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Diffstat (limited to 'src/mesa/main/texformat_tmp.h')
-rw-r--r-- | src/mesa/main/texformat_tmp.h | 1369 |
1 files changed, 1369 insertions, 0 deletions
diff --git a/src/mesa/main/texformat_tmp.h b/src/mesa/main/texformat_tmp.h new file mode 100644 index 0000000000..99785da1a0 --- /dev/null +++ b/src/mesa/main/texformat_tmp.h @@ -0,0 +1,1369 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5.1 + * + * Copyright (C) 1999-2006 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. + */ + + +/** + * \file texformat_tmp.h + * Texel fetch functions template. + * + * This template file is used by texformat.c to generate texel fetch functions + * for 1-D, 2-D and 3-D texture images. + * + * It should be expanded by defining \p DIM as the number texture dimensions + * (1, 2 or 3). According to the value of \p DIM a series of macros is defined + * for the texel lookup in the gl_texture_image::Data. + * + * \sa texformat.c and FetchTexel. + * + * \author Gareth Hughes + * \author Brian Paul + */ + + +#if DIM == 1 + +#define TEXEL_ADDR( type, image, i, j, k, size ) \ + ((void) (j), (void) (k), ((type *)(image)->Data + (i) * (size))) + +#define FETCH(x) fetch_texel_1d_##x + +#elif DIM == 2 + +#define TEXEL_ADDR( type, image, i, j, k, size ) \ + ((void) (k), \ + ((type *)(image)->Data + ((image)->RowStride * (j) + (i)) * (size))) + +#define FETCH(x) fetch_texel_2d_##x + +#elif DIM == 3 + +#define TEXEL_ADDR( type, image, i, j, k, size ) \ + ((type *)(image)->Data + ((image)->ImageOffsets[k] \ + + (image)->RowStride * (j) + (i)) * (size)) + +#define FETCH(x) fetch_texel_3d_##x + +#else +#error illegal number of texture dimensions +#endif + + +/* MESA_FORMAT_RGBA **********************************************************/ + +/* Fetch texel from 1D, 2D or 3D RGBA texture, returning 4 GLchans */ +static void FETCH(rgba)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 4); + COPY_CHAN4( texel, src ); +} + +/* Fetch texel from 1D, 2D or 3D RGBA texture, returning 4 GLfloats */ +static void FETCH(f_rgba)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 4); + texel[RCOMP] = CHAN_TO_FLOAT(src[0]); + texel[GCOMP] = CHAN_TO_FLOAT(src[1]); + texel[BCOMP] = CHAN_TO_FLOAT(src[2]); + texel[ACOMP] = CHAN_TO_FLOAT(src[3]); +} + +#if DIM == 3 +/* Store a GLchan RGBA texel */ +static void store_texel_rgba(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLchan *rgba = (const GLchan *) texel; + GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 4); + dst[0] = rgba[RCOMP]; + dst[1] = rgba[GCOMP]; + dst[2] = rgba[BCOMP]; + dst[3] = rgba[ACOMP]; +} +#endif + +/* MESA_FORMAT_RGB ***********************************************************/ + +/* Fetch texel from 1D, 2D or 3D RGB texture, returning 4 GLchans */ +static void FETCH(rgb)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 3); + texel[RCOMP] = src[0]; + texel[GCOMP] = src[1]; + texel[BCOMP] = src[2]; + texel[ACOMP] = CHAN_MAX; +} + +/* Fetch texel from 1D, 2D or 3D RGB texture, returning 4 GLfloats */ +static void FETCH(f_rgb)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 3); + texel[RCOMP] = CHAN_TO_FLOAT(src[0]); + texel[GCOMP] = CHAN_TO_FLOAT(src[1]); + texel[BCOMP] = CHAN_TO_FLOAT(src[2]); + texel[ACOMP] = 1.0F; +} + +#if DIM == 3 +static void store_texel_rgb(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLchan *rgba = (const GLchan *) texel; + GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 3); + dst[0] = rgba[RCOMP]; + dst[1] = rgba[GCOMP]; + dst[2] = rgba[BCOMP]; +} +#endif + +/* MESA_FORMAT_ALPHA *********************************************************/ + +/* Fetch texel from 1D, 2D or 3D ALPHA texture, returning 4 GLchans */ +static void FETCH(alpha)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = 0; + texel[ACOMP] = src[0]; +} + +#if DIM == 3 +static void store_texel_alpha(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLchan *rgba = (const GLchan *) texel; + GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 1); + dst[0] = rgba[ACOMP]; +} +#endif + +/* MESA_FORMAT_LUMINANCE *****************************************************/ + +/* Fetch texel from 1D, 2D or 3D LUMIN texture, returning 4 GLchans */ +static void FETCH(luminance)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = src[0]; + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_luminance(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLchan *rgba = (const GLchan *) texel; + GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 1); + dst[0] = rgba[RCOMP]; +} +#endif + +/* MESA_FORMAT_LUMINANCE_ALPHA ***********************************************/ + +/* Fetch texel from 1D, 2D or 3D L_A texture, returning 4 GLchans */ +static void FETCH(luminance_alpha)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 2); + texel[RCOMP] = src[0]; + texel[GCOMP] = src[0]; + texel[BCOMP] = src[0]; + texel[ACOMP] = src[1]; +} + +#if DIM == 3 +static void store_texel_luminance_alpha(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLchan *rgba = (const GLchan *) texel; + GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 2); + dst[0] = rgba[RCOMP]; + dst[1] = rgba[ACOMP]; +} +#endif + +/* MESA_FORMAT_INTENSITY *****************************************************/ + +/* Fetch texel from 1D, 2D or 3D INT. texture, returning 4 GLchans */ +static void FETCH(intensity)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 1); + texel[RCOMP] = src[0]; + texel[GCOMP] = src[0]; + texel[BCOMP] = src[0]; + texel[ACOMP] = src[0]; +} + +#if DIM == 3 +static void store_texel_intensity(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLchan *rgba = (const GLchan *) texel; + GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 1); + dst[0] = rgba[RCOMP]; +} +#endif + + +/* MESA_FORMAT_Z32 ***********************************************************/ + +/* Fetch depth texel from 1D, 2D or 3D 32-bit depth texture, + * returning 1 GLfloat. + * Note: no GLchan version of this function. + */ +static void FETCH(f_z32)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLuint *src = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + texel[0] = src[0] * (1.0F / 0xffffffff); +} + +#if DIM == 3 +static void store_texel_z32(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLuint *depth = (const GLuint *) texel; + GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + dst[0] = *depth; +} +#endif + + +/* MESA_FORMAT_Z16 ***********************************************************/ + +/* Fetch depth texel from 1D, 2D or 3D 16-bit depth texture, + * returning 1 GLfloat. + * Note: no GLchan version of this function. + */ +static void FETCH(f_z16)(const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + texel[0] = src[0] * (1.0F / 65535.0F); +} + +#if DIM == 3 +static void store_texel_z16(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLushort *depth = (const GLushort *) texel; + GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + dst[0] = *depth; +} +#endif + + +/* MESA_FORMAT_RGBA_F32 ******************************************************/ + +/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT32 texture, returning 4 GLfloats. + */ +static void FETCH(f_rgba_f32)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 4); + texel[RCOMP] = src[0]; + texel[GCOMP] = src[1]; + texel[BCOMP] = src[2]; + texel[ACOMP] = src[3]; +} + +#if DIM == 3 +static void store_texel_rgba_f32(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *depth = (const GLfloat *) texel; + GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); + dst[0] = depth[RCOMP]; + dst[1] = depth[GCOMP]; + dst[2] = depth[BCOMP]; + dst[3] = depth[ACOMP]; +} +#endif + + +/* MESA_FORMAT_RGBA_F16 ******************************************************/ + +/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT16 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_rgba_f16)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 4); + texel[RCOMP] = _mesa_half_to_float(src[0]); + texel[GCOMP] = _mesa_half_to_float(src[1]); + texel[BCOMP] = _mesa_half_to_float(src[2]); + texel[ACOMP] = _mesa_half_to_float(src[3]); +} + +#if DIM == 3 +static void store_texel_rgba_f16(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *depth = (const GLfloat *) texel; + GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); + dst[0] = _mesa_float_to_half(*depth); +} +#endif + +/* MESA_FORMAT_RGB_F32 *******************************************************/ + +/* Fetch texel from 1D, 2D or 3D RGB_FLOAT32 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_rgb_f32)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 3); + texel[RCOMP] = src[0]; + texel[GCOMP] = src[1]; + texel[BCOMP] = src[2]; + texel[ACOMP] = 1.0F; +} + +#if DIM == 3 +static void store_texel_rgb_f32(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *depth = (const GLfloat *) texel; + GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); + dst[0] = *depth; +} +#endif + + +/* MESA_FORMAT_RGB_F16 *******************************************************/ + +/* Fetch texel from 1D, 2D or 3D RGB_FLOAT16 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_rgb_f16)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 3); + texel[RCOMP] = _mesa_half_to_float(src[0]); + texel[GCOMP] = _mesa_half_to_float(src[1]); + texel[BCOMP] = _mesa_half_to_float(src[2]); + texel[ACOMP] = 1.0F; +} + +#if DIM == 3 +static void store_texel_rgb_f16(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *depth = (const GLfloat *) texel; + GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); + dst[0] = _mesa_float_to_half(*depth); +} +#endif + + +/* MESA_FORMAT_ALPHA_F32 *****************************************************/ + +/* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT32 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_alpha_f32)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = 0.0F; + texel[ACOMP] = src[0]; +} + +#if DIM == 3 +static void store_texel_alpha_f32(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *rgba = (const GLfloat *) texel; + GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); + dst[0] = rgba[ACOMP]; +} +#endif + + +/* MESA_FORMAT_ALPHA_F32 *****************************************************/ + +/* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT16 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_alpha_f16)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = 0.0F; + texel[ACOMP] = _mesa_half_to_float(src[0]); +} + +#if DIM == 3 +static void store_texel_alpha_f16(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *rgba = (const GLfloat *) texel; + GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); + dst[0] = _mesa_float_to_half(rgba[ACOMP]); +} +#endif + + +/* MESA_FORMAT_LUMINANCE_F32 *************************************************/ + +/* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT32 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_luminance_f32)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = src[0]; + texel[ACOMP] = 1.0F; +} + +#if DIM == 3 +static void store_texel_luminance_f32(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *rgba = (const GLfloat *) texel; + GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); + dst[0] = rgba[RCOMP]; +} +#endif + + +/* MESA_FORMAT_LUMINANCE_F16 *************************************************/ + +/* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT16 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_luminance_f16)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = _mesa_half_to_float(src[0]); + texel[ACOMP] = 1.0F; +} + +#if DIM == 3 +static void store_texel_luminance_f16(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *rgba = (const GLfloat *) texel; + GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); + dst[0] = _mesa_float_to_half(rgba[RCOMP]); +} +#endif + + +/* MESA_FORMAT_LUMINANCE_ALPHA_F32 *******************************************/ + +/* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT32 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_luminance_alpha_f32)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 2); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = src[0]; + texel[ACOMP] = src[1]; +} + +#if DIM == 3 +static void store_texel_luminance_alpha_f32(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *rgba = (const GLfloat *) texel; + GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 2); + dst[0] = rgba[RCOMP]; + dst[1] = rgba[ACOMP]; +} +#endif + + +/* MESA_FORMAT_LUMINANCE_ALPHA_F16 *******************************************/ + +/* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT16 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_luminance_alpha_f16)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 2); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = _mesa_half_to_float(src[0]); + texel[ACOMP] = _mesa_half_to_float(src[1]); +} + +#if DIM == 3 +static void store_texel_luminance_alpha_f16(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *rgba = (const GLfloat *) texel; + GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 2); + dst[0] = _mesa_float_to_half(rgba[RCOMP]); + dst[1] = _mesa_float_to_half(rgba[ACOMP]); +} +#endif + + +/* MESA_FORMAT_INTENSITY_F32 *************************************************/ + +/* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT32 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_intensity_f32)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = + texel[ACOMP] = src[0]; +} + +#if DIM == 3 +static void store_texel_intensity_f32(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *rgba = (const GLfloat *) texel; + GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); + dst[0] = rgba[RCOMP]; +} +#endif + + +/* MESA_FORMAT_INTENSITY_F16 *************************************************/ + +/* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT16 texture, + * returning 4 GLfloats. + */ +static void FETCH(f_intensity_f16)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = + texel[ACOMP] = _mesa_half_to_float(src[0]); +} + +#if DIM == 3 +static void store_texel_intensity_f16(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLfloat *rgba = (const GLfloat *) texel; + GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); + dst[0] = _mesa_float_to_half(rgba[RCOMP]); +} +#endif + + + + +/* + * Begin Hardware formats + */ + +/* MESA_FORMAT_RGBA8888 ******************************************************/ + +/* Fetch texel from 1D, 2D or 3D rgba8888 texture, return 4 GLchans */ +static void FETCH(rgba8888)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + texel[RCOMP] = UBYTE_TO_CHAN( (s >> 24) ); + texel[GCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff ); + texel[BCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff ); + texel[ACOMP] = UBYTE_TO_CHAN( (s ) & 0xff ); +} + +#if DIM == 3 +static void store_texel_rgba8888(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + *dst = PACK_COLOR_8888(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]); +} +#endif + + +/* MESA_FORMAT_RGBA888_REV ***************************************************/ + +/* Fetch texel from 1D, 2D or 3D abgr8888 texture, return 4 GLchans */ +static void FETCH(rgba8888_rev)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + texel[RCOMP] = UBYTE_TO_CHAN( (s ) & 0xff ); + texel[GCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff ); + texel[BCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff ); + texel[ACOMP] = UBYTE_TO_CHAN( (s >> 24) ); +} + +#if DIM == 3 +static void store_texel_rgba8888_rev(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + *dst = PACK_COLOR_8888_REV(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]); +} +#endif + + +/* MESA_FORMAT_ARGB8888 ******************************************************/ + +/* Fetch texel from 1D, 2D or 3D argb8888 texture, return 4 GLchans */ +static void FETCH(argb8888)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + texel[RCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff ); + texel[GCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff ); + texel[BCOMP] = UBYTE_TO_CHAN( (s ) & 0xff ); + texel[ACOMP] = UBYTE_TO_CHAN( (s >> 24) ); +} + +#if DIM == 3 +static void store_texel_argb8888(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + *dst = PACK_COLOR_8888(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); +} +#endif + + +/* MESA_FORMAT_ARGB8888_REV **************************************************/ + +/* Fetch texel from 1D, 2D or 3D argb8888_rev texture, return 4 GLchans */ +static void FETCH(argb8888_rev)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + texel[RCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff ); + texel[GCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff ); + texel[BCOMP] = UBYTE_TO_CHAN( (s >> 24) ); + texel[ACOMP] = UBYTE_TO_CHAN( (s ) & 0xff ); +} + +#if DIM == 3 +static void store_texel_argb8888_rev(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + *dst = PACK_COLOR_8888(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); +} +#endif + + +/* MESA_FORMAT_RGB888 ********************************************************/ + +/* Fetch texel from 1D, 2D or 3D rgb888 texture, return 4 GLchans */ +static void FETCH(rgb888)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); + texel[RCOMP] = UBYTE_TO_CHAN( src[2] ); + texel[GCOMP] = UBYTE_TO_CHAN( src[1] ); + texel[BCOMP] = UBYTE_TO_CHAN( src[0] ); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_rgb888(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); + dst[0] = rgba[RCOMP]; + dst[1] = rgba[GCOMP]; + dst[2] = rgba[BCOMP]; +} +#endif + + +/* MESA_FORMAT_BGR888 ********************************************************/ + +/* Fetch texel from 1D, 2D or 3D bgr888 texture, return 4 GLchans */ +static void FETCH(bgr888)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); + texel[RCOMP] = UBYTE_TO_CHAN( src[0] ); + texel[GCOMP] = UBYTE_TO_CHAN( src[1] ); + texel[BCOMP] = UBYTE_TO_CHAN( src[2] ); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_bgr888(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); + dst[0] = rgba[BCOMP]; + dst[1] = rgba[GCOMP]; + dst[2] = rgba[RCOMP]; +} +#endif + + +/* use color expansion like (g << 2) | (g >> 4) (does somewhat random rounding) + instead of slow (g << 2) * 255 / 252 (always rounds down) */ + +/* MESA_FORMAT_RGB565 ********************************************************/ + +/* Fetch texel from 1D, 2D or 3D rgb565 texture, return 4 GLchans */ +static void FETCH(rgb565)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + const GLushort s = *src; + texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) | ((s >> 13) & 0x7) ); + texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) | ((s >> 9) & 0x3) ); + texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) ); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_rgb565(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + *dst = PACK_COLOR_565(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); +} +#endif + + +/* MESA_FORMAT_RGB565_REV ****************************************************/ + +/* Fetch texel from 1D, 2D or 3D rgb565_rev texture, return 4 GLchans */ +static void FETCH(rgb565_rev)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + const GLushort s = (*src >> 8) | (*src << 8); /* byte swap */ + texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) | ((s >> 13) & 0x7) ); + texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) | ((s >> 9) & 0x3) ); + texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) ); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_rgb565_rev(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + *dst = PACK_COLOR_565(rgba[BCOMP], rgba[GCOMP], rgba[RCOMP]); +} +#endif + + +/* MESA_FORMAT_ARGB4444 ******************************************************/ + +/* Fetch texel from 1D, 2D or 3D argb444 texture, return 4 GLchans */ +static void FETCH(argb4444)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + const GLushort s = *src; + texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) | ((s >> 4) & 0xf0) ); + texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) | ((s ) & 0xf0) ); + texel[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) | ((s << 4) & 0xf0) ); + texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 12) & 0xf) | ((s >> 8) & 0xf0) ); +} + +#if DIM == 3 +static void store_texel_argb4444(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + *dst = PACK_COLOR_4444(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]); +} +#endif + + +/* MESA_FORMAT_ARGB4444_REV **************************************************/ + +/* Fetch texel from 1D, 2D or 3D argb4444_rev texture, return 4 GLchans */ +static void FETCH(argb4444_rev)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort s = *TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + texel[RCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) | ((s << 4) & 0xf0) ); + texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 12) & 0xf) | ((s >> 8) & 0xf0) ); + texel[BCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) | ((s >> 4) & 0xf0) ); + texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) | ((s ) & 0xf0) ); +} + +#if DIM == 3 +static void store_texel_argb4444_rev(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + *dst = PACK_COLOR_4444(rgba[ACOMP], rgba[BCOMP], rgba[GCOMP], rgba[RCOMP]); +} +#endif + + +/* MESA_FORMAT_ARGB1555 ******************************************************/ + +/* Fetch texel from 1D, 2D or 3D argb1555 texture, return 4 GLchans */ +static void FETCH(argb1555)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + const GLushort s = *src; + texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 7) & 0xf8) | ((s >> 12) & 0x7) ); + texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 2) & 0xf8) | ((s >> 7) & 0x7) ); + texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) ); + texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 15) & 0x01) * 255 ); +} + +#if DIM == 3 +static void store_texel_argb1555(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + *dst = PACK_COLOR_1555(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); +} +#endif + + +/* MESA_FORMAT_ARGB1555_REV **************************************************/ + +/* Fetch texel from 1D, 2D or 3D argb1555_rev texture, return 4 GLchans */ +static void FETCH(argb1555_rev)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + const GLushort s = (*src << 8) | (*src >> 8); /* byteswap */ + texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 7) & 0xf8) | ((s >> 12) & 0x7) ); + texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 2) & 0xf8) | ((s >> 7) & 0x7) ); + texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) ); + texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 15) & 0x01) * 255 ); +} + +#if DIM == 3 +static void store_texel_argb1555_rev(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + *dst = PACK_COLOR_1555_REV(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); +} +#endif + + +/* MESA_FORMAT_AL88 **********************************************************/ + +/* Fetch texel from 1D, 2D or 3D al88 texture, return 4 GLchans */ +static void FETCH(al88)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort s = *TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = UBYTE_TO_CHAN( s & 0xff ); + texel[ACOMP] = UBYTE_TO_CHAN( s >> 8 ); +} + +#if DIM == 3 +static void store_texel_al88(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + *dst = PACK_COLOR_88(rgba[ACOMP], rgba[RCOMP]); +} +#endif + + +/* MESA_FORMAT_AL88_REV ******************************************************/ + +/* Fetch texel from 1D, 2D or 3D al88_rev texture, return 4 GLchans */ +static void FETCH(al88_rev)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort s = *TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = UBYTE_TO_CHAN( s >> 8 ); + texel[ACOMP] = UBYTE_TO_CHAN( s & 0xff ); +} + +#if DIM == 3 +static void store_texel_al88_rev(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); + *dst = PACK_COLOR_88(rgba[RCOMP], rgba[ACOMP]); +} +#endif + + +/* MESA_FORMAT_RGB332 ********************************************************/ + +/* Fetch texel from 1D, 2D or 3D rgb332 texture, return 4 GLchans */ +static void FETCH(rgb332)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + static const GLubyte lut2to8[4] = {0, 85, 170, 255}; + static const GLubyte lut3to8[8] = {0, 36, 73, 109, 146, 182, 219, 255}; + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + const GLubyte s = *src; + texel[RCOMP] = UBYTE_TO_CHAN( lut3to8[(s >> 5) & 0x7] ); + texel[GCOMP] = UBYTE_TO_CHAN( lut3to8[(s >> 2) & 0x7] ); + texel[BCOMP] = UBYTE_TO_CHAN( lut2to8[(s ) & 0x3] ); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_rgb332(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + *dst = PACK_COLOR_332(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); +} +#endif + + +/* MESA_FORMAT_A8 ************************************************************/ + +/* Fetch texel from 1D, 2D or 3D a8 texture, return 4 GLchans */ +static void FETCH(a8)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = 0; + texel[ACOMP] = UBYTE_TO_CHAN( src[0] ); +} + +#if DIM == 3 +static void store_texel_a8(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + *dst = rgba[ACOMP]; +} +#endif + + +/* MESA_FORMAT_L8 ************************************************************/ + +/* Fetch texel from 1D, 2D or 3D l8 texture, return 4 GLchans */ +static void FETCH(l8)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = UBYTE_TO_CHAN( src[0] ); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_l8(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + *dst = rgba[RCOMP]; +} +#endif + + +/* MESA_FORMAT_I8 ************************************************************/ + +/* Fetch texel from 1D, 2D or 3D i8 texture, return 4 GLchans */ +static void FETCH(i8)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = + texel[ACOMP] = UBYTE_TO_CHAN( src[0] ); +} + +#if DIM == 3 +static void store_texel_i8(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + *dst = rgba[RCOMP]; +} +#endif + + +/* MESA_FORMAT_CI8 ***********************************************************/ + +/* Fetch CI texel from 1D, 2D or 3D ci8 texture, lookup the index in a + * color table, and return 4 GLchans. + */ +static void FETCH(ci8)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + const struct gl_color_table *palette; + GLubyte texelUB[4]; + GLuint index; + GET_CURRENT_CONTEXT(ctx); + + if (ctx->Texture.SharedPalette) { + palette = &ctx->Texture.Palette; + } + else { + palette = &texImage->TexObject->Palette; + } + if (palette->Size == 0) + return; /* undefined results */ + + /* Mask the index against size of palette to avoid going out of bounds */ + index = (*src) & (palette->Size - 1); + + { + const GLubyte *table = palette->TableUB; + switch (palette->_BaseFormat) { + case GL_ALPHA: + texelUB[RCOMP] = + texelUB[GCOMP] = + texelUB[BCOMP] = 0; + texelUB[ACOMP] = table[index]; + break;; + case GL_LUMINANCE: + texelUB[RCOMP] = + texelUB[GCOMP] = + texelUB[BCOMP] = table[index]; + texelUB[ACOMP] = 255; + break; + case GL_INTENSITY: + texelUB[RCOMP] = + texelUB[GCOMP] = + texelUB[BCOMP] = + texelUB[ACOMP] = table[index]; + break;; + case GL_LUMINANCE_ALPHA: + texelUB[RCOMP] = + texelUB[GCOMP] = + texelUB[BCOMP] = table[index * 2 + 0]; + texelUB[ACOMP] = table[index * 2 + 1]; + break;; + case GL_RGB: + texelUB[RCOMP] = table[index * 3 + 0]; + texelUB[GCOMP] = table[index * 3 + 1]; + texelUB[BCOMP] = table[index * 3 + 2]; + texelUB[ACOMP] = 255; + break;; + case GL_RGBA: + texelUB[RCOMP] = table[index * 4 + 0]; + texelUB[GCOMP] = table[index * 4 + 1]; + texelUB[BCOMP] = table[index * 4 + 2]; + texelUB[ACOMP] = table[index * 4 + 3]; + break;; + default: + _mesa_problem(ctx, "Bad palette format in fetch_texel_ci8"); + } +#if CHAN_TYPE == GL_UNSIGNED_BYTE + COPY_4UBV(texel, texelUB); +#elif CHAN_TYPE == GL_UNSIGNED_SHORT + texel[0] = UBYTE_TO_USHORT(texelUB[0]); + texel[1] = UBYTE_TO_USHORT(texelUB[1]); + texel[2] = UBYTE_TO_USHORT(texelUB[2]); + texel[3] = UBYTE_TO_USHORT(texelUB[3]); +#else + texel[0] = UBYTE_TO_FLOAT(texelUB[0]); + texel[1] = UBYTE_TO_FLOAT(texelUB[1]); + texel[2] = UBYTE_TO_FLOAT(texelUB[2]); + texel[3] = UBYTE_TO_FLOAT(texelUB[3]); +#endif + } +} + +#if DIM == 3 +static void store_texel_ci8(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *index = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + *dst = *index; +} +#endif + + +#if FEATURE_EXT_texture_sRGB + +/* Fetch texel from 1D, 2D or 3D srgb8 texture, return 4 GLfloats */ +static void FETCH(srgb8)(const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); + texel[RCOMP] = nonlinear_to_linear(src[0]); + texel[GCOMP] = nonlinear_to_linear(src[1]); + texel[BCOMP] = nonlinear_to_linear(src[2]); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_srgb8(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); + dst[0] = rgba[RCOMP]; /* no conversion */ + dst[1] = rgba[GCOMP]; + dst[2] = rgba[BCOMP]; +} +#endif + +/* Fetch texel from 1D, 2D or 3D srgba8 texture, return 4 GLfloats */ +static void FETCH(srgba8)(const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 4); + texel[RCOMP] = nonlinear_to_linear(src[0]); + texel[GCOMP] = nonlinear_to_linear(src[1]); + texel[BCOMP] = nonlinear_to_linear(src[2]); + texel[ACOMP] = UBYTE_TO_FLOAT(src[3]); /* linear! */ +} + +#if DIM == 3 +static void store_texel_srgba8(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 4); + dst[0] = rgba[RCOMP]; + dst[1] = rgba[GCOMP]; + dst[2] = rgba[BCOMP]; +} +#endif + +/* Fetch texel from 1D, 2D or 3D sl8 texture, return 4 GLfloats */ +static void FETCH(sl8)(const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = nonlinear_to_linear(src[0]); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_sl8(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); + dst[0] = rgba[RCOMP]; +} +#endif + +/* Fetch texel from 1D, 2D or 3D sla8 texture, return 4 GLfloats */ +static void FETCH(sla8)(const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 2); + texel[RCOMP] = + texel[GCOMP] = + texel[BCOMP] = nonlinear_to_linear(src[0]); + texel[ACOMP] = UBYTE_TO_FLOAT(src[1]); /* linear */ +} + +#if DIM == 3 +static void store_texel_sla8(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + const GLubyte *rgba = (const GLubyte *) texel; + GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 2); + dst[0] = rgba[RCOMP]; + dst[1] = rgba[ACOMP]; +} +#endif + + + +#endif /* FEATURE_EXT_texture_sRGB */ + + + +/* MESA_FORMAT_YCBCR *********************************************************/ + +/* Fetch texel from 1D, 2D or 3D ycbcr texture, return 4 GLchans */ +/* We convert YCbCr to RGB here */ +/* XXX this may break if GLchan != GLubyte */ +static void FETCH(ycbcr)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort *src0 = TEXEL_ADDR(GLushort, texImage, (i & ~1), j, k, 1); /* even */ + const GLushort *src1 = src0 + 1; /* odd */ + const GLubyte y0 = (*src0 >> 8) & 0xff; /* luminance */ + const GLubyte cb = *src0 & 0xff; /* chroma U */ + const GLubyte y1 = (*src1 >> 8) & 0xff; /* luminance */ + const GLubyte cr = *src1 & 0xff; /* chroma V */ + GLint r, g, b; + if (i & 1) { + /* odd pixel: use y1,cr,cb */ + r = (GLint) (1.164 * (y1-16) + 1.596 * (cr-128)); + g = (GLint) (1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128)); + b = (GLint) (1.164 * (y1-16) + 2.018 * (cb-128)); + } + else { + /* even pixel: use y0,cr,cb */ + r = (GLint) (1.164 * (y0-16) + 1.596 * (cr-128)); + g = (GLint) (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128)); + b = (GLint) (1.164 * (y0-16) + 2.018 * (cb-128)); + } + texel[RCOMP] = CLAMP(r, 0, CHAN_MAX); + texel[GCOMP] = CLAMP(g, 0, CHAN_MAX); + texel[BCOMP] = CLAMP(b, 0, CHAN_MAX); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_ycbcr(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + (void) texImage; + (void) i; + (void) j; + (void) k; + (void) texel; + /* XXX to do */ +} +#endif + + +/* MESA_FORMAT_YCBCR_REV *****************************************************/ + +/* Fetch texel from 1D, 2D or 3D ycbcr_rev texture, return 4 GLchans */ +/* We convert YCbCr to RGB here */ +/* XXX this may break if GLchan != GLubyte */ +static void FETCH(ycbcr_rev)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLchan *texel ) +{ + const GLushort *src0 = TEXEL_ADDR(GLushort, texImage, (i & ~1), j, k, 1); /* even */ + const GLushort *src1 = src0 + 1; /* odd */ + const GLubyte y0 = *src0 & 0xff; /* luminance */ + const GLubyte cr = (*src0 >> 8) & 0xff; /* chroma V */ + const GLubyte y1 = *src1 & 0xff; /* luminance */ + const GLubyte cb = (*src1 >> 8) & 0xff; /* chroma U */ + GLint r, g, b; + if (i & 1) { + /* odd pixel: use y1,cr,cb */ + r = (GLint) (1.164 * (y1-16) + 1.596 * (cr-128)); + g = (GLint) (1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128)); + b = (GLint) (1.164 * (y1-16) + 2.018 * (cb-128)); + } + else { + /* even pixel: use y0,cr,cb */ + r = (GLint) (1.164 * (y0-16) + 1.596 * (cr-128)); + g = (GLint) (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128)); + b = (GLint) (1.164 * (y0-16) + 2.018 * (cb-128)); + } + texel[RCOMP] = CLAMP(r, 0, CHAN_MAX); + texel[GCOMP] = CLAMP(g, 0, CHAN_MAX); + texel[BCOMP] = CLAMP(b, 0, CHAN_MAX); + texel[ACOMP] = CHAN_MAX; +} + +#if DIM == 3 +static void store_texel_ycbcr_rev(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + (void) texImage; + (void) i; + (void) j; + (void) k; + (void) texel; + /* XXX to do */ +} +#endif + + +/* MESA_TEXFORMAT_Z24_S8 ***************************************************/ + +static void FETCH(f_z24_s8)( const struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, GLfloat *texel ) +{ + /* only return Z, not stencil data */ + const GLuint *src = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + const GLfloat scale = 1.0F / (GLfloat) 0xffffff; + texel[0] = ((*src) >> 8) * scale; + ASSERT(texImage->TexFormat->MesaFormat == MESA_FORMAT_Z24_S8); + ASSERT(texel[0] >= 0.0F); + ASSERT(texel[0] <= 1.0F); +} + +#if DIM == 3 +static void store_texel_z24_s8(struct gl_texture_image *texImage, + GLint i, GLint j, GLint k, const void *texel) +{ + /* only store Z, not stencil */ + GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); + GLfloat depth = *((GLfloat *) texel); + GLuint zi = ((GLuint) (depth * 0xffffff)) << 8; + *dst = zi | (*dst & 0xff); +} +#endif + + + +#undef TEXEL_ADDR +#undef DIM +#undef FETCH |