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authorBrian Paul <brian.paul@tungstengraphics.com>2001-05-22 21:49:03 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2001-05-22 21:49:03 +0000
commit8bd06931018d5662b92f1cfeee2abaf352d0044c (patch)
tree56c6a1c7cda9c47e6f9c609781ec81824daa9c67
parent6b1e4ea5a54ea852a904440cd9fa50251f63f64c (diff)
a little more work on GL_SGIS_generate_mipmap
-rw-r--r--src/mesa/main/texstore.c197
1 files changed, 192 insertions, 5 deletions
diff --git a/src/mesa/main/texstore.c b/src/mesa/main/texstore.c
index e3a4b10827..d1a50e50e0 100644
--- a/src/mesa/main/texstore.c
+++ b/src/mesa/main/texstore.c
@@ -1,4 +1,4 @@
-/* $Id: texstore.c,v 1.25 2001/05/21 16:41:03 brianp Exp $ */
+/* $Id: texstore.c,v 1.26 2001/05/22 21:49:03 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -1011,9 +1011,194 @@ do_row(const struct gl_texture_format *format, GLint dstWidth,
}
return;
case MESA_FORMAT_DEPTH_COMPONENT:
-
- /* XXX do hardware texture formats */
-
+ {
+ GLuint i, j;
+ const GLfloat *rowA = (const GLfloat *) srcRowA;
+ const GLfloat *rowB = (const GLfloat *) srcRowB;
+ GLfloat *dst = (GLfloat *) dstRow;
+ for (i = j = 0; i < dstWidth; i++, j+=2) {
+ dst[i] = (rowA[j] + rowA[j+1] + rowB[j] + rowB[j+1]) * 0.25F;
+ }
+ }
+ return;
+ /* Begin hardware formats */
+ case MESA_FORMAT_RGBA8888:
+ case MESA_FORMAT_ARGB8888:
+ {
+ GLuint i, j;
+ const GLubyte (*rowA)[4] = (const GLubyte (*)[4]) srcRowA;
+ const GLubyte (*rowB)[4] = (const GLubyte (*)[4]) srcRowB;
+ GLubyte (*dst)[4] = (GLubyte (*)[4]) dstRow;
+ for (i = j = 0; i < dstWidth; i++, j+=2) {
+ dst[i][0] = (rowA[j][0] + rowA[j+1][0] +
+ rowB[j][0] + rowB[j+1][0]) >> 2;
+ dst[i][1] = (rowA[j][1] + rowA[j+1][1] +
+ rowB[j][1] + rowB[j+1][1]) >> 2;
+ dst[i][2] = (rowA[j][2] + rowA[j+1][2] +
+ rowB[j][2] + rowB[j+1][2]) >> 2;
+ dst[i][3] = (rowA[j][3] + rowA[j+1][3] +
+ rowB[j][3] + rowB[j+1][3]) >> 2;
+ }
+ }
+ return;
+ case MESA_FORMAT_RGB888:
+ {
+ GLuint i, j;
+ const GLubyte (*rowA)[3] = (const GLubyte (*)[3]) srcRowA;
+ const GLubyte (*rowB)[3] = (const GLubyte (*)[3]) srcRowB;
+ GLubyte (*dst)[3] = (GLubyte (*)[3]) dstRow;
+ for (i = j = 0; i < dstWidth; i++, j+=2) {
+ dst[i][0] = (rowA[j][0] + rowA[j+1][0] +
+ rowB[j][0] + rowB[j+1][0]) >> 2;
+ dst[i][1] = (rowA[j][1] + rowA[j+1][1] +
+ rowB[j][1] + rowB[j+1][1]) >> 2;
+ dst[i][2] = (rowA[j][2] + rowA[j+1][2] +
+ rowB[j][2] + rowB[j+1][2]) >> 2;
+ }
+ }
+ return;
+ case MESA_FORMAT_RGB565:
+ {
+ GLuint i, j;
+ const GLushort *rowA = (const GLushort *) srcRowA;
+ const GLushort *rowB = (const GLushort *) srcRowB;
+ GLushort *dst = (GLushort *) dstRow;
+ for (i = j = 0; i < dstWidth; i++, j+=2) {
+ const GLint rowAr0 = rowA[j] & 0x1f;
+ const GLint rowAr1 = rowA[j+1] & 0x1f;
+ const GLint rowBr0 = rowB[j] & 0x1f;
+ const GLint rowBr1 = rowB[j+1] & 0x1f;
+ const GLint rowAg0 = (rowA[j] >> 5) & 0x3f;
+ const GLint rowAg1 = (rowA[j+1] >> 5) & 0x3f;
+ const GLint rowBg0 = (rowB[j] >> 5) & 0x3f;
+ const GLint rowBg1 = (rowB[j+1] >> 5) & 0x3f;
+ const GLint rowAb0 = (rowA[j] >> 11) & 0x1f;
+ const GLint rowAb1 = (rowA[j+1] >> 11) & 0x1f;
+ const GLint rowBb0 = (rowB[j] >> 11) & 0x1f;
+ const GLint rowBb1 = (rowB[j+1] >> 11) & 0x1f;
+ const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4;
+ const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4;
+ const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4;
+ dst[i] = (blue << 11) | (green << 5) | red;
+ }
+ }
+ return;
+ case MESA_FORMAT_ARGB4444:
+ {
+ GLuint i, j;
+ const GLushort *rowA = (const GLushort *) srcRowA;
+ const GLushort *rowB = (const GLushort *) srcRowB;
+ GLushort *dst = (GLushort *) dstRow;
+ for (i = j = 0; i < dstWidth; i++, j+=2) {
+ const GLint rowAr0 = rowA[j] & 0xf;
+ const GLint rowAr1 = rowA[j+1] & 0xf;
+ const GLint rowBr0 = rowB[j] & 0xf;
+ const GLint rowBr1 = rowB[j+1] & 0xf;
+ const GLint rowAg0 = (rowA[j] >> 4) & 0xf;
+ const GLint rowAg1 = (rowA[j+1] >> 4) & 0xf;
+ const GLint rowBg0 = (rowB[j] >> 4) & 0xf;
+ const GLint rowBg1 = (rowB[j+1] >> 4) & 0xf;
+ const GLint rowAb0 = (rowA[j] >> 8) & 0xf;
+ const GLint rowAb1 = (rowA[j+1] >> 8) & 0xf;
+ const GLint rowBb0 = (rowB[j] >> 8) & 0xf;
+ const GLint rowBb1 = (rowB[j+1] >> 8) & 0xf;
+ const GLint rowAa0 = (rowA[j] >> 12) & 0xf;
+ const GLint rowAa1 = (rowA[j+1] >> 12) & 0xf;
+ const GLint rowBa0 = (rowB[j] >> 12) & 0xf;
+ const GLint rowBa1 = (rowB[j+1] >> 12) & 0xf;
+ const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4;
+ const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4;
+ const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4;
+ const GLint alpha = (rowAa0 + rowAa1 + rowBa0 + rowBa1) >> 4;
+ dst[i] = (alpha << 12) | (blue << 8) | (green << 4) | red;
+ }
+ }
+ return;
+ case MESA_FORMAT_ARGB1555:
+ {
+ GLuint i, j;
+ const GLushort *rowA = (const GLushort *) srcRowA;
+ const GLushort *rowB = (const GLushort *) srcRowB;
+ GLushort *dst = (GLushort *) dstRow;
+ for (i = j = 0; i < dstWidth; i++, j+=2) {
+ const GLint rowAr0 = rowA[j] & 0x1f;
+ const GLint rowAr1 = rowA[j+1] & 0x1f;
+ const GLint rowBr0 = rowB[j] & 0x1f;
+ const GLint rowBr1 = rowB[j+1] & 0xf;
+ const GLint rowAg0 = (rowA[j] >> 5) & 0x1f;
+ const GLint rowAg1 = (rowA[j+1] >> 5) & 0x1f;
+ const GLint rowBg0 = (rowB[j] >> 5) & 0x1f;
+ const GLint rowBg1 = (rowB[j+1] >> 5) & 0x1f;
+ const GLint rowAb0 = (rowA[j] >> 10) & 0x1f;
+ const GLint rowAb1 = (rowA[j+1] >> 10) & 0x1f;
+ const GLint rowBb0 = (rowB[j] >> 10) & 0x1f;
+ const GLint rowBb1 = (rowB[j+1] >> 10) & 0x1f;
+ const GLint rowAa0 = (rowA[j] >> 15) & 0x1;
+ const GLint rowAa1 = (rowA[j+1] >> 15) & 0x1;
+ const GLint rowBa0 = (rowB[j] >> 15) & 0x1;
+ const GLint rowBa1 = (rowB[j+1] >> 15) & 0x1;
+ const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4;
+ const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4;
+ const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4;
+ const GLint alpha = (rowAa0 + rowAa1 + rowBa0 + rowBa1) >> 4;
+ dst[i] = (alpha << 15) | (blue << 10) | (green << 5) | red;
+ }
+ }
+ return;
+ case MESA_FORMAT_AL88:
+ {
+ GLuint i, j;
+ const GLubyte (*rowA)[2] = (const GLubyte (*)[2]) srcRowA;
+ const GLubyte (*rowB)[2] = (const GLubyte (*)[2]) srcRowB;
+ GLubyte (*dst)[2] = (GLubyte (*)[2]) dstRow;
+ for (i = j = 0; i < dstWidth; i++, j+=2) {
+ dst[i][0] = (rowA[j][0] + rowA[j+1][0] +
+ rowB[j][0] + rowB[j+1][0]) >> 2;
+ dst[i][1] = (rowA[j][1] + rowA[j+1][1] +
+ rowB[j][1] + rowB[j+1][1]) >> 2;
+ }
+ }
+ return;
+ case MESA_FORMAT_RGB332:
+ {
+ GLuint i, j;
+ const GLubyte *rowA = (const GLubyte *) srcRowA;
+ const GLubyte *rowB = (const GLubyte *) srcRowB;
+ GLubyte *dst = (GLubyte *) dstRow;
+ for (i = j = 0; i < dstWidth; i++, j+=2) {
+ const GLint rowAr0 = rowA[j] & 0x3;
+ const GLint rowAr1 = rowA[j+1] & 0x3;
+ const GLint rowBr0 = rowB[j] & 0x3;
+ const GLint rowBr1 = rowB[j+1] & 0x3;
+ const GLint rowAg0 = (rowA[j] >> 2) & 0x7;
+ const GLint rowAg1 = (rowA[j+1] >> 2) & 0x7;
+ const GLint rowBg0 = (rowB[j] >> 2) & 0x7;
+ const GLint rowBg1 = (rowB[j+1] >> 2) & 0x7;
+ const GLint rowAb0 = (rowA[j] >> 5) & 0x7;
+ const GLint rowAb1 = (rowA[j+1] >> 5) & 0x7;
+ const GLint rowBb0 = (rowB[j] >> 5) & 0x7;
+ const GLint rowBb1 = (rowB[j+1] >> 5) & 0x7;
+ const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4;
+ const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4;
+ const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4;
+ dst[i] = (blue << 5) | (green << 2) | red;
+ }
+ }
+ return;
+ case MESA_FORMAT_A8:
+ case MESA_FORMAT_L8:
+ case MESA_FORMAT_I8:
+ case MESA_FORMAT_CI8:
+ {
+ GLuint i, j;
+ const GLubyte *rowA = (const GLubyte *) srcRowA;
+ const GLubyte *rowB = (const GLubyte *) srcRowB;
+ GLubyte *dst = (GLubyte *) dstRow;
+ for (i = j = 0; i < dstWidth; i++, j+=2) {
+ dst[i] = (rowA[j] + rowA[j+1] + rowB[j] + rowB[j+1]) >> 2;
+ }
+ }
+ return;
default:
_mesa_problem(NULL, "bad format in do_row()");
}
@@ -1076,6 +1261,7 @@ make_2d_mipmap(const struct gl_texture_format *format, GLint border,
dst += dstRowStride;
}
+ /* This is ugly but probably won't be used much */
if (border > 0) {
/* fill in dest border */
/* lower-left border pixel */
@@ -1200,7 +1386,8 @@ _mesa_generate_mipmap(GLcontext *ctx,
return;
}
- for (level = texObj->BaseLevel; level < texObj->MaxLevel; level++) {
+ for (level = texObj->BaseLevel; level < texObj->MaxLevel
+ && level < ctx->Const.MaxTextureLevels; level++) {
/* generate level+1 from level */
const struct gl_texture_image *srcImage;
struct gl_texture_image *dstImage;