/* * Mesa 3-D graphics library * Version: 3.4 * * Copyright (C) 1999-2000 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 */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "context.h" #include "image.h" #include "mem.h" #include "mmath.h" #include "span.h" #include "texformat.h" #include "teximage.h" #include "texstate.h" #include "types.h" #endif /* ================================================================ * Texture internal formats: */ const struct gl_texture_format _mesa_texformat_rgba8888 = { MESA_FORMAT_RGBA8888, /* IntFormat */ 8, /* RedBits */ 8, /* GreenBits */ 8, /* BlueBits */ 8, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 4, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_abgr8888 = { MESA_FORMAT_ABGR8888, /* IntFormat */ 8, /* RedBits */ 8, /* GreenBits */ 8, /* BlueBits */ 8, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 4, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_argb8888 = { MESA_FORMAT_ARGB8888, /* IntFormat */ 8, /* RedBits */ 8, /* GreenBits */ 8, /* BlueBits */ 8, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 4, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_rgb888 = { MESA_FORMAT_RGB888, /* IntFormat */ 8, /* RedBits */ 8, /* GreenBits */ 8, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 3, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_bgr888 = { MESA_FORMAT_BGR888, /* IntFormat */ 8, /* RedBits */ 8, /* GreenBits */ 8, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 3, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_rgb565 = { MESA_FORMAT_RGB565, /* IntFormat */ 5, /* RedBits */ 6, /* GreenBits */ 5, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 2, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_argb4444 = { MESA_FORMAT_ARGB4444, /* IntFormat */ 4, /* RedBits */ 4, /* GreenBits */ 4, /* BlueBits */ 4, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 2, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_argb1555 = { MESA_FORMAT_ARGB1555, /* IntFormat */ 5, /* RedBits */ 5, /* GreenBits */ 5, /* BlueBits */ 1, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 2, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_al88 = { MESA_FORMAT_AL88, /* IntFormat */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 8, /* AlphaBits */ 8, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 2, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_rgb332 = { MESA_FORMAT_RGB332, /* IntFormat */ 3, /* RedBits */ 3, /* GreenBits */ 2, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 1, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_a8 = { MESA_FORMAT_A8, /* IntFormat */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 8, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 1, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_l8 = { MESA_FORMAT_L8, /* IntFormat */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 8, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 1, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_i8 = { MESA_FORMAT_I8, /* IntFormat */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 8, /* IntensityBits */ 0, /* IndexBits */ 1, /* TexelBytes */ }; const struct gl_texture_format _mesa_texformat_ci8 = { MESA_FORMAT_CI8, /* IntFormat */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 8, /* IndexBits */ 1, /* TexelBytes */ }; const struct gl_texture_format _mesa_null_texformat = { -1, /* IntFormat */ 0, /* RedBits */ 0, /* GreenBits */ 0, /* BlueBits */ 0, /* AlphaBits */ 0, /* LuminanceBits */ 0, /* IntensityBits */ 0, /* IndexBits */ 0, /* TexelBytes */ }; /* * Given an internal texture format enum or 1, 2, 3, 4 return the * corresponding _base_ internal format: GL_ALPHA, GL_LUMINANCE, * GL_LUMANCE_ALPHA, GL_INTENSITY, GL_RGB, or GL_RGBA. * Return -1 if invalid enum. */ void _mesa_init_texture_format( GLcontext *ctx, struct gl_texture_image *texImage, GLenum internalFormat ) { texImage->IntFormat = internalFormat; /* Ask the driver for the base format, if it doesn't know, it will * return -1; */ if ( ctx->Driver.BaseCompressedTexFormat ) { GLint format = 0; /* Silence compiler warning */ format = (*ctx->Driver.BaseCompressedTexFormat)( ctx, format ); if ( format >= 0 ) { internalFormat = format; } } 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: texImage->Format = GL_RGBA; texImage->TexFormat = &_mesa_texformat_abgr8888; break; case 3: /* ... and this. */ case GL_RGB: texImage->Format = GL_RGB; texImage->TexFormat = &_mesa_texformat_bgr888; break; /* 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: texImage->Format = GL_RGBA; texImage->TexFormat = &_mesa_texformat_abgr8888; break; case GL_R3_G3_B2: case GL_RGB4: case GL_RGB5: case GL_RGB8: case GL_RGB10: case GL_RGB12: case GL_RGB16: texImage->Format = GL_RGB; texImage->TexFormat = &_mesa_texformat_bgr888; break; case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8: case GL_ALPHA12: case GL_ALPHA16: texImage->Format = GL_ALPHA; texImage->TexFormat = &_mesa_texformat_a8; break; case 1: case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8: case GL_LUMINANCE12: case GL_LUMINANCE16: texImage->Format = GL_LUMINANCE; texImage->TexFormat = &_mesa_texformat_l8; break; 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: texImage->Format = GL_LUMINANCE_ALPHA; texImage->TexFormat = &_mesa_texformat_al88; break; case GL_INTENSITY: case GL_INTENSITY4: case GL_INTENSITY8: case GL_INTENSITY12: case GL_INTENSITY16: texImage->Format = GL_INTENSITY; texImage->TexFormat = &_mesa_texformat_i8; break; 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: texImage->Format = GL_COLOR_INDEX; texImage->TexFormat = &_mesa_texformat_ci8; break; default: gl_problem( ctx, "unexpected format in _mesa_init_texture_format" ); return; } }