Merge commit 'origin/gallium-0.1' into gallium-0.2
[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 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * \file texcompress.c
28 * Helper functions for texture compression.
29 */
30
31
32 #include "glheader.h"
33 #include "imports.h"
34 #include "colormac.h"
35 #include "context.h"
36 #include "image.h"
37 #include "mipmap.h"
38 #include "texcompress.h"
39 #include "texformat.h"
40 #include "texstore.h"
41
42
43 /**
44 * Return list of (and count of) all specific texture compression
45 * formats that are supported.
46 *
47 * \param ctx the GL context
48 * \param formats the resulting format list (may be NULL).
49 * \param all if true return all formats, even those with some kind
50 * of restrictions/limitations (See GL_ARB_texture_compression
51 * spec for more info).
52 *
53 * \return number of formats.
54 */
55 GLuint
56 _mesa_get_compressed_formats(GLcontext *ctx, GLint *formats, GLboolean all)
57 {
58 GLuint n = 0;
59 if (ctx->Extensions.ARB_texture_compression) {
60 if (ctx->Extensions.TDFX_texture_compression_FXT1) {
61 if (formats) {
62 formats[n++] = GL_COMPRESSED_RGB_FXT1_3DFX;
63 formats[n++] = GL_COMPRESSED_RGBA_FXT1_3DFX;
64 }
65 else {
66 n += 2;
67 }
68 }
69 if (ctx->Extensions.EXT_texture_compression_s3tc) {
70 if (formats) {
71 formats[n++] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
72 /* This format has some restrictions/limitations and so should
73 * not be returned via the GL_COMPRESSED_TEXTURE_FORMATS query.
74 * Specifically, all transparent pixels become black. NVIDIA
75 * omits this format too.
76 */
77 if (all)
78 formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
79 formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
80 formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
81 }
82 else {
83 n += 3;
84 if (all)
85 n += 1;
86 }
87 }
88 if (ctx->Extensions.S3_s3tc) {
89 if (formats) {
90 formats[n++] = GL_RGB_S3TC;
91 formats[n++] = GL_RGB4_S3TC;
92 formats[n++] = GL_RGBA_S3TC;
93 formats[n++] = GL_RGBA4_S3TC;
94 }
95 else {
96 n += 4;
97 }
98 }
99 #if FEATURE_EXT_texture_sRGB
100 if (ctx->Extensions.EXT_texture_sRGB) {
101 if (formats) {
102 formats[n++] = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
103 formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
104 formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
105 formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
106 }
107 else {
108 n += 4;
109 }
110 }
111 #endif /* FEATURE_EXT_texture_sRGB */
112 }
113 return n;
114 }
115
116
117
118 /**
119 * Return number of bytes needed to store a texture of the given size
120 * using the specified compressed format.
121 * This is called via the ctx->Driver.CompressedTextureSize function,
122 * unless a device driver overrides it.
123 *
124 * \param width texture width in texels.
125 * \param height texture height in texels.
126 * \param depth texture depth in texels.
127 * \param mesaFormat one of the MESA_FORMAT_* compressed formats
128 *
129 * \return size in bytes, or zero if bad format
130 */
131 GLuint
132 _mesa_compressed_texture_size( GLcontext *ctx,
133 GLsizei width, GLsizei height, GLsizei depth,
134 GLuint mesaFormat )
135 {
136 GLuint size;
137
138 ASSERT(depth == 1);
139 (void) depth;
140 (void) size;
141
142 switch (mesaFormat) {
143 #if FEATURE_texture_fxt1
144 case MESA_FORMAT_RGB_FXT1:
145 case MESA_FORMAT_RGBA_FXT1:
146 /* round up width to next multiple of 8, height to next multiple of 4 */
147 width = (width + 7) & ~7;
148 height = (height + 3) & ~3;
149 /* 16 bytes per 8x4 tile of RGB[A] texels */
150 size = width * height / 2;
151 /* Textures smaller than 8x4 will effectively be made into 8x4 and
152 * take 16 bytes.
153 */
154 return size;
155 #endif
156 #if FEATURE_texture_s3tc
157 case MESA_FORMAT_RGB_DXT1:
158 case MESA_FORMAT_RGBA_DXT1:
159 /* round up width, height to next multiple of 4 */
160 width = (width + 3) & ~3;
161 height = (height + 3) & ~3;
162 /* 8 bytes per 4x4 tile of RGB[A] texels */
163 size = width * height / 2;
164 /* Textures smaller than 4x4 will effectively be made into 4x4 and
165 * take 8 bytes.
166 */
167 return size;
168 case MESA_FORMAT_RGBA_DXT3:
169 case MESA_FORMAT_RGBA_DXT5:
170 /* round up width, height to next multiple of 4 */
171 width = (width + 3) & ~3;
172 height = (height + 3) & ~3;
173 /* 16 bytes per 4x4 tile of RGBA texels */
174 size = width * height; /* simple! */
175 /* Textures smaller than 4x4 will effectively be made into 4x4 and
176 * take 16 bytes.
177 */
178 return size;
179 #endif
180 default:
181 _mesa_problem(ctx, "bad mesaFormat in _mesa_compressed_texture_size");
182 return 0;
183 }
184 }
185
186
187 /**
188 * As above, but format is specified by a GLenum (GL_COMPRESSED_*) token.
189 *
190 * Note: This function CAN NOT return a padded hardware texture size.
191 * That's why we don't call the ctx->Driver.CompressedTextureSize() function.
192 *
193 * We use this function to validate the <imageSize> parameter
194 * of glCompressedTex[Sub]Image1/2/3D(), which must be an exact match.
195 */
196 GLuint
197 _mesa_compressed_texture_size_glenum(GLcontext *ctx,
198 GLsizei width, GLsizei height,
199 GLsizei depth, GLenum glformat)
200 {
201 GLuint mesaFormat;
202
203 switch (glformat) {
204 #if FEATURE_texture_fxt1
205 case GL_COMPRESSED_RGB_FXT1_3DFX:
206 mesaFormat = MESA_FORMAT_RGB_FXT1;
207 break;
208 case GL_COMPRESSED_RGBA_FXT1_3DFX:
209 mesaFormat = MESA_FORMAT_RGBA_FXT1;
210 break;
211 #endif
212 #if FEATURE_texture_s3tc
213 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
214 case GL_RGB_S3TC:
215 mesaFormat = MESA_FORMAT_RGB_DXT1;
216 break;
217 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
218 case GL_RGB4_S3TC:
219 mesaFormat = MESA_FORMAT_RGBA_DXT1;
220 break;
221 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
222 case GL_RGBA_S3TC:
223 mesaFormat = MESA_FORMAT_RGBA_DXT3;
224 break;
225 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
226 case GL_RGBA4_S3TC:
227 mesaFormat = MESA_FORMAT_RGBA_DXT5;
228 break;
229 #endif
230 default:
231 return 0;
232 }
233
234 return _mesa_compressed_texture_size(ctx, width, height, depth, mesaFormat);
235 }
236
237
238 /*
239 * Compute the bytes per row in a compressed texture image.
240 * We use this for computing the destination address for sub-texture updates.
241 * \param mesaFormat one of the MESA_FORMAT_* compressed formats
242 * \param width image width in pixels
243 * \return stride, in bytes, between rows for compressed image
244 */
245 GLint
246 _mesa_compressed_row_stride(GLuint mesaFormat, GLsizei width)
247 {
248 GLint stride;
249
250 switch (mesaFormat) {
251 #if FEATURE_texture_fxt1
252 case MESA_FORMAT_RGB_FXT1:
253 case MESA_FORMAT_RGBA_FXT1:
254 stride = ((width + 7) / 8) * 16; /* 16 bytes per 8x4 tile */
255 break;
256 #endif
257 #if FEATURE_texture_s3tc
258 case MESA_FORMAT_RGB_DXT1:
259 case MESA_FORMAT_RGBA_DXT1:
260 stride = ((width + 3) / 4) * 8; /* 8 bytes per 4x4 tile */
261 break;
262 case MESA_FORMAT_RGBA_DXT3:
263 case MESA_FORMAT_RGBA_DXT5:
264 stride = ((width + 3) / 4) * 16; /* 16 bytes per 4x4 tile */
265 break;
266 #endif
267 default:
268 _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_row_stride");
269 return 0;
270 }
271
272 return stride;
273 }
274
275
276 /*
277 * Return the address of the pixel at (col, row, img) in a
278 * compressed texture image.
279 * \param col, row, img - image position (3D)
280 * \param format - compressed image format
281 * \param width - image width
282 * \param image - the image address
283 * \return address of pixel at (row, col)
284 */
285 GLubyte *
286 _mesa_compressed_image_address(GLint col, GLint row, GLint img,
287 GLuint mesaFormat,
288 GLsizei width, const GLubyte *image)
289 {
290 GLubyte *addr;
291
292 (void) img;
293
294 /* We try to spot a "complete" subtexture "above" ROW, COL;
295 * this texture is given by appropriate rounding of WIDTH x ROW.
296 * Then we just add the amount left (usually on the left).
297 *
298 * Example for X*Y microtiles (Z bytes each)
299 * offset = Z * (((width + X - 1) / X) * (row / Y) + col / X);
300 */
301
302 switch (mesaFormat) {
303 #if FEATURE_texture_fxt1
304 case MESA_FORMAT_RGB_FXT1:
305 case MESA_FORMAT_RGBA_FXT1:
306 addr = (GLubyte *) image + 16 * (((width + 7) / 8) * (row / 4) + col / 8);
307 break;
308 #endif
309 #if FEATURE_texture_s3tc
310 case MESA_FORMAT_RGB_DXT1:
311 case MESA_FORMAT_RGBA_DXT1:
312 addr = (GLubyte *) image + 8 * (((width + 3) / 4) * (row / 4) + col / 4);
313 break;
314 case MESA_FORMAT_RGBA_DXT3:
315 case MESA_FORMAT_RGBA_DXT5:
316 addr = (GLubyte *) image + 16 * (((width + 3) / 4) * (row / 4) + col / 4);
317 break;
318 #endif
319 default:
320 _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_image_address");
321 addr = NULL;
322 }
323
324 return addr;
325 }