/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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. * **************************************************************************/ /** * Texture Image-related functions. * \author Brian Paul */ #include "main/imports.h" #include "main/context.h" #include "main/texstore.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "st_context.h" #include "st_cb_teximage.h" /** * Search list of formats for first RGBA format. */ static GLuint default_rgba_format(const GLuint formats[], GLuint num) { GLuint i; for (i = 0; i < num; i++) { if (formats[i] == PIPE_FORMAT_U_R8_G8_B8_A8 || formats[i] == PIPE_FORMAT_U_A8_R8_G8_B8 || formats[i] == PIPE_FORMAT_U_R5_G6_B5) { return formats[i]; } } return PIPE_FORMAT_NONE; } /** * Search list of formats for first depth/Z format. */ static GLuint default_depth_format(const GLuint formats[], GLuint num) { GLuint i; for (i = 0; i < num; i++) { if (formats[i] == PIPE_FORMAT_U_Z16 || formats[i] == PIPE_FORMAT_U_Z32 || formats[i] == PIPE_FORMAT_S8_Z24) { return formats[i]; } } return PIPE_FORMAT_NONE; } /** * Choose the PIPE_FORMAT_ to use for storing a texture image based * on the user's internalFormat, format and type parameters. * We query the pipe device for a list of formats which it supports * and choose from them. * If we find a device that needs a more intricate selection mechanism, * this function _could_ get pushed down into the pipe device. * * Note: also used for glRenderbufferStorageEXT() * * Note: format and type may be GL_NONE (see renderbuffers) * * \return PIPE_FORMAT_NONE if error/problem. */ GLuint st_choose_pipe_format(struct pipe_context *pipe, GLint internalFormat, GLenum format, GLenum type) { const GLuint *supported; GLboolean allow[PIPE_FORMAT_COUNT]; GLuint i, n; /* query supported formats and fill in bool allow[] table */ supported = pipe->supported_formats(pipe, &n); assert(n < PIPE_FORMAT_COUNT); /* sanity check */ memset(allow, 0, sizeof(allow)); for (i = 0; i < n; i++) { allow[supported[i]] = 1; } 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) { if (allow[PIPE_FORMAT_U_A8_R8_G8_B8]) return PIPE_FORMAT_U_A8_R8_G8_B8; } else if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) { if (allow[PIPE_FORMAT_U_A4_R4_G4_B4]) return PIPE_FORMAT_U_A4_R4_G4_B4; } else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) { if (allow[PIPE_FORMAT_U_A1_R5_G5_B5]) return PIPE_FORMAT_U_A1_R5_G5_B5; } } return default_rgba_format(supported, n); case 3: case GL_RGB: case GL_COMPRESSED_RGB: if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) { if (allow[PIPE_FORMAT_U_R5_G6_B5]) return PIPE_FORMAT_U_R5_G6_B5; } return default_rgba_format(supported, n); case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16: return default_rgba_format(supported, n); case GL_RGBA4: case GL_RGBA2: if (allow[PIPE_FORMAT_U_A4_R4_G4_B4]) return PIPE_FORMAT_U_A4_R4_G4_B4; return default_rgba_format(supported, n); case GL_RGB5_A1: if (allow[PIPE_FORMAT_U_A1_R5_G5_B5]) return PIPE_FORMAT_U_A1_R5_G5_B5; return default_rgba_format(supported, n); case GL_RGB8: case GL_RGB10: case GL_RGB12: case GL_RGB16: return default_rgba_format(supported, n); case GL_RGB5: case GL_RGB4: case GL_R3_G3_B2: if (allow[PIPE_FORMAT_U_A1_R5_G5_B5]) return PIPE_FORMAT_U_A1_R5_G5_B5; return default_rgba_format(supported, n); case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8: case GL_ALPHA12: case GL_ALPHA16: case GL_COMPRESSED_ALPHA: if (allow[PIPE_FORMAT_U_A8]) return PIPE_FORMAT_U_A8; return default_rgba_format(supported, n); case 1: case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8: case GL_LUMINANCE12: case GL_LUMINANCE16: case GL_COMPRESSED_LUMINANCE: if (allow[PIPE_FORMAT_U_A8]) return PIPE_FORMAT_U_A8; return default_rgba_format(supported, n); 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: if (allow[PIPE_FORMAT_U_L8_A8]) return PIPE_FORMAT_U_L8_A8; return default_rgba_format(supported, n); case GL_INTENSITY: case GL_INTENSITY4: case GL_INTENSITY8: case GL_INTENSITY12: case GL_INTENSITY16: case GL_COMPRESSED_INTENSITY: if (allow[PIPE_FORMAT_U_I8]) return PIPE_FORMAT_U_I8; return default_rgba_format(supported, n); case GL_YCBCR_MESA: if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE) { if (allow[PIPE_FORMAT_YCBCR]) return PIPE_FORMAT_YCBCR; } else { if (allow[PIPE_FORMAT_YCBCR_REV]) return PIPE_FORMAT_YCBCR_REV; } return PIPE_FORMAT_NONE; #if 0 case GL_COMPRESSED_RGB_FXT1_3DFX: return &_mesa_texformat_rgb_fxt1; case GL_COMPRESSED_RGBA_FXT1_3DFX: return &_mesa_texformat_rgba_fxt1; case GL_RGB_S3TC: case GL_RGB4_S3TC: case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return &_mesa_texformat_rgb_dxt1; case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return &_mesa_texformat_rgba_dxt1; case GL_RGBA_S3TC: case GL_RGBA4_S3TC: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: return &_mesa_texformat_rgba_dxt3; case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: return &_mesa_texformat_rgba_dxt5; #endif case GL_DEPTH_COMPONENT16: if (allow[PIPE_FORMAT_U_Z16]) return PIPE_FORMAT_U_Z16; /* fall-through */ case GL_DEPTH_COMPONENT24: if (allow[PIPE_FORMAT_S8_Z24]) return PIPE_FORMAT_S8_Z24; /* fall-through */ case GL_DEPTH_COMPONENT32: if (allow[PIPE_FORMAT_U_Z32]) return PIPE_FORMAT_U_Z32; /* fall-through */ case GL_DEPTH_COMPONENT: return default_depth_format(supported, n); case GL_STENCIL_INDEX: case GL_STENCIL_INDEX1_EXT: case GL_STENCIL_INDEX4_EXT: case GL_STENCIL_INDEX8_EXT: case GL_STENCIL_INDEX16_EXT: if (allow[PIPE_FORMAT_U_S8]) return PIPE_FORMAT_U_S8; if (allow[PIPE_FORMAT_S8_Z24]) return PIPE_FORMAT_S8_Z24; return PIPE_FORMAT_NONE; case GL_DEPTH_STENCIL_EXT: case GL_DEPTH24_STENCIL8_EXT: if (allow[PIPE_FORMAT_S8_Z24]) return PIPE_FORMAT_S8_Z24; return PIPE_FORMAT_NONE; default: return PIPE_FORMAT_NONE; } } static void st_teximage2d(GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const void *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { /* probably nothing here: use core Mesa TexImage2D fallback to * save teximage in main memory. * Later, when we have a complete texobj and are ready to render, * create the pipe texture object / mipmap-tree. */ _mesa_store_teximage2d(ctx, target, level, internalFormat, width, height, border, format, type, pixels, packing, texObj, texImage); } static void st_texsubimage2d(GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage) { #if 0 struct pipe_mipmap_tree *mt = texObj->DriverData; #endif /* 1. find the region which stores this texture object. * 2. convert texels to pipe format if needed. * 3. replace texdata in the texture region. */ } void st_init_cb_teximage( struct st_context *st ) { struct dd_function_table *functions = &st->ctx->Driver; functions->TexImage2D = st_teximage2d; functions->TexSubImage2D = st_texsubimage2d; } void st_destroy_cb_teximage( struct st_context *st ) { }