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-rw-r--r--src/mesa/main/texcompress.c275
1 files changed, 48 insertions, 227 deletions
diff --git a/src/mesa/main/texcompress.c b/src/mesa/main/texcompress.c
index 2cda4dd8598..a4f1926ab37 100644
--- a/src/mesa/main/texcompress.c
+++ b/src/mesa/main/texcompress.c
@@ -34,10 +34,10 @@
#include "imports.h"
#include "colormac.h"
#include "context.h"
+#include "formats.h"
#include "image.h"
#include "mipmap.h"
#include "texcompress.h"
-#include "texformat.h"
#include "texstore.h"
@@ -113,252 +113,43 @@ _mesa_get_compressed_formats(GLcontext *ctx, GLint *formats, GLboolean all)
}
-
/**
- * 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
+ * Convert a compressed MESA_FORMAT_x to a GLenum.
*/
-GLuint
-_mesa_compressed_texture_size( GLcontext *ctx,
- GLsizei width, GLsizei height, GLsizei depth,
- GLuint mesaFormat )
+gl_format
+_mesa_glenum_to_compressed_format(GLenum format)
{
- 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 <imageSize> 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
+ switch (format) {
case GL_COMPRESSED_RGB_FXT1_3DFX:
- mesaFormat = MESA_FORMAT_RGB_FXT1;
- break;
+ return MESA_FORMAT_RGB_FXT1;
case GL_COMPRESSED_RGBA_FXT1_3DFX:
- mesaFormat = MESA_FORMAT_RGBA_FXT1;
- break;
-#endif
-#if FEATURE_texture_s3tc
+ return MESA_FORMAT_RGBA_FXT1;
+
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_RGB_S3TC:
- mesaFormat = MESA_FORMAT_RGB_DXT1;
- break;
+ return MESA_FORMAT_RGB_DXT1;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_RGB4_S3TC:
- mesaFormat = MESA_FORMAT_RGBA_DXT1;
- break;
+ return MESA_FORMAT_RGBA_DXT1;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_RGBA_S3TC:
- mesaFormat = MESA_FORMAT_RGBA_DXT3;
- break;
+ return MESA_FORMAT_RGBA_DXT3;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_RGBA4_S3TC:
- mesaFormat = MESA_FORMAT_RGBA_DXT5;
- break;
-#if FEATURE_EXT_texture_sRGB
+ return MESA_FORMAT_RGBA_DXT5;
+
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
- mesaFormat = MESA_FORMAT_SRGB_DXT1;
- break;
+ return MESA_FORMAT_SRGB_DXT1;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
- mesaFormat = MESA_FORMAT_SRGBA_DXT1;
- break;
+ return MESA_FORMAT_SRGBA_DXT1;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
- mesaFormat = MESA_FORMAT_SRGBA_DXT3;
- break;
+ return MESA_FORMAT_SRGBA_DXT3;
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 MESA_FORMAT_SRGBA_DXT5;
-/*
- * 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 MESA_FORMAT_NONE;
}
-
- return addr;
}
@@ -410,3 +201,33 @@ _mesa_compressed_format_to_glenum(GLcontext *ctx, GLuint mesaFormat)
}
+/*
+ * Return the address of the pixel at (col, row, img) in a
+ * compressed texture image.
+ * \param col, row, img - image position (3D), should be a multiple of the
+ * format's block size.
+ * \param format - compressed image format
+ * \param width - image width (stride) in pixels
+ * \param image - the image address
+ * \return address of pixel at (row, col, img)
+ */
+GLubyte *
+_mesa_compressed_image_address(GLint col, GLint row, GLint img,
+ gl_format mesaFormat,
+ GLsizei width, const GLubyte *image)
+{
+ /* XXX only 2D images implemented, not 3D */
+ const GLuint blockSize = _mesa_get_format_bytes(mesaFormat);
+ GLuint bw, bh;
+ GLint offset;
+
+ _mesa_get_format_block_size(mesaFormat, &bw, &bh);
+
+ ASSERT(col % bw == 0);
+ ASSERT(row % bh == 0);
+
+ offset = ((width + bw - 1) / bw) * (row / bh) + col / bw;
+ offset *= blockSize;
+
+ return (GLubyte *) image + offset;
+}