;
case GL_RGBA_S3TC:
case GL_RGBA4_S3TC:
return MESA_FORMAT_RGBA_DXT3;
default:
; /* fallthrough */
}
}
#endif
if (ctx->Extensions.ARB_texture_float) {
switch (internalFormat) {
case GL_ALPHA16F_ARB:
return MESA_FORMAT_ALPHA_FLOAT16;
case GL_ALPHA32F_ARB:
return MESA_FORMAT_ALPHA_FLOAT32;
case GL_LUMINANCE16F_ARB:
return MESA_FORMAT_LUMINANCE_FLOAT16;
case GL_LUMINANCE32F_ARB:
return MESA_FORMAT_LUMINANCE_FLOAT32;
case GL_LUMINANCE_ALPHA16F_ARB:
return MESA_FORMAT_LUMINANCE_ALPHA_FLOAT16;
case GL_LUMINANCE_ALPHA32F_ARB:
return MESA_FORMAT_LUMINANCE_ALPHA_FLOAT32;
case GL_INTENSITY16F_ARB:
return MESA_FORMAT_INTENSITY_FLOAT16;
case GL_INTENSITY32F_ARB:
return MESA_FORMAT_INTENSITY_FLOAT32;
case GL_RGB16F_ARB:
return MESA_FORMAT_RGB_FLOAT16;
case GL_RGB32F_ARB:
return MESA_FORMAT_RGB_FLOAT32;
case GL_RGBA16F_ARB:
return MESA_FORMAT_RGBA_FLOAT16;
case GL_RGBA32F_ARB:
return MESA_FORMAT_RGBA_FLOAT32;
default:
; /* fallthrough */
}
}
if (ctx->Extensions.EXT_packed_depth_stencil) {
switch (internalFormat) {
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
return MESA_FORMAT_Z24_S8;
default:
; /* fallthrough */
}
}
if (ctx->Extensions.ATI_envmap_bumpmap) {
switch (internalFormat) {
case GL_DUDV_ATI:
case GL_DU8DV8_ATI:
return MESA_FORMAT_DUDV8;
default:
; /* fallthrough */
}
}
if (ctx->Extensions.MESA_texture_signed_rgba) {
switch (internalFormat) {
case GL_RGBA_SNORM:
case GL_RGBA8_SNORM:
return MESA_FORMAT_SIGNED_RGBA8888;
default:
; /* fallthrough */
}
}
#if FEATURE_EXT_texture_sRGB
if (ctx->Extensions.EXT_texture_sRGB) {
switch (internalFormat) {
case GL_SRGB_EXT:
case GL_SRGB8_EXT:
return MESA_FORMAT_SRGB8;
case GL_SRGB_ALPHA_EXT:
case GL_SRGB8_ALPHA8_EXT:
return MESA_FORMAT_SRGBA8;
case GL_SLUMINANCE_EXT:
case GL_SLUMINANCE8_EXT:
return MESA_FORMAT_SL8;
case GL_SLUMINANCE_ALPHA_EXT:
case GL_SLUMINANCE8_ALPHA8_EXT:
return MESA_FORMAT_SLA8;
case GL_COMPRESSED_SLUMINANCE_EXT:
return MESA_FORMAT_SL8;
case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
return MESA_FORMAT_SLA8;
case GL_COMPRESSED_SRGB_EXT:
#if FEATURE_texture_s3tc
if (ctx->Extensions.EXT_texture_compression_s3tc)
return MESA_FORMAT_SRGB_DXT1;
#endif
return MESA_FORMAT_SRGB8;
case GL_COMPRESSED_SRGB_ALPHA_EXT:
#if FEATURE_texture_s3tc
if (ctx->Extensions.EXT_texture_compression_s3tc)
return MESA_FORMAT_SRGBA_DXT3; /* Not srgba_dxt1, see spec */
#endif
return MESA_FORMAT_SRGBA8;
#if FEATURE_texture_s3tc
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
if (ctx->Extensions.EXT_texture_compression_s3tc)
return MESA_FORMAT_SRGB_DXT1;
break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
if (ctx->Extensions.EXT_texture_compression_s3tc)
return MESA_FORMAT_SRGBA_DXT1;
break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
if (ctx->Extensions.EXT_texture_compression_s3tc)
return MESA_FORMAT_SRGBA_DXT3;
break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
if (ctx->Extensions.EXT_texture_compression_s3tc)
return MESA_FORMAT_SRGBA_DXT5;
break;
#endif
default:
; /* fallthrough */
}
}
#endif /* FEATURE_EXT_texture_sRGB */
_mesa_problem(ctx, "unexpected format in _mesa_choose_tex_format()");
return MESA_FORMAT_NONE;
}
/**
* Return datatype and number of components per texel for the given gl_format.
*/
void
_mesa_format_to_type_and_comps(gl_format format,
GLenum *datatype, GLuint *comps)
{
switch (format) {
case MESA_FORMAT_RGBA8888:
case MESA_FORMAT_RGBA8888_REV:
case MESA_FORMAT_ARGB8888:
case MESA_FORMAT_ARGB8888_REV:
*datatype = CHAN_TYPE;
*comps = 4;
return;
case MESA_FORMAT_RGB888:
case MESA_FORMAT_BGR888:
*datatype = GL_UNSIGNED_BYTE;
*comps = 3;
return;
case MESA_FORMAT_RGB565:
case MESA_FORMAT_RGB565_REV:
*datatype = GL_UNSIGNED_SHORT_5_6_5;
*comps = 3;
return;
case MESA_FORMAT_ARGB4444:
case MESA_FORMAT_ARGB4444_REV:
*datatype = GL_UNSIGNED_SHORT_4_4_4_4;
*comps = 4;
return;
case MESA_FORMAT_ARGB1555:
case MESA_FORMAT_ARGB1555_REV:
*datatype = GL_UNSIGNED_SHORT_1_5_5_5_REV;
*comps = 4;
return;
case MESA_FORMAT_AL88:
case MESA_FORMAT_AL88_REV:
*datatype = GL_UNSIGNED_BYTE;
*comps = 2;
return;
case MESA_FORMAT_RGB332:
*datatype = GL_UNSIGNED_BYTE_3_3_2;
*comps = 3;
return;
case MESA_FORMAT_A8:
case MESA_FORMAT_L8:
case MESA_FORMAT_I8:
case MESA_FORMAT_CI8:
*datatype = GL_UNSIGNED_BYTE;
*comps = 1;
return;
case MESA_FORMAT_YCBCR:
case MESA_FORMAT_YCBCR_REV:
*datatype = GL_UNSIGNED_SHORT;
*comps = 2;
return;
case MESA_FORMAT_Z24_S8:
*datatype = GL_UNSIGNED_INT;
*comps = 1; /* XXX OK? */
return;
case MESA_FORMAT_S8_Z24:
*datatype = GL_UNSIGNED_INT;
*comps = 1; /* XXX OK? */
return;
case MESA_FORMAT_Z16:
*datatype = GL_UNSIGNED_SHORT;
*comps = 1;
return;
case MESA_FORMAT_Z32:
*datatype = GL_UNSIGNED_INT;
*comps = 1;
return;
case MESA_FORMAT_DUDV8:
*datatype = GL_BYTE;
*comps = 2;
return;
case MESA_FORMAT_SIGNED_RGBA8888:
case MESA_FORMAT_SIGNED_RGBA8888_REV:
*datatype = GL_BYTE;
*comps = 4;
return;
#if FEATURE_EXT_texture_sRGB
case MESA_FORMAT_SRGB8:
*datatype = GL_UNSIGNED_BYTE;
*comps = 3;
return;
case MESA_FORMAT_SRGBA8:
case MESA_FORMAT_SARGB8:
*datatype = GL_UNSIGNED_BYTE;
*comps = 4;
return;
case MESA_FORMAT_SL8:
*datatype = GL_UNSIGNED_BYTE;
*comps = 1;
return;
case MESA_FORMAT_SLA8:
*datatype = GL_UNSIGNED_BYTE;
*comps = 2;
return;
#endif
#if FEATURE_texture_fxt1
case MESA_FORMAT_RGB_FXT1:
case MESA_FORMAT_RGBA_FXT1:
#endif
#if FEATURE_texture_s3tc
case MESA_FORMAT_RGB_DXT1:
case MESA_FORMAT_RGBA_DXT1:
case MESA_FORMAT_RGBA_DXT3:
case MESA_FORMAT_RGBA_DXT5:
#if FEATURE_EXT_texture_sRGB
case MESA_FORMAT_SRGB_DXT1:
case MESA_FORMAT_SRGBA_DXT1:
case MESA_FORMAT_SRGBA_DXT3:
case MESA_FORMAT_SRGBA_DXT5:
#endif
/* XXX generate error instead? */
*datatype = GL_UNSIGNED_BYTE;
*comps = 0;
return;
#endif
case MESA_FORMAT_RGBA_FLOAT32:
*datatype = GL_FLOAT;
*comps = 4;
return;
case MESA_FORMAT_RGBA_FLOAT16:
*datatype = GL_HALF_FLOAT_ARB;
*comps = 4;
return;
case MESA_FORMAT_RGB_FLOAT32:
*datatype = GL_FLOAT;
*comps = 3;
return;
case MESA_FORMAT_RGB_FLOAT16:
*datatype = GL_HALF_FLOAT_ARB;
*comps = 3;
return;
case MESA_FORMAT_LUMINANCE_ALPHA_FLOAT32:
*datatype = GL_FLOAT;
*comps = 2;
return;
case MESA_FORMAT_LUMINANCE_ALPHA_FLOAT16:
*datatype = GL_HALF_FLOAT_ARB;
*comps = 2;
return;
case MESA_FORMAT_ALPHA_FLOAT32:
case MESA_FORMAT_LUMINANCE_FLOAT32:
case MESA_FORMAT_INTENSITY_FLOAT32:
*datatype = GL_FLOAT;
*comps = 1;
return;
case MESA_FORMAT_ALPHA_FLOAT16:
case MESA_FORMAT_LUMINANCE_FLOAT16:
case MESA_FORMAT_INTENSITY_FLOAT16:
*datatype = GL_HALF_FLOAT_ARB;
*comps = 1;
return;
default:
_mesa_problem(NULL, "bad format in _mesa_format_to_type_and_comps");
*datatype = 0;
*comps = 1;
}
}