/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 6.5.1
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "colormac.h"
#include "context.h"
#include "image.h"
+#include "mipmap.h"
#include "texcompress.h"
#include "texformat.h"
#include "texstore.h"
+
/**
- * Get the list of supported internal compression formats.
+ * Return list of (and count of) all specific texture compression
+ * formats that are supported.
*
- * \param ctx GL context.
- * \param formats the resulting format list (may be NULL).
+ * \param ctx the GL context
+ * \param formats the resulting format list (may be NULL).
+ * \param all if true return all formats, even those with some kind
+ * of restrictions/limitations (See GL_ARB_texture_compression
+ * spec for more info).
*
* \return number of formats.
*/
GLuint
-_mesa_get_compressed_formats( GLcontext *ctx, GLint *formats )
+_mesa_get_compressed_formats(GLcontext *ctx, GLint *formats, GLboolean all)
{
GLuint n = 0;
if (ctx->Extensions.ARB_texture_compression) {
if (ctx->Extensions.EXT_texture_compression_s3tc) {
if (formats) {
formats[n++] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
- /* Skip this one because it has a restriction (all transparent
- * pixels become black). See the texture compressions spec for
- * a detailed explanation. This is what NVIDIA does.
- formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- */
+ /* This format has some restrictions/limitations and so should
+ * not be returned via the GL_COMPRESSED_TEXTURE_FORMATS query.
+ * Specifically, all transparent pixels become black. NVIDIA
+ * omits this format too.
+ */
+ if (all)
+ formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
else {
n += 3;
+ if (all)
+ n += 1;
}
}
if (ctx->Extensions.S3_s3tc) {
n += 4;
}
}
+#if FEATURE_EXT_texture_sRGB
+ if (ctx->Extensions.EXT_texture_sRGB) {
+ if (formats) {
+ formats[n++] = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
+ formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
+ formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
+ formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
+ }
+ else {
+ n += 4;
+ }
+ }
+#endif /* FEATURE_EXT_texture_sRGB */
}
return n;
}
* \param width texture width in texels.
* \param height texture height in texels.
* \param depth texture depth in texels.
- * \param format - one of the specific compressed texture formats
+ * \param mesaFormat one of the MESA_FORMAT_* compressed formats
*
* \return size in bytes, or zero if bad format
*/
GLuint
_mesa_compressed_texture_size( GLcontext *ctx,
GLsizei width, GLsizei height, GLsizei depth,
- GLenum format )
+ GLuint mesaFormat )
{
GLuint size;
ASSERT(depth == 1);
(void) depth;
- switch (format) {
- case GL_COMPRESSED_RGB_FXT1_3DFX:
- case GL_COMPRESSED_RGBA_FXT1_3DFX:
+ switch (mesaFormat) {
+ case MESA_FORMAT_RGB_FXT1:
+ case MESA_FORMAT_RGBA_FXT1:
/* round up width to next multiple of 8, height to next multiple of 4 */
width = (width + 7) & ~7;
height = (height + 3) & ~3;
/* Textures smaller than 8x4 will effectively be made into 8x4 and
* take 16 bytes.
*/
- if (size < 16)
- size = 16;
return size;
- case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
- case GL_RGB_S3TC:
- case GL_RGB4_S3TC:
+ case MESA_FORMAT_RGB_DXT1:
+ case MESA_FORMAT_RGBA_DXT1:
/* round up width, height to next multiple of 4 */
width = (width + 3) & ~3;
height = (height + 3) & ~3;
/* Textures smaller than 4x4 will effectively be made into 4x4 and
* take 8 bytes.
*/
- if (size < 8)
- size = 8;
return size;
- case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
- case GL_RGBA_S3TC:
- case GL_RGBA4_S3TC:
+ case MESA_FORMAT_RGBA_DXT3:
+ case MESA_FORMAT_RGBA_DXT5:
/* round up width, height to next multiple of 4 */
width = (width + 3) & ~3;
height = (height + 3) & ~3;
/* Textures smaller than 4x4 will effectively be made into 4x4 and
* take 16 bytes.
*/
- if (size < 16)
- size = 16;
return size;
default:
- _mesa_problem(ctx, "bad texformat in compressed_texture_size");
+ _mesa_problem(ctx, "bad mesaFormat in _mesa_compressed_texture_size");
+ return 0;
+ }
+}
+
+
+/**
+ * As above, but format is specified by a GLenum (GL_COMPRESSED_*) token.
+ *
+ * Note: This function CAN NOT return a padded hardware texture size.
+ * That's why we don't call the ctx->Driver.CompressedTextureSize() function.
+ *
+ * We use this function to validate the <imageSize> parameter
+ * of glCompressedTex[Sub]Image1/2/3D(), which must be an exact match.
+ */
+GLuint
+_mesa_compressed_texture_size_glenum(GLcontext *ctx,
+ GLsizei width, GLsizei height,
+ GLsizei depth, GLenum glformat)
+{
+ GLuint mesaFormat;
+
+ switch (glformat) {
+ case GL_COMPRESSED_RGB_FXT1_3DFX:
+ mesaFormat = MESA_FORMAT_RGB_FXT1;
+ break;
+ case GL_COMPRESSED_RGBA_FXT1_3DFX:
+ mesaFormat = MESA_FORMAT_RGBA_FXT1;
+ break;
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
+ case GL_RGB_S3TC:
+ mesaFormat = MESA_FORMAT_RGB_DXT1;
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ case GL_RGB4_S3TC:
+ mesaFormat = MESA_FORMAT_RGBA_DXT1;
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
+ case GL_RGBA_S3TC:
+ mesaFormat = MESA_FORMAT_RGBA_DXT3;
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ case GL_RGBA4_S3TC:
+ mesaFormat = MESA_FORMAT_RGBA_DXT5;
+ break;
+ default:
return 0;
}
+
+ return _mesa_compressed_texture_size(ctx, width, height, depth, mesaFormat);
}
/*
* Compute the bytes per row in a compressed texture image.
* We use this for computing the destination address for sub-texture updates.
- * \param format one of the specific texture compression formats
+ * \param mesaFormat one of the MESA_FORMAT_* compressed formats
* \param width image width in pixels
* \return stride, in bytes, between rows for compressed image
*/
GLint
-_mesa_compressed_row_stride(GLenum format, GLsizei width)
+_mesa_compressed_row_stride(GLuint mesaFormat, GLsizei width)
{
GLint stride;
- switch (format) {
- case GL_COMPRESSED_RGB_FXT1_3DFX:
- case GL_COMPRESSED_RGBA_FXT1_3DFX:
+ switch (mesaFormat) {
+ case MESA_FORMAT_RGB_FXT1:
+ case MESA_FORMAT_RGBA_FXT1:
stride = ((width + 7) / 8) * 16; /* 16 bytes per 8x4 tile */
break;
- case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
- case GL_RGB_S3TC:
- case GL_RGB4_S3TC:
+ case MESA_FORMAT_RGB_DXT1:
+ case MESA_FORMAT_RGBA_DXT1:
stride = ((width + 3) / 4) * 8; /* 8 bytes per 4x4 tile */
break;
- case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
- case GL_RGBA_S3TC:
- case GL_RGBA4_S3TC:
+ case MESA_FORMAT_RGBA_DXT3:
+ case MESA_FORMAT_RGBA_DXT5:
stride = ((width + 3) / 4) * 16; /* 16 bytes per 4x4 tile */
break;
default:
+ _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_row_stride");
return 0;
}
*/
GLubyte *
_mesa_compressed_image_address(GLint col, GLint row, GLint img,
- GLenum format,
+ GLuint mesaFormat,
GLsizei width, const GLubyte *image)
{
GLubyte *addr;
* offset = Z * (((width + X - 1) / X) * (row / Y) + col / X);
*/
- switch (format) {
- case GL_COMPRESSED_RGB_FXT1_3DFX:
- case GL_COMPRESSED_RGBA_FXT1_3DFX:
+ switch (mesaFormat) {
+ case MESA_FORMAT_RGB_FXT1:
+ case MESA_FORMAT_RGBA_FXT1:
addr = (GLubyte *) image + 16 * (((width + 7) / 8) * (row / 4) + col / 8);
break;
- case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
- case GL_RGB_S3TC:
- case GL_RGB4_S3TC:
+ case MESA_FORMAT_RGB_DXT1:
+ case MESA_FORMAT_RGBA_DXT1:
addr = (GLubyte *) image + 8 * (((width + 3) / 4) * (row / 4) + col / 4);
break;
- case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
- case GL_RGBA_S3TC:
- case GL_RGBA4_S3TC:
+ case MESA_FORMAT_RGBA_DXT3:
+ case MESA_FORMAT_RGBA_DXT5:
addr = (GLubyte *) image + 16 * (((width + 3) / 4) * (row / 4) + col / 4);
break;
default:
- return 0;
+ _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_image_address");
+ addr = NULL;
}
return addr;