Merge remote branch 'origin/mesa_7_6_branch'
[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/enums.h"
5
6
7 /**
8 * Choose hardware texture format given the user's glTexImage parameters.
9 *
10 * It works out that this function is fine for all the supported
11 * hardware. However, there is still a need to map the formats onto
12 * hardware descriptors.
13 *
14 * Note that the i915 can actually support many more formats than
15 * these if we take the step of simply swizzling the colors
16 * immediately after sampling...
17 */
18 gl_format
19 intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat,
20 GLenum format, GLenum type)
21 {
22 struct intel_context *intel = intel_context(ctx);
23 const GLboolean do32bpt = (intel->ctx.Visual.rgbBits >= 24);
24
25 #if 0
26 printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
27 __FUNCTION__, internalFormat, format, type);
28 #endif
29
30 switch (internalFormat) {
31 case 4:
32 case GL_RGBA:
33 case GL_COMPRESSED_RGBA:
34 if (format == GL_BGRA) {
35 if (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) {
36 return MESA_FORMAT_ARGB8888;
37 }
38 else if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) {
39 return MESA_FORMAT_ARGB4444;
40 }
41 else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) {
42 return MESA_FORMAT_ARGB1555;
43 }
44 }
45 return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444;
46
47 case 3:
48 case GL_RGB:
49 case GL_COMPRESSED_RGB:
50 if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
51 return MESA_FORMAT_RGB565;
52 }
53 /* XXX use MESA_FORMAT_XRGB8888 someday */
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 /* XXX use MESA_FORMAT_XRGB8888 someday */
74 return MESA_FORMAT_ARGB8888;
75
76 case GL_RGB5:
77 case GL_RGB4:
78 case GL_R3_G3_B2:
79 return MESA_FORMAT_RGB565;
80
81 case GL_ALPHA:
82 case GL_ALPHA4:
83 case GL_ALPHA8:
84 case GL_ALPHA12:
85 case GL_ALPHA16:
86 case GL_COMPRESSED_ALPHA:
87 return MESA_FORMAT_A8;
88
89 case 1:
90 case GL_LUMINANCE:
91 case GL_LUMINANCE4:
92 case GL_LUMINANCE8:
93 case GL_LUMINANCE12:
94 case GL_LUMINANCE16:
95 case GL_COMPRESSED_LUMINANCE:
96 return MESA_FORMAT_L8;
97
98 case 2:
99 case GL_LUMINANCE_ALPHA:
100 case GL_LUMINANCE4_ALPHA4:
101 case GL_LUMINANCE6_ALPHA2:
102 case GL_LUMINANCE8_ALPHA8:
103 case GL_LUMINANCE12_ALPHA4:
104 case GL_LUMINANCE12_ALPHA12:
105 case GL_LUMINANCE16_ALPHA16:
106 case GL_COMPRESSED_LUMINANCE_ALPHA:
107 return MESA_FORMAT_AL88;
108
109 case GL_INTENSITY:
110 case GL_INTENSITY4:
111 case GL_INTENSITY8:
112 case GL_INTENSITY12:
113 case GL_INTENSITY16:
114 case GL_COMPRESSED_INTENSITY:
115 return MESA_FORMAT_I8;
116
117 case GL_YCBCR_MESA:
118 if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE)
119 return MESA_FORMAT_YCBCR;
120 else
121 return MESA_FORMAT_YCBCR_REV;
122
123 case GL_COMPRESSED_RGB_FXT1_3DFX:
124 return MESA_FORMAT_RGB_FXT1;
125 case GL_COMPRESSED_RGBA_FXT1_3DFX:
126 return MESA_FORMAT_RGBA_FXT1;
127
128 case GL_RGB_S3TC:
129 case GL_RGB4_S3TC:
130 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
131 return MESA_FORMAT_RGB_DXT1;
132
133 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
134 return MESA_FORMAT_RGBA_DXT1;
135
136 case GL_RGBA_S3TC:
137 case GL_RGBA4_S3TC:
138 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
139 return MESA_FORMAT_RGBA_DXT3;
140
141 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
142 return MESA_FORMAT_RGBA_DXT5;
143
144 case GL_DEPTH_COMPONENT:
145 case GL_DEPTH_COMPONENT16:
146 case GL_DEPTH_COMPONENT24:
147 case GL_DEPTH_COMPONENT32:
148 #if 0
149 return MESA_FORMAT_Z16;
150 #else
151 /* fall-through.
152 * 16bpp depth texture can't be paired with a stencil buffer so
153 * always used combined depth/stencil format.
154 */
155 #endif
156 case GL_DEPTH_STENCIL_EXT:
157 case GL_DEPTH24_STENCIL8_EXT:
158 return MESA_FORMAT_S8_Z24;
159
160 #ifndef I915
161 case GL_SRGB_EXT:
162 case GL_SRGB8_EXT:
163 case GL_SRGB_ALPHA_EXT:
164 case GL_SRGB8_ALPHA8_EXT:
165 case GL_COMPRESSED_SRGB_EXT:
166 case GL_COMPRESSED_SRGB_ALPHA_EXT:
167 case GL_COMPRESSED_SLUMINANCE_EXT:
168 case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
169 return MESA_FORMAT_SARGB8;
170 case GL_SLUMINANCE_EXT:
171 case GL_SLUMINANCE8_EXT:
172 if (IS_G4X(intel->intelScreen->deviceID))
173 return MESA_FORMAT_SL8;
174 else
175 return MESA_FORMAT_SARGB8;
176 case GL_SLUMINANCE_ALPHA_EXT:
177 case GL_SLUMINANCE8_ALPHA8_EXT:
178 if (IS_G4X(intel->intelScreen->deviceID))
179 return MESA_FORMAT_SLA8;
180 else
181 return MESA_FORMAT_SARGB8;
182 case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
183 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
184 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
185 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
186 return MESA_FORMAT_SRGB_DXT1;
187
188 /* i915 could also do this */
189 case GL_DUDV_ATI:
190 case GL_DU8DV8_ATI:
191 return MESA_FORMAT_DUDV8;
192 case GL_RGBA_SNORM:
193 case GL_RGBA8_SNORM:
194 return MESA_FORMAT_SIGNED_RGBA8888_REV;
195 #endif
196
197 default:
198 fprintf(stderr, "unexpected texture format %s in %s\n",
199 _mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);
200 return MESA_FORMAT_NONE;
201 }
202
203 return MESA_FORMAT_NONE; /* never get here */
204 }
205
206 int intel_compressed_num_bytes(GLuint mesaFormat)
207 {
208 int bytes = 0;
209 switch(mesaFormat) {
210
211 case MESA_FORMAT_RGB_FXT1:
212 case MESA_FORMAT_RGBA_FXT1:
213 case MESA_FORMAT_RGB_DXT1:
214 case MESA_FORMAT_RGBA_DXT1:
215 bytes = 2;
216 break;
217
218 case MESA_FORMAT_RGBA_DXT3:
219 case MESA_FORMAT_RGBA_DXT5:
220 bytes = 4;
221 default:
222 break;
223 }
224
225 return bytes;
226 }