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#include "intel_context.h"
#include "intel_tex.h"
#include "intel_chipset.h"
#include "main/enums.h"
/**
* Choose hardware texture format given the user's glTexImage parameters.
*
* It works out that this function is fine for all the supported
* hardware. However, there is still a need to map the formats onto
* hardware descriptors.
*
* Note that the i915 can actually support many more formats than
* these if we take the step of simply swizzling the colors
* immediately after sampling...
*/
gl_format
intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat,
GLenum format, GLenum type)
{
struct intel_context *intel = intel_context(ctx);
const GLboolean do32bpt = (intel->ctx.Visual.rgbBits >= 24);
#if 0
printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
__FUNCTION__, internalFormat, format, type);
#endif
switch (internalFormat) {
case 4:
case GL_RGBA:
case GL_COMPRESSED_RGBA:
if (format == GL_BGRA) {
if (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) {
return MESA_FORMAT_ARGB8888;
}
else if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) {
return MESA_FORMAT_ARGB4444;
}
else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) {
return MESA_FORMAT_ARGB1555;
}
}
return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444;
case 3:
case GL_RGB:
case GL_COMPRESSED_RGB:
if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
return MESA_FORMAT_RGB565;
}
/* XXX use MESA_FORMAT_XRGB8888 someday */
return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_RGB565;
case GL_RGBA8:
case GL_RGB10_A2:
case GL_RGBA12:
case GL_RGBA16:
return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444;
case GL_RGBA4:
case GL_RGBA2:
return MESA_FORMAT_ARGB4444;
case GL_RGB5_A1:
return MESA_FORMAT_ARGB1555;
case GL_RGB8:
case GL_RGB10:
case GL_RGB12:
case GL_RGB16:
/* XXX use MESA_FORMAT_XRGB8888 someday */
return MESA_FORMAT_ARGB8888;
case GL_RGB5:
case GL_RGB4:
case GL_R3_G3_B2:
return MESA_FORMAT_RGB565;
case GL_ALPHA:
case GL_ALPHA4:
case GL_ALPHA8:
case GL_ALPHA12:
case GL_ALPHA16:
case GL_COMPRESSED_ALPHA:
return MESA_FORMAT_A8;
case 1:
case GL_LUMINANCE:
case GL_LUMINANCE4:
case GL_LUMINANCE8:
case GL_LUMINANCE12:
case GL_LUMINANCE16:
case GL_COMPRESSED_LUMINANCE:
return MESA_FORMAT_L8;
case 2:
case GL_LUMINANCE_ALPHA:
case GL_LUMINANCE4_ALPHA4:
case GL_LUMINANCE6_ALPHA2:
case GL_LUMINANCE8_ALPHA8:
case GL_LUMINANCE12_ALPHA4:
case GL_LUMINANCE12_ALPHA12:
case GL_LUMINANCE16_ALPHA16:
case GL_COMPRESSED_LUMINANCE_ALPHA:
return MESA_FORMAT_AL88;
case GL_INTENSITY:
case GL_INTENSITY4:
case GL_INTENSITY8:
case GL_INTENSITY12:
case GL_INTENSITY16:
case GL_COMPRESSED_INTENSITY:
return MESA_FORMAT_I8;
case GL_YCBCR_MESA:
if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE)
return MESA_FORMAT_YCBCR;
else
return MESA_FORMAT_YCBCR_REV;
case GL_COMPRESSED_RGB_FXT1_3DFX:
return MESA_FORMAT_RGB_FXT1;
case GL_COMPRESSED_RGBA_FXT1_3DFX:
return MESA_FORMAT_RGBA_FXT1;
case GL_RGB_S3TC:
case GL_RGB4_S3TC:
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
return MESA_FORMAT_RGB_DXT1;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
return MESA_FORMAT_RGBA_DXT1;
case GL_RGBA_S3TC:
case GL_RGBA4_S3TC:
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
return MESA_FORMAT_RGBA_DXT3;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
return MESA_FORMAT_RGBA_DXT5;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
#if 0
return MESA_FORMAT_Z16;
#else
/* fall-through.
* 16bpp depth texture can't be paired with a stencil buffer so
* always used combined depth/stencil format.
*/
#endif
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
return MESA_FORMAT_S8_Z24;
#ifndef I915
case GL_SRGB_EXT:
case GL_SRGB8_EXT:
case GL_SRGB_ALPHA_EXT:
case GL_SRGB8_ALPHA8_EXT:
case GL_COMPRESSED_SRGB_EXT:
case GL_COMPRESSED_SRGB_ALPHA_EXT:
case GL_COMPRESSED_SLUMINANCE_EXT:
case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
return MESA_FORMAT_SARGB8;
case GL_SLUMINANCE_EXT:
case GL_SLUMINANCE8_EXT:
if (IS_G4X(intel->intelScreen->deviceID))
return MESA_FORMAT_SL8;
else
return MESA_FORMAT_SARGB8;
case GL_SLUMINANCE_ALPHA_EXT:
case GL_SLUMINANCE8_ALPHA8_EXT:
if (IS_G4X(intel->intelScreen->deviceID))
return MESA_FORMAT_SLA8;
else
return MESA_FORMAT_SARGB8;
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
return MESA_FORMAT_SRGB_DXT1;
/* i915 could also do this */
case GL_DUDV_ATI:
case GL_DU8DV8_ATI:
return MESA_FORMAT_DUDV8;
case GL_RGBA_SNORM:
case GL_RGBA8_SNORM:
return MESA_FORMAT_SIGNED_RGBA8888_REV;
#endif
default:
fprintf(stderr, "unexpected texture format %s in %s\n",
_mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);
return MESA_FORMAT_NONE;
}
return MESA_FORMAT_NONE; /* never get here */
}
int intel_compressed_num_bytes(GLuint mesaFormat)
{
int bytes = 0;
switch(mesaFormat) {
case MESA_FORMAT_RGB_FXT1:
case MESA_FORMAT_RGBA_FXT1:
case MESA_FORMAT_RGB_DXT1:
case MESA_FORMAT_RGBA_DXT1:
bytes = 2;
break;
case MESA_FORMAT_RGBA_DXT3:
case MESA_FORMAT_RGBA_DXT5:
bytes = 4;
default:
break;
}
return bytes;
}
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