/* * 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 "formats.h" #include "image.h" #include "mipmap.h" #include "texcompress.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; } /** * Convert a compressed MESA_FORMAT_x to a GLenum. */ gl_format _mesa_glenum_to_compressed_format(GLenum format) { switch (format) { case GL_COMPRESSED_RGB_FXT1_3DFX: return MESA_FORMAT_RGB_FXT1; case GL_COMPRESSED_RGBA_FXT1_3DFX: return MESA_FORMAT_RGBA_FXT1; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_RGB_S3TC: return MESA_FORMAT_RGB_DXT1; case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_RGB4_S3TC: return MESA_FORMAT_RGBA_DXT1; case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_RGBA_S3TC: return MESA_FORMAT_RGBA_DXT3; case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: case GL_RGBA4_S3TC: return MESA_FORMAT_RGBA_DXT5; case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: return MESA_FORMAT_SRGB_DXT1; case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: return MESA_FORMAT_SRGBA_DXT1; case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: return MESA_FORMAT_SRGBA_DXT3; case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: return MESA_FORMAT_SRGBA_DXT5; default: return MESA_FORMAT_NONE; } } /* * 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; }