* immediately after sampling...
*/
gl_format
-intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat,
+intelChooseTextureFormat(struct gl_context * ctx, GLint internalFormat,
GLenum format, GLenum type)
{
struct intel_context *intel = intel_context(ctx);
- const GLboolean do32bpt = (intel->ctx.Visual.rgbBits >= 24);
#if 0
printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
case 4:
case GL_RGBA:
case GL_COMPRESSED_RGBA:
- if (format == GL_BGRA) {
- if (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) {
- return MESA_FORMAT_ARGB8888;
- }
- else if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) {
- return MESA_FORMAT_ARGB4444;
- }
- else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) {
- return MESA_FORMAT_ARGB1555;
- }
- }
- return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444;
+ if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV)
+ return MESA_FORMAT_ARGB4444;
+ else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV)
+ return MESA_FORMAT_ARGB1555;
+ else
+ return MESA_FORMAT_ARGB8888;
case 3:
case GL_RGB:
case GL_COMPRESSED_RGB:
- if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
- return MESA_FORMAT_RGB565;
- }
- return do32bpt ? MESA_FORMAT_XRGB8888 : MESA_FORMAT_RGB565;
+ if (type == GL_UNSIGNED_SHORT_5_6_5)
+ return MESA_FORMAT_RGB565;
+ else if (intel->has_xrgb_textures)
+ return MESA_FORMAT_XRGB8888;
+ else
+ return MESA_FORMAT_ARGB8888;
case GL_RGBA8:
case GL_RGB10_A2:
case GL_RGBA12:
case GL_RGBA16:
- return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444;
+ return MESA_FORMAT_ARGB8888;
case GL_RGBA4:
case GL_RGBA2:
case GL_RGB10:
case GL_RGB12:
case GL_RGB16:
- return MESA_FORMAT_XRGB8888;
+ if (intel->has_xrgb_textures)
+ return MESA_FORMAT_XRGB8888;
+ else
+ return MESA_FORMAT_ARGB8888;
case GL_RGB5:
case GL_RGB4:
case GL_LUMINANCE12_ALPHA4:
case GL_LUMINANCE12_ALPHA12:
case GL_LUMINANCE16_ALPHA16:
+ /* i915 could implement this mode using MT_32BIT_RG1616. However, this
+ * would require an extra swizzle instruction in the fragment shader to
+ * convert the { R, G, 1.0, 1.0 } to { R, R, R, G }.
+ */
#ifndef I915
return MESA_FORMAT_AL1616;
#else
case GL_RGBA_SNORM:
case GL_RGBA8_SNORM:
return MESA_FORMAT_SIGNED_RGBA8888_REV;
+
+ /* i915 can do a RG16, but it can't do any of the other RED or RG formats.
+ * In addition, it only implements the broken D3D mode where undefined
+ * components are read as 1.0. I'm not sure who thought reading
+ * { R, G, 1.0, 1.0 } from a red-green texture would be useful.
+ */
+ case GL_RED:
+ case GL_R8:
+ return MESA_FORMAT_R8;
+ case GL_R16:
+ return MESA_FORMAT_R16;
+ case GL_RG:
+ case GL_RG8:
+ return MESA_FORMAT_RG88;
+ case GL_RG16:
+ return MESA_FORMAT_RG1616;
#endif
default:
block_size = _mesa_get_format_bytes(mesaFormat);
_mesa_get_format_block_size(mesaFormat, &bw, &bh);
- return block_size / bh;
+ return block_size / bw;
}