/* * Mesa 3-D graphics library * Version: 7.7 * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * Copyright (c) 2008-2009 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. */ #include "imports.h" #include "formats.h" #include "config.h" #include "texstore.h" /** * Information about texture formats. */ struct gl_format_info { gl_format Name; /** * Base format is one of GL_RGB, GL_RGBA, GL_ALPHA, GL_LUMINANCE, * GL_LUMINANCE_ALPHA, GL_INTENSITY, GL_YCBCR_MESA, GL_COLOR_INDEX, * GL_DEPTH_COMPONENT, GL_STENCIL_INDEX, GL_DEPTH_STENCIL. */ GLenum BaseFormat; /** * Logical data type: one of GL_UNSIGNED_NORMALIZED, GL_SIGNED_NORMALED, * GL_UNSIGNED_INT, GL_SIGNED_INT, GL_FLOAT. */ GLenum DataType; GLubyte RedBits; GLubyte GreenBits; GLubyte BlueBits; GLubyte AlphaBits; GLubyte LuminanceBits; GLubyte IntensityBits; GLubyte IndexBits; GLubyte DepthBits; GLubyte StencilBits; /** * To describe compressed formats. If not compressed, Width=Height=1. */ GLubyte BlockWidth, BlockHeight; GLubyte BytesPerBlock; }; /** * Info about each format. * These must be in the same order as the MESA_FORMAT_* enums so that * we can do lookups without searching. */ static struct gl_format_info format_info[MESA_FORMAT_COUNT] = { { MESA_FORMAT_NONE, /* Name */ GL_NONE, /* BaseFormat */ GL_NONE, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 0, 0, 0 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_RGBA8888, /* Name */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 8, 8, 8, 8, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 4 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_RGBA8888_REV, /* Name */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 8, 8, 8, 8, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 4 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_ARGB8888, /* Name */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 8, 8, 8, 8, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 4 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_ARGB8888_REV, /* Name */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 8, 8, 8, 8, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 4 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_XRGB8888, /* Name */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 8, 8, 8, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 4 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_RGB888, /* Name */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 8, 8, 8, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 3 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_BGR888, /* Name */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 8, 8, 8, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 3 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_RGB565, /* Name */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 5, 6, 5, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_RGB565_REV, /* Name */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 5, 6, 5, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_ARGB4444, /* Name */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 4, 4, 4, 4, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_ARGB4444_REV, /* Name */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 4, 4, 4, 4, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_RGBA5551, /* Name */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 5, 5, 5, 1, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_ARGB1555, /* Name */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 5, 5, 5, 1, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_ARGB1555_REV, /* Name */ GL_RGBA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 5, 5, 5, 1, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_AL88, /* Name */ GL_LUMINANCE_ALPHA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 0, 0, 0, 8, /* Red/Green/Blue/AlphaBits */ 8, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_AL88_REV, /* Name */ GL_LUMINANCE_ALPHA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 0, 0, 0, 8, /* Red/Green/Blue/AlphaBits */ 8, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_RGB332, /* Name */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 3, 3, 2, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 1 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_A8, /* Name */ GL_ALPHA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 0, 0, 0, 8, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 1 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_L8, /* Name */ GL_LUMINANCE, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 8, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 1 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_I8, /* Name */ GL_INTENSITY, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 8, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 1 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_CI8, /* Name */ GL_COLOR_INDEX, /* BaseFormat */ GL_UNSIGNED_INT, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 8, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 1 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_YCBCR, /* Name */ GL_YCBCR_MESA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_YCBCR_REV, /* Name */ GL_YCBCR_MESA, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_Z24_S8, /* Name */ GL_DEPTH_STENCIL, /* BaseFormat */ GL_UNSIGNED_INT, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 24, 8, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 4 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_S8_Z24, /* Name */ GL_DEPTH_STENCIL, /* BaseFormat */ GL_UNSIGNED_INT, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 24, 8, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 4 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_Z16, /* Name */ GL_DEPTH_COMPONENT, /* BaseFormat */ GL_UNSIGNED_INT, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 16, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 2 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_X8_Z24, /* Name */ GL_DEPTH_COMPONENT, /* BaseFormat */ GL_UNSIGNED_INT, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 24, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 4 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_Z32, /* Name */ GL_DEPTH_COMPONENT, /* BaseFormat */ GL_UNSIGNED_INT, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 32, 0, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 4 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_S8, /* Name */ GL_STENCIL_INDEX, /* BaseFormat */ GL_UNSIGNED_INT, /* DataType */ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 8, /* Lum/Int/Index/Depth/StencilBits */ 1, 1, 1 /* BlockWidth/Height,Bytes */ }, { MESA_FORMAT_SRGB8, GL_RGB, GL_UNSIGNED_NORMALIZED, 8, 8, 8, 0, 0, 0, 0, 0, 0, 1, 1, 3 }, { MESA_FORMAT_SRGBA8, GL_RGBA, GL_UNSIGNED_NORMALIZED, 8, 8, 8, 8, 0, 0, 0, 0, 0, 1, 1, 4 }, { MESA_FORMAT_SARGB8, GL_RGBA, GL_UNSIGNED_NORMALIZED, 8, 8, 8, 8, 0, 0, 0, 0, 0, 1, 1, 4 }, { MESA_FORMAT_SL8, GL_LUMINANCE_ALPHA, GL_UNSIGNED_NORMALIZED, 0, 0, 0, 8, 8, 0, 0, 0, 0, 1, 1, 2 }, { MESA_FORMAT_SLA8, GL_LUMINANCE_ALPHA, GL_UNSIGNED_NORMALIZED, 0, 0, 0, 8, 8, 0, 0, 0, 0, 1, 1, 2 }, { MESA_FORMAT_SRGB_DXT1, /* Name */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 4, 4, 4, 0, /* approx Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 4, 4, 8 /* 8 bytes per 4x4 block */ }, { MESA_FORMAT_SRGBA_DXT1, GL_RGBA, GL_UNSIGNED_NORMALIZED, 4, 4, 4, 4, 0, 0, 0, 0, 0, 4, 4, 8 /* 8 bytes per 4x4 block */ }, { MESA_FORMAT_SRGBA_DXT3, GL_RGBA, GL_UNSIGNED_NORMALIZED, 4, 4, 4, 4, 0, 0, 0, 0, 0, 4, 4, 16 /* 16 bytes per 4x4 block */ }, { MESA_FORMAT_SRGBA_DXT5, GL_RGBA, GL_UNSIGNED_NORMALIZED, 4, 4, 4, 4, 0, 0, 0, 0, 0, 4, 4, 16 /* 16 bytes per 4x4 block */ }, { MESA_FORMAT_RGB_FXT1, GL_RGB, GL_UNSIGNED_NORMALIZED, 8, 8, 8, 0, 0, 0, 0, 0, 0, 8, 4, 16 /* 16 bytes per 8x4 block */ }, { MESA_FORMAT_RGBA_FXT1, GL_RGBA, GL_UNSIGNED_NORMALIZED, 8, 8, 8, 8, 0, 0, 0, 0, 0, 8, 4, 16 /* 16 bytes per 8x4 block */ }, { MESA_FORMAT_RGB_DXT1, /* Name */ GL_RGB, /* BaseFormat */ GL_UNSIGNED_NORMALIZED, /* DataType */ 4, 4, 4, 0, /* approx Red/Green/Blue/AlphaBits */ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */ 4, 4, 8 /* 8 bytes per 4x4 block */ }, { MESA_FORMAT_RGBA_DXT1, GL_RGBA, GL_UNSIGNED_NORMALIZED, 4, 4, 4, 4, 0, 0, 0, 0, 0, 4, 4, 8 /* 8 bytes per 4x4 block */ }, { MESA_FORMAT_RGBA_DXT3, GL_RGBA, GL_UNSIGNED_NORMALIZED, 4, 4, 4, 4, 0, 0, 0, 0, 0, 4, 4, 16 /* 16 bytes per 4x4 block */ }, { MESA_FORMAT_RGBA_DXT5, GL_RGBA, GL_UNSIGNED_NORMALIZED, 4, 4, 4, 4, 0, 0, 0, 0, 0, 4, 4, 16 /* 16 bytes per 4x4 block */ }, { MESA_FORMAT_RGBA_FLOAT32, GL_RGBA, GL_FLOAT, 32, 32, 32, 32, 0, 0, 0, 0, 0, 1, 1, 16 }, { MESA_FORMAT_RGBA_FLOAT16, GL_RGBA, GL_FLOAT, 16, 16, 16, 16, 0, 0, 0, 0, 0, 1, 1, 8 }, { MESA_FORMAT_RGB_FLOAT32, GL_RGB, GL_FLOAT, 32, 32, 32, 0, 0, 0, 0, 0, 0, 1, 1, 12 }, { MESA_FORMAT_RGB_FLOAT16, GL_RGB, GL_FLOAT, 16, 16, 16, 0, 0, 0, 0, 0, 0, 1, 1, 6 }, { MESA_FORMAT_ALPHA_FLOAT32, GL_ALPHA, GL_FLOAT, 0, 0, 0, 32, 0, 0, 0, 0, 0, 1, 1, 4 }, { MESA_FORMAT_ALPHA_FLOAT16, GL_ALPHA, GL_FLOAT, 0, 0, 0, 16, 0, 0, 0, 0, 0, 1, 1, 2 }, { MESA_FORMAT_LUMINANCE_FLOAT32, GL_ALPHA, GL_FLOAT, 0, 0, 0, 0, 32, 0, 0, 0, 0, 1, 1, 4 }, { MESA_FORMAT_LUMINANCE_FLOAT16, GL_ALPHA, GL_FLOAT, 0, 0, 0, 0, 16, 0, 0, 0, 0, 1, 1, 2 }, { MESA_FORMAT_LUMINANCE_ALPHA_FLOAT32, GL_LUMINANCE_ALPHA, GL_FLOAT, 0, 0, 0, 32, 32, 0, 0, 0, 0, 1, 1, 8 }, { MESA_FORMAT_LUMINANCE_ALPHA_FLOAT16, GL_LUMINANCE_ALPHA, GL_FLOAT, 0, 0, 0, 16, 16, 0, 0, 0, 0, 1, 1, 4 }, { MESA_FORMAT_INTENSITY_FLOAT32, GL_INTENSITY, GL_FLOAT, 0, 0, 0, 0, 0, 32, 0, 0, 0, 1, 1, 4 }, { MESA_FORMAT_INTENSITY_FLOAT16, GL_INTENSITY, GL_FLOAT, 0, 0, 0, 0, 0, 16, 0, 0, 0, 1, 1, 2 }, { MESA_FORMAT_DUDV8, GL_DUDV_ATI, GL_SIGNED_NORMALIZED, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2 }, { MESA_FORMAT_SIGNED_RGBA8888, GL_RGBA, GL_SIGNED_NORMALIZED, 8, 8, 8, 8, 0, 0, 0, 0, 0, 1, 1, 4 }, { MESA_FORMAT_SIGNED_RGBA8888_REV, GL_RGBA, GL_SIGNED_NORMALIZED, 8, 8, 8, 8, 0, 0, 0, 0, 0, 1, 1, 4 }, { MESA_FORMAT_SIGNED_RGBA_16, GL_RGBA, GL_SIGNED_NORMALIZED, 16, 16, 16, 16, 0, 0, 0, 0, 0, 1, 1, 8 } }; static const struct gl_format_info * _mesa_get_format_info(gl_format format) { const struct gl_format_info *info = &format_info[format]; assert(info->Name == format); return info; } /** * Return bytes needed to store a block of pixels in the given format. * Normally, a block is 1x1 (a single pixel). But for compressed formats * a block may be 4x4 or 8x4, etc. */ GLuint _mesa_get_format_bytes(gl_format format) { const struct gl_format_info *info = _mesa_get_format_info(format); ASSERT(info->BytesPerBlock); return info->BytesPerBlock; } /** * Return bits per component for the given format. * \param format one of MESA_FORMAT_x * \param pname the component, such as GL_RED_BITS, GL_TEXTURE_BLUE_BITS, etc. */ GLint _mesa_get_format_bits(gl_format format, GLenum pname) { const struct gl_format_info *info = _mesa_get_format_info(format); switch (pname) { case GL_RED_BITS: case GL_TEXTURE_RED_SIZE: case GL_RENDERBUFFER_RED_SIZE_EXT: case GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: return info->RedBits; case GL_GREEN_BITS: case GL_TEXTURE_GREEN_SIZE: case GL_RENDERBUFFER_GREEN_SIZE_EXT: case GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: return info->GreenBits; case GL_BLUE_BITS: case GL_TEXTURE_BLUE_SIZE: case GL_RENDERBUFFER_BLUE_SIZE_EXT: case GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: return info->BlueBits; case GL_ALPHA_BITS: case GL_TEXTURE_ALPHA_SIZE: case GL_RENDERBUFFER_ALPHA_SIZE_EXT: case GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: return info->AlphaBits; case GL_TEXTURE_INTENSITY_SIZE: return info->IntensityBits; case GL_TEXTURE_LUMINANCE_SIZE: return info->LuminanceBits; case GL_INDEX_BITS: case GL_TEXTURE_INDEX_SIZE_EXT: return info->IndexBits; case GL_DEPTH_BITS: case GL_TEXTURE_DEPTH_SIZE_ARB: case GL_RENDERBUFFER_DEPTH_SIZE_EXT: case GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: return info->DepthBits; case GL_STENCIL_BITS: case GL_TEXTURE_STENCIL_SIZE_EXT: case GL_RENDERBUFFER_STENCIL_SIZE_EXT: case GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: return info->StencilBits; default: _mesa_problem(NULL, "bad pname in _mesa_get_format_bits()"); return 0; } } /** * Return the data type (or more specifically, the data representation) * for the given format. * The return value will be one of: * GL_UNSIGNED_NORMALIZED = unsigned int representing [0,1] * GL_SIGNED_NORMALIZED = signed int representing [-1, 1] * GL_UNSIGNED_INT = an ordinary unsigned integer * GL_FLOAT = an ordinary float */ GLenum _mesa_get_format_datatype(gl_format format) { const struct gl_format_info *info = _mesa_get_format_info(format); return info->DataType; } /** * Return the basic format for the given type. The result will be * one of GL_RGB, GL_RGBA, GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, * GL_INTENSITY, GL_YCBCR_MESA, GL_COLOR_INDEX, GL_DEPTH_COMPONENT, * GL_STENCIL_INDEX, GL_DEPTH_STENCIL. */ GLenum _mesa_get_format_base_format(gl_format format) { const struct gl_format_info *info = _mesa_get_format_info(format); return info->BaseFormat; } /** Is the given format a compressed format? */ GLboolean _mesa_is_format_compressed(gl_format format) { const struct gl_format_info *info = _mesa_get_format_info(format); return info->BlockWidth > 1 || info->BlockHeight > 1; } /** * Return color encoding for given format. * \return GL_LINEAR or GL_SRGB */ GLenum _mesa_get_format_color_encoding(gl_format format) { /* XXX this info should be encoded in gl_format_info */ switch (format) { case MESA_FORMAT_SRGB8: case MESA_FORMAT_SRGBA8: case MESA_FORMAT_SARGB8: case MESA_FORMAT_SL8: case MESA_FORMAT_SLA8: case MESA_FORMAT_SRGB_DXT1: case MESA_FORMAT_SRGBA_DXT1: case MESA_FORMAT_SRGBA_DXT3: case MESA_FORMAT_SRGBA_DXT5: return GL_SRGB; default: return GL_LINEAR; } } /** * Return number of bytes needed to store an image of the given size * in the given format. */ GLuint _mesa_format_image_size(gl_format format, GLsizei width, GLsizei height, GLsizei depth) { const struct gl_format_info *info = _mesa_get_format_info(format); /* Strictly speaking, a conditional isn't needed here */ if (info->BlockWidth > 1 || info->BlockHeight > 1) { /* compressed format */ const GLuint bw = info->BlockWidth, bh = info->BlockHeight; const GLuint wblocks = (width + bw - 1) / bw; const GLuint hblocks = (height + bh - 1) / bh; const GLuint sz = wblocks * hblocks * info->BytesPerBlock; return sz; } else { /* non-compressed */ const GLuint sz = width * height * depth * info->BytesPerBlock; return sz; } } GLint _mesa_format_row_stride(gl_format format, GLsizei width) { const struct gl_format_info *info = _mesa_get_format_info(format); /* Strictly speaking, a conditional isn't needed here */ if (info->BlockWidth > 1 || info->BlockHeight > 1) { /* compressed format */ const GLuint bw = info->BlockWidth; const GLuint wblocks = (width + bw - 1) / bw; const GLint stride = wblocks * info->BytesPerBlock; return stride; } else { const GLint stride = width * info->BytesPerBlock; return stride; } } /** * Do sanity checking of the format info table. */ void _mesa_test_formats(void) { GLuint i; assert(Elements(format_info) == MESA_FORMAT_COUNT); for (i = 0; i < MESA_FORMAT_COUNT; i++) { const struct gl_format_info *info = _mesa_get_format_info(i); assert(info); assert(info->Name == i); if (info->Name == MESA_FORMAT_NONE) continue; if (info->BlockWidth == 1 && info->BlockHeight == 1) { if (info->RedBits > 0) { GLuint t = info->RedBits + info->GreenBits + info->BlueBits + info->AlphaBits; assert(t / 8 == info->BytesPerBlock); } } assert(info->DataType == GL_UNSIGNED_NORMALIZED || info->DataType == GL_SIGNED_NORMALIZED || info->DataType == GL_UNSIGNED_INT || info->DataType == GL_FLOAT); if (info->BaseFormat == GL_RGB) { assert(info->RedBits > 0); assert(info->GreenBits > 0); assert(info->BlueBits > 0); assert(info->AlphaBits == 0); assert(info->LuminanceBits == 0); assert(info->IntensityBits == 0); } else if (info->BaseFormat == GL_RGBA) { assert(info->RedBits > 0); assert(info->GreenBits > 0); assert(info->BlueBits > 0); assert(info->AlphaBits > 0); assert(info->LuminanceBits == 0); assert(info->IntensityBits == 0); } else if (info->BaseFormat == GL_LUMINANCE) { assert(info->RedBits == 0); assert(info->GreenBits == 0); assert(info->BlueBits == 0); assert(info->AlphaBits == 0); assert(info->LuminanceBits > 0); assert(info->IntensityBits == 0); } else if (info->BaseFormat == GL_INTENSITY) { assert(info->RedBits == 0); assert(info->GreenBits == 0); assert(info->BlueBits == 0); assert(info->AlphaBits == 0); assert(info->LuminanceBits == 0); assert(info->IntensityBits > 0); } } } /** * Return datatype and number of components per texel for the given gl_format. * Only used for mipmap generation code. */ void _mesa_format_to_type_and_comps(gl_format format, GLenum *datatype, GLuint *comps) { switch (format) { case MESA_FORMAT_RGBA8888: case MESA_FORMAT_RGBA8888_REV: case MESA_FORMAT_ARGB8888: case MESA_FORMAT_ARGB8888_REV: case MESA_FORMAT_XRGB8888: *datatype = GL_UNSIGNED_BYTE; *comps = 4; return; case MESA_FORMAT_RGB888: case MESA_FORMAT_BGR888: *datatype = GL_UNSIGNED_BYTE; *comps = 3; return; case MESA_FORMAT_RGB565: case MESA_FORMAT_RGB565_REV: *datatype = GL_UNSIGNED_SHORT_5_6_5; *comps = 3; return; case MESA_FORMAT_ARGB4444: case MESA_FORMAT_ARGB4444_REV: *datatype = GL_UNSIGNED_SHORT_4_4_4_4; *comps = 4; return; case MESA_FORMAT_ARGB1555: case MESA_FORMAT_ARGB1555_REV: *datatype = GL_UNSIGNED_SHORT_1_5_5_5_REV; *comps = 4; return; case MESA_FORMAT_AL88: case MESA_FORMAT_AL88_REV: *datatype = GL_UNSIGNED_BYTE; *comps = 2; return; case MESA_FORMAT_RGB332: *datatype = GL_UNSIGNED_BYTE_3_3_2; *comps = 3; return; case MESA_FORMAT_A8: case MESA_FORMAT_L8: case MESA_FORMAT_I8: case MESA_FORMAT_CI8: *datatype = GL_UNSIGNED_BYTE; *comps = 1; return; case MESA_FORMAT_YCBCR: case MESA_FORMAT_YCBCR_REV: *datatype = GL_UNSIGNED_SHORT; *comps = 2; return; case MESA_FORMAT_Z24_S8: *datatype = GL_UNSIGNED_INT; *comps = 1; /* XXX OK? */ return; case MESA_FORMAT_S8_Z24: *datatype = GL_UNSIGNED_INT; *comps = 1; /* XXX OK? */ return; case MESA_FORMAT_Z16: *datatype = GL_UNSIGNED_SHORT; *comps = 1; return; case MESA_FORMAT_X8_Z24: *datatype = GL_UNSIGNED_INT; *comps = 1; return; case MESA_FORMAT_Z32: *datatype = GL_UNSIGNED_INT; *comps = 1; return; case MESA_FORMAT_DUDV8: *datatype = GL_BYTE; *comps = 2; return; case MESA_FORMAT_SIGNED_RGBA8888: case MESA_FORMAT_SIGNED_RGBA8888_REV: *datatype = GL_BYTE; *comps = 4; return; case MESA_FORMAT_SIGNED_RGBA_16: *datatype = GL_SHORT; *comps = 4; return; #if FEATURE_EXT_texture_sRGB case MESA_FORMAT_SRGB8: *datatype = GL_UNSIGNED_BYTE; *comps = 3; return; case MESA_FORMAT_SRGBA8: case MESA_FORMAT_SARGB8: *datatype = GL_UNSIGNED_BYTE; *comps = 4; return; case MESA_FORMAT_SL8: *datatype = GL_UNSIGNED_BYTE; *comps = 1; return; case MESA_FORMAT_SLA8: *datatype = GL_UNSIGNED_BYTE; *comps = 2; return; #endif #if FEATURE_texture_fxt1 case MESA_FORMAT_RGB_FXT1: case MESA_FORMAT_RGBA_FXT1: #endif #if FEATURE_texture_s3tc case MESA_FORMAT_RGB_DXT1: case MESA_FORMAT_RGBA_DXT1: case MESA_FORMAT_RGBA_DXT3: case MESA_FORMAT_RGBA_DXT5: #if FEATURE_EXT_texture_sRGB case MESA_FORMAT_SRGB_DXT1: case MESA_FORMAT_SRGBA_DXT1: case MESA_FORMAT_SRGBA_DXT3: case MESA_FORMAT_SRGBA_DXT5: #endif /* XXX generate error instead? */ *datatype = GL_UNSIGNED_BYTE; *comps = 0; return; #endif case MESA_FORMAT_RGBA_FLOAT32: *datatype = GL_FLOAT; *comps = 4; return; case MESA_FORMAT_RGBA_FLOAT16: *datatype = GL_HALF_FLOAT_ARB; *comps = 4; return; case MESA_FORMAT_RGB_FLOAT32: *datatype = GL_FLOAT; *comps = 3; return; case MESA_FORMAT_RGB_FLOAT16: *datatype = GL_HALF_FLOAT_ARB; *comps = 3; return; case MESA_FORMAT_LUMINANCE_ALPHA_FLOAT32: *datatype = GL_FLOAT; *comps = 2; return; case MESA_FORMAT_LUMINANCE_ALPHA_FLOAT16: *datatype = GL_HALF_FLOAT_ARB; *comps = 2; return; case MESA_FORMAT_ALPHA_FLOAT32: case MESA_FORMAT_LUMINANCE_FLOAT32: case MESA_FORMAT_INTENSITY_FLOAT32: *datatype = GL_FLOAT; *comps = 1; return; case MESA_FORMAT_ALPHA_FLOAT16: case MESA_FORMAT_LUMINANCE_FLOAT16: case MESA_FORMAT_INTENSITY_FLOAT16: *datatype = GL_HALF_FLOAT_ARB; *comps = 1; return; default: _mesa_problem(NULL, "bad format in _mesa_format_to_type_and_comps"); *datatype = 0; *comps = 1; } }