texcompress.c revision e961a5da77cbcdb0e32400ec707c16fcfe9d7083
1/*
2 * Mesa 3-D graphics library
3 * Version:  6.5.1
4 *
5 * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26/**
27 * \file texcompress.c
28 * Helper functions for texture compression.
29 */
30
31
32#include "glheader.h"
33#include "imports.h"
34#include "colormac.h"
35#include "context.h"
36#include "image.h"
37#include "mipmap.h"
38#include "texcompress.h"
39#include "texformat.h"
40#include "texstore.h"
41
42
43/**
44 * Return list of (and count of) all specific texture compression
45 * formats that are supported.
46 *
47 * \param ctx  the GL context
48 * \param formats  the resulting format list (may be NULL).
49 * \param all  if true return all formats, even those with  some kind
50 *             of restrictions/limitations (See GL_ARB_texture_compression
51 *             spec for more info).
52 *
53 * \return number of formats.
54 */
55GLuint
56_mesa_get_compressed_formats(GLcontext *ctx, GLint *formats, GLboolean all)
57{
58   GLuint n = 0;
59   if (ctx->Extensions.ARB_texture_compression) {
60      if (ctx->Extensions.TDFX_texture_compression_FXT1) {
61         if (formats) {
62            formats[n++] = GL_COMPRESSED_RGB_FXT1_3DFX;
63            formats[n++] = GL_COMPRESSED_RGBA_FXT1_3DFX;
64         }
65         else {
66            n += 2;
67         }
68      }
69      if (ctx->Extensions.EXT_texture_compression_s3tc) {
70         if (formats) {
71            formats[n++] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
72            /* This format has some restrictions/limitations and so should
73             * not be returned via the GL_COMPRESSED_TEXTURE_FORMATS query.
74             * Specifically, all transparent pixels become black.  NVIDIA
75             * omits this format too.
76             */
77            if (all)
78               formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
79            formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
80            formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
81         }
82         else {
83            n += 3;
84            if (all)
85               n += 1;
86         }
87      }
88      if (ctx->Extensions.S3_s3tc) {
89         if (formats) {
90            formats[n++] = GL_RGB_S3TC;
91            formats[n++] = GL_RGB4_S3TC;
92            formats[n++] = GL_RGBA_S3TC;
93            formats[n++] = GL_RGBA4_S3TC;
94         }
95         else {
96            n += 4;
97         }
98      }
99#if FEATURE_EXT_texture_sRGB
100      if (ctx->Extensions.EXT_texture_sRGB) {
101         if (formats) {
102            formats[n++] = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
103            formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
104            formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
105            formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
106         }
107         else {
108            n += 4;
109         }
110      }
111#endif /* FEATURE_EXT_texture_sRGB */
112   }
113   return n;
114}
115
116
117
118/**
119 * Return number of bytes needed to store a texture of the given size
120 * using the specified compressed format.
121 * This is called via the ctx->Driver.CompressedTextureSize function,
122 * unless a device driver overrides it.
123 *
124 * \param width texture width in texels.
125 * \param height texture height in texels.
126 * \param depth texture depth in texels.
127 * \param mesaFormat  one of the MESA_FORMAT_* compressed formats
128 *
129 * \return size in bytes, or zero if bad format
130 */
131GLuint
132_mesa_compressed_texture_size( GLcontext *ctx,
133                               GLsizei width, GLsizei height, GLsizei depth,
134                               GLuint mesaFormat )
135{
136   GLuint size;
137
138   ASSERT(depth == 1);
139   (void) depth;
140   (void) size;
141
142   switch (mesaFormat) {
143#if FEATURE_texture_fxt1
144   case MESA_FORMAT_RGB_FXT1:
145   case MESA_FORMAT_RGBA_FXT1:
146      /* round up width to next multiple of 8, height to next multiple of 4 */
147      width = (width + 7) & ~7;
148      height = (height + 3) & ~3;
149      /* 16 bytes per 8x4 tile of RGB[A] texels */
150      size = width * height / 2;
151      /* Textures smaller than 8x4 will effectively be made into 8x4 and
152       * take 16 bytes.
153       */
154      if (size < 16)
155         size = 16;
156      return size;
157#endif
158#if FEATURE_texture_s3tc
159   case MESA_FORMAT_RGB_DXT1:
160   case MESA_FORMAT_RGBA_DXT1:
161      /* round up width, height to next multiple of 4 */
162      width = (width + 3) & ~3;
163      height = (height + 3) & ~3;
164      /* 8 bytes per 4x4 tile of RGB[A] texels */
165      size = width * height / 2;
166      /* Textures smaller than 4x4 will effectively be made into 4x4 and
167       * take 8 bytes.
168       */
169      if (size < 8)
170         size = 8;
171      return size;
172   case MESA_FORMAT_RGBA_DXT3:
173   case MESA_FORMAT_RGBA_DXT5:
174      /* round up width, height to next multiple of 4 */
175      width = (width + 3) & ~3;
176      height = (height + 3) & ~3;
177      /* 16 bytes per 4x4 tile of RGBA texels */
178      size = width * height; /* simple! */
179      /* Textures smaller than 4x4 will effectively be made into 4x4 and
180       * take 16 bytes.
181       */
182      if (size < 16)
183         size = 16;
184      return size;
185#endif
186   default:
187      _mesa_problem(ctx, "bad mesaFormat in _mesa_compressed_texture_size");
188      return 0;
189   }
190}
191
192
193/**
194 * As above, but format is specified by a GLenum (GL_COMPRESSED_*) token.
195 *
196 * Note: This function CAN NOT return a padded hardware texture size.
197 * That's why we don't call the ctx->Driver.CompressedTextureSize() function.
198 *
199 * We use this function to validate the <imageSize> parameter
200 * of glCompressedTex[Sub]Image1/2/3D(), which must be an exact match.
201 */
202GLuint
203_mesa_compressed_texture_size_glenum(GLcontext *ctx,
204                                     GLsizei width, GLsizei height,
205                                     GLsizei depth, GLenum glformat)
206{
207   GLuint mesaFormat;
208
209   switch (glformat) {
210#if FEATURE_texture_fxt1
211   case GL_COMPRESSED_RGB_FXT1_3DFX:
212      mesaFormat = MESA_FORMAT_RGB_FXT1;
213      break;
214   case GL_COMPRESSED_RGBA_FXT1_3DFX:
215      mesaFormat = MESA_FORMAT_RGBA_FXT1;
216      break;
217#endif
218#if FEATURE_texture_s3tc
219   case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
220   case GL_RGB_S3TC:
221      mesaFormat = MESA_FORMAT_RGB_DXT1;
222      break;
223   case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
224   case GL_RGB4_S3TC:
225      mesaFormat = MESA_FORMAT_RGBA_DXT1;
226      break;
227   case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
228   case GL_RGBA_S3TC:
229      mesaFormat = MESA_FORMAT_RGBA_DXT3;
230      break;
231   case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
232   case GL_RGBA4_S3TC:
233      mesaFormat = MESA_FORMAT_RGBA_DXT5;
234      break;
235#endif
236   default:
237      return 0;
238   }
239
240   return _mesa_compressed_texture_size(ctx, width, height, depth, mesaFormat);
241}
242
243
244/*
245 * Compute the bytes per row in a compressed texture image.
246 * We use this for computing the destination address for sub-texture updates.
247 * \param mesaFormat  one of the MESA_FORMAT_* compressed formats
248 * \param width  image width in pixels
249 * \return stride, in bytes, between rows for compressed image
250 */
251GLint
252_mesa_compressed_row_stride(GLuint mesaFormat, GLsizei width)
253{
254   GLint stride;
255
256   switch (mesaFormat) {
257#if FEATURE_texture_fxt1
258   case MESA_FORMAT_RGB_FXT1:
259   case MESA_FORMAT_RGBA_FXT1:
260      stride = ((width + 7) / 8) * 16; /* 16 bytes per 8x4 tile */
261      break;
262#endif
263#if FEATURE_texture_s3tc
264   case MESA_FORMAT_RGB_DXT1:
265   case MESA_FORMAT_RGBA_DXT1:
266      stride = ((width + 3) / 4) * 8; /* 8 bytes per 4x4 tile */
267      break;
268   case MESA_FORMAT_RGBA_DXT3:
269   case MESA_FORMAT_RGBA_DXT5:
270      stride = ((width + 3) / 4) * 16; /* 16 bytes per 4x4 tile */
271      break;
272#endif
273   default:
274      _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_row_stride");
275      return 0;
276   }
277
278   return stride;
279}
280
281
282/*
283 * Return the address of the pixel at (col, row, img) in a
284 * compressed texture image.
285 * \param col, row, img - image position (3D)
286 * \param format - compressed image format
287 * \param width - image width
288 * \param image - the image address
289 * \return address of pixel at (row, col)
290 */
291GLubyte *
292_mesa_compressed_image_address(GLint col, GLint row, GLint img,
293                               GLuint mesaFormat,
294                               GLsizei width, const GLubyte *image)
295{
296   GLubyte *addr;
297
298   (void) img;
299
300   /* We try to spot a "complete" subtexture "above" ROW, COL;
301    * this texture is given by appropriate rounding of WIDTH x ROW.
302    * Then we just add the amount left (usually on the left).
303    *
304    * Example for X*Y microtiles (Z bytes each)
305    * offset = Z * (((width + X - 1) / X) * (row / Y) + col / X);
306    */
307
308   switch (mesaFormat) {
309#if FEATURE_texture_fxt1
310   case MESA_FORMAT_RGB_FXT1:
311   case MESA_FORMAT_RGBA_FXT1:
312      addr = (GLubyte *) image + 16 * (((width + 7) / 8) * (row / 4) + col / 8);
313      break;
314#endif
315#if FEATURE_texture_s3tc
316   case MESA_FORMAT_RGB_DXT1:
317   case MESA_FORMAT_RGBA_DXT1:
318      addr = (GLubyte *) image + 8 * (((width + 3) / 4) * (row / 4) + col / 4);
319      break;
320   case MESA_FORMAT_RGBA_DXT3:
321   case MESA_FORMAT_RGBA_DXT5:
322      addr = (GLubyte *) image + 16 * (((width + 3) / 4) * (row / 4) + col / 4);
323      break;
324#endif
325   default:
326      _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_image_address");
327      addr = NULL;
328   }
329
330   return addr;
331}
332