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path: root/src/mesa/main/texcompress_bptc.c
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* glsl: move half<->float convertion to utilRob Clark2015-10-161-0/+1
| | | | | | | | Needed in NIR too, so move out of mesa/main/imports.c Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Rob Clark <[email protected]>
* mesa: Fix texture compression on big-endian systemsUlrich Weigand2015-09-171-1/+2
| | | | | | | | | | | | | | | | | | | | | | | Various pieces of code to create compressed textures will first generate an uncompressed RGBA texture into a temporary buffer, and then read from that buffer while creating the final compressed texture in the requested format. The code reading from the temporary buffer assumes the buffer is formatted as an array of bytes in RGBA order. However, the buffer is filled using a _mesa_texstore call with MESA_FORMAT_R8G8B8A8_UNORM format -- this is defined as an array of *integers* holding the RGBA values in packed format (least-significant to most-significant). This means incorrect bytes are accessed on big-endian systems. This patch fixes this by using the MESA_FORMAT_A8B8G8R8_UNORM format instead on big-endian systems when filling the buffer. This fixes about 100 piglit test case failures on s390x for me. Signed-off-by: Ulrich Weigand <[email protected]> Tested-by: Oded Gabbay <[email protected]> Cc: "10.6" "11.0" <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* mesa: Use assert() instead of ASSERT wrapper.Matt Turner2015-02-231-2/+2
| | | | Acked-by: Eric Anholt <[email protected]>
* mesa: Remove _mesa_make_temp_float_imageIago Toral Quiroga2015-01-121-9/+11
| | | | | | | | | | Now that we have _mesa_format_convert we don't need this. This was only used to create temporary RGBA float images in the process of storing some compressed formats. These can call _mesa_texstore with a RGBA/float dst to achieve the same goal. Reviewed-by: Jason Ekstrand <[email protected]>
* mesa: Remove _mesa_make_temp_ubyte_imageIago Toral Quiroga2015-01-121-8/+11
| | | | | | | | | | | | Now that we have _mesa_format_convert we don't need this. texstore_rgba will use the GL_COLOR_INDEX to RGBA conversion helpers instead and compressed formats that used _mesa_make_temp_ubyte_image to create an ubyte RGBA temporary image can call _mesa_texstore with a RGBA/ubyte dst to achieve the same goal. Reviewed-by: Jason Ekstrand <[email protected]>
* mesa: Add texstore functions for BPTC-compressed texturesNeil Roberts2014-08-121-0/+689
| | | | | | | | | | | | | | | | | | | | | | This adds compressors for all four of the BPTC compressed-texture formats. The compressor is written from scratch and takes a very simple approach. It always uses a single mode of the BPTC format (4 for unorm and 3 for half-floats) and picks the two endpoints by dividing the texels into those which have more or less than the average luminance of the block and then calculating an average color of the texels within each division. It's probably not really sensible to try to use BPTC compression at runtime because for example with the Nvidia offline compression tool it can take in the order of an hour to compress a full-screen image. With that in mind I don't think it's worth having a proper compressor in Mesa and this approach gives reasonable results for a usage that is basically a corner case. v2: Always use the custom compressor, even for the unorm formats. Fix the quantization step for the half-float format compressor. Fixed a typo which was breaking the right-hand edge of half-float textures with a width that isn't a multiple of four. Reviewed-by: Ian Romanick <[email protected]>
* mesa: Add texel fetch functions for BPTC-compressed texturesNeil Roberts2014-08-121-0/+960
Adds functions to fetch from any of the four BPTC-compressed formats. v2: Set the alpha component to 1.0 when fetching from the half-float formats instead of leaving it uninitialised. Don't linearize the alpha component when fetching from sRGB. Reviewed-by: Ian Romanick <[email protected]>