mesa: Include mtypes.h in files that use gl_context struct.
[mesa.git] / src / mesa / main / texcompress.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.1
4 *
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
6 * Copyright (c) 2008 VMware, Inc.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27 /**
28 * \file texcompress.c
29 * Helper functions for texture compression.
30 */
31
32
33 #include "glheader.h"
34 #include "imports.h"
35 #include "colormac.h"
36 #include "formats.h"
37 #include "mtypes.h"
38 #include "texcompress.h"
39
40
41 /**
42 * Return list of (and count of) all specific texture compression
43 * formats that are supported.
44 *
45 * \param ctx the GL context
46 * \param formats the resulting format list (may be NULL).
47 * \param all if true return all formats, even those with some kind
48 * of restrictions/limitations (See GL_ARB_texture_compression
49 * spec for more info).
50 *
51 * \return number of formats.
52 */
53 GLuint
54 _mesa_get_compressed_formats(struct gl_context *ctx, GLint *formats, GLboolean all)
55 {
56 GLuint n = 0;
57 if (ctx->Extensions.TDFX_texture_compression_FXT1) {
58 if (formats) {
59 formats[n++] = GL_COMPRESSED_RGB_FXT1_3DFX;
60 formats[n++] = GL_COMPRESSED_RGBA_FXT1_3DFX;
61 }
62 else {
63 n += 2;
64 }
65 }
66 if (ctx->Extensions.EXT_texture_compression_s3tc) {
67 if (formats) {
68 formats[n++] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
69 /* This format has some restrictions/limitations and so should
70 * not be returned via the GL_COMPRESSED_TEXTURE_FORMATS query.
71 * Specifically, all transparent pixels become black. NVIDIA
72 * omits this format too.
73 */
74 if (all)
75 formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
76 formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
77 formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
78 }
79 else {
80 n += 3;
81 if (all)
82 n += 1;
83 }
84 }
85 if (ctx->Extensions.S3_s3tc) {
86 if (formats) {
87 formats[n++] = GL_RGB_S3TC;
88 formats[n++] = GL_RGB4_S3TC;
89 formats[n++] = GL_RGBA_S3TC;
90 formats[n++] = GL_RGBA4_S3TC;
91 }
92 else {
93 n += 4;
94 }
95 }
96 #if FEATURE_EXT_texture_sRGB
97 if (ctx->Extensions.EXT_texture_sRGB) {
98 if (formats) {
99 formats[n++] = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
100 formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
101 formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
102 formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
103 }
104 else {
105 n += 4;
106 }
107 }
108 #endif /* FEATURE_EXT_texture_sRGB */
109 return n;
110
111 #if FEATURE_ES1 || FEATURE_ES2
112 if (formats) {
113 formats[n++] = GL_PALETTE4_RGB8_OES;
114 formats[n++] = GL_PALETTE4_RGBA8_OES;
115 formats[n++] = GL_PALETTE4_R5_G6_B5_OES;
116 formats[n++] = GL_PALETTE4_RGBA4_OES;
117 formats[n++] = GL_PALETTE4_RGB5_A1_OES;
118 formats[n++] = GL_PALETTE8_RGB8_OES;
119 formats[n++] = GL_PALETTE8_RGBA8_OES;
120 formats[n++] = GL_PALETTE8_R5_G6_B5_OES;
121 formats[n++] = GL_PALETTE8_RGBA4_OES;
122 formats[n++] = GL_PALETTE8_RGB5_A1_OES;
123 }
124 else {
125 n += 10;
126 }
127 #endif
128 }
129
130
131 /**
132 * Convert a compressed MESA_FORMAT_x to a GLenum.
133 */
134 gl_format
135 _mesa_glenum_to_compressed_format(GLenum format)
136 {
137 switch (format) {
138 case GL_COMPRESSED_RGB_FXT1_3DFX:
139 return MESA_FORMAT_RGB_FXT1;
140 case GL_COMPRESSED_RGBA_FXT1_3DFX:
141 return MESA_FORMAT_RGBA_FXT1;
142
143 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
144 case GL_RGB_S3TC:
145 return MESA_FORMAT_RGB_DXT1;
146 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
147 case GL_RGB4_S3TC:
148 return MESA_FORMAT_RGBA_DXT1;
149 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
150 case GL_RGBA_S3TC:
151 return MESA_FORMAT_RGBA_DXT3;
152 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
153 case GL_RGBA4_S3TC:
154 return MESA_FORMAT_RGBA_DXT5;
155
156 case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
157 return MESA_FORMAT_SRGB_DXT1;
158 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
159 return MESA_FORMAT_SRGBA_DXT1;
160 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
161 return MESA_FORMAT_SRGBA_DXT3;
162 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
163 return MESA_FORMAT_SRGBA_DXT5;
164
165 default:
166 return MESA_FORMAT_NONE;
167 }
168 }
169
170
171 /**
172 * Given a compressed MESA_FORMAT_x value, return the corresponding
173 * GLenum for that format.
174 * This is needed for glGetTexLevelParameter(GL_TEXTURE_INTERNAL_FORMAT)
175 * which must return the specific texture format used when the user might
176 * have originally specified a generic compressed format in their
177 * glTexImage2D() call.
178 * For non-compressed textures, we always return the user-specified
179 * internal format unchanged.
180 */
181 GLenum
182 _mesa_compressed_format_to_glenum(struct gl_context *ctx, GLuint mesaFormat)
183 {
184 switch (mesaFormat) {
185 #if FEATURE_texture_fxt1
186 case MESA_FORMAT_RGB_FXT1:
187 return GL_COMPRESSED_RGB_FXT1_3DFX;
188 case MESA_FORMAT_RGBA_FXT1:
189 return GL_COMPRESSED_RGBA_FXT1_3DFX;
190 #endif
191 #if FEATURE_texture_s3tc
192 case MESA_FORMAT_RGB_DXT1:
193 return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
194 case MESA_FORMAT_RGBA_DXT1:
195 return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
196 case MESA_FORMAT_RGBA_DXT3:
197 return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
198 case MESA_FORMAT_RGBA_DXT5:
199 return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
200 #if FEATURE_EXT_texture_sRGB
201 case MESA_FORMAT_SRGB_DXT1:
202 return GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
203 case MESA_FORMAT_SRGBA_DXT1:
204 return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
205 case MESA_FORMAT_SRGBA_DXT3:
206 return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
207 case MESA_FORMAT_SRGBA_DXT5:
208 return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
209 #endif
210 #endif
211 default:
212 _mesa_problem(ctx, "Unexpected mesa texture format in"
213 " _mesa_compressed_format_to_glenum()");
214 return 0;
215 }
216 }
217
218
219 /*
220 * Return the address of the pixel at (col, row, img) in a
221 * compressed texture image.
222 * \param col, row, img - image position (3D), should be a multiple of the
223 * format's block size.
224 * \param format - compressed image format
225 * \param width - image width (stride) in pixels
226 * \param image - the image address
227 * \return address of pixel at (row, col, img)
228 */
229 GLubyte *
230 _mesa_compressed_image_address(GLint col, GLint row, GLint img,
231 gl_format mesaFormat,
232 GLsizei width, const GLubyte *image)
233 {
234 /* XXX only 2D images implemented, not 3D */
235 const GLuint blockSize = _mesa_get_format_bytes(mesaFormat);
236 GLuint bw, bh;
237 GLint offset;
238
239 _mesa_get_format_block_size(mesaFormat, &bw, &bh);
240
241 ASSERT(col % bw == 0);
242 ASSERT(row % bh == 0);
243
244 offset = ((width + bw - 1) / bw) * (row / bh) + col / bw;
245 offset *= blockSize;
246
247 return (GLubyte *) image + offset;
248 }