From e4276667dafc8de0c6e64af8300fc7598437de6e Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 15 Jun 2001 14:18:46 +0000 Subject: Enable GL_ARB_texture_compression for XMesa/GLX driver. Texture compression isn't really implmented. Just updated glTexImageXD() to accept compressed internal format tokens. --- src/mesa/main/texstore.c | 70 +++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 63 insertions(+), 7 deletions(-) (limited to 'src/mesa/main/texstore.c') diff --git a/src/mesa/main/texstore.c b/src/mesa/main/texstore.c index 792f58bb97..19eb36e6f0 100644 --- a/src/mesa/main/texstore.c +++ b/src/mesa/main/texstore.c @@ -1,4 +1,4 @@ -/* $Id: texstore.c,v 1.28 2001/06/13 14:56:14 brianp Exp $ */ +/* $Id: texstore.c,v 1.29 2001/06/15 14:18:46 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -416,6 +416,8 @@ _mesa_transfer_teximage(GLcontext *ctx, GLuint dimensions, GLboolean freeSourceData = GL_FALSE; GLint postConvWidth = srcWidth, postConvHeight = srcHeight; + assert(baseInternalFormat > 0); + if (transferOps & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, dimensions, &postConvWidth, &postConvHeight); @@ -614,7 +616,7 @@ _mesa_store_teximage1d(GLcontext *ctx, GLenum target, GLint level, struct gl_texture_image *texImage) { GLint postConvWidth = width; - GLint texelBytes; + GLint texelBytes, sizeInBytes; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, 1, &postConvWidth, NULL); @@ -629,8 +631,19 @@ _mesa_store_teximage1d(GLcontext *ctx, GLenum target, GLint level, texelBytes = texImage->TexFormat->TexelBytes; + /* Compute image size, in bytes */ + if (texImage->IsCompressed) { + assert(ctx->Driver.CompressedTextureSize); + sizeInBytes = ctx->Driver.CompressedTextureSize(ctx, texImage); + assert(sizeInBytes > 0); + texImage->CompressedSize = sizeInBytes; + } + else { + sizeInBytes = postConvWidth * texelBytes; + } + /* allocate memory */ - texImage->Data = MALLOC(postConvWidth * texelBytes); + texImage->Data = MALLOC(sizeInBytes); if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage1D"); return; @@ -658,6 +671,8 @@ _mesa_store_teximage1d(GLcontext *ctx, GLenum target, GLint level, * The texture image format will be GL_COLOR_INDEX, GL_INTENSITY, * GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA, GL_RGB or GL_RGBA. * + * NOTE: if real texture compression is supported, this whole function + * will need to be overridden. */ void _mesa_store_teximage2d(GLcontext *ctx, GLenum target, GLint level, @@ -669,7 +684,7 @@ _mesa_store_teximage2d(GLcontext *ctx, GLenum target, GLint level, struct gl_texture_image *texImage) { GLint postConvWidth = width, postConvHeight = height; - GLint texelBytes; + GLint texelBytes, sizeInBytes; if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) { _mesa_adjust_image_for_convolution(ctx, 2, &postConvWidth, @@ -685,8 +700,19 @@ _mesa_store_teximage2d(GLcontext *ctx, GLenum target, GLint level, texelBytes = texImage->TexFormat->TexelBytes; + /* Compute image size, in bytes */ + if (texImage->IsCompressed) { + assert(ctx->Driver.CompressedTextureSize); + sizeInBytes = ctx->Driver.CompressedTextureSize(ctx, texImage); + assert(sizeInBytes > 0); + texImage->CompressedSize = sizeInBytes; + } + else { + sizeInBytes = postConvWidth * postConvHeight * texelBytes; + } + /* allocate memory */ - texImage->Data = MALLOC(postConvWidth * postConvHeight * texelBytes); + texImage->Data = MALLOC(sizeInBytes); if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage2D"); return; @@ -725,7 +751,7 @@ _mesa_store_teximage3d(GLcontext *ctx, GLenum target, GLint level, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { - GLint texelBytes; + GLint texelBytes, sizeInBytes; /* choose the texture format */ assert(ctx->Driver.ChooseTextureFormat); @@ -736,8 +762,19 @@ _mesa_store_teximage3d(GLcontext *ctx, GLenum target, GLint level, texelBytes = texImage->TexFormat->TexelBytes; + /* Compute image size, in bytes */ + if (texImage->IsCompressed) { + assert(ctx->Driver.CompressedTextureSize); + sizeInBytes = ctx->Driver.CompressedTextureSize(ctx, texImage); + assert(sizeInBytes > 0); + texImage->CompressedSize = sizeInBytes; + } + else { + sizeInBytes = width * height * depth * texelBytes; + } + /* allocate memory */ - texImage->Data = MALLOC(width * height * depth * texelBytes); + texImage->Data = MALLOC(sizeInBytes); if (!texImage->Data) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexImage3D"); return; @@ -904,6 +941,25 @@ _mesa_store_compressed_teximage3d(GLcontext *ctx, GLenum target, GLint level, +/* + * Fallback for Driver.GetCompressedTexImage3D() + * This will probably work find for hardware drivers. That is, hardware + * drivers won't have to override this function, unless the compressed + * texture must first be fetched from the TRAM. + */ +void +_mesa_get_compressed_teximage(GLcontext *ctx, GLenum target, + GLint level, void *image, + const struct gl_texture_object *texObj, + struct gl_texture_image *texImage) +{ + assert(texImage->IsCompressed); + assert(texImage->CompressedSize > 0); + MEMCPY(image, texImage->Data, texImage->CompressedSize); +} + + + /* * This is the fallback for Driver.TestProxyTexImage(). */ -- cgit v1.2.3