intel_tex_format.c revision 18a6e5ee73c5cef283c6bef906e5f8e4f60d4000
1#include "intel_context.h" 2#include "intel_tex.h" 3#include "main/enums.h" 4#include "main/formats.h" 5 6/** 7 * Choose hardware texture format given the user's glTexImage parameters. 8 * 9 * It works out that this function is fine for all the supported 10 * hardware. However, there is still a need to map the formats onto 11 * hardware descriptors. 12 * 13 * Note that the i915 can actually support many more formats than 14 * these if we take the step of simply swizzling the colors 15 * immediately after sampling... 16 */ 17gl_format 18intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat, 19 GLenum format, GLenum type) 20{ 21 struct intel_context *intel = intel_context(ctx); 22 const GLboolean do32bpt = (intel->ctx.Visual.rgbBits >= 24); 23 24#if 0 25 printf("%s intFmt=0x%x format=0x%x type=0x%x\n", 26 __FUNCTION__, internalFormat, format, type); 27#endif 28 29 switch (internalFormat) { 30 case 4: 31 case GL_RGBA: 32 case GL_COMPRESSED_RGBA: 33 if (format == GL_BGRA) { 34 if (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) { 35 return MESA_FORMAT_ARGB8888; 36 } 37 else if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) { 38 return MESA_FORMAT_ARGB4444; 39 } 40 else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) { 41 return MESA_FORMAT_ARGB1555; 42 } 43 } 44 return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444; 45 46 case 3: 47 case GL_RGB: 48 case GL_COMPRESSED_RGB: 49 if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) { 50 return MESA_FORMAT_RGB565; 51 } 52 return do32bpt ? MESA_FORMAT_XRGB8888 : MESA_FORMAT_RGB565; 53 54 case GL_RGBA8: 55 case GL_RGB10_A2: 56 case GL_RGBA12: 57 case GL_RGBA16: 58 return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444; 59 60 case GL_RGBA4: 61 case GL_RGBA2: 62 return MESA_FORMAT_ARGB4444; 63 64 case GL_RGB5_A1: 65 return MESA_FORMAT_ARGB1555; 66 67 case GL_RGB8: 68 case GL_RGB10: 69 case GL_RGB12: 70 case GL_RGB16: 71 return MESA_FORMAT_XRGB8888; 72 73 case GL_RGB5: 74 case GL_RGB4: 75 case GL_R3_G3_B2: 76 return MESA_FORMAT_RGB565; 77 78 case GL_ALPHA: 79 case GL_ALPHA4: 80 case GL_ALPHA8: 81 case GL_ALPHA12: 82 case GL_ALPHA16: 83 case GL_COMPRESSED_ALPHA: 84 return MESA_FORMAT_A8; 85 86 case 1: 87 case GL_LUMINANCE: 88 case GL_LUMINANCE4: 89 case GL_LUMINANCE8: 90 case GL_LUMINANCE12: 91 case GL_LUMINANCE16: 92 case GL_COMPRESSED_LUMINANCE: 93 return MESA_FORMAT_L8; 94 95 case GL_LUMINANCE12_ALPHA4: 96 case GL_LUMINANCE12_ALPHA12: 97 case GL_LUMINANCE16_ALPHA16: 98#ifndef I915 99 return MESA_FORMAT_AL1616; 100#else 101 /* FALLTHROUGH */ 102#endif 103 104 case 2: 105 case GL_LUMINANCE_ALPHA: 106 case GL_LUMINANCE4_ALPHA4: 107 case GL_LUMINANCE6_ALPHA2: 108 case GL_LUMINANCE8_ALPHA8: 109 case GL_COMPRESSED_LUMINANCE_ALPHA: 110 return MESA_FORMAT_AL88; 111 112 case GL_INTENSITY: 113 case GL_INTENSITY4: 114 case GL_INTENSITY8: 115 case GL_INTENSITY12: 116 case GL_INTENSITY16: 117 case GL_COMPRESSED_INTENSITY: 118 return MESA_FORMAT_I8; 119 120 case GL_YCBCR_MESA: 121 if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE) 122 return MESA_FORMAT_YCBCR; 123 else 124 return MESA_FORMAT_YCBCR_REV; 125 126 case GL_COMPRESSED_RGB_FXT1_3DFX: 127 return MESA_FORMAT_RGB_FXT1; 128 case GL_COMPRESSED_RGBA_FXT1_3DFX: 129 return MESA_FORMAT_RGBA_FXT1; 130 131 case GL_RGB_S3TC: 132 case GL_RGB4_S3TC: 133 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: 134 return MESA_FORMAT_RGB_DXT1; 135 136 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: 137 return MESA_FORMAT_RGBA_DXT1; 138 139 case GL_RGBA_S3TC: 140 case GL_RGBA4_S3TC: 141 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: 142 return MESA_FORMAT_RGBA_DXT3; 143 144 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: 145 return MESA_FORMAT_RGBA_DXT5; 146 147 case GL_DEPTH_COMPONENT: 148 case GL_DEPTH_COMPONENT16: 149 case GL_DEPTH_COMPONENT24: 150 case GL_DEPTH_COMPONENT32: 151#if 0 152 return MESA_FORMAT_Z16; 153#else 154 /* fall-through. 155 * 16bpp depth texture can't be paired with a stencil buffer so 156 * always used combined depth/stencil format. 157 */ 158#endif 159 case GL_DEPTH_STENCIL_EXT: 160 case GL_DEPTH24_STENCIL8_EXT: 161 return MESA_FORMAT_S8_Z24; 162 163#ifndef I915 164 case GL_SRGB_EXT: 165 case GL_SRGB8_EXT: 166 case GL_SRGB_ALPHA_EXT: 167 case GL_SRGB8_ALPHA8_EXT: 168 case GL_COMPRESSED_SRGB_EXT: 169 case GL_COMPRESSED_SRGB_ALPHA_EXT: 170 case GL_COMPRESSED_SLUMINANCE_EXT: 171 case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT: 172 return MESA_FORMAT_SARGB8; 173 case GL_SLUMINANCE_EXT: 174 case GL_SLUMINANCE8_EXT: 175 if (intel->has_luminance_srgb) 176 return MESA_FORMAT_SL8; 177 else 178 return MESA_FORMAT_SARGB8; 179 case GL_SLUMINANCE_ALPHA_EXT: 180 case GL_SLUMINANCE8_ALPHA8_EXT: 181 if (intel->has_luminance_srgb) 182 return MESA_FORMAT_SLA8; 183 else 184 return MESA_FORMAT_SARGB8; 185 case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: 186 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: 187 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: 188 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: 189 return MESA_FORMAT_SRGB_DXT1; 190 191 /* i915 could also do this */ 192 case GL_DUDV_ATI: 193 case GL_DU8DV8_ATI: 194 return MESA_FORMAT_DUDV8; 195 case GL_RGBA_SNORM: 196 case GL_RGBA8_SNORM: 197 return MESA_FORMAT_SIGNED_RGBA8888_REV; 198#endif 199 200 default: 201 fprintf(stderr, "unexpected texture format %s in %s\n", 202 _mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__); 203 return MESA_FORMAT_NONE; 204 } 205 206 return MESA_FORMAT_NONE; /* never get here */ 207} 208 209int intel_compressed_num_bytes(GLuint mesaFormat) 210{ 211 GLuint bw, bh; 212 GLuint block_size; 213 214 block_size = _mesa_get_format_bytes(mesaFormat); 215 _mesa_get_format_block_size(mesaFormat, &bw, &bh); 216 217 return block_size / bw; 218} 219