#include "intel_context.h" #include "intel_tex.h" #include "intel_chipset.h" #include "main/enums.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(GLcontext * ctx, GLint internalFormat, GLenum format, GLenum type) { struct intel_context *intel = intel_context(ctx); const GLboolean do32bpt = (intel->ctx.Visual.rgbBits >= 24); #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 (format == GL_BGRA) { if (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) { return MESA_FORMAT_ARGB8888; } else 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; } } return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444; case 3: case GL_RGB: case GL_COMPRESSED_RGB: if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) { return MESA_FORMAT_RGB565; } return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_RGB565; case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16: return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444; 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: 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 2: case GL_LUMINANCE_ALPHA: case GL_LUMINANCE4_ALPHA4: case GL_LUMINANCE6_ALPHA2: case GL_LUMINANCE8_ALPHA8: case GL_LUMINANCE12_ALPHA4: case GL_LUMINANCE12_ALPHA12: case GL_LUMINANCE16_ALPHA16: 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 (IS_G4X(intel->intelScreen->deviceID)) return MESA_FORMAT_SL8; else return MESA_FORMAT_SARGB8; case GL_SLUMINANCE_ALPHA_EXT: case GL_SLUMINANCE8_ALPHA8_EXT: if (IS_G4X(intel->intelScreen->deviceID)) 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; #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) { int bytes = 0; switch(mesaFormat) { case MESA_FORMAT_RGB_FXT1: case MESA_FORMAT_RGBA_FXT1: case MESA_FORMAT_RGB_DXT1: case MESA_FORMAT_RGBA_DXT1: bytes = 2; break; case MESA_FORMAT_RGBA_DXT3: case MESA_FORMAT_RGBA_DXT5: bytes = 4; default: break; } return bytes; }