Merge branch 'llvm-cliptest-viewport'
[mesa.git] / src / mesa / drivers / dri / intel / intel_tex_format.c
1 #include "intel_context.h"
2 #include "intel_tex.h"
3 #include "main/enums.h"
4 #include "main/formats.h"
5
6 /**
7 * Choose hardware texture format given the user's glTexImage parameters.
8 *
9 * It works out that this function is fine for all the supported
10 * hardware. However, there is still a need to map the formats onto
11 * hardware descriptors.
12 *
13 * Note that the i915 can actually support many more formats than
14 * these if we take the step of simply swizzling the colors
15 * immediately after sampling...
16 */
17 gl_format
18 intelChooseTextureFormat(struct gl_context * ctx, GLint internalFormat,
19 GLenum format, GLenum type)
20 {
21 struct intel_context *intel = intel_context(ctx);
22
23 #if 0
24 printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
25 __FUNCTION__, internalFormat, format, type);
26 #endif
27
28 switch (internalFormat) {
29 case 4:
30 case GL_RGBA:
31 case GL_COMPRESSED_RGBA:
32 if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV)
33 return MESA_FORMAT_ARGB4444;
34 else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV)
35 return MESA_FORMAT_ARGB1555;
36 else
37 return MESA_FORMAT_ARGB8888;
38
39 case 3:
40 case GL_RGB:
41 case GL_COMPRESSED_RGB:
42 if (type == GL_UNSIGNED_SHORT_5_6_5)
43 return MESA_FORMAT_RGB565;
44 else if (intel->has_xrgb_textures)
45 return MESA_FORMAT_XRGB8888;
46 else
47 return MESA_FORMAT_ARGB8888;
48
49 case GL_RGBA8:
50 case GL_RGB10_A2:
51 case GL_RGBA12:
52 case GL_RGBA16:
53 return MESA_FORMAT_ARGB8888;
54
55 case GL_RGBA4:
56 case GL_RGBA2:
57 return MESA_FORMAT_ARGB4444;
58
59 case GL_RGB5_A1:
60 return MESA_FORMAT_ARGB1555;
61
62 case GL_RGB8:
63 case GL_RGB10:
64 case GL_RGB12:
65 case GL_RGB16:
66 if (intel->has_xrgb_textures)
67 return MESA_FORMAT_XRGB8888;
68 else
69 return MESA_FORMAT_ARGB8888;
70
71 case GL_RGB5:
72 case GL_RGB4:
73 case GL_R3_G3_B2:
74 return MESA_FORMAT_RGB565;
75
76 case GL_ALPHA:
77 case GL_ALPHA4:
78 case GL_ALPHA8:
79 case GL_ALPHA12:
80 case GL_ALPHA16:
81 case GL_COMPRESSED_ALPHA:
82 return MESA_FORMAT_A8;
83
84 case 1:
85 case GL_LUMINANCE:
86 case GL_LUMINANCE4:
87 case GL_LUMINANCE8:
88 case GL_LUMINANCE12:
89 case GL_LUMINANCE16:
90 case GL_COMPRESSED_LUMINANCE:
91 return MESA_FORMAT_L8;
92
93 case GL_LUMINANCE12_ALPHA4:
94 case GL_LUMINANCE12_ALPHA12:
95 case GL_LUMINANCE16_ALPHA16:
96 /* i915 could implement this mode using MT_32BIT_RG1616. However, this
97 * would require an extra swizzle instruction in the fragment shader to
98 * convert the { R, G, 1.0, 1.0 } to { R, R, R, G }.
99 */
100 #ifndef I915
101 return MESA_FORMAT_AL1616;
102 #else
103 /* FALLTHROUGH */
104 #endif
105
106 case 2:
107 case GL_LUMINANCE_ALPHA:
108 case GL_LUMINANCE4_ALPHA4:
109 case GL_LUMINANCE6_ALPHA2:
110 case GL_LUMINANCE8_ALPHA8:
111 case GL_COMPRESSED_LUMINANCE_ALPHA:
112 return MESA_FORMAT_AL88;
113
114 case GL_INTENSITY:
115 case GL_INTENSITY4:
116 case GL_INTENSITY8:
117 case GL_INTENSITY12:
118 case GL_INTENSITY16:
119 case GL_COMPRESSED_INTENSITY:
120 return MESA_FORMAT_I8;
121
122 case GL_YCBCR_MESA:
123 if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE)
124 return MESA_FORMAT_YCBCR;
125 else
126 return MESA_FORMAT_YCBCR_REV;
127
128 case GL_COMPRESSED_RGB_FXT1_3DFX:
129 return MESA_FORMAT_RGB_FXT1;
130 case GL_COMPRESSED_RGBA_FXT1_3DFX:
131 return MESA_FORMAT_RGBA_FXT1;
132
133 case GL_RGB_S3TC:
134 case GL_RGB4_S3TC:
135 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
136 return MESA_FORMAT_RGB_DXT1;
137
138 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
139 return MESA_FORMAT_RGBA_DXT1;
140
141 case GL_RGBA_S3TC:
142 case GL_RGBA4_S3TC:
143 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
144 return MESA_FORMAT_RGBA_DXT3;
145
146 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
147 return MESA_FORMAT_RGBA_DXT5;
148
149 case GL_DEPTH_COMPONENT:
150 case GL_DEPTH_COMPONENT16:
151 case GL_DEPTH_COMPONENT24:
152 case GL_DEPTH_COMPONENT32:
153 #if 0
154 return MESA_FORMAT_Z16;
155 #else
156 /* fall-through.
157 * 16bpp depth texture can't be paired with a stencil buffer so
158 * always used combined depth/stencil format.
159 */
160 #endif
161 case GL_DEPTH_STENCIL_EXT:
162 case GL_DEPTH24_STENCIL8_EXT:
163 return MESA_FORMAT_S8_Z24;
164
165 #ifndef I915
166 case GL_SRGB_EXT:
167 case GL_SRGB8_EXT:
168 case GL_SRGB_ALPHA_EXT:
169 case GL_SRGB8_ALPHA8_EXT:
170 case GL_COMPRESSED_SRGB_EXT:
171 case GL_COMPRESSED_SRGB_ALPHA_EXT:
172 case GL_COMPRESSED_SLUMINANCE_EXT:
173 case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
174 return MESA_FORMAT_SARGB8;
175 case GL_SLUMINANCE_EXT:
176 case GL_SLUMINANCE8_EXT:
177 if (intel->has_luminance_srgb)
178 return MESA_FORMAT_SL8;
179 else
180 return MESA_FORMAT_SARGB8;
181 case GL_SLUMINANCE_ALPHA_EXT:
182 case GL_SLUMINANCE8_ALPHA8_EXT:
183 if (intel->has_luminance_srgb)
184 return MESA_FORMAT_SLA8;
185 else
186 return MESA_FORMAT_SARGB8;
187 case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
188 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
189 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
190 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
191 return MESA_FORMAT_SRGB_DXT1;
192
193 /* i915 could also do this */
194 case GL_DUDV_ATI:
195 case GL_DU8DV8_ATI:
196 return MESA_FORMAT_DUDV8;
197 case GL_RGBA_SNORM:
198 case GL_RGBA8_SNORM:
199 return MESA_FORMAT_SIGNED_RGBA8888_REV;
200
201 /* i915 can do a RG16, but it can't do any of the other RED or RG formats.
202 * In addition, it only implements the broken D3D mode where undefined
203 * components are read as 1.0. I'm not sure who thought reading
204 * { R, G, 1.0, 1.0 } from a red-green texture would be useful.
205 */
206 case GL_RED:
207 case GL_R8:
208 return MESA_FORMAT_R8;
209 case GL_R16:
210 return MESA_FORMAT_R16;
211 case GL_RG:
212 case GL_RG8:
213 return MESA_FORMAT_RG88;
214 case GL_RG16:
215 return MESA_FORMAT_RG1616;
216 #endif
217
218 default:
219 fprintf(stderr, "unexpected texture format %s in %s\n",
220 _mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);
221 return MESA_FORMAT_NONE;
222 }
223
224 return MESA_FORMAT_NONE; /* never get here */
225 }
226
227 int intel_compressed_num_bytes(GLuint mesaFormat)
228 {
229 GLuint bw, bh;
230 GLuint block_size;
231
232 block_size = _mesa_get_format_bytes(mesaFormat);
233 _mesa_get_format_block_size(mesaFormat, &bw, &bh);
234
235 return block_size / bw;
236 }