*/
+#include "imports.h"
#include "formats.h"
-#include "config.h"
-#include "texstore.h"
+#include "mfeatures.h"
+
+
+/**
+ * Information about texture formats.
+ */
+struct gl_format_info
+{
+ gl_format Name;
+
+ /** text name for debugging */
+ const char *StrName;
+
+ /**
+ * Base format is one of GL_RED, GL_RG, GL_RGB, GL_RGBA, GL_ALPHA,
+ * GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_INTENSITY, GL_YCBCR_MESA,
+ * GL_COLOR_INDEX, GL_DEPTH_COMPONENT, GL_STENCIL_INDEX,
+ * GL_DEPTH_STENCIL, GL_DUDV_ATI.
+ */
+ GLenum BaseFormat;
+
+ /**
+ * Logical data type: one of GL_UNSIGNED_NORMALIZED, GL_SIGNED_NORMALED,
+ * GL_UNSIGNED_INT, GL_INT, GL_FLOAT.
+ */
+ GLenum DataType;
+
+ GLubyte RedBits;
+ GLubyte GreenBits;
+ GLubyte BlueBits;
+ GLubyte AlphaBits;
+ GLubyte LuminanceBits;
+ GLubyte IntensityBits;
+ GLubyte IndexBits;
+ GLubyte DepthBits;
+ GLubyte StencilBits;
+
+ /**
+ * To describe compressed formats. If not compressed, Width=Height=1.
+ */
+ GLubyte BlockWidth, BlockHeight;
+ GLubyte BytesPerBlock;
+};
/**
*/
static struct gl_format_info format_info[MESA_FORMAT_COUNT] =
{
+ {
+ MESA_FORMAT_NONE, /* Name */
+ "MESA_FORMAT_NONE", /* StrName */
+ GL_NONE, /* BaseFormat */
+ GL_NONE, /* DataType */
+ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
+ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 0, 0, 0 /* BlockWidth/Height,Bytes */
+ },
{
MESA_FORMAT_RGBA8888, /* Name */
+ "MESA_FORMAT_RGBA8888", /* StrName */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
8, 8, 8, 8, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_RGBA8888_REV, /* Name */
+ "MESA_FORMAT_RGBA8888_REV", /* StrName */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
8, 8, 8, 8, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_ARGB8888, /* Name */
+ "MESA_FORMAT_ARGB8888", /* StrName */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
8, 8, 8, 8, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_ARGB8888_REV, /* Name */
+ "MESA_FORMAT_ARGB8888_REV", /* StrName */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
8, 8, 8, 8, /* Red/Green/Blue/AlphaBits */
0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 4 /* BlockWidth/Height,Bytes */
},
+ {
+ MESA_FORMAT_XRGB8888, /* Name */
+ "MESA_FORMAT_XRGB8888", /* StrName */
+ GL_RGB, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED, /* DataType */
+ 8, 8, 8, 0, /* Red/Green/Blue/AlphaBits */
+ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 4 /* BlockWidth/Height,Bytes */
+ },
+ {
+ MESA_FORMAT_XRGB8888_REV, /* Name */
+ "MESA_FORMAT_XRGB8888_REV", /* StrName */
+ GL_RGB, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED, /* DataType */
+ 8, 8, 8, 0, /* Red/Green/Blue/AlphaBits */
+ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 4 /* BlockWidth/Height,Bytes */
+ },
{
MESA_FORMAT_RGB888, /* Name */
+ "MESA_FORMAT_RGB888", /* StrName */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
8, 8, 8, 0, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_BGR888, /* Name */
+ "MESA_FORMAT_BGR888", /* StrName */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
8, 8, 8, 0, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_RGB565, /* Name */
+ "MESA_FORMAT_RGB565", /* StrName */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
5, 6, 5, 0, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_RGB565_REV, /* Name */
+ "MESA_FORMAT_RGB565_REV", /* StrName */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
5, 6, 5, 0, /* Red/Green/Blue/AlphaBits */
0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 2 /* BlockWidth/Height,Bytes */
},
- {
- MESA_FORMAT_RGBA4444, /* Name */
- GL_RGBA, /* BaseFormat */
- GL_UNSIGNED_NORMALIZED, /* DataType */
- 4, 4, 4, 4, /* Red/Green/Blue/AlphaBits */
- 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
- 1, 1, 2 /* BlockWidth/Height,Bytes */
- },
{
MESA_FORMAT_ARGB4444, /* Name */
+ "MESA_FORMAT_ARGB4444", /* StrName */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
4, 4, 4, 4, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_ARGB4444_REV, /* Name */
+ "MESA_FORMAT_ARGB4444_REV", /* StrName */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
4, 4, 4, 4, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_RGBA5551, /* Name */
+ "MESA_FORMAT_RGBA5551", /* StrName */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
5, 5, 5, 1, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_ARGB1555, /* Name */
+ "MESA_FORMAT_ARGB1555", /* StrName */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
5, 5, 5, 1, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_ARGB1555_REV, /* Name */
+ "MESA_FORMAT_ARGB1555_REV", /* StrName */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
5, 5, 5, 1, /* Red/Green/Blue/AlphaBits */
0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 2 /* BlockWidth/Height,Bytes */
},
+ {
+ MESA_FORMAT_AL44, /* Name */
+ "MESA_FORMAT_AL44", /* StrName */
+ GL_LUMINANCE_ALPHA, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED, /* DataType */
+ 0, 0, 0, 4, /* Red/Green/Blue/AlphaBits */
+ 4, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 1 /* BlockWidth/Height,Bytes */
+ },
{
MESA_FORMAT_AL88, /* Name */
+ "MESA_FORMAT_AL88", /* StrName */
GL_LUMINANCE_ALPHA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
0, 0, 0, 8, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_AL88_REV, /* Name */
+ "MESA_FORMAT_AL88_REV", /* StrName */
GL_LUMINANCE_ALPHA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
0, 0, 0, 8, /* Red/Green/Blue/AlphaBits */
8, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 2 /* BlockWidth/Height,Bytes */
},
+ {
+ MESA_FORMAT_AL1616, /* Name */
+ "MESA_FORMAT_AL1616", /* StrName */
+ GL_LUMINANCE_ALPHA, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED, /* DataType */
+ 0, 0, 0, 16, /* Red/Green/Blue/AlphaBits */
+ 16, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 4 /* BlockWidth/Height,Bytes */
+ },
+ {
+ MESA_FORMAT_AL1616_REV, /* Name */
+ "MESA_FORMAT_AL1616_REV", /* StrName */
+ GL_LUMINANCE_ALPHA, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED, /* DataType */
+ 0, 0, 0, 16, /* Red/Green/Blue/AlphaBits */
+ 16, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 4 /* BlockWidth/Height,Bytes */
+ },
{
MESA_FORMAT_RGB332, /* Name */
+ "MESA_FORMAT_RGB332", /* StrName */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
3, 3, 2, 0, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_A8, /* Name */
+ "MESA_FORMAT_A8", /* StrName */
GL_ALPHA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
0, 0, 0, 8, /* Red/Green/Blue/AlphaBits */
0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 1 /* BlockWidth/Height,Bytes */
},
+ {
+ MESA_FORMAT_A16, /* Name */
+ "MESA_FORMAT_A16", /* StrName */
+ GL_ALPHA, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED, /* DataType */
+ 0, 0, 0, 16, /* Red/Green/Blue/AlphaBits */
+ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 2 /* BlockWidth/Height,Bytes */
+ },
{
MESA_FORMAT_L8, /* Name */
+ "MESA_FORMAT_L8", /* StrName */
GL_LUMINANCE, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
8, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 1 /* BlockWidth/Height,Bytes */
},
+ {
+ MESA_FORMAT_L16, /* Name */
+ "MESA_FORMAT_L16", /* StrName */
+ GL_LUMINANCE, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED, /* DataType */
+ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
+ 16, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 2 /* BlockWidth/Height,Bytes */
+ },
{
MESA_FORMAT_I8, /* Name */
+ "MESA_FORMAT_I8", /* StrName */
GL_INTENSITY, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
0, 8, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 1 /* BlockWidth/Height,Bytes */
},
+ {
+ MESA_FORMAT_I16, /* Name */
+ "MESA_FORMAT_I16", /* StrName */
+ GL_INTENSITY, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED, /* DataType */
+ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
+ 0, 16, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 2 /* BlockWidth/Height,Bytes */
+ },
{
MESA_FORMAT_CI8, /* Name */
+ "MESA_FORMAT_CI8", /* StrName */
GL_COLOR_INDEX, /* BaseFormat */
GL_UNSIGNED_INT, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_YCBCR, /* Name */
+ "MESA_FORMAT_YCBCR", /* StrName */
GL_YCBCR_MESA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_YCBCR_REV, /* Name */
+ "MESA_FORMAT_YCBCR_REV", /* StrName */
GL_YCBCR_MESA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 2 /* BlockWidth/Height,Bytes */
},
+ {
+ MESA_FORMAT_R8,
+ "MESA_FORMAT_R8",
+ GL_RED,
+ GL_UNSIGNED_NORMALIZED,
+ 8, 0, 0, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 1
+ },
+ {
+ MESA_FORMAT_RG88,
+ "MESA_FORMAT_RG88",
+ GL_RG,
+ GL_UNSIGNED_NORMALIZED,
+ 8, 8, 0, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 2
+ },
+ {
+ MESA_FORMAT_RG88_REV,
+ "MESA_FORMAT_RG88_REV",
+ GL_RG,
+ GL_UNSIGNED_NORMALIZED,
+ 8, 8, 0, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 2
+ },
+ {
+ MESA_FORMAT_R16,
+ "MESA_FORMAT_R16",
+ GL_RED,
+ GL_UNSIGNED_NORMALIZED,
+ 16, 0, 0, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 2
+ },
+ {
+ MESA_FORMAT_RG1616,
+ "MESA_FORMAT_RG1616",
+ GL_RG,
+ GL_UNSIGNED_NORMALIZED,
+ 16, 16, 0, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 4
+ },
+ {
+ MESA_FORMAT_RG1616_REV,
+ "MESA_FORMAT_RG1616_REV",
+ GL_RG,
+ GL_UNSIGNED_NORMALIZED,
+ 16, 16, 0, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 4
+ },
+ {
+ MESA_FORMAT_ARGB2101010,
+ "MESA_FORMAT_ARGB2101010",
+ GL_RGBA,
+ GL_UNSIGNED_NORMALIZED,
+ 10, 10, 10, 2,
+ 0, 0, 0, 0, 0,
+ 1, 1, 4
+ },
{
MESA_FORMAT_Z24_S8, /* Name */
+ "MESA_FORMAT_Z24_S8", /* StrName */
GL_DEPTH_STENCIL, /* BaseFormat */
GL_UNSIGNED_INT, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_S8_Z24, /* Name */
+ "MESA_FORMAT_S8_Z24", /* StrName */
GL_DEPTH_STENCIL, /* BaseFormat */
GL_UNSIGNED_INT, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_Z16, /* Name */
+ "MESA_FORMAT_Z16", /* StrName */
GL_DEPTH_COMPONENT, /* BaseFormat */
GL_UNSIGNED_INT, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
0, 0, 0, 16, 0, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 2 /* BlockWidth/Height,Bytes */
},
+ {
+ MESA_FORMAT_X8_Z24, /* Name */
+ "MESA_FORMAT_X8_Z24", /* StrName */
+ GL_DEPTH_COMPONENT, /* BaseFormat */
+ GL_UNSIGNED_INT, /* DataType */
+ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
+ 0, 0, 0, 24, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 4 /* BlockWidth/Height,Bytes */
+ },
+ {
+ MESA_FORMAT_Z24_X8, /* Name */
+ "MESA_FORMAT_Z24_X8", /* StrName */
+ GL_DEPTH_COMPONENT, /* BaseFormat */
+ GL_UNSIGNED_INT, /* DataType */
+ 0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
+ 0, 0, 0, 24, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 4 /* BlockWidth/Height,Bytes */
+ },
{
MESA_FORMAT_Z32, /* Name */
+ "MESA_FORMAT_Z32", /* StrName */
GL_DEPTH_COMPONENT, /* BaseFormat */
GL_UNSIGNED_INT, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_S8, /* Name */
+ "MESA_FORMAT_S8", /* StrName */
GL_STENCIL_INDEX, /* BaseFormat */
GL_UNSIGNED_INT, /* DataType */
0, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
0, 0, 0, 0, 8, /* Lum/Int/Index/Depth/StencilBits */
1, 1, 1 /* BlockWidth/Height,Bytes */
},
-
-#if FEATURE_EXT_texture_sRGB
{
MESA_FORMAT_SRGB8,
+ "MESA_FORMAT_SRGB8",
GL_RGB,
GL_UNSIGNED_NORMALIZED,
8, 8, 8, 0,
},
{
MESA_FORMAT_SRGBA8,
+ "MESA_FORMAT_SRGBA8",
GL_RGBA,
GL_UNSIGNED_NORMALIZED,
8, 8, 8, 8,
},
{
MESA_FORMAT_SARGB8,
+ "MESA_FORMAT_SARGB8",
GL_RGBA,
GL_UNSIGNED_NORMALIZED,
8, 8, 8, 8,
},
{
MESA_FORMAT_SL8,
- GL_LUMINANCE_ALPHA,
+ "MESA_FORMAT_SL8",
+ GL_LUMINANCE,
GL_UNSIGNED_NORMALIZED,
- 0, 0, 0, 8,
+ 0, 0, 0, 0,
8, 0, 0, 0, 0,
- 1, 1, 2
+ 1, 1, 1
},
{
MESA_FORMAT_SLA8,
+ "MESA_FORMAT_SLA8",
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_NORMALIZED,
0, 0, 0, 8,
8, 0, 0, 0, 0,
1, 1, 2
},
-#if FEATURE_texture_s3tc
{
MESA_FORMAT_SRGB_DXT1, /* Name */
+ "MESA_FORMAT_SRGB_DXT1", /* StrName */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
4, 4, 4, 0, /* approx Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_SRGBA_DXT1,
+ "MESA_FORMAT_SRGBA_DXT1",
GL_RGBA,
GL_UNSIGNED_NORMALIZED,
4, 4, 4, 4,
},
{
MESA_FORMAT_SRGBA_DXT3,
+ "MESA_FORMAT_SRGBA_DXT3",
GL_RGBA,
GL_UNSIGNED_NORMALIZED,
4, 4, 4, 4,
},
{
MESA_FORMAT_SRGBA_DXT5,
+ "MESA_FORMAT_SRGBA_DXT5",
GL_RGBA,
GL_UNSIGNED_NORMALIZED,
4, 4, 4, 4,
0, 0, 0, 0, 0,
4, 4, 16 /* 16 bytes per 4x4 block */
},
-#endif
-#endif
-#if FEATURE_texture_fxt1
{
MESA_FORMAT_RGB_FXT1,
+ "MESA_FORMAT_RGB_FXT1",
GL_RGB,
GL_UNSIGNED_NORMALIZED,
- 8, 8, 8, 0,
+ 4, 4, 4, 0, /* approx Red/Green/BlueBits */
0, 0, 0, 0, 0,
8, 4, 16 /* 16 bytes per 8x4 block */
},
{
MESA_FORMAT_RGBA_FXT1,
+ "MESA_FORMAT_RGBA_FXT1",
GL_RGBA,
GL_UNSIGNED_NORMALIZED,
- 8, 8, 8, 8,
+ 4, 4, 4, 1, /* approx Red/Green/Blue/AlphaBits */
0, 0, 0, 0, 0,
8, 4, 16 /* 16 bytes per 8x4 block */
},
-#endif
-#if FEATURE_texture_s3tc
{
MESA_FORMAT_RGB_DXT1, /* Name */
+ "MESA_FORMAT_RGB_DXT1", /* StrName */
GL_RGB, /* BaseFormat */
GL_UNSIGNED_NORMALIZED, /* DataType */
4, 4, 4, 0, /* approx Red/Green/Blue/AlphaBits */
},
{
MESA_FORMAT_RGBA_DXT1,
+ "MESA_FORMAT_RGBA_DXT1",
GL_RGBA,
GL_UNSIGNED_NORMALIZED,
4, 4, 4, 4,
},
{
MESA_FORMAT_RGBA_DXT3,
+ "MESA_FORMAT_RGBA_DXT3",
GL_RGBA,
GL_UNSIGNED_NORMALIZED,
4, 4, 4, 4,
},
{
MESA_FORMAT_RGBA_DXT5,
+ "MESA_FORMAT_RGBA_DXT5",
GL_RGBA,
GL_UNSIGNED_NORMALIZED,
4, 4, 4, 4,
0, 0, 0, 0, 0,
4, 4, 16 /* 16 bytes per 4x4 block */
},
-#endif
-
- {
- MESA_FORMAT_RGBA,
- GL_RGBA,
- GL_UNSIGNED_NORMALIZED,
- CHAN_BITS, CHAN_BITS, CHAN_BITS, CHAN_BITS,
- 0, 0, 0, 0, 0,
- 1, 1, 4 * CHAN_BITS / 8
- },
- {
- MESA_FORMAT_RGB,
- GL_RGB,
- GL_UNSIGNED_NORMALIZED,
- CHAN_BITS, CHAN_BITS, CHAN_BITS, 0,
- 0, 0, 0, 0, 0,
- 1, 1, 3 * CHAN_BITS / 8
- },
- {
- MESA_FORMAT_ALPHA,
- GL_ALPHA,
- GL_UNSIGNED_NORMALIZED,
- 0, 0, 0, CHAN_BITS,
- 0, 0, 0, 0, 0,
- 1, 1, 1 * CHAN_BITS / 8
- },
- {
- MESA_FORMAT_LUMINANCE,
- GL_LUMINANCE,
- GL_UNSIGNED_NORMALIZED,
- 0, 0, 0, 0,
- CHAN_BITS, 0, 0, 0, 0,
- 1, 1, 1 * CHAN_BITS / 8
- },
- {
- MESA_FORMAT_LUMINANCE_ALPHA,
- GL_LUMINANCE_ALPHA,
- GL_UNSIGNED_NORMALIZED,
- 0, 0, 0, CHAN_BITS,
- CHAN_BITS, 0, 0, 0, 0,
- 1, 1, 2 * CHAN_BITS / 8
- },
- {
- MESA_FORMAT_INTENSITY,
- GL_INTENSITY,
- GL_UNSIGNED_NORMALIZED,
- 0, 0, 0, 0,
- 0, CHAN_BITS, 0, 0, 0,
- 1, 1, 1 * CHAN_BITS / 8
- },
{
MESA_FORMAT_RGBA_FLOAT32,
+ "MESA_FORMAT_RGBA_FLOAT32",
GL_RGBA,
GL_FLOAT,
32, 32, 32, 32,
},
{
MESA_FORMAT_RGBA_FLOAT16,
+ "MESA_FORMAT_RGBA_FLOAT16",
GL_RGBA,
GL_FLOAT,
16, 16, 16, 16,
},
{
MESA_FORMAT_RGB_FLOAT32,
+ "MESA_FORMAT_RGB_FLOAT32",
GL_RGB,
GL_FLOAT,
32, 32, 32, 0,
},
{
MESA_FORMAT_RGB_FLOAT16,
+ "MESA_FORMAT_RGB_FLOAT16",
GL_RGB,
GL_FLOAT,
16, 16, 16, 0,
},
{
MESA_FORMAT_ALPHA_FLOAT32,
+ "MESA_FORMAT_ALPHA_FLOAT32",
GL_ALPHA,
GL_FLOAT,
0, 0, 0, 32,
},
{
MESA_FORMAT_ALPHA_FLOAT16,
+ "MESA_FORMAT_ALPHA_FLOAT16",
GL_ALPHA,
GL_FLOAT,
0, 0, 0, 16,
},
{
MESA_FORMAT_LUMINANCE_FLOAT32,
+ "MESA_FORMAT_LUMINANCE_FLOAT32",
GL_ALPHA,
GL_FLOAT,
0, 0, 0, 0,
},
{
MESA_FORMAT_LUMINANCE_FLOAT16,
+ "MESA_FORMAT_LUMINANCE_FLOAT16",
GL_ALPHA,
GL_FLOAT,
0, 0, 0, 0,
},
{
MESA_FORMAT_LUMINANCE_ALPHA_FLOAT32,
+ "MESA_FORMAT_LUMINANCE_ALPHA_FLOAT32",
GL_LUMINANCE_ALPHA,
GL_FLOAT,
0, 0, 0, 32,
},
{
MESA_FORMAT_LUMINANCE_ALPHA_FLOAT16,
+ "MESA_FORMAT_LUMINANCE_ALPHA_FLOAT16",
GL_LUMINANCE_ALPHA,
GL_FLOAT,
0, 0, 0, 16,
},
{
MESA_FORMAT_INTENSITY_FLOAT32,
+ "MESA_FORMAT_INTENSITY_FLOAT32",
GL_INTENSITY,
GL_FLOAT,
0, 0, 0, 0,
},
{
MESA_FORMAT_INTENSITY_FLOAT16,
+ "MESA_FORMAT_INTENSITY_FLOAT16",
GL_INTENSITY,
GL_FLOAT,
0, 0, 0, 0,
1, 1, 2
},
+ /* unnormalized signed int formats */
+ {
+ MESA_FORMAT_RGBA_INT8,
+ "MESA_FORMAT_RGBA_INT8",
+ GL_RGBA,
+ GL_INT,
+ 8, 8, 8, 8,
+ 0, 0, 0, 0, 0,
+ 1, 1, 4
+ },
+ {
+ MESA_FORMAT_RGBA_INT16,
+ "MESA_FORMAT_RGBA_INT16",
+ GL_RGBA,
+ GL_INT,
+ 16, 16, 16, 16,
+ 0, 0, 0, 0, 0,
+ 1, 1, 8
+ },
+ {
+ MESA_FORMAT_RGBA_INT32,
+ "MESA_FORMAT_RGBA_INT32",
+ GL_RGBA,
+ GL_INT,
+ 32, 32, 32, 32,
+ 0, 0, 0, 0, 0,
+ 1, 1, 16
+ },
+
+ /* unnormalized unsigned int formats */
+ {
+ MESA_FORMAT_RGBA_UINT8,
+ "MESA_FORMAT_RGBA_UINT8",
+ GL_RGBA,
+ GL_UNSIGNED_INT,
+ 8, 8, 8, 8,
+ 0, 0, 0, 0, 0,
+ 1, 1, 4
+ },
+ {
+ MESA_FORMAT_RGBA_UINT16,
+ "MESA_FORMAT_RGBA_UINT16",
+ GL_RGBA,
+ GL_UNSIGNED_INT,
+ 16, 16, 16, 16,
+ 0, 0, 0, 0, 0,
+ 1, 1, 8
+ },
+ {
+ MESA_FORMAT_RGBA_UINT32,
+ "MESA_FORMAT_RGBA_UINT32",
+ GL_RGBA,
+ GL_UNSIGNED_INT,
+ 32, 32, 32, 32,
+ 0, 0, 0, 0, 0,
+ 1, 1, 16
+ },
+
+
{
MESA_FORMAT_DUDV8,
+ "MESA_FORMAT_DUDV8",
GL_DUDV_ATI,
GL_SIGNED_NORMALIZED,
0, 0, 0, 0,
1, 1, 2
},
+ /* Signed 8 bits / channel */
+ {
+ MESA_FORMAT_SIGNED_R8, /* Name */
+ "MESA_FORMAT_SIGNED_R8", /* StrName */
+ GL_RED, /* BaseFormat */
+ GL_SIGNED_NORMALIZED, /* DataType */
+ 8, 0, 0, 0, /* Red/Green/Blue/AlphaBits */
+ 0, 0, 0, 0, 0, /* Lum/Int/Index/Depth/StencilBits */
+ 1, 1, 1 /* BlockWidth/Height,Bytes */
+ },
+ {
+ MESA_FORMAT_SIGNED_RG88,
+ "MESA_FORMAT_SIGNED_RG88",
+ GL_RG,
+ GL_SIGNED_NORMALIZED,
+ 8, 8, 0, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 2
+ },
+ {
+ MESA_FORMAT_SIGNED_RGBX8888,
+ "MESA_FORMAT_SIGNED_RGBX8888",
+ GL_RGB,
+ GL_SIGNED_NORMALIZED,
+ 8, 8, 8, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 4 /* 4 bpp, but no alpha */
+ },
{
MESA_FORMAT_SIGNED_RGBA8888,
+ "MESA_FORMAT_SIGNED_RGBA8888",
GL_RGBA,
GL_SIGNED_NORMALIZED,
8, 8, 8, 8,
},
{
MESA_FORMAT_SIGNED_RGBA8888_REV,
+ "MESA_FORMAT_SIGNED_RGBA8888_REV",
GL_RGBA,
GL_SIGNED_NORMALIZED,
8, 8, 8, 8,
1, 1, 4
},
+ /* Signed 16 bits / channel */
+ {
+ MESA_FORMAT_SIGNED_R_16,
+ "MESA_FORMAT_SIGNED_R_16",
+ GL_RED,
+ GL_SIGNED_NORMALIZED,
+ 16, 0, 0, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 2
+ },
+ {
+ MESA_FORMAT_SIGNED_RG_16,
+ "MESA_FORMAT_SIGNED_RG_16",
+ GL_RG,
+ GL_SIGNED_NORMALIZED,
+ 16, 16, 0, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 4
+ },
+ {
+ MESA_FORMAT_SIGNED_RGB_16,
+ "MESA_FORMAT_SIGNED_RGB_16",
+ GL_RGB,
+ GL_SIGNED_NORMALIZED,
+ 16, 16, 16, 0,
+ 0, 0, 0, 0, 0,
+ 1, 1, 6
+ },
+ {
+ MESA_FORMAT_SIGNED_RGBA_16,
+ "MESA_FORMAT_SIGNED_RGBA_16",
+ GL_RGBA,
+ GL_SIGNED_NORMALIZED,
+ 16, 16, 16, 16,
+ 0, 0, 0, 0, 0,
+ 1, 1, 8
+ },
+ {
+ MESA_FORMAT_RGBA_16,
+ "MESA_FORMAT_RGBA_16",
+ GL_RGBA,
+ GL_UNSIGNED_NORMALIZED,
+ 16, 16, 16, 16,
+ 0, 0, 0, 0, 0,
+ 1, 1, 8
+ }
};
}
+/** Return string name of format (for debugging) */
+const char *
+_mesa_get_format_name(gl_format format)
+{
+ const struct gl_format_info *info = _mesa_get_format_info(format);
+ return info->StrName;
+}
+
+
+
+/**
+ * Return bytes needed to store a block of pixels in the given format.
+ * Normally, a block is 1x1 (a single pixel). But for compressed formats
+ * a block may be 4x4 or 8x4, etc.
+ */
GLuint
_mesa_get_format_bytes(gl_format format)
{
}
+/**
+ * Return bits per component for the given format.
+ * \param format one of MESA_FORMAT_x
+ * \param pname the component, such as GL_RED_BITS, GL_TEXTURE_BLUE_BITS, etc.
+ */
+GLint
+_mesa_get_format_bits(gl_format format, GLenum pname)
+{
+ const struct gl_format_info *info = _mesa_get_format_info(format);
+
+ switch (pname) {
+ case GL_RED_BITS:
+ case GL_TEXTURE_RED_SIZE:
+ case GL_RENDERBUFFER_RED_SIZE_EXT:
+ case GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE:
+ return info->RedBits;
+ case GL_GREEN_BITS:
+ case GL_TEXTURE_GREEN_SIZE:
+ case GL_RENDERBUFFER_GREEN_SIZE_EXT:
+ case GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE:
+ return info->GreenBits;
+ case GL_BLUE_BITS:
+ case GL_TEXTURE_BLUE_SIZE:
+ case GL_RENDERBUFFER_BLUE_SIZE_EXT:
+ case GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE:
+ return info->BlueBits;
+ case GL_ALPHA_BITS:
+ case GL_TEXTURE_ALPHA_SIZE:
+ case GL_RENDERBUFFER_ALPHA_SIZE_EXT:
+ case GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE:
+ return info->AlphaBits;
+ case GL_TEXTURE_INTENSITY_SIZE:
+ return info->IntensityBits;
+ case GL_TEXTURE_LUMINANCE_SIZE:
+ return info->LuminanceBits;
+ case GL_INDEX_BITS:
+ case GL_TEXTURE_INDEX_SIZE_EXT:
+ return info->IndexBits;
+ case GL_DEPTH_BITS:
+ case GL_TEXTURE_DEPTH_SIZE_ARB:
+ case GL_RENDERBUFFER_DEPTH_SIZE_EXT:
+ case GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE:
+ return info->DepthBits;
+ case GL_STENCIL_BITS:
+ case GL_TEXTURE_STENCIL_SIZE_EXT:
+ case GL_RENDERBUFFER_STENCIL_SIZE_EXT:
+ case GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE:
+ return info->StencilBits;
+ default:
+ _mesa_problem(NULL, "bad pname in _mesa_get_format_bits()");
+ return 0;
+ }
+}
+
+
+/**
+ * Return the data type (or more specifically, the data representation)
+ * for the given format.
+ * The return value will be one of:
+ * GL_UNSIGNED_NORMALIZED = unsigned int representing [0,1]
+ * GL_SIGNED_NORMALIZED = signed int representing [-1, 1]
+ * GL_UNSIGNED_INT = an ordinary unsigned integer
+ * GL_INT = an ordinary signed integer
+ * GL_FLOAT = an ordinary float
+ */
+GLenum
+_mesa_get_format_datatype(gl_format format)
+{
+ const struct gl_format_info *info = _mesa_get_format_info(format);
+ return info->DataType;
+}
+
+
+/**
+ * Return the basic format for the given type. The result will be
+ * one of GL_RGB, GL_RGBA, GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA,
+ * GL_INTENSITY, GL_YCBCR_MESA, GL_COLOR_INDEX, GL_DEPTH_COMPONENT,
+ * GL_STENCIL_INDEX, GL_DEPTH_STENCIL.
+ */
GLenum
_mesa_get_format_base_format(gl_format format)
{
}
+/**
+ * Return the block size (in pixels) for the given format. Normally
+ * the block size is 1x1. But compressed formats will have block sizes
+ * of 4x4 or 8x4 pixels, etc.
+ * \param bw returns block width in pixels
+ * \param bh returns block height in pixels
+ */
+void
+_mesa_get_format_block_size(gl_format format, GLuint *bw, GLuint *bh)
+{
+ const struct gl_format_info *info = _mesa_get_format_info(format);
+ *bw = info->BlockWidth;
+ *bh = info->BlockHeight;
+}
+
+
+/** Is the given format a compressed format? */
GLboolean
_mesa_is_format_compressed(gl_format format)
{
}
+/**
+ * Determine if the given format represents a packed depth/stencil buffer.
+ */
+GLboolean
+_mesa_is_format_packed_depth_stencil(gl_format format)
+{
+ const struct gl_format_info *info = _mesa_get_format_info(format);
+
+ return info->BaseFormat == GL_DEPTH_STENCIL;
+}
+
+
+/**
+ * Is the given format a signed/unsigned integer color format?
+ */
+GLboolean
+_mesa_is_format_integer_color(gl_format format)
+{
+ const struct gl_format_info *info = _mesa_get_format_info(format);
+ return (info->DataType == GL_INT || info->DataType == GL_UNSIGNED_INT) &&
+ info->BaseFormat != GL_DEPTH_COMPONENT &&
+ info->BaseFormat != GL_DEPTH_STENCIL &&
+ info->BaseFormat != GL_STENCIL_INDEX;
+}
+
+
+/**
+ * Return color encoding for given format.
+ * \return GL_LINEAR or GL_SRGB
+ */
+GLenum
+_mesa_get_format_color_encoding(gl_format format)
+{
+ /* XXX this info should be encoded in gl_format_info */
+ switch (format) {
+ case MESA_FORMAT_SRGB8:
+ case MESA_FORMAT_SRGBA8:
+ case MESA_FORMAT_SARGB8:
+ case MESA_FORMAT_SL8:
+ case MESA_FORMAT_SLA8:
+ case MESA_FORMAT_SRGB_DXT1:
+ case MESA_FORMAT_SRGBA_DXT1:
+ case MESA_FORMAT_SRGBA_DXT3:
+ case MESA_FORMAT_SRGBA_DXT5:
+ return GL_SRGB;
+ default:
+ return GL_LINEAR;
+ }
+}
+
+
+/**
+ * For an sRGB format, return the corresponding linear color space format.
+ * For non-sRGB formats, return the format as-is.
+ */
+gl_format
+_mesa_get_srgb_format_linear(gl_format format)
+{
+ switch (format) {
+ case MESA_FORMAT_SRGB8:
+ format = MESA_FORMAT_RGB888;
+ break;
+ case MESA_FORMAT_SRGBA8:
+ format = MESA_FORMAT_RGBA8888;
+ break;
+ case MESA_FORMAT_SARGB8:
+ format = MESA_FORMAT_ARGB8888;
+ break;
+ case MESA_FORMAT_SL8:
+ format = MESA_FORMAT_L8;
+ break;
+ case MESA_FORMAT_SLA8:
+ format = MESA_FORMAT_AL88;
+ break;
+ case MESA_FORMAT_SRGB_DXT1:
+ format = MESA_FORMAT_RGB_DXT1;
+ break;
+ case MESA_FORMAT_SRGBA_DXT1:
+ format = MESA_FORMAT_RGBA_DXT1;
+ break;
+ case MESA_FORMAT_SRGBA_DXT3:
+ format = MESA_FORMAT_RGBA_DXT3;
+ break;
+ case MESA_FORMAT_SRGBA_DXT5:
+ format = MESA_FORMAT_RGBA_DXT5;
+ break;
+ default:
+ break;
+ }
+ return format;
+}
+
+
+/**
+ * Return number of bytes needed to store an image of the given size
+ * in the given format.
+ */
+GLuint
+_mesa_format_image_size(gl_format format, GLsizei width,
+ GLsizei height, GLsizei depth)
+{
+ const struct gl_format_info *info = _mesa_get_format_info(format);
+ /* Strictly speaking, a conditional isn't needed here */
+ if (info->BlockWidth > 1 || info->BlockHeight > 1) {
+ /* compressed format (2D only for now) */
+ const GLuint bw = info->BlockWidth, bh = info->BlockHeight;
+ const GLuint wblocks = (width + bw - 1) / bw;
+ const GLuint hblocks = (height + bh - 1) / bh;
+ const GLuint sz = wblocks * hblocks * info->BytesPerBlock;
+ assert(depth == 1);
+ return sz;
+ }
+ else {
+ /* non-compressed */
+ const GLuint sz = width * height * depth * info->BytesPerBlock;
+ return sz;
+ }
+}
+
+
+/**
+ * Same as _mesa_format_image_size() but returns a 64-bit value to
+ * accomodate very large textures.
+ */
+uint64_t
+_mesa_format_image_size64(gl_format format, GLsizei width,
+ GLsizei height, GLsizei depth)
+{
+ const struct gl_format_info *info = _mesa_get_format_info(format);
+ /* Strictly speaking, a conditional isn't needed here */
+ if (info->BlockWidth > 1 || info->BlockHeight > 1) {
+ /* compressed format (2D only for now) */
+ const uint64_t bw = info->BlockWidth, bh = info->BlockHeight;
+ const uint64_t wblocks = (width + bw - 1) / bw;
+ const uint64_t hblocks = (height + bh - 1) / bh;
+ const uint64_t sz = wblocks * hblocks * info->BytesPerBlock;
+ assert(depth == 1);
+ return sz;
+ }
+ else {
+ /* non-compressed */
+ const uint64_t sz = ((uint64_t) width *
+ (uint64_t) height *
+ (uint64_t) depth *
+ info->BytesPerBlock);
+ return sz;
+ }
+}
+
+
+
+GLint
+_mesa_format_row_stride(gl_format format, GLsizei width)
+{
+ const struct gl_format_info *info = _mesa_get_format_info(format);
+ /* Strictly speaking, a conditional isn't needed here */
+ if (info->BlockWidth > 1 || info->BlockHeight > 1) {
+ /* compressed format */
+ const GLuint bw = info->BlockWidth;
+ const GLuint wblocks = (width + bw - 1) / bw;
+ const GLint stride = wblocks * info->BytesPerBlock;
+ return stride;
+ }
+ else {
+ const GLint stride = width * info->BytesPerBlock;
+ return stride;
+ }
+}
+
+
+/**
+ * Debug/test: check that all formats are handled in the
+ * _mesa_format_to_type_and_comps() function. When new pixel formats
+ * are added to Mesa, that function needs to be updated.
+ * This is a no-op after the first call.
+ */
+static void
+check_format_to_type_and_comps(void)
+{
+ gl_format f;
+
+ for (f = MESA_FORMAT_NONE + 1; f < MESA_FORMAT_COUNT; f++) {
+ GLenum datatype = 0;
+ GLuint comps = 0;
+ /* This function will emit a problem/warning if the format is
+ * not handled.
+ */
+ _mesa_format_to_type_and_comps(f, &datatype, &comps);
+ }
+}
+
+
/**
* Do sanity checking of the format info table.
*/
assert(info->Name == i);
+ if (info->Name == MESA_FORMAT_NONE)
+ continue;
+
if (info->BlockWidth == 1 && info->BlockHeight == 1) {
if (info->RedBits > 0) {
GLuint t = info->RedBits + info->GreenBits
+ info->BlueBits + info->AlphaBits;
- assert(t / 8 == info->BytesPerBlock);
+ assert(t / 8 <= info->BytesPerBlock);
+ (void) t;
}
}
assert(info->DataType == GL_UNSIGNED_NORMALIZED ||
info->DataType == GL_SIGNED_NORMALIZED ||
info->DataType == GL_UNSIGNED_INT ||
+ info->DataType == GL_INT ||
info->DataType == GL_FLOAT);
if (info->BaseFormat == GL_RGB) {
assert(info->LuminanceBits == 0);
assert(info->IntensityBits == 0);
}
+ else if (info->BaseFormat == GL_RG) {
+ assert(info->RedBits > 0);
+ assert(info->GreenBits > 0);
+ assert(info->BlueBits == 0);
+ assert(info->AlphaBits == 0);
+ assert(info->LuminanceBits == 0);
+ assert(info->IntensityBits == 0);
+ }
+ else if (info->BaseFormat == GL_RED) {
+ assert(info->RedBits > 0);
+ assert(info->GreenBits == 0);
+ assert(info->BlueBits == 0);
+ assert(info->AlphaBits == 0);
+ assert(info->LuminanceBits == 0);
+ assert(info->IntensityBits == 0);
+ }
else if (info->BaseFormat == GL_LUMINANCE) {
assert(info->RedBits == 0);
assert(info->GreenBits == 0);
assert(info->LuminanceBits == 0);
assert(info->IntensityBits > 0);
}
-
}
+
+ check_format_to_type_and_comps();
}
+
/**
- * XXX possible replacement for _mesa_format_to_type_and_comps()
- * Used for mipmap generation.
+ * Return datatype and number of components per texel for the given gl_format.
+ * Only used for mipmap generation code.
*/
void
-_mesa_format_to_type_and_comps2(gl_format format,
- GLenum *datatype, GLuint *comps)
+_mesa_format_to_type_and_comps(gl_format format,
+ GLenum *datatype, GLuint *comps)
{
- const struct gl_format_info *info = _mesa_get_format_info(format);
+ switch (format) {
+ case MESA_FORMAT_RGBA8888:
+ case MESA_FORMAT_RGBA8888_REV:
+ case MESA_FORMAT_ARGB8888:
+ case MESA_FORMAT_ARGB8888_REV:
+ case MESA_FORMAT_XRGB8888:
+ case MESA_FORMAT_XRGB8888_REV:
+ *datatype = GL_UNSIGNED_BYTE;
+ *comps = 4;
+ return;
+ case MESA_FORMAT_RGB888:
+ case MESA_FORMAT_BGR888:
+ *datatype = GL_UNSIGNED_BYTE;
+ *comps = 3;
+ return;
+ case MESA_FORMAT_RGB565:
+ case MESA_FORMAT_RGB565_REV:
+ *datatype = GL_UNSIGNED_SHORT_5_6_5;
+ *comps = 3;
+ return;
- /* We use a bunch of heuristics here. If this gets too ugly we could
- * just encode the info the in the gl_format_info structures.
- */
- if (info->BaseFormat == GL_RGB ||
- info->BaseFormat == GL_RGBA ||
- info->BaseFormat == GL_ALPHA) {
- *comps = ((info->RedBits > 0) +
- (info->GreenBits > 0) +
- (info->BlueBits > 0) +
- (info->AlphaBits > 0));
-
- if (info->DataType== GL_FLOAT) {
- if (info->RedBits == 32)
- *datatype = GL_FLOAT;
- else
- *datatype = GL_HALF_FLOAT;
- }
- else if (info->GreenBits == 3) {
- *datatype = GL_UNSIGNED_BYTE_3_3_2;
- }
- else if (info->GreenBits == 4) {
- *datatype = GL_UNSIGNED_SHORT_4_4_4_4;
- }
- else if (info->GreenBits == 6) {
- *datatype = GL_UNSIGNED_SHORT_5_6_5;
- }
- else if (info->GreenBits == 5) {
- *datatype = GL_UNSIGNED_SHORT_1_5_5_5_REV;
- }
- else if (info->RedBits == 8) {
- *datatype = GL_UNSIGNED_BYTE;
- }
- else {
- ASSERT(info->RedBits == 16);
- *datatype = GL_UNSIGNED_SHORT;
- }
- }
- else if (info->BaseFormat == GL_LUMINANCE ||
- info->BaseFormat == GL_LUMINANCE_ALPHA) {
- *comps = ((info->LuminanceBits > 0) +
- (info->AlphaBits > 0));
- if (info->LuminanceBits == 8) {
- *datatype = GL_UNSIGNED_BYTE;
- }
- else if (info->LuminanceBits == 16) {
- *datatype = GL_UNSIGNED_SHORT;
- }
- else {
- *datatype = GL_FLOAT;
- }
- }
- else if (info->BaseFormat == GL_INTENSITY) {
- *comps = 1;
- if (info->IntensityBits == 8) {
- *datatype = GL_UNSIGNED_BYTE;
- }
- else if (info->IntensityBits == 16) {
- *datatype = GL_UNSIGNED_SHORT;
- }
- else {
- *datatype = GL_FLOAT;
- }
- }
- else if (info->BaseFormat == GL_COLOR_INDEX) {
+ case MESA_FORMAT_ARGB4444:
+ case MESA_FORMAT_ARGB4444_REV:
+ *datatype = GL_UNSIGNED_SHORT_4_4_4_4;
+ *comps = 4;
+ return;
+
+ case MESA_FORMAT_ARGB1555:
+ case MESA_FORMAT_ARGB1555_REV:
+ *datatype = GL_UNSIGNED_SHORT_1_5_5_5_REV;
+ *comps = 4;
+ return;
+
+ case MESA_FORMAT_ARGB2101010:
+ *datatype = GL_UNSIGNED_INT_2_10_10_10_REV;
+ *comps = 4;
+ return;
+
+ case MESA_FORMAT_RGBA5551:
+ *datatype = GL_UNSIGNED_SHORT_5_5_5_1;
+ *comps = 4;
+ return;
+
+ case MESA_FORMAT_AL44: /* XXX this isn't plain GL_UNSIGNED_BYTE */
+ case MESA_FORMAT_AL88:
+ case MESA_FORMAT_AL88_REV:
+ case MESA_FORMAT_RG88:
+ case MESA_FORMAT_RG88_REV:
+ *datatype = GL_UNSIGNED_BYTE;
+ *comps = 2;
+ return;
+
+ case MESA_FORMAT_AL1616:
+ case MESA_FORMAT_AL1616_REV:
+ case MESA_FORMAT_RG1616:
+ case MESA_FORMAT_RG1616_REV:
+ *datatype = GL_UNSIGNED_SHORT;
+ *comps = 2;
+ return;
+
+ case MESA_FORMAT_R16:
+ case MESA_FORMAT_A16:
+ case MESA_FORMAT_L16:
+ case MESA_FORMAT_I16:
+ *datatype = GL_UNSIGNED_SHORT;
*comps = 1;
+ return;
+
+ case MESA_FORMAT_RGB332:
+ *datatype = GL_UNSIGNED_BYTE_3_3_2;
+ *comps = 3;
+ return;
+
+ case MESA_FORMAT_A8:
+ case MESA_FORMAT_L8:
+ case MESA_FORMAT_I8:
+ case MESA_FORMAT_CI8:
+ case MESA_FORMAT_R8:
+ case MESA_FORMAT_S8:
*datatype = GL_UNSIGNED_BYTE;
- }
- else if (info->BaseFormat == GL_DEPTH_COMPONENT) {
*comps = 1;
- if (info->DepthBits == 16) {
- *datatype = GL_UNSIGNED_SHORT;
- }
- else {
- ASSERT(info->DepthBits == 32);
- *datatype = GL_UNSIGNED_INT;
- }
- }
- else if (info->BaseFormat == GL_DEPTH_STENCIL) {
+ return;
+
+ case MESA_FORMAT_YCBCR:
+ case MESA_FORMAT_YCBCR_REV:
+ *datatype = GL_UNSIGNED_SHORT;
+ *comps = 2;
+ return;
+
+ case MESA_FORMAT_Z24_S8:
+ *datatype = GL_UNSIGNED_INT;
+ *comps = 1; /* XXX OK? */
+ return;
+
+ case MESA_FORMAT_S8_Z24:
+ *datatype = GL_UNSIGNED_INT;
+ *comps = 1; /* XXX OK? */
+ return;
+
+ case MESA_FORMAT_Z16:
+ *datatype = GL_UNSIGNED_SHORT;
+ *comps = 1;
+ return;
+
+ case MESA_FORMAT_X8_Z24:
+ *datatype = GL_UNSIGNED_INT;
*comps = 1;
+ return;
+
+ case MESA_FORMAT_Z24_X8:
*datatype = GL_UNSIGNED_INT;
- }
- else if (info->BaseFormat == GL_YCBCR_MESA) {
+ *comps = 1;
+ return;
+
+ case MESA_FORMAT_Z32:
+ *datatype = GL_UNSIGNED_INT;
+ *comps = 1;
+ return;
+
+ case MESA_FORMAT_DUDV8:
+ *datatype = GL_BYTE;
*comps = 2;
- *datatype = GL_UNSIGNED_SHORT;
- }
- else if (info->BaseFormat == GL_DUDV_ATI) {
+ return;
+
+ case MESA_FORMAT_SIGNED_R8:
+ *datatype = GL_BYTE;
+ *comps = 1;
+ return;
+ case MESA_FORMAT_SIGNED_RG88:
+ *datatype = GL_BYTE;
*comps = 2;
+ return;
+ case MESA_FORMAT_SIGNED_RGBA8888:
+ case MESA_FORMAT_SIGNED_RGBA8888_REV:
+ case MESA_FORMAT_SIGNED_RGBX8888:
*datatype = GL_BYTE;
- }
- else {
- /* any other formats? */
- ASSERT(0);
+ *comps = 4;
+ return;
+
+ case MESA_FORMAT_RGBA_16:
+ *datatype = GL_UNSIGNED_SHORT;
+ *comps = 4;
+ return;
+
+ case MESA_FORMAT_SIGNED_R_16:
+ *datatype = GL_SHORT;
*comps = 1;
+ return;
+ case MESA_FORMAT_SIGNED_RG_16:
+ *datatype = GL_SHORT;
+ *comps = 2;
+ return;
+ case MESA_FORMAT_SIGNED_RGB_16:
+ *datatype = GL_SHORT;
+ *comps = 3;
+ return;
+ case MESA_FORMAT_SIGNED_RGBA_16:
+ *datatype = GL_SHORT;
+ *comps = 4;
+ return;
+
+#if FEATURE_EXT_texture_sRGB
+ case MESA_FORMAT_SRGB8:
+ *datatype = GL_UNSIGNED_BYTE;
+ *comps = 3;
+ return;
+ case MESA_FORMAT_SRGBA8:
+ case MESA_FORMAT_SARGB8:
+ *datatype = GL_UNSIGNED_BYTE;
+ *comps = 4;
+ return;
+ case MESA_FORMAT_SL8:
*datatype = GL_UNSIGNED_BYTE;
+ *comps = 1;
+ return;
+ case MESA_FORMAT_SLA8:
+ *datatype = GL_UNSIGNED_BYTE;
+ *comps = 2;
+ return;
+#endif
+
+#if FEATURE_texture_fxt1
+ case MESA_FORMAT_RGB_FXT1:
+ case MESA_FORMAT_RGBA_FXT1:
+#endif
+#if FEATURE_texture_s3tc
+ case MESA_FORMAT_RGB_DXT1:
+ case MESA_FORMAT_RGBA_DXT1:
+ case MESA_FORMAT_RGBA_DXT3:
+ case MESA_FORMAT_RGBA_DXT5:
+#if FEATURE_EXT_texture_sRGB
+ case MESA_FORMAT_SRGB_DXT1:
+ case MESA_FORMAT_SRGBA_DXT1:
+ case MESA_FORMAT_SRGBA_DXT3:
+ case MESA_FORMAT_SRGBA_DXT5:
+#endif
+#endif
+ /* XXX generate error instead? */
+ *datatype = GL_UNSIGNED_BYTE;
+ *comps = 0;
+ return;
+
+ case MESA_FORMAT_RGBA_FLOAT32:
+ *datatype = GL_FLOAT;
+ *comps = 4;
+ return;
+ case MESA_FORMAT_RGBA_FLOAT16:
+ *datatype = GL_HALF_FLOAT_ARB;
+ *comps = 4;
+ return;
+ case MESA_FORMAT_RGB_FLOAT32:
+ *datatype = GL_FLOAT;
+ *comps = 3;
+ return;
+ case MESA_FORMAT_RGB_FLOAT16:
+ *datatype = GL_HALF_FLOAT_ARB;
+ *comps = 3;
+ return;
+ case MESA_FORMAT_LUMINANCE_ALPHA_FLOAT32:
+ *datatype = GL_FLOAT;
+ *comps = 2;
+ return;
+ case MESA_FORMAT_LUMINANCE_ALPHA_FLOAT16:
+ *datatype = GL_HALF_FLOAT_ARB;
+ *comps = 2;
+ return;
+ case MESA_FORMAT_ALPHA_FLOAT32:
+ case MESA_FORMAT_LUMINANCE_FLOAT32:
+ case MESA_FORMAT_INTENSITY_FLOAT32:
+ *datatype = GL_FLOAT;
+ *comps = 1;
+ return;
+ case MESA_FORMAT_ALPHA_FLOAT16:
+ case MESA_FORMAT_LUMINANCE_FLOAT16:
+ case MESA_FORMAT_INTENSITY_FLOAT16:
+ *datatype = GL_HALF_FLOAT_ARB;
+ *comps = 1;
+ return;
+
+ case MESA_FORMAT_RGBA_INT8:
+ *datatype = GL_BYTE;
+ *comps = 4;
+ return;
+ case MESA_FORMAT_RGBA_INT16:
+ *datatype = GL_SHORT;
+ *comps = 4;
+ return;
+ case MESA_FORMAT_RGBA_INT32:
+ *datatype = GL_INT;
+ *comps = 4;
+ return;
+
+ /**
+ * \name Non-normalized unsigned integer formats.
+ */
+ case MESA_FORMAT_RGBA_UINT8:
+ *datatype = GL_UNSIGNED_BYTE;
+ *comps = 4;
+ return;
+ case MESA_FORMAT_RGBA_UINT16:
+ *datatype = GL_UNSIGNED_SHORT;
+ *comps = 4;
+ return;
+ case MESA_FORMAT_RGBA_UINT32:
+ *datatype = GL_UNSIGNED_INT;
+ *comps = 4;
+ return;
+
+ case MESA_FORMAT_COUNT:
+ assert(0);
+ return;
+
+ case MESA_FORMAT_NONE:
+ /* For debug builds, warn if any formats are not handled */
+#ifdef DEBUG
+ default:
+#endif
+ _mesa_problem(NULL, "bad format %s in _mesa_format_to_type_and_comps",
+ _mesa_get_format_name(format));
+ *datatype = 0;
+ *comps = 1;
}
}
-