#include "intel_context.h" #include "intel_tex.h" #include "main/enums.h" #include "main/formats.h" /** * 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_R8: return MESA_FORMAT_R8; case GL_R16: return MESA_FORMAT_R16; case GL_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; GLuint block_size; block_size = _mesa_get_format_bytes(mesaFormat); _mesa_get_format_block_size(mesaFormat, &bw, &bh); return block_size / bw; }