-/* $Id: texformat_tmp.h,v 1.8 2002/09/23 16:37:14 brianp Exp $ */
+/**
+ * \file texformat_tmp.h
+ * Texel fetch functions template.
+ *
+ * This template file is used by texformat.c to generate texel fetch functions
+ * for 1-D, 2-D and 3-D texture images.
+ *
+ * It should be expanded by definining \p DIM as the number texture dimensions
+ * (1, 2 or 3). According to the value of \p DIM a serie of macros is defined
+ * for the texel lookup in the gl_texture_image::Data.
+ *
+ * \sa texformat.c and FetchTexel.
+ *
+ * \author Gareth Hughes
+ * \author Brian Paul
+ */
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2002 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"),
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- * Author:
- * Gareth Hughes <gareth@valinux.com>
*/
+
#if DIM == 1
#define CHAN_SRC( t, i, j, k, sz ) \
((GLubyte *)(t)->Data + (i) * (sz))
#define USHORT_SRC( t, i, j, k ) \
((GLushort *)(t)->Data + (i))
-#define FLOAT_SRC( t, i, j, k ) \
- ((GLfloat *)(t)->Data + (i))
+#define FLOAT_SRC( t, i, j, k, sz ) \
+ ((GLfloat *)(t)->Data + (i) * (sz))
+#define HALF_SRC( t, i, j, k, sz ) \
+ ((GLhalfNV *)(t)->Data + (i) * (sz))
-#define FETCH(x) fetch_1d_texel_##x
+#define FETCH(x) fetch_texel_1d_##x
#elif DIM == 2
((GLubyte *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))
#define USHORT_SRC( t, i, j, k ) \
((GLushort *)(t)->Data + ((t)->RowStride * (j) + (i)))
-#define FLOAT_SRC( t, i, j, k ) \
- ((GLfloat *)(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 ) \
+ ((GLhalfNV *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz))
-#define FETCH(x) fetch_2d_texel_##x
+#define FETCH(x) fetch_texel_2d_##x
#elif DIM == 3
#define USHORT_SRC( t, i, j, k ) \
((GLushort *)(t)->Data + (((t)->Height * (k) + (j)) * \
(t)->RowStride + (i)))
-#define FLOAT_SRC( t, i, j, k ) \
+#define FLOAT_SRC( t, i, j, k, sz ) \
((GLfloat *)(t)->Data + (((t)->Height * (k) + (j)) * \
- (t)->RowStride + (i)))
+ (t)->RowStride + (i)) * (sz))
+#define HALF_SRC( t, i, j, k, sz ) \
+ ((GLhalfNV *)(t)->Data + (((t)->Height * (k) + (j)) * \
+ (t)->RowStride + (i)) * (sz))
-#define FETCH(x) fetch_3d_texel_##x
+#define FETCH(x) fetch_texel_3d_##x
#else
#error illegal number of texture dimensions
#endif
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
- COPY_CHAN4( rgba, src );
+ COPY_CHAN4( texel, src );
}
+/* Fetch color texel from 1D, 2D or 3D RGBA texture, returning 4 GLfloats */
+static void FETCH(f_rgba)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( 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]);
+}
+
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 3 );
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[1];
+ texel[BCOMP] = src[2];
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch color texel from 1D, 2D or 3D RGB texture, returning 4 GLfloats */
+static void FETCH(f_rgb)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 3 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = src[0];
- rgba[GCOMP] = src[1];
- rgba[BCOMP] = src[2];
- rgba[ACOMP] = CHAN_MAX;
+ 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;
}
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = 0;
- rgba[GCOMP] = 0;
- rgba[BCOMP] = 0;
- rgba[ACOMP] = src[0];
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0;
+ texel[ACOMP] = src[0];
}
+/* Fetch color texel from 1D, 2D or 3D ALPHA texture, returning 4 GLfloats */
+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 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0.0;
+ texel[ACOMP] = CHAN_TO_FLOAT(src[0]);
+}
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = src[0];
- rgba[GCOMP] = src[0];
- rgba[BCOMP] = src[0];
- rgba[ACOMP] = CHAN_MAX;
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = CHAN_MAX;
}
+/* Fetch color texel from 1D, 2D or 3D LUMIN texture, returning 4 GLchans */
+static void FETCH(f_luminance)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[ACOMP] = CHAN_MAXF;
+}
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 2 );
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[0];
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = src[1];
+}
+
+/* Fetch color texel from 1D, 2D or 3D L_A texture, returning 4 GLfloats */
+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 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = src[0];
- rgba[GCOMP] = src[0];
- rgba[BCOMP] = src[0];
- rgba[ACOMP] = src[1];
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[ACOMP] = CHAN_TO_FLOAT(src[1]);
}
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = src[0];
- rgba[GCOMP] = src[0];
- rgba[BCOMP] = src[0];
- rgba[ACOMP] = src[0];
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[0];
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = src[0];
}
+/* Fetch color texel from 1D, 2D or 3D INT. texture, returning 4 GLfloats */
+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 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = CHAN_TO_FLOAT(src[0]);
+}
+
+
+/* Fetch CI texel from 1D, 2D or 3D CI texture, returning 1 GLchan */
static void FETCH(color_index)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
- GLchan *index = (GLchan *) texel;
- *index = *src;
+ texel[0] = src[0];
}
-static void FETCH(depth_component)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+/* Fetch CI texel from 1D, 2D or 3D CI texture, returning 1 GLfloat */
+static void FETCH(f_color_index)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
{
- const GLfloat *src = FLOAT_SRC( texImage, i, j, k );
- GLfloat *depth = (GLfloat *) texel;
- *depth = *src;
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 1 );
+ texel[0] = (GLfloat) src[0];
+}
+
+
+/* Fetch depth texel from 1D, 2D or 3D DEPTH texture, returning 1 GLfloat */
+/* Note: no GLchan version of this function */
+static void FETCH(f_depth_component)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 1 );
+ texel[0] = src[0];
}
+
+/* Fetch color 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 );
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[1];
+ texel[BCOMP] = src[2];
+ texel[ACOMP] = src[3];
+}
+
+/* Fetch color texel from 1D, 2D or 3D RGBA_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_rgba_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfNV *src = HALF_SRC( 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]);
+}
+
+
+/* Fetch color texel from 1D, 2D or 3D RGB_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_rgb_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = FLOAT_SRC( texImage, i, j, k, 3 );
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[1];
+ texel[BCOMP] = src[2];
+ texel[ACOMP] = CHAN_MAXF;
+}
+
+/* Fetch color texel from 1D, 2D or 3D RGB_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_rgb_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfNV *src = HALF_SRC( 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;
+}
+
+
+
+/*
+ * Begin Hardware formats
+ */
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[3] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[2] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[1] );
- rgba[ACOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[RCOMP] = UBYTE_TO_CHAN( src[3] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[2] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[1] );
+ texel[ACOMP] = UBYTE_TO_CHAN( src[0] );
}
+/* Fetch color texel from 1D, 2D or 3D rgba8888 texture, return 4 GLfloats */
+static void FETCH(f_rgba8888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = UBYTE_TO_FLOAT( src[3] );
+ texel[GCOMP] = UBYTE_TO_FLOAT( src[2] );
+ texel[BCOMP] = UBYTE_TO_FLOAT( src[1] );
+ texel[ACOMP] = UBYTE_TO_FLOAT( src[0] );
+}
+
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = UBYTE_TO_CHAN( src[2] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[1] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[ACOMP] = UBYTE_TO_CHAN( src[3] );
+}
+
+/* Fetch color texel from 1D, 2D or 3D argb8888 texture, return 4 GLfloats */
+static void FETCH(f_argb8888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[2] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[1] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[ACOMP] = UBYTE_TO_CHAN( src[3] );
+ texel[RCOMP] = UBYTE_TO_FLOAT( src[2] );
+ texel[GCOMP] = UBYTE_TO_FLOAT( src[1] );
+ texel[BCOMP] = UBYTE_TO_FLOAT( src[0] );
+ texel[ACOMP] = UBYTE_TO_FLOAT( src[3] );
}
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_SRC( 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] );
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch color texel from 1D, 2D or 3D rgb888 texture, return 4 GLfloats */
+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 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[2] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[1] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[ACOMP] = CHAN_MAX;
+ 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;
}
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
const GLushort s = *src;
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) * 255 / 0xf8 );
- rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) * 255 / 0xfc );
- rgba[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) * 255 / 0xf8 );
- rgba[ACOMP] = CHAN_MAX;
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) * 255 / 0xfc );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = CHAN_MAX;
}
+/* Fetch color texel from 1D, 2D or 3D rgb565 texture, return 4 GLfloats */
+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 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;
+}
+
+
+/* Fetch color texel from 1D, 2D or 3D rgb565 texture, return 4 GLchans */
static void FETCH(argb4444)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
const GLushort s = *src;
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) * 255 / 0xf );
- rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) * 255 / 0xf );
- rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) * 255 / 0xf );
- rgba[ACOMP] = UBYTE_TO_CHAN( ((s >> 12) & 0xf) * 255 / 0xf );
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 12) & 0xf) * 255 / 0xf );
}
+/* Fetch color texel from 1D, 2D or 3D rgb565 texture, return 4 GLfloats */
+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 s = *src;
+ texel[RCOMP] = ((s >> 8) & 0xf) * (1.0F / 15.0F);
+ texel[GCOMP] = ((s >> 4) & 0xf) * (1.0F / 15.0F);
+ texel[BCOMP] = ((s ) & 0xf) * (1.0F / 15.0F);
+ texel[ACOMP] = ((s >> 12) & 0xf) * (1.0F / 15.0F);
+}
+
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
const GLushort s = *src;
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0x1f) * 255 / 0x1f );
- rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 5) & 0x1f) * 255 / 0x1f );
- rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0x1f) * 255 / 0x1f );
- rgba[ACOMP] = UBYTE_TO_CHAN( ((s >> 15) & 0x01) * 255 );
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0x1f) * 255 / 0x1f );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 5) & 0x1f) * 255 / 0x1f );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0x1f) * 255 / 0x1f );
+ texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 15) & 0x01) * 255 );
}
+/* Fetch color texel from 1D, 2D or 3D argb1555 texture, return 4 GLfloats */
+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 s = *src;
+ texel[RCOMP] = ((s >> 10) & 0x1f) * (1.0F / 31.0F);
+ texel[GCOMP] = ((s >> 5) & 0x1f) * (1.0F / 31.0F);
+ texel[BCOMP] = ((s ) & 0x1f) * (1.0F / 31.0F);
+ texel[ACOMP] = ((s >> 15) & 0x01);
+}
+
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 2 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[ACOMP] = UBYTE_TO_CHAN( src[1] );
+}
+
+/* Fetch color texel from 1D, 2D or 3D al88 texture, return 4 GLfloats */
+static void FETCH(f_al88)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 2 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[ACOMP] = UBYTE_TO_CHAN( src[1] );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = UBYTE_TO_FLOAT( src[0] );
+ texel[ACOMP] = UBYTE_TO_FLOAT( src[1] );
}
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
const GLubyte s = *src;
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( ((s ) & 0xe0) * 255 / 0xe0 );
- rgba[GCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xe0) * 255 / 0xe0 );
- rgba[BCOMP] = UBYTE_TO_CHAN( ((s << 5) & 0xc0) * 255 / 0xc0 );
- rgba[ACOMP] = CHAN_MAX;
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s ) & 0xe0) * 255 / 0xe0 );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xe0) * 255 / 0xe0 );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s << 5) & 0xc0) * 255 / 0xc0 );
+ texel[ACOMP] = CHAN_MAX;
}
+/* Fetch color texel from 1D, 2D or 3D rgb332 texture, return 4 GLfloats */
+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 s = *src;
+ texel[RCOMP] = ((s ) & 0xe0) * (1.0F / 224.0F);
+ texel[GCOMP] = ((s << 3) & 0xe0) * (1.0F / 224.0F);
+ texel[BCOMP] = ((s << 5) & 0xc0) * (1.0F / 192.0F);
+ texel[ACOMP] = CHAN_MAXF;
+}
+
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = 0;
- rgba[GCOMP] = 0;
- rgba[BCOMP] = 0;
- rgba[ACOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[RCOMP] = 0;
+ texel[GCOMP] = 0;
+ texel[BCOMP] = 0;
+ texel[ACOMP] = UBYTE_TO_CHAN( src[0] );
}
+/* Fetch color texel from 1D, 2D or 3D a8 texture, return 4 GLfloats */
+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 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0.0;
+ texel[ACOMP] = UBYTE_TO_FLOAT( src[0] );
+}
+
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ texel[RCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch color texel from 1D, 2D or 3D l8 texture, return 4 GLfloats */
+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 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[ACOMP] = CHAN_MAX;
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = UBYTE_TO_FLOAT( src[0] );
+ texel[ACOMP] = CHAN_MAXF;
}
+
+/* Fetch color 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, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ texel[RCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[ACOMP] = UBYTE_TO_CHAN( src[0] );
+}
+
+/* Fetch color texel from 1D, 2D or 3D i8 texture, return 4 GLfloats */
+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 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[ACOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = UBYTE_TO_FLOAT( src[0] );
}
+
+/* Fetch color texel from 1D, 2D or 3D ci8 texture, return 1 GLchan */
static void FETCH(ci8)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
GLchan *index = (GLchan *) texel;
*index = UBYTE_TO_CHAN( *src );
}
+
+/* Fetch color texel from 1D, 2D or 3D ci8 texture, return 1 GLfloat */
+static void FETCH(f_ci8)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
+ texel[0] = UBYTE_TO_FLOAT( *src );
+}
+
+
+/* Fetch color texel from 1D, 2D or 3D ycbcr texture, return 4 GLchans */
+/* We convert YCbCr to RGB here */
/* XXX this may break if GLchan != GLubyte */
static void FETCH(ycbcr)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src0 = USHORT_SRC( texImage, (i & ~1), j, k ); /* even */
const GLushort *src1 = src0 + 1; /* odd */
const GLubyte cb = *src0 & 0xff; /* chroma U */
const GLubyte y1 = (*src1 >> 8) & 0xff; /* luminance */
const GLubyte cr = *src1 & 0xff; /* chroma V */
- GLchan *rgba = (GLchan *) texel;
GLint r, g, b;
if (i & 1) {
/* odd pixel: use y1,cr,cb */
g = (GLint) (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
b = (GLint) (1.164 * (y0-16) + 2.018 * (cb-128));
}
- rgba[RCOMP] = CLAMP(r, 0, CHAN_MAX);
- rgba[GCOMP] = CLAMP(g, 0, CHAN_MAX);
- rgba[BCOMP] = CLAMP(b, 0, CHAN_MAX);
- rgba[ACOMP] = CHAN_MAX;
+ texel[RCOMP] = CLAMP(r, 0, CHAN_MAX);
+ texel[GCOMP] = CLAMP(g, 0, CHAN_MAX);
+ texel[BCOMP] = CLAMP(b, 0, CHAN_MAX);
+ texel[ACOMP] = CHAN_MAX;
}
+/* Fetch color texel from 1D, 2D or 3D ycbcr texture, return 4 GLfloats */
+/* We convert YCbCr to RGB here */
+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 *src1 = src0 + 1; /* odd */
+ const GLubyte y0 = (*src0 >> 8) & 0xff; /* luminance */
+ const GLubyte cb = *src0 & 0xff; /* chroma U */
+ const GLubyte y1 = (*src1 >> 8) & 0xff; /* luminance */
+ const GLubyte cr = *src1 & 0xff; /* chroma V */
+ GLfloat r, g, b;
+ if (i & 1) {
+ /* odd pixel: use y1,cr,cb */
+ r = (1.164 * (y1-16) + 1.596 * (cr-128));
+ g = (1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (1.164 * (y1-16) + 2.018 * (cb-128));
+ }
+ else {
+ /* even pixel: use y0,cr,cb */
+ r = (1.164 * (y0-16) + 1.596 * (cr-128));
+ g = (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (1.164 * (y0-16) + 2.018 * (cb-128));
+ }
+ /* XXX remove / 255 here by tweaking arithmetic above */
+ r /= 255.0;
+ g /= 255.0;
+ b /= 255.0;
+ /* XXX should we really clamp??? */
+ 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;
+}
+
+
+/* Fetch color texel from 1D, 2D or 3D ycbcr_rev texture, return 4 GLchans */
+/* We convert YCbCr to RGB here */
/* XXX this may break if GLchan != GLubyte */
static void FETCH(ycbcr_rev)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src0 = USHORT_SRC( 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 U */
+ const GLubyte cr = (*src0 >> 8) & 0xff; /* chroma V */
const GLubyte y1 = *src1 & 0xff; /* luminance */
- const GLubyte cb = (*src1 >> 8) & 0xff; /* chroma V */
- GLchan *rgba = (GLchan *) texel;
+ const GLubyte cb = (*src1 >> 8) & 0xff; /* chroma U */
GLint r, g, b;
if (i & 1) {
/* odd pixel: use y1,cr,cb */
g = (GLint) (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
b = (GLint) (1.164 * (y0-16) + 2.018 * (cb-128));
}
- rgba[RCOMP] = CLAMP(r, 0, CHAN_MAX);
- rgba[GCOMP] = CLAMP(g, 0, CHAN_MAX);
- rgba[BCOMP] = CLAMP(b, 0, CHAN_MAX);
- rgba[ACOMP] = CHAN_MAX;
+ texel[RCOMP] = CLAMP(r, 0, CHAN_MAX);
+ texel[GCOMP] = CLAMP(g, 0, CHAN_MAX);
+ texel[BCOMP] = CLAMP(b, 0, CHAN_MAX);
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch color texel from 1D, 2D or 3D ycbcr_rev texture, return 4 GLfloats */
+/* We convert YCbCr to RGB here */
+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 *src1 = src0 + 1; /* odd */
+ const GLubyte y0 = *src0 & 0xff; /* luminance */
+ const GLubyte cr = (*src0 >> 8) & 0xff; /* chroma V */
+ const GLubyte y1 = *src1 & 0xff; /* luminance */
+ const GLubyte cb = (*src1 >> 8) & 0xff; /* chroma U */
+ GLfloat r, g, b;
+ if (i & 1) {
+ /* odd pixel: use y1,cr,cb */
+ r = (1.164 * (y1-16) + 1.596 * (cr-128));
+ g = (1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (1.164 * (y1-16) + 2.018 * (cb-128));
+ }
+ else {
+ /* even pixel: use y0,cr,cb */
+ r = (1.164 * (y0-16) + 1.596 * (cr-128));
+ g = (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (1.164 * (y0-16) + 2.018 * (cb-128));
+ }
+ /* XXX remove / 255 here by tweaking arithmetic above */
+ r /= 255.0;
+ g /= 255.0;
+ b /= 255.0;
+ /* XXX should we really clamp??? */
+ 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;
+}
+
+
+#if DIM == 2 /* Only 2D compressed textures possible */
+
+static void FETCH(rgb_fxt1)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+static void FETCH(f_rgb_fxt1)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+static void FETCH(rgba_fxt1)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+static void FETCH(f_rgba_fxt1)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+#endif /* if DIM == 2 */
+
+
+#if DIM == 2 /* only 2D is valid */
+
+static void FETCH(rgb_dxt1)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+static void FETCH(f_rgb_dxt1)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+
+static void FETCH(rgba_dxt1)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+static void FETCH(f_rgba_dxt1)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+
+static void FETCH(rgba_dxt3)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
}
+static void FETCH(f_rgba_dxt3)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+
+static void FETCH(rgba_dxt5)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+static void FETCH(f_rgba_dxt5)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ /* Extract the (i,j) pixel from texImage->Data and return it
+ * in texel[RCOMP], texel[GCOMP], texel[BCOMP], texel[ACOMP].
+ */
+}
+
+#endif
+
/* big-endian */
#if 0
static void FETCH(abgr8888)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[3] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[2] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[1] );
- rgba[ACOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[RCOMP] = UBYTE_TO_CHAN( src[3] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[2] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[1] );
+ texel[ACOMP] = UBYTE_TO_CHAN( src[0] );
}
static void FETCH(bgra8888)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[2] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[1] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[ACOMP] = UBYTE_TO_CHAN( src[3] );
+ texel[RCOMP] = UBYTE_TO_CHAN( src[2] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[1] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[ACOMP] = UBYTE_TO_CHAN( src[3] );
}
static void FETCH(bgr888)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 3 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[2] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[1] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[ACOMP] = CHAN_MAX;
+ texel[RCOMP] = UBYTE_TO_CHAN( src[2] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[1] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[ACOMP] = CHAN_MAX;
}
static void FETCH(bgr565)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
const GLushort s = *src;
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) * 255 / 0xf8 );
- rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) * 255 / 0xfc );
- rgba[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) * 255 / 0xf8 );
- rgba[ACOMP] = CHAN_MAX;
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) * 255 / 0xfc );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = CHAN_MAX;
}
static void FETCH(bgra4444)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
const GLushort s = *src;
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) * 255 / 0xf );
- rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) * 255 / 0xf );
- rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) * 255 / 0xf );
- rgba[ACOMP] = UBYTE_TO_CHAN( ((s >> 12) & 0xf) * 255 / 0xf );
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 12) & 0xf) * 255 / 0xf );
}
static void FETCH(bgra5551)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
const GLushort s = *src;
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0x1f) * 255 / 0x1f );
- rgba[GCOMP] = UBYTE_TO_CHAN( ((s >> 5) & 0x1f) * 255 / 0x1f );
- rgba[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0x1f) * 255 / 0x1f );
- rgba[ACOMP] = UBYTE_TO_CHAN( ((s >> 15) & 0x01) * 255 );
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 10) & 0x1f) * 255 / 0x1f );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 5) & 0x1f) * 255 / 0x1f );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0x1f) * 255 / 0x1f );
+ texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 15) & 0x01) * 255 );
}
static void FETCH(la88)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 2 );
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[GCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[BCOMP] = UBYTE_TO_CHAN( src[0] );
- rgba[ACOMP] = UBYTE_TO_CHAN( src[1] );
+ texel[RCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[ACOMP] = UBYTE_TO_CHAN( src[1] );
}
static void FETCH(bgr233)( const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLubyte *src = UBYTE_SRC( texImage, i, j, k, 1 );
const GLubyte s = *src;
- GLchan *rgba = (GLchan *) texel;
- rgba[RCOMP] = UBYTE_TO_CHAN( ((s ) & 0xe0) * 255 / 0xe0 );
- rgba[GCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xe0) * 255 / 0xe0 );
- rgba[BCOMP] = UBYTE_TO_CHAN( ((s << 5) & 0xc0) * 255 / 0xc0 );
- rgba[ACOMP] = CHAN_MAX;
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s ) & 0xe0) * 255 / 0xe0 );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xe0) * 255 / 0xe0 );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s << 5) & 0xc0) * 255 / 0xc0 );
+ texel[ACOMP] = CHAN_MAX;
}
#endif
#undef UBYTE_SRC
#undef USHORT_SRC
#undef FLOAT_SRC
+#undef HALF_SRC
#undef FETCH
#undef DIM