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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
/**
* Texture Image-related functions.
* \author Brian Paul
*/
#include "main/imports.h"
#include "main/context.h"
#include "main/texstore.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "st_context.h"
#include "st_cb_teximage.h"
/**
* Search list of formats for first RGBA format.
*/
static GLuint
default_rgba_format(const GLuint formats[], GLuint num)
{
GLuint i;
for (i = 0; i < num; i++) {
if (formats[i] == PIPE_FORMAT_U_R8_G8_B8_A8 ||
formats[i] == PIPE_FORMAT_U_A8_R8_G8_B8 ||
formats[i] == PIPE_FORMAT_U_R5_G6_B5) {
return formats[i];
}
}
return PIPE_FORMAT_NONE;
}
/**
* Search list of formats for first depth/Z format.
*/
static GLuint
default_depth_format(const GLuint formats[], GLuint num)
{
GLuint i;
for (i = 0; i < num; i++) {
if (formats[i] == PIPE_FORMAT_U_Z16 ||
formats[i] == PIPE_FORMAT_U_Z32 ||
formats[i] == PIPE_FORMAT_S8_Z24) {
return formats[i];
}
}
return PIPE_FORMAT_NONE;
}
/**
* Choose the PIPE_FORMAT_ to use for storing a texture image based
* on the user's internalFormat, format and type parameters.
* We query the pipe device for a list of formats which it supports
* and choose from them.
* If we find a device that needs a more intricate selection mechanism,
* this function _could_ get pushed down into the pipe device.
*
* Note: also used for glRenderbufferStorageEXT()
*
* Note: format and type may be GL_NONE (see renderbuffers)
*
* \return PIPE_FORMAT_NONE if error/problem.
*/
GLuint
st_choose_pipe_format(struct pipe_context *pipe, GLint internalFormat,
GLenum format, GLenum type)
{
const GLuint *supported;
GLboolean allow[PIPE_FORMAT_COUNT];
GLuint i, n;
/* query supported formats and fill in bool allow[] table */
supported = pipe->supported_formats(pipe, &n);
assert(n < PIPE_FORMAT_COUNT); /* sanity check */
memset(allow, 0, sizeof(allow));
for (i = 0; i < n; i++) {
allow[supported[i]] = 1;
}
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) {
if (allow[PIPE_FORMAT_U_A8_R8_G8_B8])
return PIPE_FORMAT_U_A8_R8_G8_B8;
}
else if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) {
if (allow[PIPE_FORMAT_U_A4_R4_G4_B4])
return PIPE_FORMAT_U_A4_R4_G4_B4;
}
else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) {
if (allow[PIPE_FORMAT_U_A1_R5_G5_B5])
return PIPE_FORMAT_U_A1_R5_G5_B5;
}
}
return default_rgba_format(supported, n);
case 3:
case GL_RGB:
case GL_COMPRESSED_RGB:
if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
if (allow[PIPE_FORMAT_U_R5_G6_B5])
return PIPE_FORMAT_U_R5_G6_B5;
}
return default_rgba_format(supported, n);
case GL_RGBA8:
case GL_RGB10_A2:
case GL_RGBA12:
case GL_RGBA16:
return default_rgba_format(supported, n);
case GL_RGBA4:
case GL_RGBA2:
if (allow[PIPE_FORMAT_U_A4_R4_G4_B4])
return PIPE_FORMAT_U_A4_R4_G4_B4;
return default_rgba_format(supported, n);
case GL_RGB5_A1:
if (allow[PIPE_FORMAT_U_A1_R5_G5_B5])
return PIPE_FORMAT_U_A1_R5_G5_B5;
return default_rgba_format(supported, n);
case GL_RGB8:
case GL_RGB10:
case GL_RGB12:
case GL_RGB16:
return default_rgba_format(supported, n);
case GL_RGB5:
case GL_RGB4:
case GL_R3_G3_B2:
if (allow[PIPE_FORMAT_U_A1_R5_G5_B5])
return PIPE_FORMAT_U_A1_R5_G5_B5;
return default_rgba_format(supported, n);
case GL_ALPHA:
case GL_ALPHA4:
case GL_ALPHA8:
case GL_ALPHA12:
case GL_ALPHA16:
case GL_COMPRESSED_ALPHA:
if (allow[PIPE_FORMAT_U_A8])
return PIPE_FORMAT_U_A8;
return default_rgba_format(supported, n);
case 1:
case GL_LUMINANCE:
case GL_LUMINANCE4:
case GL_LUMINANCE8:
case GL_LUMINANCE12:
case GL_LUMINANCE16:
case GL_COMPRESSED_LUMINANCE:
if (allow[PIPE_FORMAT_U_A8])
return PIPE_FORMAT_U_A8;
return default_rgba_format(supported, n);
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:
if (allow[PIPE_FORMAT_U_L8_A8])
return PIPE_FORMAT_U_L8_A8;
return default_rgba_format(supported, n);
case GL_INTENSITY:
case GL_INTENSITY4:
case GL_INTENSITY8:
case GL_INTENSITY12:
case GL_INTENSITY16:
case GL_COMPRESSED_INTENSITY:
if (allow[PIPE_FORMAT_U_I8])
return PIPE_FORMAT_U_I8;
return default_rgba_format(supported, n);
case GL_YCBCR_MESA:
if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE) {
if (allow[PIPE_FORMAT_YCBCR])
return PIPE_FORMAT_YCBCR;
}
else {
if (allow[PIPE_FORMAT_YCBCR_REV])
return PIPE_FORMAT_YCBCR_REV;
}
return PIPE_FORMAT_NONE;
#if 0
case GL_COMPRESSED_RGB_FXT1_3DFX:
return &_mesa_texformat_rgb_fxt1;
case GL_COMPRESSED_RGBA_FXT1_3DFX:
return &_mesa_texformat_rgba_fxt1;
case GL_RGB_S3TC:
case GL_RGB4_S3TC:
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
return &_mesa_texformat_rgb_dxt1;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
return &_mesa_texformat_rgba_dxt1;
case GL_RGBA_S3TC:
case GL_RGBA4_S3TC:
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
return &_mesa_texformat_rgba_dxt3;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
return &_mesa_texformat_rgba_dxt5;
#endif
case GL_DEPTH_COMPONENT16:
if (allow[PIPE_FORMAT_U_Z16])
return PIPE_FORMAT_U_Z16;
/* fall-through */
case GL_DEPTH_COMPONENT24:
if (allow[PIPE_FORMAT_S8_Z24])
return PIPE_FORMAT_S8_Z24;
/* fall-through */
case GL_DEPTH_COMPONENT32:
if (allow[PIPE_FORMAT_U_Z32])
return PIPE_FORMAT_U_Z32;
/* fall-through */
case GL_DEPTH_COMPONENT:
return default_depth_format(supported, n);
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
if (allow[PIPE_FORMAT_U_S8])
return PIPE_FORMAT_U_S8;
if (allow[PIPE_FORMAT_S8_Z24])
return PIPE_FORMAT_S8_Z24;
return PIPE_FORMAT_NONE;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
if (allow[PIPE_FORMAT_S8_Z24])
return PIPE_FORMAT_S8_Z24;
return PIPE_FORMAT_NONE;
default:
return PIPE_FORMAT_NONE;
}
}
static void
st_teximage2d(GLcontext *ctx, GLenum target, GLint level,
GLint internalFormat,
GLint width, GLint height, GLint border,
GLenum format, GLenum type, const void *pixels,
const struct gl_pixelstore_attrib *packing,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
{
/* probably nothing here: use core Mesa TexImage2D fallback to
* save teximage in main memory.
* Later, when we have a complete texobj and are ready to render,
* create the pipe texture object / mipmap-tree.
*/
_mesa_store_teximage2d(ctx, target, level, internalFormat,
width, height, border, format, type, pixels,
packing, texObj, texImage);
}
static void
st_texsubimage2d(GLcontext *ctx, GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
const GLvoid *pixels,
const struct gl_pixelstore_attrib *packing,
struct gl_texture_object *texObj,
struct gl_texture_image *texImage)
{
#if 0
struct pipe_mipmap_tree *mt = texObj->DriverData;
#endif
/* 1. find the region which stores this texture object.
* 2. convert texels to pipe format if needed.
* 3. replace texdata in the texture region.
*/
}
void st_init_cb_teximage( struct st_context *st )
{
struct dd_function_table *functions = &st->ctx->Driver;
functions->TexImage2D = st_teximage2d;
functions->TexSubImage2D = st_texsubimage2d;
}
void st_destroy_cb_teximage( struct st_context *st )
{
}
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