+/* MESA_FORMAT_RGBA **********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGBA texture, returning 4 GLfloats */
+static void FETCH(f_rgba)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 4);
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = CHAN_TO_FLOAT(src[3]);
+}
+
+#if DIM == 3
+/* Store a GLchan RGBA texel */
+static void store_texel_rgba(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 4);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[GCOMP];
+ dst[2] = rgba[BCOMP];
+ dst[3] = rgba[ACOMP];
+}
+#endif
+
+/* MESA_FORMAT_RGB ***********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGB texture, returning 4 GLfloats */
+static void FETCH(f_rgb)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 3);
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 3);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[GCOMP];
+ dst[2] = rgba[BCOMP];
+}
+#endif
+
+/* MESA_FORMAT_ALPHA *********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D ALPHA texture, returning 4 GLchans */
+static void FETCH(f_alpha)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 1);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0.0F;
+ texel[ACOMP] = CHAN_TO_FLOAT(src[0]);
+}
+
+#if DIM == 3
+static void store_texel_alpha(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 1);
+ dst[0] = rgba[ACOMP];
+}
+#endif
+
+/* MESA_FORMAT_LUMINANCE *****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMIN texture, returning 4 GLchans */
+static void FETCH(f_luminance)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 1);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_luminance(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 1);
+ dst[0] = rgba[RCOMP];
+}
+#endif
+
+/* MESA_FORMAT_LUMINANCE_ALPHA ***********************************************/
+
+/* Fetch texel from 1D, 2D or 3D L_A texture, returning 4 GLchans */
+static void FETCH(f_luminance_alpha)(const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel)
+{
+ const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 2);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[ACOMP] = CHAN_TO_FLOAT(src[1]);
+}
+
+#if DIM == 3
+static void store_texel_luminance_alpha(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 2);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[ACOMP];
+}
+#endif
+
+/* MESA_FORMAT_INTENSITY *****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D INT. texture, returning 4 GLchans */
+static void FETCH(f_intensity)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = TEXEL_ADDR(GLchan, texImage, i, j, k, 1);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = CHAN_TO_FLOAT(src[0]);
+}
+
+#if DIM == 3
+static void store_texel_intensity(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = TEXEL_ADDR(GLchan, texImage, i, j, k, 1);
+ dst[0] = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_Z32 ***********************************************************/
+
+/* Fetch depth texel from 1D, 2D or 3D 32-bit depth texture,
+ * returning 1 GLfloat.
+ * Note: no GLchan version of this function.
+ */
+static void FETCH(f_z32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLuint *src = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
+ texel[0] = src[0] * (1.0F / 0xffffffff);
+}
+
+#if DIM == 3
+static void store_texel_z32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLuint *depth = (const GLuint *) texel;
+ GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
+ dst[0] = *depth;
+}
+#endif
+
+
+/* MESA_FORMAT_Z16 ***********************************************************/
+
+/* Fetch depth texel from 1D, 2D or 3D 16-bit depth texture,
+ * returning 1 GLfloat.
+ * Note: no GLchan version of this function.
+ */
+static void FETCH(f_z16)(const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = TEXEL_ADDR(GLushort, texImage, i, j, k, 1);
+ texel[0] = src[0] * (1.0F / 65535.0F);
+}
+
+#if DIM == 3
+static void store_texel_z16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLushort *depth = (const GLushort *) texel;
+ GLushort *dst = TEXEL_ADDR(GLushort, texImage, i, j, k, 1);
+ dst[0] = *depth;
+}
+#endif
+
+
+/* MESA_FORMAT_RGBA_F32 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT32 texture, returning 4 GLfloats.
+ */
+static void FETCH(f_rgba_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 4);
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[1];
+ texel[BCOMP] = src[2];
+ texel[ACOMP] = src[3];
+}
+
+#if DIM == 3
+static void store_texel_rgba_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);
+ dst[0] = depth[RCOMP];
+ dst[1] = depth[GCOMP];
+ dst[2] = depth[BCOMP];
+ dst[3] = depth[ACOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_RGBA_F16 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_rgba_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 4);
+ texel[RCOMP] = _mesa_half_to_float(src[0]);
+ texel[GCOMP] = _mesa_half_to_float(src[1]);
+ texel[BCOMP] = _mesa_half_to_float(src[2]);
+ texel[ACOMP] = _mesa_half_to_float(src[3]);
+}
+
+#if DIM == 3
+static void store_texel_rgba_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(*depth);
+}
+#endif
+
+/* MESA_FORMAT_RGB_F32 *******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGB_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_rgb_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 3);
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[1];
+ texel[BCOMP] = src[2];
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);
+ dst[0] = *depth;
+}
+#endif
+
+
+/* MESA_FORMAT_RGB_F16 *******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGB_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_rgb_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 3);
+ texel[RCOMP] = _mesa_half_to_float(src[0]);
+ texel[GCOMP] = _mesa_half_to_float(src[1]);
+ texel[BCOMP] = _mesa_half_to_float(src[2]);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(*depth);
+}
+#endif
+
+
+/* MESA_FORMAT_ALPHA_F32 *****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_alpha_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0.0F;
+ texel[ACOMP] = src[0];
+}
+
+#if DIM == 3
+static void store_texel_alpha_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);
+ dst[0] = rgba[ACOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_ALPHA_F32 *****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_alpha_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0.0F;
+ texel[ACOMP] = _mesa_half_to_float(src[0]);
+}
+
+#if DIM == 3
+static void store_texel_alpha_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_LUMINANCE_F32 *************************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_luminance_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_luminance_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);
+ dst[0] = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_LUMINANCE_F16 *************************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_luminance_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = _mesa_half_to_float(src[0]);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_luminance_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(rgba[RCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_LUMINANCE_ALPHA_F32 *******************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_luminance_alpha_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 2);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = src[1];
+}
+
+#if DIM == 3
+static void store_texel_luminance_alpha_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 2);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[ACOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_LUMINANCE_ALPHA_F16 *******************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_luminance_alpha_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 2);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = _mesa_half_to_float(src[0]);
+ texel[ACOMP] = _mesa_half_to_float(src[1]);
+}
+
+#if DIM == 3
+static void store_texel_luminance_alpha_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 2);
+ dst[0] = _mesa_float_to_half(rgba[RCOMP]);
+ dst[1] = _mesa_float_to_half(rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_INTENSITY_F32 *************************************************/
+
+/* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_intensity_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = src[0];
+}
+
+#if DIM == 3
+static void store_texel_intensity_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLfloat *dst = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);
+ dst[0] = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_INTENSITY_F16 *************************************************/
+
+/* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_intensity_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = _mesa_half_to_float(src[0]);
+}
+
+#if DIM == 3
+static void store_texel_intensity_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLhalfARB *dst = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(rgba[RCOMP]);
+}
+#endif
+
+
+
+
+/*
+ * Begin Hardware formats
+ */
+
+/* MESA_FORMAT_RGBA8888 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D rgba8888 texture, return 4 GLfloats */
+static void FETCH(f_rgba8888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
+ texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 24) );
+ texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff );
+ texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff );
+ texel[ACOMP] = UBYTE_TO_FLOAT( (s ) & 0xff );
+}
+
+
+
+#if DIM == 3
+static void store_texel_rgba8888(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
+ *dst = PACK_COLOR_8888(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_RGBA888_REV ***************************************************/
+
+/* Fetch texel from 1D, 2D or 3D abgr8888 texture, return 4 GLchans */
+static void FETCH(f_rgba8888_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLuint s = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
+ texel[RCOMP] = UBYTE_TO_FLOAT( (s ) & 0xff );
+ texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff );
+ texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff );
+ texel[ACOMP] = UBYTE_TO_FLOAT( (s >> 24) );
+}
+
+#if DIM == 3
+static void store_texel_rgba8888_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLuint *dst = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);
+ *dst = PACK_COLOR_8888_REV(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB8888 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D argb8888 texture, return 4 GLchans */
+static void FETCH(f_argb8888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )