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/* $Id: texformat.c,v 1.1 2003-02-28 11:42:04 pj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 Brian Paul 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, sublicense,
* 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 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 NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL 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.
*
* Author:
* Gareth Hughes
*/
#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "image.h"
#include "imports.h"
#include "mmath.h"
#include "mtypes.h"
#include "texformat.h"
#include "teximage.h"
#include "texstate.h"
/* Texel fetch routines for all supported formats:
*/
#define DIM 1
#include "texformat_tmp.h"
#define DIM 2
#include "texformat_tmp.h"
#define DIM 3
#include "texformat_tmp.h"
/* Have to have this so the FetchTexel function pointer is never NULL.
*/
static void fetch_null_texel( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
{
GLchan *rgba = (GLchan *) texel;
rgba[RCOMP] = 0;
rgba[GCOMP] = 0;
rgba[BCOMP] = 0;
rgba[ACOMP] = 0;
}
/* =============================================================
* Default GLchan-based formats:
*/
const struct gl_texture_format _mesa_texformat_rgba = {
MESA_FORMAT_RGBA, /* MesaFormat */
GL_RGBA, /* BaseFormat */
CHAN_BITS, /* RedBits */
CHAN_BITS, /* GreenBits */
CHAN_BITS, /* BlueBits */
CHAN_BITS, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
4 * CHAN_BITS / 8, /* TexelBytes */
fetch_1d_texel_rgba, /* FetchTexel1D */
fetch_2d_texel_rgba, /* FetchTexel2D */
fetch_3d_texel_rgba, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_rgb = {
MESA_FORMAT_RGB, /* MesaFormat */
GL_RGB, /* BaseFormat */
CHAN_BITS, /* RedBits */
CHAN_BITS, /* GreenBits */
CHAN_BITS, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
3 * CHAN_BITS / 8, /* TexelBytes */
fetch_1d_texel_rgb, /* FetchTexel1D */
fetch_2d_texel_rgb, /* FetchTexel2D */
fetch_3d_texel_rgb, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_alpha = {
MESA_FORMAT_ALPHA, /* MesaFormat */
GL_ALPHA, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
CHAN_BITS, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
CHAN_BITS / 8, /* TexelBytes */
fetch_1d_texel_alpha, /* FetchTexel1D */
fetch_2d_texel_alpha, /* FetchTexel2D */
fetch_3d_texel_alpha, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_luminance = {
MESA_FORMAT_LUMINANCE, /* MesaFormat */
GL_LUMINANCE, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
CHAN_BITS, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
CHAN_BITS / 8, /* TexelBytes */
fetch_1d_texel_luminance, /* FetchTexel1D */
fetch_2d_texel_luminance, /* FetchTexel2D */
fetch_3d_texel_luminance, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_luminance_alpha = {
MESA_FORMAT_LUMINANCE_ALPHA, /* MesaFormat */
GL_LUMINANCE_ALPHA, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
CHAN_BITS, /* AlphaBits */
CHAN_BITS, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2 * CHAN_BITS / 8, /* TexelBytes */
fetch_1d_texel_luminance_alpha, /* FetchTexel1D */
fetch_2d_texel_luminance_alpha, /* FetchTexel2D */
fetch_3d_texel_luminance_alpha, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_intensity = {
MESA_FORMAT_INTENSITY, /* MesaFormat */
GL_INTENSITY, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
CHAN_BITS, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
CHAN_BITS / 8, /* TexelBytes */
fetch_1d_texel_intensity, /* FetchTexel1D */
fetch_2d_texel_intensity, /* FetchTexel2D */
fetch_3d_texel_intensity, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_color_index = {
MESA_FORMAT_COLOR_INDEX, /* MesaFormat */
GL_COLOR_INDEX, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
CHAN_BITS, /* IndexBits */
0, /* DepthBits */
CHAN_BITS / 8, /* TexelBytes */
fetch_1d_texel_color_index, /* FetchTexel1D */
fetch_2d_texel_color_index, /* FetchTexel2D */
fetch_3d_texel_color_index, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_depth_component = {
MESA_FORMAT_DEPTH_COMPONENT, /* MesaFormat */
GL_DEPTH_COMPONENT, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
sizeof(GLfloat) * 8, /* DepthBits */
sizeof(GLfloat), /* TexelBytes */
fetch_1d_texel_depth_component, /* FetchTexel1D */
fetch_2d_texel_depth_component, /* FetchTexel2D */
fetch_3d_texel_depth_component, /* FetchTexel3D */
};
/* =============================================================
* Hardware formats:
*/
const struct gl_texture_format _mesa_texformat_rgba8888 = {
MESA_FORMAT_RGBA8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
8, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
fetch_1d_texel_rgba8888, /* FetchTexel1D */
fetch_2d_texel_rgba8888, /* FetchTexel2D */
fetch_3d_texel_rgba8888, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_argb8888 = {
MESA_FORMAT_ARGB8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
8, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
fetch_1d_texel_argb8888, /* FetchTexel1D */
fetch_2d_texel_argb8888, /* FetchTexel2D */
fetch_3d_texel_argb8888, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_rgb888 = {
MESA_FORMAT_RGB888, /* MesaFormat */
GL_RGB, /* BaseFormat */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
3, /* TexelBytes */
fetch_1d_texel_rgb888, /* FetchTexel1D */
fetch_2d_texel_rgb888, /* FetchTexel2D */
fetch_3d_texel_rgb888, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_rgb565 = {
MESA_FORMAT_RGB565, /* MesaFormat */
GL_RGB, /* BaseFormat */
5, /* RedBits */
6, /* GreenBits */
5, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_rgb565, /* FetchTexel1D */
fetch_2d_texel_rgb565, /* FetchTexel2D */
fetch_3d_texel_rgb565, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_argb4444 = {
MESA_FORMAT_ARGB4444, /* MesaFormat */
GL_RGBA, /* BaseFormat */
4, /* RedBits */
4, /* GreenBits */
4, /* BlueBits */
4, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_argb4444, /* FetchTexel1D */
fetch_2d_texel_argb4444, /* FetchTexel2D */
fetch_3d_texel_argb4444, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_argb1555 = {
MESA_FORMAT_ARGB1555, /* MesaFormat */
GL_RGBA, /* BaseFormat */
5, /* RedBits */
5, /* GreenBits */
5, /* BlueBits */
1, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_argb1555, /* FetchTexel1D */
fetch_2d_texel_argb1555, /* FetchTexel2D */
fetch_3d_texel_argb1555, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_al88 = {
MESA_FORMAT_AL88, /* MesaFormat */
GL_LUMINANCE_ALPHA, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
8, /* AlphaBits */
8, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_al88, /* FetchTexel1D */
fetch_2d_texel_al88, /* FetchTexel2D */
fetch_3d_texel_al88, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_rgb332 = {
MESA_FORMAT_RGB332, /* MesaFormat */
GL_RGB, /* BaseFormat */
3, /* RedBits */
3, /* GreenBits */
2, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
1, /* TexelBytes */
fetch_1d_texel_rgb332, /* FetchTexel1D */
fetch_2d_texel_rgb332, /* FetchTexel2D */
fetch_3d_texel_rgb332, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_a8 = {
MESA_FORMAT_A8, /* MesaFormat */
GL_ALPHA, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
8, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
1, /* TexelBytes */
fetch_1d_texel_a8, /* FetchTexel1D */
fetch_2d_texel_a8, /* FetchTexel2D */
fetch_3d_texel_a8, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_l8 = {
MESA_FORMAT_L8, /* MesaFormat */
GL_LUMINANCE, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
8, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
1, /* TexelBytes */
fetch_1d_texel_l8, /* FetchTexel1D */
fetch_2d_texel_l8, /* FetchTexel2D */
fetch_3d_texel_l8, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_i8 = {
MESA_FORMAT_I8, /* MesaFormat */
GL_INTENSITY, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
8, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
1, /* TexelBytes */
fetch_1d_texel_i8, /* FetchTexel1D */
fetch_2d_texel_i8, /* FetchTexel2D */
fetch_3d_texel_i8, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_ci8 = {
MESA_FORMAT_CI8, /* MesaFormat */
GL_COLOR_INDEX, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
8, /* IndexBits */
0, /* DepthBits */
1, /* TexelBytes */
fetch_1d_texel_ci8, /* FetchTexel1D */
fetch_2d_texel_ci8, /* FetchTexel2D */
fetch_3d_texel_ci8, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_ycbcr = {
MESA_FORMAT_YCBCR, /* MesaFormat */
GL_YCBCR_MESA, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_ycbcr, /* FetchTexel1D */
fetch_2d_texel_ycbcr, /* FetchTexel2D */
fetch_3d_texel_ycbcr, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_ycbcr_rev = {
MESA_FORMAT_YCBCR_REV, /* MesaFormat */
GL_YCBCR_MESA, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_ycbcr_rev, /* FetchTexel1D */
fetch_2d_texel_ycbcr_rev, /* FetchTexel2D */
fetch_3d_texel_ycbcr_rev, /* FetchTexel3D */
};
/* Big-endian */
#if 0
const struct gl_texture_format _mesa_texformat_abgr8888 = {
MESA_FORMAT_ABGR8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_INT_8_8_8_8, /* Type */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
8, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
fetch_1d_texel_abgr8888, /* FetchTexel1D */
fetch_2d_texel_abgr8888, /* FetchTexel2D */
fetch_3d_texel_abgr8888, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_bgra8888 = {
MESA_FORMAT_BGRA8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_INT_8_8_8_8, /* Type */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
8, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
fetch_1d_texel_bgra8888, /* FetchTexel1D */
fetch_2d_texel_bgra8888, /* FetchTexel2D */
fetch_3d_texel_bgra8888, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_bgr888 = {
MESA_FORMAT_BGR888, /* MesaFormat */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_BYTE, /* Type */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
3, /* TexelBytes */
fetch_1d_texel_bgr888, /* FetchTexel1D */
fetch_2d_texel_bgr888, /* FetchTexel2D */
fetch_3d_texel_bgr888, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_bgr565 = {
MESA_FORMAT_BGR565, /* MesaFormat */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_SHORT_5_6_5, /* Type */
5, /* RedBits */
6, /* GreenBits */
5, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_bgr565, /* FetchTexel1D */
fetch_2d_texel_bgr565, /* FetchTexel2D */
fetch_3d_texel_bgr565, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_bgra4444 = {
MESA_FORMAT_BGRA4444, /* MesaFormat */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_SHORT_4_4_4_4_REV, /* Type */
4, /* RedBits */
4, /* GreenBits */
4, /* BlueBits */
4, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_bgra4444, /* FetchTexel1D */
fetch_2d_texel_bgra4444, /* FetchTexel2D */
fetch_3d_texel_bgra4444, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_bgra5551 = {
MESA_FORMAT_BGRA5551, /* MesaFormat */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_SHORT_1_5_5_5_REV, /* Type */
5, /* RedBits */
5, /* GreenBits */
5, /* BlueBits */
1, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_bgra1555, /* FetchTexel1D */
fetch_2d_texel_bgra1555, /* FetchTexel2D */
fetch_3d_texel_bgra1555, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_la88 = {
MESA_FORMAT_LA88, /* MesaFormat */
GL_LUMINANCE_ALPHA, /* BaseFormat */
GL_UNSIGNED_BYTE, /* Type */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
8, /* AlphaBits */
8, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
fetch_1d_texel_la88, /* FetchTexel1D */
fetch_2d_texel_la88, /* FetchTexel2D */
fetch_3d_texel_la88, /* FetchTexel3D */
};
const struct gl_texture_format _mesa_texformat_bgr233 = {
MESA_FORMAT_BGR233, /* MesaFormat */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_BYTE_3_3_2, /* Type */
3, /* RedBits */
3, /* GreenBits */
2, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
1, /* TexelBytes */
fetch_1d_texel_bgr233, /* FetchTexel1D */
fetch_2d_texel_bgr233, /* FetchTexel2D */
fetch_3d_texel_bgr233, /* FetchTexel3D */
};
#endif
/* =============================================================
* Null format (useful for proxy textures):
*/
const struct gl_texture_format _mesa_null_texformat = {
-1, /* MesaFormat */
0, /* BaseFormat */
0, /* RedBits */
0, /* GreenBits */
0, /* BlueBits */
0, /* AlphaBits */
0, /* LuminanceBits */
0, /* IntensityBits */
0, /* IndexBits */
0, /* DepthBits */
0, /* TexelBytes */
fetch_null_texel, /* FetchTexel1D */
fetch_null_texel, /* FetchTexel2D */
fetch_null_texel, /* FetchTexel3D */
};
GLboolean
_mesa_is_hardware_tex_format( const struct gl_texture_format *format )
{
return (format->MesaFormat < MESA_FORMAT_RGBA);
}
/* Given an internal texture format (or 1, 2, 3, 4) return a pointer
* to a gl_texture_format which which to store the texture.
* This is called via ctx->Driver.ChooseTextureFormat().
* Hardware drivers typically override this function with a specialized
* version.
*/
const struct gl_texture_format *
_mesa_choose_tex_format( GLcontext *ctx, GLint internalFormat,
GLenum format, GLenum type )
{
(void) format;
(void) type;
switch ( internalFormat ) {
/* GH: Bias towards GL_RGB, GL_RGBA texture formats. This has
* got to be better than sticking them way down the end of this
* huge list.
*/
case 4: /* Quake3 uses this... */
case GL_RGBA:
return &_mesa_texformat_rgba;
case 3: /* ... and this. */
case GL_RGB:
return &_mesa_texformat_rgb;
/* GH: Okay, keep checking as normal. Still test for GL_RGB,
* GL_RGBA formats first.
*/
case GL_RGBA2:
case GL_RGBA4:
case GL_RGB5_A1:
case GL_RGBA8:
case GL_RGB10_A2:
case GL_RGBA12:
case GL_RGBA16:
return &_mesa_texformat_rgba;
case GL_R3_G3_B2:
case GL_RGB4:
case GL_RGB5:
case GL_RGB8:
case GL_RGB10:
case GL_RGB12:
case GL_RGB16:
return &_mesa_texformat_rgb;
case GL_ALPHA:
case GL_ALPHA4:
case GL_ALPHA8:
case GL_ALPHA12:
case GL_ALPHA16:
return &_mesa_texformat_alpha;
case 1:
case GL_LUMINANCE:
case GL_LUMINANCE4:
case GL_LUMINANCE8:
case GL_LUMINANCE12:
case GL_LUMINANCE16:
return &_mesa_texformat_luminance;
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:
return &_mesa_texformat_luminance_alpha;
case GL_INTENSITY:
case GL_INTENSITY4:
case GL_INTENSITY8:
case GL_INTENSITY12:
case GL_INTENSITY16:
return &_mesa_texformat_intensity;
case GL_COLOR_INDEX:
case GL_COLOR_INDEX1_EXT:
case GL_COLOR_INDEX2_EXT:
case GL_COLOR_INDEX4_EXT:
case GL_COLOR_INDEX8_EXT:
case GL_COLOR_INDEX12_EXT:
case GL_COLOR_INDEX16_EXT:
return &_mesa_texformat_color_index;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_SGIX:
case GL_DEPTH_COMPONENT24_SGIX:
case GL_DEPTH_COMPONENT32_SGIX:
if (!ctx->Extensions.SGIX_depth_texture)
_mesa_problem(ctx, "depth format without GL_SGIX_depth_texture");
return &_mesa_texformat_depth_component;
case GL_COMPRESSED_ALPHA_ARB:
if (!ctx->Extensions.ARB_texture_compression)
_mesa_problem(ctx, "texture compression extension not enabled");
return &_mesa_texformat_alpha;
case GL_COMPRESSED_LUMINANCE_ARB:
if (!ctx->Extensions.ARB_texture_compression)
_mesa_problem(ctx, "texture compression extension not enabled");
return &_mesa_texformat_luminance;
case GL_COMPRESSED_LUMINANCE_ALPHA_ARB:
if (!ctx->Extensions.ARB_texture_compression)
_mesa_problem(ctx, "texture compression extension not enabled");
return &_mesa_texformat_luminance_alpha;
case GL_COMPRESSED_INTENSITY_ARB:
if (!ctx->Extensions.ARB_texture_compression)
_mesa_problem(ctx, "texture compression extension not enabled");
return &_mesa_texformat_intensity;
case GL_COMPRESSED_RGB_ARB:
if (!ctx->Extensions.ARB_texture_compression)
_mesa_problem(ctx, "texture compression extension not enabled");
return &_mesa_texformat_rgb;
case GL_COMPRESSED_RGBA_ARB:
if (!ctx->Extensions.ARB_texture_compression)
_mesa_problem(ctx, "texture compression extension not enabled");
return &_mesa_texformat_rgba;
/* GL_MESA_ycrcr_texture */
case GL_YCBCR_MESA:
if (type == GL_UNSIGNED_SHORT_8_8_MESA)
return &_mesa_texformat_ycbcr;
else
return &_mesa_texformat_ycbcr_rev;
default:
_mesa_problem(ctx, "unexpected format in _mesa_choose_tex_format()");
return NULL;
}
}
/*
* Return the base texture format for the given compressed format
* Called via ctx->Driver.BaseCompressedTexFormat().
* This function is used by software rasterizers. Hardware drivers
* which support texture compression should not use this function but
* a specialized function instead.
*/
GLint
_mesa_base_compressed_texformat(GLcontext *ctx, GLint intFormat)
{
switch (intFormat) {
case GL_COMPRESSED_ALPHA_ARB:
return GL_ALPHA;
case GL_COMPRESSED_LUMINANCE_ARB:
return GL_LUMINANCE;
case GL_COMPRESSED_LUMINANCE_ALPHA_ARB:
return GL_LUMINANCE_ALPHA;
case GL_COMPRESSED_INTENSITY_ARB:
return GL_INTENSITY;
case GL_COMPRESSED_RGB_ARB:
return GL_RGB;
case GL_COMPRESSED_RGBA_ARB:
return GL_RGBA;
default:
return -1; /* not a recognized compressed format */
}
}