/* * 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. */ /** * \file texfetch_tmp.h * Texel fetch functions template. * * This template file is used by texfetch.c to generate texel fetch functions * for 1-D, 2-D and 3-D texture images. * * It should be expanded by defining \p DIM as the number texture dimensions * (1, 2 or 3). According to the value of \p DIM a series of macros is defined * for the texel lookup in the gl_texture_image::Data. * * \author Gareth Hughes * \author Brian Paul */ #if DIM == 1 #define TEXEL_ADDR( type, image, i, j, k, size ) \ ((void) (j), (void) (k), ((type *)(image)->Data + (i) * (size))) #define FETCH(x) fetch_texel_1d_##x #elif DIM == 2 #define TEXEL_ADDR( type, image, i, j, k, size ) \ ((void) (k), \ ((type *)(image)->Data + ((image)->RowStride * (j) + (i)) * (size))) #define FETCH(x) fetch_texel_2d_##x #elif DIM == 3 #define TEXEL_ADDR( type, image, i, j, k, size ) \ ((type *)(image)->Data + ((image)->ImageOffsets[k] \ + (image)->RowStride * (j) + (i)) * (size)) #define FETCH(x) fetch_texel_3d_##x #else #error illegal number of texture dimensions #endif /* MESA_FORMAT_Z32 ***********************************************************/ /* Fetch depth texel from 1D, 2D or 3D 32-bit depth texture, * returning 1 GLfloat. * Note: no GLchan version of this function. */ static void FETCH(f_z32)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint *src = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[0] = src[0] * (1.0F / 0xffffffff); } #if DIM == 3 static void store_texel_z32(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLuint *depth = (const GLuint *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); dst[0] = *depth; } #endif /* MESA_FORMAT_Z16 ***********************************************************/ /* Fetch depth texel from 1D, 2D or 3D 16-bit depth texture, * returning 1 GLfloat. * Note: no GLchan version of this function. */ static void FETCH(f_z16)(const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); texel[0] = src[0] * (1.0F / 65535.0F); } #if DIM == 3 static void store_texel_z16(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLushort *depth = (const GLushort *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); dst[0] = *depth; } #endif /* MESA_FORMAT_RGBA_F32 ******************************************************/ /* Fetch texel from 1D, 2D or 3D RGBA_FLOAT32 texture, returning 4 GLfloats. */ static void FETCH(f_rgba_f32)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 4); texel[RCOMP] = src[0]; texel[GCOMP] = src[1]; texel[BCOMP] = src[2]; texel[ACOMP] = src[3]; } #if DIM == 3 static void store_texel_rgba_f32(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *depth = (const GLfloat *) texel; GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); dst[0] = depth[RCOMP]; dst[1] = depth[GCOMP]; dst[2] = depth[BCOMP]; dst[3] = depth[ACOMP]; } #endif /* MESA_FORMAT_RGBA_F16 ******************************************************/ /* Fetch texel from 1D, 2D or 3D RGBA_FLOAT16 texture, * returning 4 GLfloats. */ static void FETCH(f_rgba_f16)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 4); texel[RCOMP] = _mesa_half_to_float(src[0]); texel[GCOMP] = _mesa_half_to_float(src[1]); texel[BCOMP] = _mesa_half_to_float(src[2]); texel[ACOMP] = _mesa_half_to_float(src[3]); } #if DIM == 3 static void store_texel_rgba_f16(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *depth = (const GLfloat *) texel; GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); dst[0] = _mesa_float_to_half(*depth); } #endif /* MESA_FORMAT_RGB_F32 *******************************************************/ /* Fetch texel from 1D, 2D or 3D RGB_FLOAT32 texture, * returning 4 GLfloats. */ static void FETCH(f_rgb_f32)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 3); texel[RCOMP] = src[0]; texel[GCOMP] = src[1]; texel[BCOMP] = src[2]; texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_rgb_f32(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *depth = (const GLfloat *) texel; GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); dst[0] = *depth; } #endif /* MESA_FORMAT_RGB_F16 *******************************************************/ /* Fetch texel from 1D, 2D or 3D RGB_FLOAT16 texture, * returning 4 GLfloats. */ static void FETCH(f_rgb_f16)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 3); texel[RCOMP] = _mesa_half_to_float(src[0]); texel[GCOMP] = _mesa_half_to_float(src[1]); texel[BCOMP] = _mesa_half_to_float(src[2]); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_rgb_f16(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *depth = (const GLfloat *) texel; GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); dst[0] = _mesa_float_to_half(*depth); } #endif /* MESA_FORMAT_ALPHA_F32 *****************************************************/ /* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT32 texture, * returning 4 GLfloats. */ static void FETCH(f_alpha_f32)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = 0.0F; texel[ACOMP] = src[0]; } #if DIM == 3 static void store_texel_alpha_f32(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *rgba = (const GLfloat *) texel; GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); dst[0] = rgba[ACOMP]; } #endif /* MESA_FORMAT_ALPHA_F32 *****************************************************/ /* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT16 texture, * returning 4 GLfloats. */ static void FETCH(f_alpha_f16)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = 0.0F; texel[ACOMP] = _mesa_half_to_float(src[0]); } #if DIM == 3 static void store_texel_alpha_f16(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *rgba = (const GLfloat *) texel; GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); dst[0] = _mesa_float_to_half(rgba[ACOMP]); } #endif /* MESA_FORMAT_LUMINANCE_F32 *************************************************/ /* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT32 texture, * returning 4 GLfloats. */ static void FETCH(f_luminance_f32)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = src[0]; texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_luminance_f32(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *rgba = (const GLfloat *) texel; GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); dst[0] = rgba[RCOMP]; } #endif /* MESA_FORMAT_LUMINANCE_F16 *************************************************/ /* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT16 texture, * returning 4 GLfloats. */ static void FETCH(f_luminance_f16)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = _mesa_half_to_float(src[0]); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_luminance_f16(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *rgba = (const GLfloat *) texel; GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); dst[0] = _mesa_float_to_half(rgba[RCOMP]); } #endif /* MESA_FORMAT_LUMINANCE_ALPHA_F32 *******************************************/ /* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT32 texture, * returning 4 GLfloats. */ static void FETCH(f_luminance_alpha_f32)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 2); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = src[0]; texel[ACOMP] = src[1]; } #if DIM == 3 static void store_texel_luminance_alpha_f32(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *rgba = (const GLfloat *) texel; GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 2); dst[0] = rgba[RCOMP]; dst[1] = rgba[ACOMP]; } #endif /* MESA_FORMAT_LUMINANCE_ALPHA_F16 *******************************************/ /* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT16 texture, * returning 4 GLfloats. */ static void FETCH(f_luminance_alpha_f16)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 2); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = _mesa_half_to_float(src[0]); texel[ACOMP] = _mesa_half_to_float(src[1]); } #if DIM == 3 static void store_texel_luminance_alpha_f16(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *rgba = (const GLfloat *) texel; GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 2); dst[0] = _mesa_float_to_half(rgba[RCOMP]); dst[1] = _mesa_float_to_half(rgba[ACOMP]); } #endif /* MESA_FORMAT_INTENSITY_F32 *************************************************/ /* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT32 texture, * returning 4 GLfloats. */ static void FETCH(f_intensity_f32)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = texel[ACOMP] = src[0]; } #if DIM == 3 static void store_texel_intensity_f32(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *rgba = (const GLfloat *) texel; GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1); dst[0] = rgba[RCOMP]; } #endif /* MESA_FORMAT_INTENSITY_F16 *************************************************/ /* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT16 texture, * returning 4 GLfloats. */ static void FETCH(f_intensity_f16)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = texel[ACOMP] = _mesa_half_to_float(src[0]); } #if DIM == 3 static void store_texel_intensity_f16(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLfloat *rgba = (const GLfloat *) texel; GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1); dst[0] = _mesa_float_to_half(rgba[RCOMP]); } #endif /* * Begin Hardware formats */ /* MESA_FORMAT_RGBA8888 ******************************************************/ /* Fetch texel from 1D, 2D or 3D rgba8888 texture, return 4 GLfloats */ static void FETCH(f_rgba8888)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 24) ); texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff ); texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff ); texel[ACOMP] = UBYTE_TO_FLOAT( (s ) & 0xff ); } #if DIM == 3 static void store_texel_rgba8888(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]); } #endif /* MESA_FORMAT_RGBA888_REV ***************************************************/ /* Fetch texel from 1D, 2D or 3D abgr8888 texture, return 4 GLchans */ static void FETCH(f_rgba8888_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = UBYTE_TO_FLOAT( (s ) & 0xff ); texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff ); texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff ); texel[ACOMP] = UBYTE_TO_FLOAT( (s >> 24) ); } #if DIM == 3 static void store_texel_rgba8888_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888_REV(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]); } #endif /* MESA_FORMAT_ARGB8888 ******************************************************/ /* Fetch texel from 1D, 2D or 3D argb8888 texture, return 4 GLchans */ static void FETCH(f_argb8888)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff ); texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff ); texel[BCOMP] = UBYTE_TO_FLOAT( (s ) & 0xff ); texel[ACOMP] = UBYTE_TO_FLOAT( (s >> 24) ); } #if DIM == 3 static void store_texel_argb8888(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); } #endif /* MESA_FORMAT_ARGB8888_REV **************************************************/ /* Fetch texel from 1D, 2D or 3D argb8888_rev texture, return 4 GLfloats */ static void FETCH(f_argb8888_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff ); texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff ); texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 24) ); texel[ACOMP] = UBYTE_TO_FLOAT( (s ) & 0xff ); } #if DIM == 3 static void store_texel_argb8888_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888(rgba[BCOMP], rgba[GCOMP], rgba[RCOMP], rgba[ACOMP]); } #endif /* MESA_FORMAT_XRGB8888 ******************************************************/ /* Fetch texel from 1D, 2D or 3D xrgb8888 texture, return 4 GLchans */ static void FETCH(f_xrgb8888)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff ); texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff ); texel[BCOMP] = UBYTE_TO_FLOAT( (s ) & 0xff ); texel[ACOMP] = 1.0f; } #if DIM == 3 static void store_texel_xrgb8888(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888(0xff, rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); } #endif /* MESA_FORMAT_XRGB8888_REV **************************************************/ /* Fetch texel from 1D, 2D or 3D xrgb8888_rev texture, return 4 GLfloats */ static void FETCH(f_xrgb8888_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff ); texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff ); texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 24) ); texel[ACOMP] = 1.0f; } #if DIM == 3 static void store_texel_xrgb8888_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888(rgba[BCOMP], rgba[GCOMP], rgba[RCOMP], 0xff); } #endif /* MESA_FORMAT_RGB888 ********************************************************/ /* Fetch texel from 1D, 2D or 3D rgb888 texture, return 4 GLchans */ static void FETCH(f_rgb888)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); texel[RCOMP] = UBYTE_TO_FLOAT( src[2] ); texel[GCOMP] = UBYTE_TO_FLOAT( src[1] ); texel[BCOMP] = UBYTE_TO_FLOAT( src[0] ); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_rgb888(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); dst[0] = rgba[BCOMP]; dst[1] = rgba[GCOMP]; dst[2] = rgba[RCOMP]; } #endif /* MESA_FORMAT_BGR888 ********************************************************/ /* Fetch texel from 1D, 2D or 3D bgr888 texture, return 4 GLchans */ static void FETCH(f_bgr888)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); texel[RCOMP] = UBYTE_TO_FLOAT( src[0] ); texel[GCOMP] = UBYTE_TO_FLOAT( src[1] ); texel[BCOMP] = UBYTE_TO_FLOAT( src[2] ); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_bgr888(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); dst[0] = rgba[RCOMP]; dst[1] = rgba[GCOMP]; dst[2] = rgba[BCOMP]; } #endif /* use color expansion like (g << 2) | (g >> 4) (does somewhat random rounding) instead of slow (g << 2) * 255 / 252 (always rounds down) */ /* MESA_FORMAT_RGB565 ********************************************************/ /* Fetch texel from 1D, 2D or 3D rgb565 texture, return 4 GLchans */ static void FETCH(f_rgb565)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); const GLushort s = *src; texel[RCOMP] = ((s >> 11) & 0x1f) * (1.0F / 31.0F); texel[GCOMP] = ((s >> 5 ) & 0x3f) * (1.0F / 63.0F); texel[BCOMP] = ((s ) & 0x1f) * (1.0F / 31.0F); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_rgb565(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_565(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); } #endif /* MESA_FORMAT_RGB565_REV ****************************************************/ /* Fetch texel from 1D, 2D or 3D rgb565_rev texture, return 4 GLchans */ static void FETCH(f_rgb565_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); const GLushort s = (*src >> 8) | (*src << 8); /* byte swap */ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf8) | ((s >> 13) & 0x7) ); texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 3) & 0xfc) | ((s >> 9) & 0x3) ); texel[BCOMP] = UBYTE_TO_FLOAT( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) ); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_rgb565_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_565(rgba[BCOMP], rgba[GCOMP], rgba[RCOMP]); } #endif /* MESA_FORMAT_ARGB4444 ******************************************************/ /* Fetch texel from 1D, 2D or 3D argb444 texture, return 4 GLchans */ static void FETCH(f_argb4444)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); const GLushort s = *src; texel[RCOMP] = ((s >> 8) & 0xf) * (1.0F / 15.0F); texel[GCOMP] = ((s >> 4) & 0xf) * (1.0F / 15.0F); texel[BCOMP] = ((s ) & 0xf) * (1.0F / 15.0F); texel[ACOMP] = ((s >> 12) & 0xf) * (1.0F / 15.0F); } #if DIM == 3 static void store_texel_argb4444(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_4444(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); } #endif /* MESA_FORMAT_ARGB4444_REV **************************************************/ /* Fetch texel from 1D, 2D or 3D argb4444_rev texture, return 4 GLchans */ static void FETCH(f_argb4444_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort s = *TEXEL_ADDR(GLushort, texImage, i, j, k, 1); texel[RCOMP] = ((s ) & 0xf) * (1.0F / 15.0F); texel[GCOMP] = ((s >> 12) & 0xf) * (1.0F / 15.0F); texel[BCOMP] = ((s >> 8) & 0xf) * (1.0F / 15.0F); texel[ACOMP] = ((s >> 4) & 0xf) * (1.0F / 15.0F); } #if DIM == 3 static void store_texel_argb4444_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_4444(rgba[ACOMP], rgba[BCOMP], rgba[GCOMP], rgba[RCOMP]); } #endif /* MESA_FORMAT_RGBA5551 ******************************************************/ /* Fetch texel from 1D, 2D or 3D argb1555 texture, return 4 GLchans */ static void FETCH(f_rgba5551)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); const GLushort s = *src; texel[RCOMP] = ((s >> 11) & 0x1f) * (1.0F / 31.0F); texel[GCOMP] = ((s >> 6) & 0x1f) * (1.0F / 31.0F); texel[BCOMP] = ((s >> 1) & 0x1f) * (1.0F / 31.0F); texel[ACOMP] = ((s ) & 0x01) * 1.0F; } #if DIM == 3 static void store_texel_rgba5551(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_5551(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]); } #endif /* MESA_FORMAT_ARGB1555 ******************************************************/ /* Fetch texel from 1D, 2D or 3D argb1555 texture, return 4 GLchans */ static void FETCH(f_argb1555)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); const GLushort s = *src; texel[RCOMP] = ((s >> 10) & 0x1f) * (1.0F / 31.0F); texel[GCOMP] = ((s >> 5) & 0x1f) * (1.0F / 31.0F); texel[BCOMP] = ((s >> 0) & 0x1f) * (1.0F / 31.0F); texel[ACOMP] = ((s >> 15) & 0x01) * 1.0F; } #if DIM == 3 static void store_texel_argb1555(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_1555(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); } #endif /* MESA_FORMAT_ARGB1555_REV **************************************************/ /* Fetch texel from 1D, 2D or 3D argb1555_rev texture, return 4 GLchans */ static void FETCH(f_argb1555_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); const GLushort s = (*src << 8) | (*src >> 8); /* byteswap */ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 7) & 0xf8) | ((s >> 12) & 0x7) ); texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 2) & 0xf8) | ((s >> 7) & 0x7) ); texel[BCOMP] = UBYTE_TO_FLOAT( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) ); texel[ACOMP] = UBYTE_TO_FLOAT( ((s >> 15) & 0x01) * 255 ); } #if DIM == 3 static void store_texel_argb1555_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_1555_REV(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); } #endif /* MESA_FORMAT_AL88 **********************************************************/ /* Fetch texel from 1D, 2D or 3D al88 texture, return 4 GLchans */ static void FETCH(f_al88)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort s = *TEXEL_ADDR(GLushort, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = UBYTE_TO_FLOAT( s & 0xff ); texel[ACOMP] = UBYTE_TO_FLOAT( s >> 8 ); } #if DIM == 3 static void store_texel_al88(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_88(rgba[ACOMP], rgba[RCOMP]); } #endif /* MESA_FORMAT_AL88_REV ******************************************************/ /* Fetch texel from 1D, 2D or 3D al88_rev texture, return 4 GLchans */ static void FETCH(f_al88_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort s = *TEXEL_ADDR(GLushort, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = UBYTE_TO_FLOAT( s >> 8 ); texel[ACOMP] = UBYTE_TO_FLOAT( s & 0xff ); } #if DIM == 3 static void store_texel_al88_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_88(rgba[RCOMP], rgba[ACOMP]); } #endif /* MESA_FORMAT_AL1616 ********************************************************/ /* Fetch texel from 1D, 2D or 3D al1616 texture, return 4 GLchans */ static void FETCH(f_al1616)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLushort, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = USHORT_TO_FLOAT( s & 0xffff ); texel[ACOMP] = USHORT_TO_FLOAT( s >> 16 ); } #if DIM == 3 static void store_texel_al1616(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLushort *rgba = (const GLushort *) texel; GLuint *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1); *dst = PACK_COLOR_1616(rgba[ACOMP], rgba[RCOMP]); } #endif /* MESA_FORMAT_AL1616_REV ****************************************************/ /* Fetch texel from 1D, 2D or 3D al1616_rev texture, return 4 GLchans */ static void FETCH(f_al1616_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = USHORT_TO_FLOAT( s >> 16 ); texel[ACOMP] = USHORT_TO_FLOAT( s & 0xffff ); } #if DIM == 3 static void store_texel_al1616_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLushort *rgba = (const GLushort *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_1616(rgba[RCOMP], rgba[ACOMP]); } #endif /* MESA_FORMAT_RGB332 ********************************************************/ /* Fetch texel from 1D, 2D or 3D rgb332 texture, return 4 GLchans */ static void FETCH(f_rgb332)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); const GLubyte s = *src; texel[RCOMP] = ((s >> 5) & 0x7) * (1.0F / 7.0F); texel[GCOMP] = ((s >> 2) & 0x7) * (1.0F / 7.0F); texel[BCOMP] = ((s ) & 0x3) * (1.0F / 3.0F); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_rgb332(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); *dst = PACK_COLOR_332(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); } #endif /* MESA_FORMAT_A8 ************************************************************/ /* Fetch texel from 1D, 2D or 3D a8 texture, return 4 GLchans */ static void FETCH(f_a8)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = 0.0F; texel[ACOMP] = UBYTE_TO_FLOAT( src[0] ); } #if DIM == 3 static void store_texel_a8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); *dst = rgba[ACOMP]; } #endif /* MESA_FORMAT_L8 ************************************************************/ /* Fetch texel from 1D, 2D or 3D l8 texture, return 4 GLchans */ static void FETCH(f_l8)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = UBYTE_TO_FLOAT( src[0] ); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_l8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); *dst = rgba[RCOMP]; } #endif /* MESA_FORMAT_I8 ************************************************************/ /* Fetch texel from 1D, 2D or 3D i8 texture, return 4 GLchans */ static void FETCH(f_i8)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = texel[ACOMP] = UBYTE_TO_FLOAT( src[0] ); } #if DIM == 3 static void store_texel_i8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); *dst = rgba[RCOMP]; } #endif /* MESA_FORMAT_CI8 ***********************************************************/ /* Fetch CI texel from 1D, 2D or 3D ci8 texture, lookup the index in a * color table, and return 4 GLchans. */ static void FETCH(f_ci8)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); const struct gl_color_table *palette; GLuint index; GET_CURRENT_CONTEXT(ctx); if (ctx->Texture.SharedPalette) { palette = &ctx->Texture.Palette; } else { palette = &texImage->TexObject->Palette; } if (palette->Size == 0) return; /* undefined results */ /* Mask the index against size of palette to avoid going out of bounds */ index = (*src) & (palette->Size - 1); { const GLfloat *table = palette->TableF; switch (palette->_BaseFormat) { case GL_ALPHA: texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = 0.0F; texel[ACOMP] = table[index]; break; case GL_LUMINANCE: texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = table[index]; texel[ACOMP] = 1.0F; break; case GL_INTENSITY: texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = texel[ACOMP] = table[index]; break; case GL_LUMINANCE_ALPHA: texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = table[index * 2 + 0]; texel[ACOMP] = table[index * 2 + 1]; break; case GL_RGB: texel[RCOMP] = table[index * 3 + 0]; texel[GCOMP] = table[index * 3 + 1]; texel[BCOMP] = table[index * 3 + 2]; texel[ACOMP] = 1.0F; break; case GL_RGBA: texel[RCOMP] = table[index * 4 + 0]; texel[GCOMP] = table[index * 4 + 1]; texel[BCOMP] = table[index * 4 + 2]; texel[ACOMP] = table[index * 4 + 3]; break; default: _mesa_problem(ctx, "Bad palette format in fetch_texel_ci8"); return; } } } #if DIM == 3 static void store_texel_ci8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *index = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); *dst = *index; } #endif /* Fetch texel from 1D, 2D or 3D srgb8 texture, return 4 GLfloats */ /* Note: component order is same as for MESA_FORMAT_RGB888 */ static void FETCH(srgb8)(const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); texel[RCOMP] = nonlinear_to_linear(src[2]); texel[GCOMP] = nonlinear_to_linear(src[1]); texel[BCOMP] = nonlinear_to_linear(src[0]); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_srgb8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 3); dst[0] = rgba[BCOMP]; /* no conversion */ dst[1] = rgba[GCOMP]; dst[2] = rgba[RCOMP]; } #endif /* Fetch texel from 1D, 2D or 3D srgba8 texture, return 4 GLfloats */ static void FETCH(srgba8)(const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = nonlinear_to_linear( (s >> 24) ); texel[GCOMP] = nonlinear_to_linear( (s >> 16) & 0xff ); texel[BCOMP] = nonlinear_to_linear( (s >> 8) & 0xff ); texel[ACOMP] = UBYTE_TO_FLOAT( (s ) & 0xff ); /* linear! */ } #if DIM == 3 static void store_texel_srgba8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]); } #endif /* Fetch texel from 1D, 2D or 3D sargb8 texture, return 4 GLfloats */ static void FETCH(sargb8)(const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = nonlinear_to_linear( (s >> 16) & 0xff ); texel[GCOMP] = nonlinear_to_linear( (s >> 8) & 0xff ); texel[BCOMP] = nonlinear_to_linear( (s ) & 0xff ); texel[ACOMP] = UBYTE_TO_FLOAT( (s >> 24) ); /* linear! */ } #if DIM == 3 static void store_texel_sargb8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]); } #endif /* Fetch texel from 1D, 2D or 3D sl8 texture, return 4 GLfloats */ static void FETCH(sl8)(const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = nonlinear_to_linear(src[0]); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_sl8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 1); dst[0] = rgba[RCOMP]; } #endif /* Fetch texel from 1D, 2D or 3D sla8 texture, return 4 GLfloats */ static void FETCH(sla8)(const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLubyte *src = TEXEL_ADDR(GLubyte, texImage, i, j, k, 2); texel[RCOMP] = texel[GCOMP] = texel[BCOMP] = nonlinear_to_linear(src[0]); texel[ACOMP] = UBYTE_TO_FLOAT(src[1]); /* linear */ } #if DIM == 3 static void store_texel_sla8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLubyte *dst = TEXEL_ADDR(GLubyte, texImage, i, j, k, 2); dst[0] = rgba[RCOMP]; dst[1] = rgba[ACOMP]; } #endif /* MESA_FORMAT_DUDV8 ********************************************************/ /* this format by definition produces 0,0,0,1 as rgba values, however we'll return the dudv values as rg and fix up elsewhere */ static void FETCH(dudv8)(const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLbyte *src = TEXEL_ADDR(GLbyte, texImage, i, j, k, 2); texel[RCOMP] = BYTE_TO_FLOAT(src[0]); texel[GCOMP] = BYTE_TO_FLOAT(src[1]); texel[BCOMP] = 0; texel[ACOMP] = 0; } /* MESA_FORMAT_SIGNED_RGBA8888 ***********************************************/ static void FETCH(signed_rgba8888)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = BYTE_TO_FLOAT_TEX( (s >> 24) ); texel[GCOMP] = BYTE_TO_FLOAT_TEX( (s >> 16) & 0xff ); texel[BCOMP] = BYTE_TO_FLOAT_TEX( (s >> 8) & 0xff ); texel[ACOMP] = BYTE_TO_FLOAT_TEX( (s ) & 0xff ); } #if DIM == 3 static void store_texel_signed_rgba8888(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLbyte *rgba = (const GLbyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]); } #endif static void FETCH(signed_rgba8888_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1); texel[RCOMP] = BYTE_TO_FLOAT_TEX( (s ) & 0xff ); texel[GCOMP] = BYTE_TO_FLOAT_TEX( (s >> 8) & 0xff ); texel[BCOMP] = BYTE_TO_FLOAT_TEX( (s >> 16) & 0xff ); texel[ACOMP] = BYTE_TO_FLOAT_TEX( (s >> 24) ); } #if DIM == 3 static void store_texel_signed_rgba8888_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { const GLubyte *rgba = (const GLubyte *) texel; GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); *dst = PACK_COLOR_8888_REV(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]); } #endif /* MESA_FORMAT_YCBCR *********************************************************/ /* Fetch texel from 1D, 2D or 3D ycbcr texture, return 4 GLfloats. * We convert YCbCr to RGB here. */ static void FETCH(f_ycbcr)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort *src0 = TEXEL_ADDR(GLushort, texImage, (i & ~1), j, k, 1); /* even */ const GLushort *src1 = src0 + 1; /* odd */ const GLubyte y0 = (*src0 >> 8) & 0xff; /* luminance */ const GLubyte cb = *src0 & 0xff; /* chroma U */ const GLubyte y1 = (*src1 >> 8) & 0xff; /* luminance */ const GLubyte cr = *src1 & 0xff; /* chroma V */ const GLubyte y = (i & 1) ? y1 : y0; /* choose even/odd luminance */ GLfloat r = 1.164F * (y - 16) + 1.596F * (cr - 128); GLfloat g = 1.164F * (y - 16) - 0.813F * (cr - 128) - 0.391F * (cb - 128); GLfloat b = 1.164F * (y - 16) + 2.018F * (cb - 128); r *= (1.0F / 255.0F); g *= (1.0F / 255.0F); b *= (1.0F / 255.0F); texel[RCOMP] = CLAMP(r, 0.0F, 1.0F); texel[GCOMP] = CLAMP(g, 0.0F, 1.0F); texel[BCOMP] = CLAMP(b, 0.0F, 1.0F); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_ycbcr(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { (void) texImage; (void) i; (void) j; (void) k; (void) texel; /* XXX to do */ } #endif /* MESA_FORMAT_YCBCR_REV *****************************************************/ /* Fetch texel from 1D, 2D or 3D ycbcr_rev texture, return 4 GLfloats. * We convert YCbCr to RGB here. */ static void FETCH(f_ycbcr_rev)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { const GLushort *src0 = TEXEL_ADDR(GLushort, texImage, (i & ~1), j, k, 1); /* even */ const GLushort *src1 = src0 + 1; /* odd */ const GLubyte y0 = *src0 & 0xff; /* luminance */ const GLubyte cr = (*src0 >> 8) & 0xff; /* chroma V */ const GLubyte y1 = *src1 & 0xff; /* luminance */ const GLubyte cb = (*src1 >> 8) & 0xff; /* chroma U */ const GLubyte y = (i & 1) ? y1 : y0; /* choose even/odd luminance */ GLfloat r = 1.164F * (y - 16) + 1.596F * (cr - 128); GLfloat g = 1.164F * (y - 16) - 0.813F * (cr - 128) - 0.391F * (cb - 128); GLfloat b = 1.164F * (y - 16) + 2.018F * (cb - 128); r *= (1.0F / 255.0F); g *= (1.0F / 255.0F); b *= (1.0F / 255.0F); texel[RCOMP] = CLAMP(r, 0.0F, 1.0F); texel[GCOMP] = CLAMP(g, 0.0F, 1.0F); texel[BCOMP] = CLAMP(b, 0.0F, 1.0F); texel[ACOMP] = 1.0F; } #if DIM == 3 static void store_texel_ycbcr_rev(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { (void) texImage; (void) i; (void) j; (void) k; (void) texel; /* XXX to do */ } #endif /* MESA_TEXFORMAT_Z24_S8 ***************************************************/ static void FETCH(f_z24_s8)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { /* only return Z, not stencil data */ const GLuint *src = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); const GLfloat scale = 1.0F / (GLfloat) 0xffffff; texel[0] = ((*src) >> 8) * scale; ASSERT(texImage->TexFormat == MESA_FORMAT_Z24_S8); ASSERT(texel[0] >= 0.0F); ASSERT(texel[0] <= 1.0F); } #if DIM == 3 static void store_texel_z24_s8(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { /* only store Z, not stencil */ GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); GLfloat depth = *((GLfloat *) texel); GLuint zi = ((GLuint) (depth * 0xffffff)) << 8; *dst = zi | (*dst & 0xff); } #endif /* MESA_TEXFORMAT_S8_Z24 ***************************************************/ static void FETCH(f_s8_z24)( const struct gl_texture_image *texImage, GLint i, GLint j, GLint k, GLfloat *texel ) { /* only return Z, not stencil data */ const GLuint *src = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); const GLfloat scale = 1.0F / (GLfloat) 0xffffff; texel[0] = ((*src) & 0x00ffffff) * scale; ASSERT(texImage->TexFormat == MESA_FORMAT_S8_Z24); ASSERT(texel[0] >= 0.0F); ASSERT(texel[0] <= 1.0F); } #if DIM == 3 static void store_texel_s8_z24(struct gl_texture_image *texImage, GLint i, GLint j, GLint k, const void *texel) { /* only store Z, not stencil */ GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1); GLfloat depth = *((GLfloat *) texel); GLuint zi = (GLuint) (depth * 0xffffff); *dst = zi | (*dst & 0xff000000); } #endif #undef TEXEL_ADDR #undef DIM #undef FETCH