mesa: replace gl_texture_format with gl_format
[mesa.git] / src / mesa / drivers / dri / intel / intel_tex_format.c
1 #include "intel_context.h"
2 #include "intel_tex.h"
3 #include "intel_chipset.h"
4 #include "main/texformat.h"
5 #include "main/enums.h"
6
7
8 /**
9 * Choose hardware texture format given the user's glTexImage parameters.
10 *
11 * It works out that this function is fine for all the supported
12 * hardware. However, there is still a need to map the formats onto
13 * hardware descriptors.
14 *
15 * Note that the i915 can actually support many more formats than
16 * these if we take the step of simply swizzling the colors
17 * immediately after sampling...
18 */
19 gl_format
20 intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat,
21 GLenum format, GLenum type)
22 {
23 struct intel_context *intel = intel_context(ctx);
24 const GLboolean do32bpt = (intel->ctx.Visual.rgbBits >= 24);
25
26 #if 0
27 printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
28 __FUNCTION__, internalFormat, format, type);
29 #endif
30
31 switch (internalFormat) {
32 case 4:
33 case GL_RGBA:
34 case GL_COMPRESSED_RGBA:
35 if (format == GL_BGRA) {
36 if (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) {
37 return MESA_FORMAT_ARGB8888;
38 }
39 else if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) {
40 return MESA_FORMAT_ARGB4444;
41 }
42 else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) {
43 return MESA_FORMAT_ARGB1555;
44 }
45 }
46 return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444;
47
48 case 3:
49 case GL_RGB:
50 case GL_COMPRESSED_RGB:
51 if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
52 return MESA_FORMAT_RGB565;
53 }
54 return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_RGB565;
55
56 case GL_RGBA8:
57 case GL_RGB10_A2:
58 case GL_RGBA12:
59 case GL_RGBA16:
60 return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444;
61
62 case GL_RGBA4:
63 case GL_RGBA2:
64 return MESA_FORMAT_ARGB4444;
65
66 case GL_RGB5_A1:
67 return MESA_FORMAT_ARGB1555;
68
69 case GL_RGB8:
70 case GL_RGB10:
71 case GL_RGB12:
72 case GL_RGB16:
73 return MESA_FORMAT_ARGB8888;
74
75 case GL_RGB5:
76 case GL_RGB4:
77 case GL_R3_G3_B2:
78 return MESA_FORMAT_RGB565;
79
80 case GL_ALPHA:
81 case GL_ALPHA4:
82 case GL_ALPHA8:
83 case GL_ALPHA12:
84 case GL_ALPHA16:
85 case GL_COMPRESSED_ALPHA:
86 return MESA_FORMAT_A8;
87
88 case 1:
89 case GL_LUMINANCE:
90 case GL_LUMINANCE4:
91 case GL_LUMINANCE8:
92 case GL_LUMINANCE12:
93 case GL_LUMINANCE16:
94 case GL_COMPRESSED_LUMINANCE:
95 return MESA_FORMAT_L8;
96
97 case 2:
98 case GL_LUMINANCE_ALPHA:
99 case GL_LUMINANCE4_ALPHA4:
100 case GL_LUMINANCE6_ALPHA2:
101 case GL_LUMINANCE8_ALPHA8:
102 case GL_LUMINANCE12_ALPHA4:
103 case GL_LUMINANCE12_ALPHA12:
104 case GL_LUMINANCE16_ALPHA16:
105 case GL_COMPRESSED_LUMINANCE_ALPHA:
106 return MESA_FORMAT_AL88;
107
108 case GL_INTENSITY:
109 case GL_INTENSITY4:
110 case GL_INTENSITY8:
111 case GL_INTENSITY12:
112 case GL_INTENSITY16:
113 case GL_COMPRESSED_INTENSITY:
114 return MESA_FORMAT_I8;
115
116 case GL_YCBCR_MESA:
117 if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE)
118 return MESA_FORMAT_YCBCR;
119 else
120 return MESA_FORMAT_YCBCR_REV;
121
122 case GL_COMPRESSED_RGB_FXT1_3DFX:
123 return MESA_FORMAT_RGB_FXT1;
124 case GL_COMPRESSED_RGBA_FXT1_3DFX:
125 return MESA_FORMAT_RGBA_FXT1;
126
127 case GL_RGB_S3TC:
128 case GL_RGB4_S3TC:
129 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
130 return MESA_FORMAT_RGB_DXT1;
131
132 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
133 return MESA_FORMAT_RGBA_DXT1;
134
135 case GL_RGBA_S3TC:
136 case GL_RGBA4_S3TC:
137 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
138 return MESA_FORMAT_RGBA_DXT3;
139
140 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
141 return MESA_FORMAT_RGBA_DXT5;
142
143 case GL_DEPTH_COMPONENT:
144 case GL_DEPTH_COMPONENT16:
145 case GL_DEPTH_COMPONENT24:
146 case GL_DEPTH_COMPONENT32:
147 #if 0
148 return MESA_FORMAT_Z16;
149 #else
150 /* fall-through.
151 * 16bpp depth texture can't be paired with a stencil buffer so
152 * always used combined depth/stencil format.
153 */
154 #endif
155 case GL_DEPTH_STENCIL_EXT:
156 case GL_DEPTH24_STENCIL8_EXT:
157 return MESA_FORMAT_S8_Z24;
158
159 #ifndef I915
160 case GL_SRGB_EXT:
161 case GL_SRGB8_EXT:
162 case GL_SRGB_ALPHA_EXT:
163 case GL_SRGB8_ALPHA8_EXT:
164 case GL_COMPRESSED_SRGB_EXT:
165 case GL_COMPRESSED_SRGB_ALPHA_EXT:
166 case GL_COMPRESSED_SLUMINANCE_EXT:
167 case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
168 return MESA_FORMAT_SARGB8;
169 case GL_SLUMINANCE_EXT:
170 case GL_SLUMINANCE8_EXT:
171 if (IS_G4X(intel->intelScreen->deviceID))
172 return MESA_FORMAT_SL8;
173 else
174 return MESA_FORMAT_SARGB8;
175 case GL_SLUMINANCE_ALPHA_EXT:
176 case GL_SLUMINANCE8_ALPHA8_EXT:
177 if (IS_G4X(intel->intelScreen->deviceID))
178 return MESA_FORMAT_SLA8;
179 else
180 return MESA_FORMAT_SARGB8;
181 case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
182 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
183 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
184 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
185 return MESA_FORMAT_SRGB_DXT1;
186
187 /* i915 could also do this */
188 case GL_DUDV_ATI:
189 case GL_DU8DV8_ATI:
190 return MESA_FORMAT_DUDV8;
191 case GL_RGBA_SNORM:
192 case GL_RGBA8_SNORM:
193 return MESA_FORMAT_SIGNED_RGBA8888_REV;
194 #endif
195
196 default:
197 fprintf(stderr, "unexpected texture format %s in %s\n",
198 _mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);
199 return MESA_FORMAT_NONE;
200 }
201
202 return MESA_FORMAT_NONE; /* never get here */
203 }
204
205 int intel_compressed_num_bytes(GLuint mesaFormat)
206 {
207 int bytes = 0;
208 switch(mesaFormat) {
209
210 case MESA_FORMAT_RGB_FXT1:
211 case MESA_FORMAT_RGBA_FXT1:
212 case MESA_FORMAT_RGB_DXT1:
213 case MESA_FORMAT_RGBA_DXT1:
214 bytes = 2;
215 break;
216
217 case MESA_FORMAT_RGBA_DXT3:
218 case MESA_FORMAT_RGBA_DXT5:
219 bytes = 4;
220 default:
221 break;
222 }
223
224 return bytes;
225 }