/* * Mesa 3-D graphics library * Version: 6.5.1 * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * Copyright (c) 2008 VMware, Inc. * * 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 texcompress.c * Helper functions for texture compression. */ #include "glheader.h" #include "imports.h" #include "colormac.h" #include "context.h" #include "image.h" #include "mipmap.h" #include "texcompress.h" #include "texformat.h" #include "texstore.h" /** * Return list of (and count of) all specific texture compression * formats that are supported. * * \param ctx the GL context * \param formats the resulting format list (may be NULL). * \param all if true return all formats, even those with some kind * of restrictions/limitations (See GL_ARB_texture_compression * spec for more info). * * \return number of formats. */ GLuint _mesa_get_compressed_formats(GLcontext *ctx, GLint *formats, GLboolean all) { GLuint n = 0; if (ctx->Extensions.TDFX_texture_compression_FXT1) { if (formats) { formats[n++] = GL_COMPRESSED_RGB_FXT1_3DFX; formats[n++] = GL_COMPRESSED_RGBA_FXT1_3DFX; } else { n += 2; } } if (ctx->Extensions.EXT_texture_compression_s3tc) { if (formats) { formats[n++] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; /* This format has some restrictions/limitations and so should * not be returned via the GL_COMPRESSED_TEXTURE_FORMATS query. * Specifically, all transparent pixels become black. NVIDIA * omits this format too. */ if (all) formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; } else { n += 3; if (all) n += 1; } } if (ctx->Extensions.S3_s3tc) { if (formats) { formats[n++] = GL_RGB_S3TC; formats[n++] = GL_RGB4_S3TC; formats[n++] = GL_RGBA_S3TC; formats[n++] = GL_RGBA4_S3TC; } else { n += 4; } } #if FEATURE_EXT_texture_sRGB if (ctx->Extensions.EXT_texture_sRGB) { if (formats) { formats[n++] = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT; formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; } else { n += 4; } } #endif /* FEATURE_EXT_texture_sRGB */ return n; } /** * Return number of bytes needed to store a texture of the given size * using the specified compressed format. * This is called via the ctx->Driver.CompressedTextureSize function, * unless a device driver overrides it. * * \param width texture width in texels. * \param height texture height in texels. * \param depth texture depth in texels. * \param mesaFormat one of the MESA_FORMAT_* compressed formats * * \return size in bytes, or zero if bad format */ GLuint _mesa_compressed_texture_size( GLcontext *ctx, GLsizei width, GLsizei height, GLsizei depth, GLuint mesaFormat ) { GLuint size; ASSERT(depth == 1); (void) depth; (void) size; switch (mesaFormat) { #if FEATURE_texture_fxt1 case MESA_FORMAT_RGB_FXT1: case MESA_FORMAT_RGBA_FXT1: /* round up width to next multiple of 8, height to next multiple of 4 */ width = (width + 7) & ~7; height = (height + 3) & ~3; /* 16 bytes per 8x4 tile of RGB[A] texels */ size = width * height / 2; /* Textures smaller than 8x4 will effectively be made into 8x4 and * take 16 bytes. */ return size; #endif #if FEATURE_texture_s3tc case MESA_FORMAT_RGB_DXT1: case MESA_FORMAT_RGBA_DXT1: #if FEATURE_EXT_texture_sRGB case MESA_FORMAT_SRGB_DXT1: case MESA_FORMAT_SRGBA_DXT1: #endif /* round up width, height to next multiple of 4 */ width = (width + 3) & ~3; height = (height + 3) & ~3; /* 8 bytes per 4x4 tile of RGB[A] texels */ size = width * height / 2; /* Textures smaller than 4x4 will effectively be made into 4x4 and * take 8 bytes. */ return size; case MESA_FORMAT_RGBA_DXT3: case MESA_FORMAT_RGBA_DXT5: #if FEATURE_EXT_texture_sRGB case MESA_FORMAT_SRGBA_DXT3: case MESA_FORMAT_SRGBA_DXT5: #endif /* round up width, height to next multiple of 4 */ width = (width + 3) & ~3; height = (height + 3) & ~3; /* 16 bytes per 4x4 tile of RGBA texels */ size = width * height; /* simple! */ /* Textures smaller than 4x4 will effectively be made into 4x4 and * take 16 bytes. */ return size; #endif default: _mesa_problem(ctx, "bad mesaFormat in _mesa_compressed_texture_size"); return 0; } } /** * As above, but format is specified by a GLenum (GL_COMPRESSED_*) token. * * Note: This function CAN NOT return a padded hardware texture size. * That's why we don't call the ctx->Driver.CompressedTextureSize() function. * * We use this function to validate the parameter * of glCompressedTex[Sub]Image1/2/3D(), which must be an exact match. */ GLuint _mesa_compressed_texture_size_glenum(GLcontext *ctx, GLsizei width, GLsizei height, GLsizei depth, GLenum glformat) { GLuint mesaFormat; switch (glformat) { #if FEATURE_texture_fxt1 case GL_COMPRESSED_RGB_FXT1_3DFX: mesaFormat = MESA_FORMAT_RGB_FXT1; break; case GL_COMPRESSED_RGBA_FXT1_3DFX: mesaFormat = MESA_FORMAT_RGBA_FXT1; break; #endif #if FEATURE_texture_s3tc case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_RGB_S3TC: mesaFormat = MESA_FORMAT_RGB_DXT1; break; case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_RGB4_S3TC: mesaFormat = MESA_FORMAT_RGBA_DXT1; break; case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_RGBA_S3TC: mesaFormat = MESA_FORMAT_RGBA_DXT3; break; case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: case GL_RGBA4_S3TC: mesaFormat = MESA_FORMAT_RGBA_DXT5; break; #if FEATURE_EXT_texture_sRGB case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: mesaFormat = MESA_FORMAT_SRGB_DXT1; break; case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: mesaFormat = MESA_FORMAT_SRGBA_DXT1; break; case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: mesaFormat = MESA_FORMAT_SRGBA_DXT3; break; case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: mesaFormat = MESA_FORMAT_SRGBA_DXT5; break; #endif #endif default: return 0; } return _mesa_compressed_texture_size(ctx, width, height, depth, mesaFormat); } /* * Compute the bytes per row in a compressed texture image. * We use this for computing the destination address for sub-texture updates. * \param mesaFormat one of the MESA_FORMAT_* compressed formats * \param width image width in pixels * \return stride, in bytes, between rows for compressed image */ GLint _mesa_compressed_row_stride(GLuint mesaFormat, GLsizei width) { GLint stride; switch (mesaFormat) { #if FEATURE_texture_fxt1 case MESA_FORMAT_RGB_FXT1: case MESA_FORMAT_RGBA_FXT1: stride = ((width + 7) / 8) * 16; /* 16 bytes per 8x4 tile */ break; #endif #if FEATURE_texture_s3tc case MESA_FORMAT_RGB_DXT1: case MESA_FORMAT_RGBA_DXT1: #if FEATURE_EXT_texture_sRGB case MESA_FORMAT_SRGB_DXT1: case MESA_FORMAT_SRGBA_DXT1: #endif stride = ((width + 3) / 4) * 8; /* 8 bytes per 4x4 tile */ break; case MESA_FORMAT_RGBA_DXT3: case MESA_FORMAT_RGBA_DXT5: #if FEATURE_EXT_texture_sRGB case MESA_FORMAT_SRGBA_DXT3: case MESA_FORMAT_SRGBA_DXT5: #endif stride = ((width + 3) / 4) * 16; /* 16 bytes per 4x4 tile */ break; #endif default: _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_row_stride"); return 0; } return stride; } /* * Return the address of the pixel at (col, row, img) in a * compressed texture image. * \param col, row, img - image position (3D) * \param format - compressed image format * \param width - image width * \param image - the image address * \return address of pixel at (row, col) */ GLubyte * _mesa_compressed_image_address(GLint col, GLint row, GLint img, GLuint mesaFormat, GLsizei width, const GLubyte *image) { GLubyte *addr; (void) img; /* We try to spot a "complete" subtexture "above" ROW, COL; * this texture is given by appropriate rounding of WIDTH x ROW. * Then we just add the amount left (usually on the left). * * Example for X*Y microtiles (Z bytes each) * offset = Z * (((width + X - 1) / X) * (row / Y) + col / X); */ switch (mesaFormat) { #if FEATURE_texture_fxt1 case MESA_FORMAT_RGB_FXT1: case MESA_FORMAT_RGBA_FXT1: addr = (GLubyte *) image + 16 * (((width + 7) / 8) * (row / 4) + col / 8); break; #endif #if FEATURE_texture_s3tc case MESA_FORMAT_RGB_DXT1: case MESA_FORMAT_RGBA_DXT1: #if FEATURE_EXT_texture_sRGB case MESA_FORMAT_SRGB_DXT1: case MESA_FORMAT_SRGBA_DXT1: #endif addr = (GLubyte *) image + 8 * (((width + 3) / 4) * (row / 4) + col / 4); break; case MESA_FORMAT_RGBA_DXT3: case MESA_FORMAT_RGBA_DXT5: #if FEATURE_EXT_texture_sRGB case MESA_FORMAT_SRGBA_DXT3: case MESA_FORMAT_SRGBA_DXT5: #endif addr = (GLubyte *) image + 16 * (((width + 3) / 4) * (row / 4) + col / 4); break; #endif default: _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_image_address"); addr = NULL; } return addr; }