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authorEric Anholt <eric@anholt.net>2011-01-04 13:44:34 -0800
committerEric Anholt <eric@anholt.net>2011-01-04 14:42:54 -0800
commit5dbb856e960f9448ec4e322f936f5f6763ee77e2 (patch)
treeda8d2f4a60ed5631ea1262cad34026c650a45b9d /src/mesa/drivers/dri/intel/intel_tex_format.c
parent001d944fd50e0579739b8865e6e09be5d267c05a (diff)
intel: Merge our choosetexformat fallbacks into core.
We now share the type/format -> MESA_FORMAT_* mappings with software mesa, and the core supports most of the fallbacks hardware drivers will want.
Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_tex_format.c')
-rw-r--r--src/mesa/drivers/dri/intel/intel_tex_format.c224
1 files changed, 0 insertions, 224 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_tex_format.c b/src/mesa/drivers/dri/intel/intel_tex_format.c
index c9763c9ae1..87745bc66d 100644
--- a/src/mesa/drivers/dri/intel/intel_tex_format.c
+++ b/src/mesa/drivers/dri/intel/intel_tex_format.c
@@ -35,230 +35,6 @@ intel_mesa_format_to_rb_datatype(gl_format format)
}
}
-
-/**
- * Choose hardware texture format given the user's glTexImage parameters.
- *
- * It works out that this function is fine for all the supported
- * hardware. However, there is still a need to map the formats onto
- * hardware descriptors.
- *
- * Note that the i915 can actually support many more formats than
- * these if we take the step of simply swizzling the colors
- * immediately after sampling...
- */
-gl_format
-intelChooseTextureFormat(struct gl_context * ctx, GLint internalFormat,
- GLenum format, GLenum type)
-{
- struct intel_context *intel = intel_context(ctx);
-
-#if 0
- printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
- __FUNCTION__, internalFormat, format, type);
-#endif
-
- switch (internalFormat) {
- case 4:
- case GL_RGBA:
- case GL_COMPRESSED_RGBA:
- if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV)
- return MESA_FORMAT_ARGB4444;
- else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV)
- return MESA_FORMAT_ARGB1555;
- else
- return MESA_FORMAT_ARGB8888;
-
- case 3:
- case GL_RGB:
- case GL_COMPRESSED_RGB:
- if (type == GL_UNSIGNED_SHORT_5_6_5)
- return MESA_FORMAT_RGB565;
- else if (intel->has_xrgb_textures)
- return MESA_FORMAT_XRGB8888;
- else
- return MESA_FORMAT_ARGB8888;
-
- case GL_RGBA8:
- case GL_RGB10_A2:
- case GL_RGBA12:
- case GL_RGBA16:
- return MESA_FORMAT_ARGB8888;
-
- case GL_RGBA4:
- case GL_RGBA2:
- return MESA_FORMAT_ARGB4444;
-
- case GL_RGB5_A1:
- return MESA_FORMAT_ARGB1555;
-
- case GL_RGB8:
- case GL_RGB10:
- case GL_RGB12:
- case GL_RGB16:
- if (intel->has_xrgb_textures)
- return MESA_FORMAT_XRGB8888;
- else
- return MESA_FORMAT_ARGB8888;
-
- case GL_RGB5:
- case GL_RGB4:
- case GL_R3_G3_B2:
- return MESA_FORMAT_RGB565;
-
- case GL_ALPHA:
- case GL_ALPHA4:
- case GL_ALPHA8:
- case GL_ALPHA12:
- case GL_ALPHA16:
- case GL_COMPRESSED_ALPHA:
- return MESA_FORMAT_A8;
-
- case 1:
- case GL_LUMINANCE:
- case GL_LUMINANCE4:
- case GL_LUMINANCE8:
- case GL_LUMINANCE12:
- case GL_LUMINANCE16:
- case GL_COMPRESSED_LUMINANCE:
- return MESA_FORMAT_L8;
-
- case GL_LUMINANCE12_ALPHA4:
- case GL_LUMINANCE12_ALPHA12:
- case GL_LUMINANCE16_ALPHA16:
- /* i915 could implement this mode using MT_32BIT_RG1616. However, this
- * would require an extra swizzle instruction in the fragment shader to
- * convert the { R, G, 1.0, 1.0 } to { R, R, R, G }.
- */
-#ifndef I915
- return MESA_FORMAT_AL1616;
-#else
- /* FALLTHROUGH */
-#endif
-
- case 2:
- case GL_LUMINANCE_ALPHA:
- case GL_LUMINANCE4_ALPHA4:
- case GL_LUMINANCE6_ALPHA2:
- case GL_LUMINANCE8_ALPHA8:
- case GL_COMPRESSED_LUMINANCE_ALPHA:
- return MESA_FORMAT_AL88;
-
- case GL_INTENSITY:
- case GL_INTENSITY4:
- case GL_INTENSITY8:
- case GL_INTENSITY12:
- case GL_INTENSITY16:
- case GL_COMPRESSED_INTENSITY:
- return MESA_FORMAT_I8;
-
- case GL_YCBCR_MESA:
- if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE)
- return MESA_FORMAT_YCBCR;
- else
- return MESA_FORMAT_YCBCR_REV;
-
- case GL_COMPRESSED_RGB_FXT1_3DFX:
- return MESA_FORMAT_RGB_FXT1;
- case GL_COMPRESSED_RGBA_FXT1_3DFX:
- return MESA_FORMAT_RGBA_FXT1;
-
- case GL_RGB_S3TC:
- case GL_RGB4_S3TC:
- 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_RGBA_S3TC:
- case GL_RGBA4_S3TC:
- case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
- return MESA_FORMAT_RGBA_DXT3;
-
- case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
- return MESA_FORMAT_RGBA_DXT5;
-
- case GL_DEPTH_COMPONENT:
- case GL_DEPTH_COMPONENT16:
- case GL_DEPTH_COMPONENT24:
- case GL_DEPTH_COMPONENT32:
-#if 0
- return MESA_FORMAT_Z16;
-#else
- /* fall-through.
- * 16bpp depth texture can't be paired with a stencil buffer so
- * always used combined depth/stencil format.
- */
-#endif
- case GL_DEPTH_STENCIL_EXT:
- case GL_DEPTH24_STENCIL8_EXT:
- return MESA_FORMAT_S8_Z24;
-
-#ifndef I915
- case GL_SRGB_EXT:
- case GL_SRGB8_EXT:
- case GL_SRGB_ALPHA_EXT:
- case GL_SRGB8_ALPHA8_EXT:
- case GL_COMPRESSED_SRGB_EXT:
- case GL_COMPRESSED_SRGB_ALPHA_EXT:
- case GL_COMPRESSED_SLUMINANCE_EXT:
- case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
- return MESA_FORMAT_SARGB8;
- case GL_SLUMINANCE_EXT:
- case GL_SLUMINANCE8_EXT:
- if (intel->has_luminance_srgb)
- return MESA_FORMAT_SL8;
- else
- return MESA_FORMAT_SARGB8;
- case GL_SLUMINANCE_ALPHA_EXT:
- case GL_SLUMINANCE8_ALPHA8_EXT:
- if (intel->has_luminance_srgb)
- return MESA_FORMAT_SLA8;
- else
- return MESA_FORMAT_SARGB8;
- case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
- case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
- case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
- case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
- return MESA_FORMAT_SRGB_DXT1;
-
- /* i915 could also do this */
- case GL_DUDV_ATI:
- case GL_DU8DV8_ATI:
- return MESA_FORMAT_DUDV8;
- case GL_RGBA_SNORM:
- case GL_RGBA8_SNORM:
- return MESA_FORMAT_SIGNED_RGBA8888_REV;
-
- /* i915 can do a RG16, but it can't do any of the other RED or RG formats.
- * In addition, it only implements the broken D3D mode where undefined
- * components are read as 1.0. I'm not sure who thought reading
- * { R, G, 1.0, 1.0 } from a red-green texture would be useful.
- */
- case GL_RED:
- case GL_COMPRESSED_RED:
- case GL_R8:
- return MESA_FORMAT_R8;
- case GL_R16:
- return MESA_FORMAT_R16;
- case GL_RG:
- case GL_COMPRESSED_RG:
- case GL_RG8:
- return MESA_FORMAT_RG88;
- case GL_RG16:
- return MESA_FORMAT_RG1616;
-#endif
-
- default:
- fprintf(stderr, "unexpected texture format %s in %s\n",
- _mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);
- return MESA_FORMAT_NONE;
- }
-
- return MESA_FORMAT_NONE; /* never get here */
-}
-
int intel_compressed_num_bytes(GLuint mesaFormat)
{
GLuint bw, bh;