#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "image.h"
#include "imports.h"
#include "mmath.h"
#include "mtypes.h"
#include "texformat.h"
#include "teximage.h"
#include "texstate.h"
#define DIM 1
#include "texformat_tmp.h"
#define DIM 2
#include "texformat_tmp.h"
#define DIM 3
#include "texformat_tmp.h"
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;
}
const struct gl_texture_format _mesa_texformat_rgba = {
MESA_FORMAT_RGBA,
GL_RGBA,
CHAN_BITS,
CHAN_BITS,
CHAN_BITS,
CHAN_BITS,
0,
0,
0,
0,
4 * CHAN_BITS / 8,
fetch_1d_texel_rgba,
fetch_2d_texel_rgba,
fetch_3d_texel_rgba,
};
const struct gl_texture_format _mesa_texformat_rgb = {
MESA_FORMAT_RGB,
GL_RGB,
CHAN_BITS,
CHAN_BITS,
CHAN_BITS,
0,
0,
0,
0,
0,
3 * CHAN_BITS / 8,
fetch_1d_texel_rgb,
fetch_2d_texel_rgb,
fetch_3d_texel_rgb,
};
const struct gl_texture_format _mesa_texformat_alpha = {
MESA_FORMAT_ALPHA,
GL_ALPHA,
0,
0,
0,
CHAN_BITS,
0,
0,
0,
0,
CHAN_BITS / 8,
fetch_1d_texel_alpha,
fetch_2d_texel_alpha,
fetch_3d_texel_alpha,
};
const struct gl_texture_format _mesa_texformat_luminance = {
MESA_FORMAT_LUMINANCE,
GL_LUMINANCE,
0,
0,
0,
0,
CHAN_BITS,
0,
0,
0,
CHAN_BITS / 8,
fetch_1d_texel_luminance,
fetch_2d_texel_luminance,
fetch_3d_texel_luminance,
};
const struct gl_texture_format _mesa_texformat_luminance_alpha = {
MESA_FORMAT_LUMINANCE_ALPHA,
GL_LUMINANCE_ALPHA,
0,
0,
0,
CHAN_BITS,
CHAN_BITS,
0,
0,
0,
2 * CHAN_BITS / 8,
fetch_1d_texel_luminance_alpha,
fetch_2d_texel_luminance_alpha,
fetch_3d_texel_luminance_alpha,
};
const struct gl_texture_format _mesa_texformat_intensity = {
MESA_FORMAT_INTENSITY,
GL_INTENSITY,
0,
0,
0,
0,
0,
CHAN_BITS,
0,
0,
CHAN_BITS / 8,
fetch_1d_texel_intensity,
fetch_2d_texel_intensity,
fetch_3d_texel_intensity,
};
const struct gl_texture_format _mesa_texformat_color_index = {
MESA_FORMAT_COLOR_INDEX,
GL_COLOR_INDEX,
0,
0,
0,
0,
0,
0,
CHAN_BITS,
0,
CHAN_BITS / 8,
fetch_1d_texel_color_index,
fetch_2d_texel_color_index,
fetch_3d_texel_color_index,
};
const struct gl_texture_format _mesa_texformat_depth_component = {
MESA_FORMAT_DEPTH_COMPONENT,
GL_DEPTH_COMPONENT,
0,
0,
0,
0,
0,
0,
0,
sizeof(GLfloat) * 8,
sizeof(GLfloat),
fetch_1d_texel_depth_component,
fetch_2d_texel_depth_component,
fetch_3d_texel_depth_component,
};
const struct gl_texture_format _mesa_texformat_rgba8888 = {
MESA_FORMAT_RGBA8888,
GL_RGBA,
8,
8,
8,
8,
0,
0,
0,
0,
4,
fetch_1d_texel_rgba8888,
fetch_2d_texel_rgba8888,
fetch_3d_texel_rgba8888,
};
const struct gl_texture_format _mesa_texformat_argb8888 = {
MESA_FORMAT_ARGB8888,
GL_RGBA,
8,
8,
8,
8,
0,
0,
0,
0,
4,
fetch_1d_texel_argb8888,
fetch_2d_texel_argb8888,
fetch_3d_texel_argb8888,
};
const struct gl_texture_format _mesa_texformat_rgb888 = {
MESA_FORMAT_RGB888,
GL_RGB,
8,
8,
8,
0,
0,
0,
0,
0,
3,
fetch_1d_texel_rgb888,
fetch_2d_texel_rgb888,
fetch_3d_texel_rgb888,
};
const struct gl_texture_format _mesa_texformat_rgb565 = {
MESA_FORMAT_RGB565,
GL_RGB,
5,
6,
5,
0,
0,
0,
0,
0,
2,
fetch_1d_texel_rgb565,
fetch_2d_texel_rgb565,
fetch_3d_texel_rgb565,
};
const struct gl_texture_format _mesa_texformat_argb4444 = {
MESA_FORMAT_ARGB4444,
GL_RGBA,
4,
4,
4,
4,
0,
0,
0,
0,
2,
fetch_1d_texel_argb4444,
fetch_2d_texel_argb4444,
fetch_3d_texel_argb4444,
};
const struct gl_texture_format _mesa_texformat_argb1555 = {
MESA_FORMAT_ARGB1555,
GL_RGBA,
5,
5,
5,
1,
0,
0,
0,
0,
2,
fetch_1d_texel_argb1555,
fetch_2d_texel_argb1555,
fetch_3d_texel_argb1555,
};
const struct gl_texture_format _mesa_texformat_al88 = {
MESA_FORMAT_AL88,
GL_LUMINANCE_ALPHA,
0,
0,
0,
8,
8,
0,
0,
0,
2,
fetch_1d_texel_al88,
fetch_2d_texel_al88,
fetch_3d_texel_al88,
};
const struct gl_texture_format _mesa_texformat_rgb332 = {
MESA_FORMAT_RGB332,
GL_RGB,
3,
3,
2,
0,
0,
0,
0,
0,
1,
fetch_1d_texel_rgb332,
fetch_2d_texel_rgb332,
fetch_3d_texel_rgb332,
};
const struct gl_texture_format _mesa_texformat_a8 = {
MESA_FORMAT_A8,
GL_ALPHA,
0,
0,
0,
8,
0,
0,
0,
0,
1,
fetch_1d_texel_a8,
fetch_2d_texel_a8,
fetch_3d_texel_a8,
};
const struct gl_texture_format _mesa_texformat_l8 = {
MESA_FORMAT_L8,
GL_LUMINANCE,
0,
0,
0,
0,
8,
0,
0,
0,
1,
fetch_1d_texel_l8,
fetch_2d_texel_l8,
fetch_3d_texel_l8,
};
const struct gl_texture_format _mesa_texformat_i8 = {
MESA_FORMAT_I8,
GL_INTENSITY,
0,
0,
0,
0,
0,
8,
0,
0,
1,
fetch_1d_texel_i8,
fetch_2d_texel_i8,
fetch_3d_texel_i8,
};
const struct gl_texture_format _mesa_texformat_ci8 = {
MESA_FORMAT_CI8,
GL_COLOR_INDEX,
0,
0,
0,
0,
0,
0,
8,
0,
1,
fetch_1d_texel_ci8,
fetch_2d_texel_ci8,
fetch_3d_texel_ci8,
};
const struct gl_texture_format _mesa_texformat_ycbcr = {
MESA_FORMAT_YCBCR,
GL_YCBCR_MESA,
0,
0,
0,
0,
0,
0,
0,
0,
2,
fetch_1d_texel_ycbcr,
fetch_2d_texel_ycbcr,
fetch_3d_texel_ycbcr,
};
const struct gl_texture_format _mesa_texformat_ycbcr_rev = {
MESA_FORMAT_YCBCR_REV,
GL_YCBCR_MESA,
0,
0,
0,
0,
0,
0,
0,
0,
2,
fetch_1d_texel_ycbcr_rev,
fetch_2d_texel_ycbcr_rev,
fetch_3d_texel_ycbcr_rev,
};
#if 0
const struct gl_texture_format _mesa_texformat_abgr8888 = {
MESA_FORMAT_ABGR8888,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8,
8,
8,
8,
8,
0,
0,
0,
0,
4,
fetch_1d_texel_abgr8888,
fetch_2d_texel_abgr8888,
fetch_3d_texel_abgr8888,
};
const struct gl_texture_format _mesa_texformat_bgra8888 = {
MESA_FORMAT_BGRA8888,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8,
8,
8,
8,
8,
0,
0,
0,
0,
4,
fetch_1d_texel_bgra8888,
fetch_2d_texel_bgra8888,
fetch_3d_texel_bgra8888,
};
const struct gl_texture_format _mesa_texformat_bgr888 = {
MESA_FORMAT_BGR888,
GL_RGB,
GL_UNSIGNED_BYTE,
8,
8,
8,
0,
0,
0,
0,
0,
3,
fetch_1d_texel_bgr888,
fetch_2d_texel_bgr888,
fetch_3d_texel_bgr888,
};
const struct gl_texture_format _mesa_texformat_bgr565 = {
MESA_FORMAT_BGR565,
GL_RGB,
GL_UNSIGNED_SHORT_5_6_5,
5,
6,
5,
0,
0,
0,
0,
0,
2,
fetch_1d_texel_bgr565,
fetch_2d_texel_bgr565,
fetch_3d_texel_bgr565,
};
const struct gl_texture_format _mesa_texformat_bgra4444 = {
MESA_FORMAT_BGRA4444,
GL_RGBA,
GL_UNSIGNED_SHORT_4_4_4_4_REV,
4,
4,
4,
4,
0,
0,
0,
0,
2,
fetch_1d_texel_bgra4444,
fetch_2d_texel_bgra4444,
fetch_3d_texel_bgra4444,
};
const struct gl_texture_format _mesa_texformat_bgra5551 = {
MESA_FORMAT_BGRA5551,
GL_RGBA,
GL_UNSIGNED_SHORT_1_5_5_5_REV,
5,
5,
5,
1,
0,
0,
0,
0,
2,
fetch_1d_texel_bgra1555,
fetch_2d_texel_bgra1555,
fetch_3d_texel_bgra1555,
};
const struct gl_texture_format _mesa_texformat_la88 = {
MESA_FORMAT_LA88,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
0,
0,
0,
8,
8,
0,
0,
0,
2,
fetch_1d_texel_la88,
fetch_2d_texel_la88,
fetch_3d_texel_la88,
};
const struct gl_texture_format _mesa_texformat_bgr233 = {
MESA_FORMAT_BGR233,
GL_RGB,
GL_UNSIGNED_BYTE_3_3_2,
3,
3,
2,
0,
0,
0,
0,
0,
1,
fetch_1d_texel_bgr233,
fetch_2d_texel_bgr233,
fetch_3d_texel_bgr233,
};
#endif
const struct gl_texture_format _mesa_null_texformat = {
-1,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
fetch_null_texel,
fetch_null_texel,
fetch_null_texel,
};
GLboolean
_mesa_is_hardware_tex_format( const struct gl_texture_format *format )
{
return (format->MesaFormat < MESA_FORMAT_RGBA);
}
const struct gl_texture_format *
_mesa_choose_tex_format( GLcontext *ctx, GLint internalFormat,
GLenum format, GLenum type )
{
(void) format;
(void) type;
switch ( internalFormat ) {
case 4:
case GL_RGBA:
return &_mesa_texformat_rgba;
case 3:
case GL_RGB:
return &_mesa_texformat_rgb;
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;
case GL_YCBCR_MESA:
if (type == GL_UNSIGNED_SHORT_8_8_MESA)
return &_mesa_texformat_ycbcr;
else
return &_mesa_texformat_ycbcr_rev;
default:
_mesa_problem(ctx, "unexpected format in _mesa_choose_tex_format()");
return NULL;
}
}
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;
}
}