intel_tex_format.c revision be9276d91299e36a8c4371a87d75c9cacaf995f2
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 23#if 0 24 printf("%s intFmt=0x%x format=0x%x type=0x%x\n", 25 __FUNCTION__, internalFormat, format, type); 26#endif 27 28 switch (internalFormat) { 29 case 4: 30 case GL_RGBA: 31 case GL_COMPRESSED_RGBA: 32 if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) 33 return MESA_FORMAT_ARGB4444; 34 else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) 35 return MESA_FORMAT_ARGB1555; 36 else 37 return MESA_FORMAT_ARGB8888; 38 39 case 3: 40 case GL_RGB: 41 case GL_COMPRESSED_RGB: 42 if (type == GL_UNSIGNED_SHORT_5_6_5) 43 return MESA_FORMAT_RGB565; 44 else if (intel->has_xrgb_textures) 45 return MESA_FORMAT_XRGB8888; 46 else 47 return MESA_FORMAT_ARGB8888; 48 49 case GL_RGBA8: 50 case GL_RGB10_A2: 51 case GL_RGBA12: 52 case GL_RGBA16: 53 return MESA_FORMAT_ARGB8888; 54 55 case GL_RGBA4: 56 case GL_RGBA2: 57 return MESA_FORMAT_ARGB4444; 58 59 case GL_RGB5_A1: 60 return MESA_FORMAT_ARGB1555; 61 62 case GL_RGB8: 63 case GL_RGB10: 64 case GL_RGB12: 65 case GL_RGB16: 66 if (intel->has_xrgb_textures) 67 return MESA_FORMAT_XRGB8888; 68 else 69 return MESA_FORMAT_ARGB8888; 70 71 case GL_RGB5: 72 case GL_RGB4: 73 case GL_R3_G3_B2: 74 return MESA_FORMAT_RGB565; 75 76 case GL_ALPHA: 77 case GL_ALPHA4: 78 case GL_ALPHA8: 79 case GL_ALPHA12: 80 case GL_ALPHA16: 81 case GL_COMPRESSED_ALPHA: 82 return MESA_FORMAT_A8; 83 84 case 1: 85 case GL_LUMINANCE: 86 case GL_LUMINANCE4: 87 case GL_LUMINANCE8: 88 case GL_LUMINANCE12: 89 case GL_LUMINANCE16: 90 case GL_COMPRESSED_LUMINANCE: 91 return MESA_FORMAT_L8; 92 93 case GL_LUMINANCE12_ALPHA4: 94 case GL_LUMINANCE12_ALPHA12: 95 case GL_LUMINANCE16_ALPHA16: 96#ifndef I915 97 return MESA_FORMAT_AL1616; 98#else 99 /* FALLTHROUGH */ 100#endif 101 102 case 2: 103 case GL_LUMINANCE_ALPHA: 104 case GL_LUMINANCE4_ALPHA4: 105 case GL_LUMINANCE6_ALPHA2: 106 case GL_LUMINANCE8_ALPHA8: 107 case GL_COMPRESSED_LUMINANCE_ALPHA: 108 return MESA_FORMAT_AL88; 109 110 case GL_INTENSITY: 111 case GL_INTENSITY4: 112 case GL_INTENSITY8: 113 case GL_INTENSITY12: 114 case GL_INTENSITY16: 115 case GL_COMPRESSED_INTENSITY: 116 return MESA_FORMAT_I8; 117 118 case GL_YCBCR_MESA: 119 if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE) 120 return MESA_FORMAT_YCBCR; 121 else 122 return MESA_FORMAT_YCBCR_REV; 123 124 case GL_COMPRESSED_RGB_FXT1_3DFX: 125 return MESA_FORMAT_RGB_FXT1; 126 case GL_COMPRESSED_RGBA_FXT1_3DFX: 127 return MESA_FORMAT_RGBA_FXT1; 128 129 case GL_RGB_S3TC: 130 case GL_RGB4_S3TC: 131 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: 132 return MESA_FORMAT_RGB_DXT1; 133 134 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: 135 return MESA_FORMAT_RGBA_DXT1; 136 137 case GL_RGBA_S3TC: 138 case GL_RGBA4_S3TC: 139 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: 140 return MESA_FORMAT_RGBA_DXT3; 141 142 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: 143 return MESA_FORMAT_RGBA_DXT5; 144 145 case GL_DEPTH_COMPONENT: 146 case GL_DEPTH_COMPONENT16: 147 case GL_DEPTH_COMPONENT24: 148 case GL_DEPTH_COMPONENT32: 149#if 0 150 return MESA_FORMAT_Z16; 151#else 152 /* fall-through. 153 * 16bpp depth texture can't be paired with a stencil buffer so 154 * always used combined depth/stencil format. 155 */ 156#endif 157 case GL_DEPTH_STENCIL_EXT: 158 case GL_DEPTH24_STENCIL8_EXT: 159 return MESA_FORMAT_S8_Z24; 160 161#ifndef I915 162 case GL_SRGB_EXT: 163 case GL_SRGB8_EXT: 164 case GL_SRGB_ALPHA_EXT: 165 case GL_SRGB8_ALPHA8_EXT: 166 case GL_COMPRESSED_SRGB_EXT: 167 case GL_COMPRESSED_SRGB_ALPHA_EXT: 168 case GL_COMPRESSED_SLUMINANCE_EXT: 169 case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT: 170 return MESA_FORMAT_SARGB8; 171 case GL_SLUMINANCE_EXT: 172 case GL_SLUMINANCE8_EXT: 173 if (intel->has_luminance_srgb) 174 return MESA_FORMAT_SL8; 175 else 176 return MESA_FORMAT_SARGB8; 177 case GL_SLUMINANCE_ALPHA_EXT: 178 case GL_SLUMINANCE8_ALPHA8_EXT: 179 if (intel->has_luminance_srgb) 180 return MESA_FORMAT_SLA8; 181 else 182 return MESA_FORMAT_SARGB8; 183 case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: 184 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: 185 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: 186 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: 187 return MESA_FORMAT_SRGB_DXT1; 188 189 /* i915 could also do this */ 190 case GL_DUDV_ATI: 191 case GL_DU8DV8_ATI: 192 return MESA_FORMAT_DUDV8; 193 case GL_RGBA_SNORM: 194 case GL_RGBA8_SNORM: 195 return MESA_FORMAT_SIGNED_RGBA8888_REV; 196#endif 197 198 default: 199 fprintf(stderr, "unexpected texture format %s in %s\n", 200 _mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__); 201 return MESA_FORMAT_NONE; 202 } 203 204 return MESA_FORMAT_NONE; /* never get here */ 205} 206 207int intel_compressed_num_bytes(GLuint mesaFormat) 208{ 209 GLuint bw, bh; 210 GLuint block_size; 211 212 block_size = _mesa_get_format_bytes(mesaFormat); 213 _mesa_get_format_block_size(mesaFormat, &bw, &bh); 214 215 return block_size / bw; 216} 217