-/**
- * \file texcompress.c
- * Compressed textures functions.
- */
-
/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 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"),
*/
+/**
+ * \file texcompress.c
+ * Helper functions for texture compression.
+ */
+
+
#include "glheader.h"
#include "imports.h"
+#include "colormac.h"
#include "context.h"
#include "image.h"
#include "texcompress.h"
#include "texformat.h"
-
+#include "texstore.h"
/**
* Get the list of supported internal compression formats.
- *
+ *
* \param ctx GL context.
* \param formats the resulting format list (may be NULL).
*
n += 3;
}
}
+ if (ctx->Extensions.S3_s3tc) {
+ if (formats) {
+ formats[n++] = GL_RGB_S3TC;
+ formats[n++] = GL_RGB4_S3TC;
+ formats[n++] = GL_RGBA_S3TC;
+ formats[n++] = GL_RGBA4_S3TC;
+ }
+ else {
+ n += 4;
+ }
+ }
}
return n;
}
+
/**
- * Return bytes of storage needed for the given texture size and
- * compressed format.
- *
+ * Return number of bytes needed to store a texture of the given size
+ * using the specified compressed format.
+ * This is called via the ctx->Driver.CompressedTextureSize function,
+ * unless a device driver overrides it.
+ *
* \param width texture width in texels.
* \param height texture height in texels.
* \param depth texture depth in texels.
- * \param texFormat one of the compressed format enums
- *
- * \return size in bytes, or zero if bad \p texFormat.
+ * \param format - one of the specific compressed texture formats
+ *
+ * \return size in bytes, or zero if bad format
*/
GLuint
_mesa_compressed_texture_size( GLcontext *ctx,
{
GLuint size;
- if (ctx->Driver.CompressedTextureSize) {
- return ctx->Driver.CompressedTextureSize(ctx, width, height, depth, format);
- }
+ ASSERT(depth == 1);
+ (void) depth;
switch (format) {
case GL_COMPRESSED_RGB_FXT1_3DFX:
case GL_COMPRESSED_RGBA_FXT1_3DFX:
- /* round up to multiple of 4 */
- size = ((width + 7) / 8) * ((height + 3) / 4) * 16;
- /* Textures smaller than 4x4 will effectively be made into 4x4 and
- * take 8 bytes.
+ /* round up width to next multiple of 8, height to next multiple of 4 */
+ width = (width + 7) & ~7;
+ height = (height + 3) & ~3;
+ /* 16 bytes per 8x4 tile of RGB[A] texels */
+ size = width * height / 2;
+ /* 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:
/* round up width, height to next multiple of 4 */
width = (width + 3) & ~3;
height = (height + 3) & ~3;
- ASSERT(depth == 1);
/* 8 bytes per 4x4 tile of RGB[A] texels */
- size = (width * height * 8) / 16;
+ size = width * height / 2;
/* Textures smaller than 4x4 will effectively be made into 4x4 and
* take 8 bytes.
*/
return size;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ case GL_RGBA_S3TC:
+ case GL_RGBA4_S3TC:
/* round up width, height to next multiple of 4 */
width = (width + 3) & ~3;
height = (height + 3) & ~3;
- ASSERT(depth == 1);
/* 16 bytes per 4x4 tile of RGBA texels */
size = width * height; /* simple! */
/* Textures smaller than 4x4 will effectively be made into 4x4 and
}
-/**
+/*
* 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
GLint
_mesa_compressed_row_stride(GLenum format, GLsizei width)
{
- GLint bytesPerTile, stride;
+ GLint stride;
switch (format) {
case GL_COMPRESSED_RGB_FXT1_3DFX:
case GL_COMPRESSED_RGBA_FXT1_3DFX:
- bytesPerTile = 8;
+ 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:
- bytesPerTile = 8;
+ case GL_RGB_S3TC:
+ case GL_RGB4_S3TC:
+ 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:
- bytesPerTile = 16;
+ case GL_RGBA_S3TC:
+ case GL_RGBA4_S3TC:
+ stride = ((width + 3) / 4) * 16; /* 16 bytes per 4x4 tile */
break;
default:
return 0;
}
- stride = ((width + 3) / 4) * bytesPerTile;
return stride;
}
-/**
+/*
* Return the address of the pixel at (col, row, img) in a
* compressed texture image.
- *
- * \param col image position.
- * \param row image position.
- * \param img image position.
- * \param format compressed image format.
- * \param width image width.
- * \param image the image address.
- *
- * \return address of pixel at (row, col).
+ * \param col, row, img - image position (3D)
+ * \param format - compressed image format
+ * \param width - image width
+ * \param image - the image address
+ * \return address of pixel at (row, col)
*/
GLubyte *
_mesa_compressed_image_address(GLint col, GLint row, GLint img,
GLenum format,
GLsizei width, const GLubyte *image)
{
- GLint bytesPerTile, stride;
GLubyte *addr;
- ASSERT((row & 3) == 0);
- ASSERT((col & 3) == 0);
(void) img;
+ /* We try to spot a "complete" subtexture "above" ROW, COL;
+ * this texture is given by appropriate rounding of WIDTH x ROW.
+ * Then we just add the amount left (usually on the left).
+ *
+ * Example for X*Y microtiles (Z bytes each)
+ * offset = Z * (((width + X - 1) / X) * (row / Y) + col / X);
+ */
+
switch (format) {
case GL_COMPRESSED_RGB_FXT1_3DFX:
case GL_COMPRESSED_RGBA_FXT1_3DFX:
- bytesPerTile = 8;
+ 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:
- bytesPerTile = 8;
+ case GL_RGB_S3TC:
+ case GL_RGB4_S3TC:
+ 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:
- bytesPerTile = 16;
+ case GL_RGBA_S3TC:
+ case GL_RGBA4_S3TC:
+ addr = (GLubyte *) image + 16 * (((width + 3) / 4) * (row / 4) + col / 4);
break;
default:
- return 0;
+ return NULL;
}
- stride = ((width + 3) / 4) * bytesPerTile;
-
- addr = (GLubyte *) image + (row / 4) * stride + (col / 4) * bytesPerTile;
return addr;
}
-
-
-/**
- * \param srcRowStride source stride, in pixels
- */
-void
-_mesa_compress_teximage( GLcontext *ctx, GLsizei width, GLsizei height,
- GLenum srcFormat, const GLchan *source,
- GLint srcRowStride,
- const struct gl_texture_format *dstFormat,
- GLubyte *dest, GLint dstRowStride )
-{
- switch (dstFormat->MesaFormat) {
- default:
- _mesa_problem(ctx, "Bad dstFormat in _mesa_compress_teximage()");
- return;
- }
-}