/*
* Mesa 3-D graphics library
- * Version: 6.1
+ * Version: 6.3
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 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"),
#if DIM == 1
-#define CHAN_SRC( t, i, j, k, sz ) \
- ((GLchan *)(t)->Data + (i) * (sz))
-#define UBYTE_SRC( t, i, j, k, sz ) \
- ((GLubyte *)(t)->Data + (i) * (sz))
-#define USHORT_SRC( t, i, j, k ) \
- ((GLushort *)(t)->Data + (i))
-#define UINT_SRC( t, i, j, k ) \
- ((GLuint *)(t)->Data + (i))
-#define FLOAT_SRC( t, i, j, k, sz ) \
- ((GLfloat *)(t)->Data + (i) * (sz))
-#define HALF_SRC( t, i, j, k, sz ) \
- ((GLhalfARB *)(t)->Data + (i) * (sz))
+#define CHAN_ADDR( t, i, j, k, sz ) \
+ ((void) (j), (void) (k), \
+ ((GLchan *)(t)->Data + (i) * (sz)))
+#define UBYTE_ADDR( t, i, j, k, sz ) \
+ ((void) (j), (void) (k), \
+ ((GLubyte *)(t)->Data + (i) * (sz)))
+#define USHORT_ADDR( t, i, j, k ) \
+ ((void) (j), (void) (k), \
+ ((GLushort *)(t)->Data + (i)))
+#define UINT_ADDR( t, i, j, k ) \
+ ((void) (j), (void) (k), \
+ ((GLuint *)(t)->Data + (i)))
+#define FLOAT_ADDR( t, i, j, k, sz ) \
+ ((void) (j), (void) (k), \
+ ((GLfloat *)(t)->Data + (i) * (sz)))
+#define HALF_ADDR( t, i, j, k, sz ) \
+ ((void) (j), (void) (k), \
+ ((GLhalfARB *)(t)->Data + (i) * (sz)))
#define FETCH(x) fetch_texel_1d_##x
#elif DIM == 2
-#define CHAN_SRC( t, i, j, k, sz ) \
- ((GLchan *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))
-#define UBYTE_SRC( t, i, j, k, sz ) \
- ((GLubyte *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))
-#define USHORT_SRC( t, i, j, k ) \
- ((GLushort *)(t)->Data + ((t)->RowStride * (j) + (i)))
-#define UINT_SRC( t, i, j, k ) \
- ((GLuint *)(t)->Data + ((t)->RowStride * (j) + (i)))
-#define FLOAT_SRC( t, i, j, k, sz ) \
- ((GLfloat *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))
-#define HALF_SRC( t, i, j, k, sz ) \
- ((GLhalfARB *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))
+#define CHAN_ADDR( t, i, j, k, sz ) \
+ ((void) (k), \
+ ((GLchan *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz)))
+#define UBYTE_ADDR( t, i, j, k, sz ) \
+ ((void) (k), \
+ ((GLubyte *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz)))
+#define USHORT_ADDR( t, i, j, k ) \
+ ((void) (k), \
+ ((GLushort *)(t)->Data + ((t)->RowStride * (j) + (i))))
+#define UINT_ADDR( t, i, j, k ) \
+ ((void) (k), \
+ ((GLuint *)(t)->Data + ((t)->RowStride * (j) + (i))))
+#define FLOAT_ADDR( t, i, j, k, sz ) \
+ ((void) (k), \
+ ((GLfloat *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz)))
+#define HALF_ADDR( t, i, j, k, sz ) \
+ ((void) (k), \
+ ((GLhalfARB *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz)))
#define FETCH(x) fetch_texel_2d_##x
#elif DIM == 3
-#define CHAN_SRC( t, i, j, k, sz ) \
+#define CHAN_ADDR( t, i, j, k, sz ) \
(GLchan *)(t)->Data + (((t)->Height * (k) + (j)) * \
(t)->RowStride + (i)) * (sz)
-#define UBYTE_SRC( t, i, j, k, sz ) \
+#define UBYTE_ADDR( t, i, j, k, sz ) \
((GLubyte *)(t)->Data + (((t)->Height * (k) + (j)) * \
(t)->RowStride + (i)) * (sz))
-#define USHORT_SRC( t, i, j, k ) \
+#define USHORT_ADDR( t, i, j, k ) \
((GLushort *)(t)->Data + (((t)->Height * (k) + (j)) * \
(t)->RowStride + (i)))
-#define UINT_SRC( t, i, j, k ) \
+#define UINT_ADDR( t, i, j, k ) \
((GLuint *)(t)->Data + (((t)->Height * (k) + (j)) * \
(t)->RowStride + (i)))
-#define FLOAT_SRC( t, i, j, k, sz ) \
+#define FLOAT_ADDR( t, i, j, k, sz ) \
((GLfloat *)(t)->Data + (((t)->Height * (k) + (j)) * \
(t)->RowStride + (i)) * (sz))
-#define HALF_SRC( t, i, j, k, sz ) \
+#define HALF_ADDR( t, i, j, k, sz ) \
((GLhalfARB *)(t)->Data + (((t)->Height * (k) + (j)) * \
(t)->RowStride + (i)) * (sz))
#endif
+/* MESA_FORMAT_RGBA **********************************************************/
+
/* Fetch texel from 1D, 2D or 3D RGBA texture, returning 4 GLchans */
static void FETCH(rgba)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 4 );
COPY_CHAN4( texel, src );
}
static void FETCH(f_rgba)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ const GLchan *src = CHAN_ADDR( 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 = CHAN_ADDR(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 GLchans */
static void FETCH(rgb)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 3 );
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 3 );
texel[RCOMP] = src[0];
texel[GCOMP] = src[1];
texel[BCOMP] = src[2];
static void FETCH(f_rgb)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 3 );
+ const GLchan *src = CHAN_ADDR( 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] = CHAN_MAXF;
+ 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 = CHAN_ADDR(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(alpha)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = 0;
static void FETCH(f_alpha)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = 0.0;
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 = CHAN_ADDR(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(luminance)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = src[0];
texel[ACOMP] = CHAN_MAX;
}
-/* Fetch texel from 1D, 2D or 3D LUMIN texture, returning 4 GLchans */
+/* Fetch texel from 1D, 2D or 3D LUMIN texture, returning 4 GLfloats */
static void FETCH(f_luminance)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = CHAN_TO_FLOAT(src[0]);
- texel[ACOMP] = CHAN_MAXF;
+ 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 = CHAN_ADDR(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(luminance_alpha)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 2 );
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 2 );
texel[RCOMP] = src[0];
texel[GCOMP] = src[0];
texel[BCOMP] = src[0];
static void FETCH(f_luminance_alpha)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 2 );
+ const GLchan *src = CHAN_ADDR( 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 = CHAN_ADDR(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(intensity)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] = src[0];
texel[GCOMP] = src[0];
texel[BCOMP] = src[0];
static void FETCH(f_intensity)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
+ const GLchan *src = CHAN_ADDR( 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 = CHAN_ADDR(texImage, i, j, k, 1);
+ dst[0] = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_DEPTH_COMPONENT_F32 *******************************************/
/* Fetch depth texel from 1D, 2D or 3D float32 DEPTH texture,
* returning 1 GLfloat.
static void FETCH(f_depth_component_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 1 );
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
texel[0] = src[0];
}
+#if DIM == 3
+static void store_texel_depth_component_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLfloat *dst = FLOAT_ADDR(texImage, i, j, k, 1);
+ dst[0] = *depth;
+}
+#endif
+
+
+/* MESA_FORMAT_DEPTH_COMPONENT16 *********************************************/
/* Fetch depth texel from 1D, 2D or 3D float32 DEPTH texture,
* returning 1 GLfloat.
* Note: no GLchan version of this function.
*/
-static void FETCH(f_depth_component16)( const struct gl_texture_image *texImage,
+static void FETCH(f_depth_component16)(const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
texel[0] = src[0] * (1.0F / 65535.0F);
}
+#if DIM == 3
+static void store_texel_depth_component16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLushort *depth = (const GLushort *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ dst[0] = *depth;
+}
+#endif
-/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT32 texture,
- * returning 4 GLchans.
+
+/* MESA_FORMAT_RGBA_F32 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT32 texture, returning 4 GLchans.
*/
static void FETCH(rgba_f32)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLchan *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 4 );
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 4 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
UNCLAMPED_FLOAT_TO_CHAN(texel[GCOMP], src[1]);
UNCLAMPED_FLOAT_TO_CHAN(texel[BCOMP], src[2]);
UNCLAMPED_FLOAT_TO_CHAN(texel[ACOMP], src[3]);
}
-/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT32 texture,
- * returning 4 GLfloats.
+/* 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 = FLOAT_SRC( texImage, i, j, k, 4 );
+ const GLfloat *src = FLOAT_ADDR( 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 = FLOAT_ADDR(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 GLchans.
*/
static void FETCH(rgba_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 4 );
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 4 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
UNCLAMPED_FLOAT_TO_CHAN(texel[GCOMP], _mesa_half_to_float(src[1]));
UNCLAMPED_FLOAT_TO_CHAN(texel[BCOMP], _mesa_half_to_float(src[2]));
static void FETCH(f_rgba_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 4 );
+ const GLhalfARB *src = HALF_ADDR( 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 = HALF_ADDR(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 GLchans.
*/
static void FETCH(rgb_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 3 );
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 3 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
UNCLAMPED_FLOAT_TO_CHAN(texel[GCOMP], src[1]);
UNCLAMPED_FLOAT_TO_CHAN(texel[BCOMP], src[2]);
static void FETCH(f_rgb_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 3 );
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 3 );
texel[RCOMP] = src[0];
texel[GCOMP] = src[1];
texel[BCOMP] = src[2];
- texel[ACOMP] = CHAN_MAXF;
+ 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 = FLOAT_ADDR(texImage, i, j, k, 1);
+ dst[0] = *depth;
+}
+#endif
+
+
+/* MESA_FORAMT_RGB_F16 *******************************************************/
+
/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT16 texture,
* returning 4 GLchans.
*/
static void FETCH(rgb_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 3 );
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 3 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
UNCLAMPED_FLOAT_TO_CHAN(texel[GCOMP], _mesa_half_to_float(src[1]));
UNCLAMPED_FLOAT_TO_CHAN(texel[BCOMP], _mesa_half_to_float(src[2]));
static void FETCH(f_rgb_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 3 );
+ const GLhalfARB *src = HALF_ADDR( 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] = CHAN_MAXF;
+ 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 = HALF_ADDR(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 GLchans.
static void FETCH(alpha_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 1 );
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = 0;
static void FETCH(f_alpha_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 1 );
+ const GLfloat *src = FLOAT_ADDR( 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 = FLOAT_ADDR(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 GLchans.
*/
static void FETCH(alpha_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 1 );
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = 0;
static void FETCH(f_alpha_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 1 );
+ const GLhalfARB *src = HALF_ADDR( 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 = HALF_ADDR(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 GLchans.
*/
static void FETCH(luminance_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 1 );
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
texel[GCOMP] =
texel[BCOMP] = texel[RCOMP];
static void FETCH(f_luminance_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 1 );
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = src[0];
- texel[ACOMP] = CHAN_MAXF;
+ 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 = FLOAT_ADDR(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 GLchans.
*/
static void FETCH(luminance_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 1 );
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
texel[GCOMP] =
texel[BCOMP] = texel[RCOMP];
static void FETCH(f_luminance_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 1 );
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = _mesa_half_to_float(src[0]);
- texel[ACOMP] = CHAN_MAXF;
+ 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 = HALF_ADDR(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 GLchans.
static void FETCH(luminance_alpha_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 2 );
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 2 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
texel[GCOMP] =
texel[BCOMP] = texel[RCOMP];
static void FETCH(f_luminance_alpha_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 2 );
+ const GLfloat *src = FLOAT_ADDR( 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 = FLOAT_ADDR(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(luminance_alpha_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 2 );
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 2 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
texel[GCOMP] =
texel[BCOMP] = texel[RCOMP];
static void FETCH(f_luminance_alpha_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 2 );
+ const GLhalfARB *src = HALF_ADDR( 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 = HALF_ADDR(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 GLchans.
*/
static void FETCH(intensity_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 1 );
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
texel[GCOMP] =
texel[BCOMP] =
static void FETCH(f_intensity_f32)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 1 );
+ const GLfloat *src = FLOAT_ADDR( 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 = FLOAT_ADDR(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 GLchans.
*/
static void FETCH(intensity_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 1 );
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
texel[GCOMP] =
texel[BCOMP] =
static void FETCH(f_intensity_f16)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLhalfARB *src = HALF_SRC( texImage, i, j, k, 1 );
+ const GLhalfARB *src = HALF_ADDR( 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 = HALF_ADDR(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 GLchans */
static void FETCH(rgba8888)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLuint s = *UINT_SRC( texImage, i, j, k );
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
texel[RCOMP] = UBYTE_TO_CHAN( (s >> 24) );
texel[GCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff );
texel[BCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff );
static void FETCH(f_rgba8888)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLuint s = *UINT_SRC( texImage, i, j, k );
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
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 = UINT_ADDR(texImage, i, j, k);
+ *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(rgba8888_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLuint s = *UINT_SRC( texImage, i, j, k );
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
texel[RCOMP] = UBYTE_TO_CHAN( (s ) & 0xff );
texel[GCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff );
texel[BCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff );
static void FETCH(f_rgba8888_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLuint s = *UINT_SRC( texImage, i, j, k );
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
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 = UINT_ADDR(texImage, i, j, k);
+ *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(argb8888)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLuint s = *UINT_SRC( texImage, i, j, k );
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
texel[RCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff );
texel[GCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff );
texel[BCOMP] = UBYTE_TO_CHAN( (s ) & 0xff );
static void FETCH(f_argb8888)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLuint s = *UINT_SRC( texImage, i, j, k );
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff );
texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff );
texel[BCOMP] = UBYTE_TO_FLOAT( (s ) & 0xff );
texel[ACOMP] = UBYTE_TO_FLOAT( (s >> 24) );
}
+#if DIM == 3
+static void store_texel_argb8888(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLuint *dst = UINT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_8888(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB8888_REV **************************************************/
/* Fetch texel from 1D, 2D or 3D argb8888_rev texture, return 4 GLchans */
static void FETCH(argb8888_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLuint s = *UINT_SRC( texImage, i, j, k );
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
texel[RCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff );
texel[GCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff );
texel[BCOMP] = UBYTE_TO_CHAN( (s >> 24) );
texel[ACOMP] = UBYTE_TO_CHAN( (s ) & 0xff );
}
-
/* Fetch texel from 1D, 2D or 3D argb8888_rev texture, return 4 GLfloats */
static void FETCH(f_argb8888_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLuint s = *UINT_SRC( texImage, i, j, k );
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff );
texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff );
texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 24) );
texel[ACOMP] = UBYTE_TO_FLOAT( (s ) & 0xff );
}
+#if DIM == 3
+static void store_texel_argb8888_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLuint *dst = UINT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_8888(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_RGB888 ********************************************************/
/* Fetch texel from 1D, 2D or 3D rgb888 texture, return 4 GLchans */
static void FETCH(rgb888)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 3 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 3 );
texel[RCOMP] = UBYTE_TO_CHAN( src[2] );
texel[GCOMP] = UBYTE_TO_CHAN( src[1] );
texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
static void FETCH(f_rgb888)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 3 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 3 );
texel[RCOMP] = UBYTE_TO_FLOAT( src[2] );
texel[GCOMP] = UBYTE_TO_FLOAT( src[1] );
texel[BCOMP] = UBYTE_TO_FLOAT( src[0] );
- texel[ACOMP] = CHAN_MAXF;
+ texel[ACOMP] = 1.0F;
}
+#if DIM == 3
+static void store_texel_rgb888(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 3);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[GCOMP];
+ dst[2] = rgba[BCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_BGR888 ********************************************************/
/* Fetch texel from 1D, 2D or 3D bgr888 texture, return 4 GLchans */
static void FETCH(bgr888)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 3 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 3 );
texel[RCOMP] = UBYTE_TO_CHAN( src[0] );
texel[GCOMP] = UBYTE_TO_CHAN( src[1] );
texel[BCOMP] = UBYTE_TO_CHAN( src[2] );
static void FETCH(f_bgr888)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 3 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 3 );
texel[RCOMP] = UBYTE_TO_FLOAT( src[0] );
texel[GCOMP] = UBYTE_TO_FLOAT( src[1] );
texel[BCOMP] = UBYTE_TO_FLOAT( src[2] );
- texel[ACOMP] = CHAN_MAXF;
+ texel[ACOMP] = 1.0F;
}
+#if DIM == 3
+static void store_texel_bgr888(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 3);
+ dst[0] = rgba[BCOMP];
+ dst[1] = rgba[GCOMP];
+ dst[2] = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_RGB565 ********************************************************/
/* Fetch texel from 1D, 2D or 3D rgb565 texture, return 4 GLchans */
static void FETCH(rgb565)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = *src;
texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) * 255 / 0xfc );
static void FETCH(f_rgb565)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = *src;
texel[RCOMP] = ((s >> 8) & 0xf8) * (1.0F / 248.0F);
texel[GCOMP] = ((s >> 3) & 0xfc) * (1.0F / 252.0F);
texel[BCOMP] = ((s << 3) & 0xf8) * (1.0F / 248.0F);
- texel[ACOMP] = CHAN_MAXF;
+ texel[ACOMP] = 1.0F;
}
+#if DIM == 3
+static void store_texel_rgb565(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_565(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_RGB565_REV ****************************************************/
/* Fetch texel from 1D, 2D or 3D rgb565_rev texture, return 4 GLchans */
static void FETCH(rgb565_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = (*src >> 8) | (*src << 8); /* byte swap */
texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) * 255 / 0xfc );
static void FETCH(f_rgb565_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = (*src >> 8) | (*src << 8); /* byte swap */
texel[RCOMP] = ((s >> 8) & 0xf8) * (1.0F / 248.0F);
texel[GCOMP] = ((s >> 3) & 0xfc) * (1.0F / 252.0F);
texel[BCOMP] = ((s << 3) & 0xf8) * (1.0F / 248.0F);
- texel[ACOMP] = CHAN_MAXF;
+ texel[ACOMP] = 1.0F;
}
+#if DIM == 3
+static void store_texel_rgb565_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_565(rgba[BCOMP], rgba[GCOMP], rgba[RCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB4444 ******************************************************/
/* Fetch texel from 1D, 2D or 3D argb444 texture, return 4 GLchans */
static void FETCH(argb4444)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = *src;
texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) * 255 / 0xf );
static void FETCH(f_argb4444)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = *src;
texel[RCOMP] = ((s >> 8) & 0xf) * (1.0F / 15.0F);
texel[GCOMP] = ((s >> 4) & 0xf) * (1.0F / 15.0F);
texel[ACOMP] = ((s >> 12) & 0xf) * (1.0F / 15.0F);
}
+#if DIM == 3
+static void store_texel_argb4444(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_4444(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB4444_REV **************************************************/
/* Fetch texel from 1D, 2D or 3D argb4444_rev texture, return 4 GLchans */
static void FETCH(argb4444_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort s = *USHORT_SRC( texImage, i, j, k );
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
texel[RCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 12) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) * 255 / 0xf );
static void FETCH(f_argb4444_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort s = *USHORT_SRC( texImage, i, j, k );
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
texel[RCOMP] = ((s ) & 0xf) * (1.0F / 15.0F);
texel[GCOMP] = ((s >> 12) & 0xf) * (1.0F / 15.0F);
texel[BCOMP] = ((s >> 8) & 0xf) * (1.0F / 15.0F);
texel[ACOMP] = ((s >> 4) & 0xf) * (1.0F / 15.0F);
}
+#if DIM == 3
+static void store_texel_argb4444_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_4444(rgba[ACOMP], rgba[BCOMP], rgba[GCOMP], rgba[RCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB1555 ******************************************************/
/* Fetch texel from 1D, 2D or 3D argb1555 texture, return 4 GLchans */
static void FETCH(argb1555)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = *src;
texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0x1f) * 255 / 0x1f );
texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 5) & 0x1f) * 255 / 0x1f );
static void FETCH(f_argb1555)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = *src;
texel[RCOMP] = ((s >> 10) & 0x1f) * (1.0F / 31.0F);
texel[GCOMP] = ((s >> 5) & 0x1f) * (1.0F / 31.0F);
texel[ACOMP] = ((s >> 15) & 0x01);
}
+#if DIM == 3
+static void store_texel_argb1555(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_1555(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB1555_REV **************************************************/
/* Fetch texel from 1D, 2D or 3D argb1555_rev texture, return 4 GLchans */
static void FETCH(argb1555_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = (*src << 8) | (*src >> 8); /* byteswap */
texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0x1f) * 255 / 0x1f );
texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 5) & 0x1f) * 255 / 0x1f );
static void FETCH(f_argb1555_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
const GLushort s = (*src << 8) | (*src >> 8); /* byteswap */
texel[RCOMP] = ((s >> 10) & 0x1f) * (1.0F / 31.0F);
texel[GCOMP] = ((s >> 5) & 0x1f) * (1.0F / 31.0F);
texel[ACOMP] = ((s >> 15) & 0x01);
}
+#if DIM == 3
+static void store_texel_argb1555_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_1555_REV(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_AL88 **********************************************************/
/* Fetch texel from 1D, 2D or 3D al88 texture, return 4 GLchans */
static void FETCH(al88)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort s = *USHORT_SRC( texImage, i, j, k );
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = UBYTE_TO_CHAN( s & 0xff );
static void FETCH(f_al88)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort s = *USHORT_SRC( texImage, i, j, k );
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = UBYTE_TO_FLOAT( s & 0xff );
texel[ACOMP] = UBYTE_TO_FLOAT( s >> 8 );
}
+#if DIM == 3
+static void store_texel_al88(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_88(rgba[ACOMP], rgba[RCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_AL88_REV ******************************************************/
/* Fetch texel from 1D, 2D or 3D al88_rev texture, return 4 GLchans */
static void FETCH(al88_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort s = *USHORT_SRC( texImage, i, j, k );
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = UBYTE_TO_CHAN( s >> 8 );
static void FETCH(f_al88_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort s = *USHORT_SRC( texImage, i, j, k );
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = UBYTE_TO_FLOAT( s >> 8 );
texel[ACOMP] = UBYTE_TO_FLOAT( s & 0xff );
}
+#if DIM == 3
+static void store_texel_al88_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_88(rgba[RCOMP], rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_RGB332 ********************************************************/
/* Fetch texel from 1D, 2D or 3D rgb332 texture, return 4 GLchans */
static void FETCH(rgb332)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
const GLubyte s = *src;
texel[RCOMP] = UBYTE_TO_CHAN( ((s ) & 0xe0) * 255 / 0xe0 );
texel[GCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xe0) * 255 / 0xe0 );
static void FETCH(f_rgb332)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
const GLubyte s = *src;
texel[RCOMP] = ((s ) & 0xe0) * (1.0F / 224.0F);
texel[GCOMP] = ((s << 3) & 0xe0) * (1.0F / 224.0F);
texel[BCOMP] = ((s << 6) & 0xc0) * (1.0F / 192.0F);
- texel[ACOMP] = CHAN_MAXF;
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb332(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = PACK_COLOR_332(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
}
+#endif
+
+/* MESA_FORMAT_A8 ************************************************************/
/* Fetch texel from 1D, 2D or 3D a8 texture, return 4 GLchans */
static void FETCH(a8)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = 0;
static void FETCH(f_a8)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = 0.0;
texel[ACOMP] = UBYTE_TO_FLOAT( src[0] );
}
+#if DIM == 3
+static void store_texel_a8(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = rgba[ACOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_L8 ************************************************************/
/* Fetch texel from 1D, 2D or 3D l8 texture, return 4 GLchans */
static void FETCH(l8)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
static void FETCH(f_l8)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] = UBYTE_TO_FLOAT( src[0] );
- texel[ACOMP] = CHAN_MAXF;
+ texel[ACOMP] = 1.0F;
}
+#if DIM == 3
+static void store_texel_l8(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_I8 ************************************************************/
/* Fetch texel from 1D, 2D or 3D i8 texture, return 4 GLchans */
static void FETCH(i8)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] =
static void FETCH(f_i8)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
texel[RCOMP] =
texel[GCOMP] =
texel[BCOMP] =
texel[ACOMP] = UBYTE_TO_FLOAT( src[0] );
}
+#if DIM == 3
+static void store_texel_i8(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_CI8 ***********************************************************/
/* Fetch CI texel from 1D, 2D or 3D ci8 texture, lookup the index in a
* color table, and return 4 GLchans.
static void FETCH(ci8)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
- const GLuint index = *src;
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
const struct gl_color_table *palette;
const GLchan *table;
+ GLuint index;
GET_CURRENT_CONTEXT(ctx);
if (ctx->Texture.SharedPalette) {
ASSERT(palette->Type != GL_FLOAT);
table = (const GLchan *) palette->Table;
+ /* Mask the index against size of palette to avoid going out of bounds */
+ index = (*src) & (palette->Size - 1);
+
switch (palette->Format) {
case GL_ALPHA:
texel[RCOMP] =
texel[ACOMP] = CHAN_TO_FLOAT(rgba[ACOMP]);
}
+#if DIM == 3
+static void store_texel_ci8(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *index = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = *index;
+}
+#endif
+
+
+/* MESA_FORMAT_YCBCR *********************************************************/
/* Fetch texel from 1D, 2D or 3D ycbcr texture, return 4 GLchans */
/* We convert YCbCr to RGB here */
static void FETCH(ycbcr)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort *src0 = USHORT_SRC( texImage, (i & ~1), j, k ); /* even */
+ const GLushort *src0 = USHORT_ADDR( texImage, (i & ~1), j, k ); /* even */
const GLushort *src1 = src0 + 1; /* odd */
const GLubyte y0 = (*src0 >> 8) & 0xff; /* luminance */
const GLubyte cb = *src0 & 0xff; /* chroma U */
static void FETCH(f_ycbcr)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort *src0 = USHORT_SRC( texImage, (i & ~1), j, k ); /* even */
+ const GLushort *src0 = USHORT_ADDR( texImage, (i & ~1), j, k ); /* even */
const GLushort *src1 = src0 + 1; /* odd */
const GLubyte y0 = (*src0 >> 8) & 0xff; /* luminance */
const GLubyte cb = *src0 & 0xff; /* chroma U */
texel[RCOMP] = CLAMP(r, 0.0, 1.0);
texel[GCOMP] = CLAMP(g, 0.0, 1.0);
texel[BCOMP] = CLAMP(b, 0.0, 1.0);
- texel[ACOMP] = CHAN_MAXF;
+ texel[ACOMP] = 1.0F;
}
+#if DIM == 3
+static void store_texel_ycbcr(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ /* XXX to do */
+}
+#endif
+
+
+/* MESA_FORMAT_YCBCR_REV *****************************************************/
/* Fetch texel from 1D, 2D or 3D ycbcr_rev texture, return 4 GLchans */
/* We convert YCbCr to RGB here */
static void FETCH(ycbcr_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLchan *texel )
{
- const GLushort *src0 = USHORT_SRC( texImage, (i & ~1), j, k ); /* even */
+ const GLushort *src0 = USHORT_ADDR( texImage, (i & ~1), j, k ); /* even */
const GLushort *src1 = src0 + 1; /* odd */
const GLubyte y0 = *src0 & 0xff; /* luminance */
const GLubyte cr = (*src0 >> 8) & 0xff; /* chroma V */
static void FETCH(f_ycbcr_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLushort *src0 = USHORT_SRC( texImage, (i & ~1), j, k ); /* even */
+ const GLushort *src0 = USHORT_ADDR( texImage, (i & ~1), j, k ); /* even */
const GLushort *src1 = src0 + 1; /* odd */
const GLubyte y0 = *src0 & 0xff; /* luminance */
const GLubyte cr = (*src0 >> 8) & 0xff; /* chroma V */
texel[RCOMP] = CLAMP(r, 0.0, 1.0);
texel[GCOMP] = CLAMP(g, 0.0, 1.0);
texel[BCOMP] = CLAMP(b, 0.0, 1.0);
- texel[ACOMP] = CHAN_MAXF;
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_ycbcr_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ /* XXX to do */
}
+#endif
-#undef CHAN_SRC
-#undef UBYTE_SRC
-#undef USHORT_SRC
-#undef UINT_SRC
-#undef FLOAT_SRC
-#undef HALF_SRC
+#undef CHAN_ADDR
+#undef UBYTE_ADDR
+#undef USHORT_ADDR
+#undef UINT_ADDR
+#undef FLOAT_ADDR
+#undef HALF_ADDR
#undef FETCH
#undef DIM