#include "texstore.h"
-int
-fxt1_encode (unsigned int width, unsigned int height, int comps,
- const void *source, int srcRowStride,
- void *dest, int destRowStride);
-void
-fxt1_decode_1 (const void *texture, int stride,
- int i, int j, unsigned char *rgba);
+static GLint
+fxt1_encode (GLuint width, GLuint height, GLint comps,
+ const void *source, GLint srcRowStride,
+ void *dest, GLint destRowStride);
+
+static void
+fxt1_decode_1 (const void *texture, GLint stride,
+ GLint i, GLint j, GLubyte *rgba);
/**
texel[RCOMP] = CHAN_TO_FLOAT(rgba[RCOMP]);
texel[GCOMP] = CHAN_TO_FLOAT(rgba[GCOMP]);
texel[BCOMP] = CHAN_TO_FLOAT(rgba[BCOMP]);
- texel[ACOMP] = 1.0;
+ texel[ACOMP] = 1.0F;
}
#define LL_RMS_D 10 /* fault tolerance (maximum delta) */
#define LL_RMS_E 255 /* fault tolerance (maximum error) */
#define ALPHA_TS 2 /* alpha threshold: (255 - ALPHA_TS) deemed opaque */
-#define ISTBLACK(v) (*((unsigned long *)(v)) == 0)
+#define ISTBLACK(v) (*((GLuint *)(v)) == 0)
+/*
+ * Define a 64-bit unsigned integer type and macros
+ */
#if defined(__GNUC__) && !defined(__cplusplus)
#define FX64_NATIVE 1
#define FX64_NATIVE 0
typedef struct {
- unsigned long lo, hi;
+ GLuint lo, hi;
} Fx64;
#define FX64_MOV32(a, b) a.lo = b
#endif /* !__GNUC__ */
+
#define F(i) 1 /* can be used to obtain an oblong metric: 0.30 / 0.59 / 0.11 */
#define SAFECDOT 1 /* for paranoids */
#define MAKEIVEC(NV, NC, IV, B, V0, V1) \
do { \
/* compute interpolation vector */ \
- float d2 = 0; \
- float rd2; \
+ GLfloat d2 = 0.0F; \
+ GLfloat rd2; \
\
for (i = 0; i < NC; i++) { \
IV[i] = (V1[i] - V0[i]) * F(i); \
d2 += IV[i] * IV[i]; \
} \
- rd2 = (float)NV / d2; \
+ rd2 = (GLfloat)NV / d2; \
B = 0; \
for (i = 0; i < NC; i++) { \
IV[i] *= F(i); \
#define CALCCDOT(TEXEL, NV, NC, IV, B, V)\
do { \
- float dot = 0; \
+ GLfloat dot = 0.0F; \
for (i = 0; i < NC; i++) { \
dot += V[i] * IV[i]; \
} \
- TEXEL = (int)(dot + B); \
+ TEXEL = (GLint)(dot + B); \
if (SAFECDOT) { \
if (TEXEL < 0) { \
TEXEL = 0; \
} while (0)
-static int
-fxt1_bestcol (float vec[][MAX_COMP], int nv,
- unsigned char input[MAX_COMP], int nc)
+static GLint
+fxt1_bestcol (GLfloat vec[][MAX_COMP], GLint nv,
+ GLubyte input[MAX_COMP], GLint nc)
{
- int i, j, best = -1;
- float err = 1e9; /* big enough */
+ GLint i, j, best = -1;
+ GLfloat err = 1e9; /* big enough */
for (j = 0; j < nv; j++) {
- float e = 0;
+ GLfloat e = 0.0F;
for (i = 0; i < nc; i++) {
e += (vec[j][i] - input[i]) * (vec[j][i] - input[i]);
}
}
-static int
-fxt1_worst (float vec[MAX_COMP],
- unsigned char input[N_TEXELS][MAX_COMP], int nc, int n)
+static GLint
+fxt1_worst (GLfloat vec[MAX_COMP],
+ GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n)
{
- int i, k, worst = -1;
- float err = -1; /* small enough */
+ GLint i, k, worst = -1;
+ GLfloat err = -1.0F; /* small enough */
for (k = 0; k < n; k++) {
- float e = 0;
+ GLfloat e = 0.0F;
for (i = 0; i < nc; i++) {
e += (vec[i] - input[k][i]) * (vec[i] - input[k][i]);
}
}
-static int
-fxt1_variance (double variance[MAX_COMP],
- unsigned char input[N_TEXELS][MAX_COMP], int nc, int n)
+static GLint
+fxt1_variance (GLdouble variance[MAX_COMP],
+ GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n)
{
- int i, k, best = 0;
- int sx, sx2;
- double var, maxvar = -1; /* small enough */
- double teenth = 1.0 / n;
+ GLint i, k, best = 0;
+ GLint sx, sx2;
+ GLdouble var, maxvar = -1; /* small enough */
+ GLdouble teenth = 1.0 / n;
for (i = 0; i < nc; i++) {
sx = sx2 = 0;
for (k = 0; k < n; k++) {
- int t = input[k][i];
+ GLint t = input[k][i];
sx += t;
sx2 += t * t;
}
}
-static int
-fxt1_choose (float vec[][MAX_COMP], int nv,
- unsigned char input[N_TEXELS][MAX_COMP], int nc, int n)
+static GLint
+fxt1_choose (GLfloat vec[][MAX_COMP], GLint nv,
+ GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n)
{
#if 0
/* Choose colors from a grid.
*/
- int i, j;
+ GLint i, j;
for (j = 0; j < nv; j++) {
- int m = j * (n - 1) / (nv - 1);
+ GLint m = j * (n - 1) / (nv - 1);
for (i = 0; i < nc; i++) {
vec[j][i] = input[m][i];
}
* the 8x4 tile and use those as the two representative colors.
* There are probably better algorithms to use (histogram-based).
*/
- int i, j, k;
- int minSum = 2000; /* big enough */
- int maxSum = -1; /* small enough */
- int minCol = 0; /* phoudoin: silent compiler! */
- int maxCol = 0; /* phoudoin: silent compiler! */
+ GLint i, j, k;
+ GLint minSum = 2000; /* big enough */
+ GLint maxSum = -1; /* small enough */
+ GLint minCol = 0; /* phoudoin: silent compiler! */
+ GLint maxCol = 0; /* phoudoin: silent compiler! */
struct {
- int flag;
- int key;
- int freq;
- int idx;
+ GLint flag;
+ GLint key;
+ GLint freq;
+ GLint idx;
} hist[N_TEXELS];
- int lenh = 0;
+ GLint lenh = 0;
memset(hist, 0, sizeof(hist));
for (k = 0; k < n; k++) {
- int l;
- int key = 0;
- int sum = 0;
+ GLint l;
+ GLint key = 0;
+ GLint sum = 0;
for (i = 0; i < nc; i++) {
key <<= 8;
key |= input[k][i];
if (lenh <= nv) {
for (j = 0; j < lenh; j++) {
for (i = 0; i < nc; i++) {
- vec[j][i] = (float)input[hist[j].idx][i];
+ vec[j][i] = (GLfloat)input[hist[j].idx][i];
}
}
for (; j < nv; j++) {
}
-static int
-fxt1_lloyd (float vec[][MAX_COMP], int nv,
- unsigned char input[N_TEXELS][MAX_COMP], int nc, int n)
+static GLint
+fxt1_lloyd (GLfloat vec[][MAX_COMP], GLint nv,
+ GLubyte input[N_TEXELS][MAX_COMP], GLint nc, GLint n)
{
/* Use the generalized lloyd's algorithm for VQ:
* find 4 color vectors.
* n number of input samples
*/
- int sum[MAX_VECT][MAX_COMP]; /* used to accumulate closest texels */
- int cnt[MAX_VECT]; /* how many times a certain vector was chosen */
- float error, lasterror = 1e9;
+ GLint sum[MAX_VECT][MAX_COMP]; /* used to accumulate closest texels */
+ GLint cnt[MAX_VECT]; /* how many times a certain vector was chosen */
+ GLfloat error, lasterror = 1e9;
- int i, j, k, rep;
+ GLint i, j, k, rep;
/* the quantizer */
for (rep = 0; rep < LL_N_REP; rep++) {
/* scan whole block */
for (k = 0; k < n; k++) {
#if 1
- int best = -1;
- float err = 1e9; /* big enough */
+ GLint best = -1;
+ GLfloat err = 1e9; /* big enough */
/* determine best vector */
for (j = 0; j < nv; j++) {
- float e = (vec[j][0] - input[k][0]) * (vec[j][0] - input[k][0]) +
+ GLfloat e = (vec[j][0] - input[k][0]) * (vec[j][0] - input[k][0]) +
(vec[j][1] - input[k][1]) * (vec[j][1] - input[k][1]) +
(vec[j][2] - input[k][2]) * (vec[j][2] - input[k][2]);
if (nc == 4) {
}
}
#else
- int best = fxt1_bestcol(vec, nv, input[k], nc, &err);
+ GLint best = fxt1_bestcol(vec, nv, input[k], nc, &err);
#endif
/* add in closest color */
for (i = 0; i < nc; i++) {
/* move each vector to the barycenter of its closest colors */
for (j = 0; j < nv; j++) {
if (cnt[j]) {
- float div = 1.0F / cnt[j];
+ GLfloat div = 1.0F / cnt[j];
for (i = 0; i < nc; i++) {
vec[j][i] = div * sum[j][i];
}
} else {
/* this vec has no samples or is identical with a previous vec */
- int worst = fxt1_worst(vec[j], input, nc, n);
+ GLint worst = fxt1_worst(vec[j], input, nc, n);
for (i = 0; i < nc; i++) {
vec[j][i] = input[worst][i];
}
static void
-fxt1_quantize_CHROMA (unsigned long *cc,
- unsigned char input[N_TEXELS][MAX_COMP])
+fxt1_quantize_CHROMA (GLuint *cc,
+ GLubyte input[N_TEXELS][MAX_COMP])
{
- const int n_vect = 4; /* 4 base vectors to find */
- const int n_comp = 3; /* 3 components: R, G, B */
- float vec[MAX_VECT][MAX_COMP];
- int i, j, k;
+ const GLint n_vect = 4; /* 4 base vectors to find */
+ const GLint n_comp = 3; /* 3 components: R, G, B */
+ GLfloat vec[MAX_VECT][MAX_COMP];
+ GLint i, j, k;
Fx64 hi; /* high quadword */
- unsigned long lohi, lolo; /* low quadword: hi dword, lo dword */
+ GLuint lohi, lolo; /* low quadword: hi dword, lo dword */
if (fxt1_choose(vec, n_vect, input, n_comp, N_TEXELS) != 0) {
fxt1_lloyd(vec, n_vect, input, n_comp, N_TEXELS);
for (i = 0; i < n_comp; i++) {
/* add in colors */
FX64_SHL(hi, 5);
- FX64_OR32(hi, (unsigned int)(vec[j][i] / 8.0));
+ FX64_OR32(hi, (GLuint)(vec[j][i] / 8.0F));
}
}
((Fx64 *)cc)[1] = hi;
static void
-fxt1_quantize_ALPHA0 (unsigned long *cc,
- unsigned char input[N_TEXELS][MAX_COMP],
- unsigned char reord[N_TEXELS][MAX_COMP], int n)
+fxt1_quantize_ALPHA0 (GLuint *cc,
+ GLubyte input[N_TEXELS][MAX_COMP],
+ GLubyte reord[N_TEXELS][MAX_COMP], GLint n)
{
- const int n_vect = 3; /* 3 base vectors to find */
- const int n_comp = 4; /* 4 components: R, G, B, A */
- float vec[MAX_VECT][MAX_COMP];
- int i, j, k;
+ const GLint n_vect = 3; /* 3 base vectors to find */
+ const GLint n_comp = 4; /* 4 components: R, G, B, A */
+ GLfloat vec[MAX_VECT][MAX_COMP];
+ GLint i, j, k;
Fx64 hi; /* high quadword */
- unsigned long lohi, lolo; /* low quadword: hi dword, lo dword */
+ GLuint lohi, lolo; /* low quadword: hi dword, lo dword */
/* the last vector indicates zero */
for (i = 0; i < n_comp; i++) {
for (j = n_vect - 1; j >= 0; j--) {
/* add in alphas */
FX64_SHL(hi, 5);
- FX64_OR32(hi, (unsigned int)(vec[j][ACOMP] / 8.0));
+ FX64_OR32(hi, (GLuint)(vec[j][ACOMP] / 8.0F));
}
for (j = n_vect - 1; j >= 0; j--) {
for (i = 0; i < n_comp - 1; i++) {
/* add in colors */
FX64_SHL(hi, 5);
- FX64_OR32(hi, (unsigned int)(vec[j][i] / 8.0));
+ FX64_OR32(hi, (GLuint)(vec[j][i] / 8.0F));
}
}
((Fx64 *)cc)[1] = hi;
static void
-fxt1_quantize_ALPHA1 (unsigned long *cc,
- unsigned char input[N_TEXELS][MAX_COMP])
+fxt1_quantize_ALPHA1 (GLuint *cc,
+ GLubyte input[N_TEXELS][MAX_COMP])
{
- const int n_vect = 3; /* highest vector number in each microtile */
- const int n_comp = 4; /* 4 components: R, G, B, A */
- float vec[1 + 1 + 1][MAX_COMP]; /* 1.5 extrema for each sub-block */
- float b, iv[MAX_COMP]; /* interpolation vector */
- int i, j, k;
+ const GLint n_vect = 3; /* highest vector number in each microtile */
+ const GLint n_comp = 4; /* 4 components: R, G, B, A */
+ GLfloat vec[1 + 1 + 1][MAX_COMP]; /* 1.5 extrema for each sub-block */
+ GLfloat b, iv[MAX_COMP]; /* interpolation vector */
+ GLint i, j, k;
Fx64 hi; /* high quadword */
- unsigned long lohi, lolo; /* low quadword: hi dword, lo dword */
+ GLuint lohi, lolo; /* low quadword: hi dword, lo dword */
- int minSum;
- int maxSum;
- int minColL = 0, maxColL = 0;
- int minColR = 0, maxColR = 0;
- int sumL = 0, sumR = 0;
+ GLint minSum;
+ GLint maxSum;
+ GLint minColL = 0, maxColL = 0;
+ GLint minColR = 0, maxColR = 0;
+ GLint sumL = 0, sumR = 0;
/* Our solution here is to find the darkest and brightest colors in
* the 4x4 tile and use those as the two representative colors.
minSum = 2000; /* big enough */
maxSum = -1; /* small enough */
for (k = 0; k < N_TEXELS / 2; k++) {
- int sum = 0;
+ GLint sum = 0;
for (i = 0; i < n_comp; i++) {
sum += input[k][i];
}
minSum = 2000; /* big enough */
maxSum = -1; /* small enough */
for (; k < N_TEXELS; k++) {
- int sum = 0;
+ GLint sum = 0;
for (i = 0; i < n_comp; i++) {
sum += input[k][i];
}
}
/* choose the common vector (yuck!) */
-{
- int j1, j2;
- int v1 = 0, v2 = 0;
- float err = 1e9; /* big enough */
- float tv[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */
- for (i = 0; i < n_comp; i++) {
- tv[0][i] = input[minColL][i];
- tv[1][i] = input[maxColL][i];
- tv[2][i] = input[minColR][i];
- tv[3][i] = input[maxColR][i];
- }
- for (j1 = 0; j1 < 2; j1++) {
- for (j2 = 2; j2 < 4; j2++) {
- float e = 0;
- for (i = 0; i < n_comp; i++) {
- e += (tv[j1][i] - tv[j2][i]) * (tv[j1][i] - tv[j2][i]);
- }
- if (e < err) {
- err = e;
- v1 = j1;
- v2 = j2;
- }
+ {
+ GLint j1, j2;
+ GLint v1 = 0, v2 = 0;
+ GLfloat err = 1e9; /* big enough */
+ GLfloat tv[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */
+ for (i = 0; i < n_comp; i++) {
+ tv[0][i] = input[minColL][i];
+ tv[1][i] = input[maxColL][i];
+ tv[2][i] = input[minColR][i];
+ tv[3][i] = input[maxColR][i];
+ }
+ for (j1 = 0; j1 < 2; j1++) {
+ for (j2 = 2; j2 < 4; j2++) {
+ GLfloat e = 0.0F;
+ for (i = 0; i < n_comp; i++) {
+ e += (tv[j1][i] - tv[j2][i]) * (tv[j1][i] - tv[j2][i]);
+ }
+ if (e < err) {
+ err = e;
+ v1 = j1;
+ v2 = j2;
+ }
+ }
+ }
+ for (i = 0; i < n_comp; i++) {
+ vec[0][i] = tv[1 - v1][i];
+ vec[1][i] = (tv[v1][i] * sumL + tv[v2][i] * sumR) / (sumL + sumR);
+ vec[2][i] = tv[5 - v2][i];
}
}
- for (i = 0; i < n_comp; i++) {
- vec[0][i] = tv[1 - v1][i];
- vec[1][i] = (tv[v1][i] * sumL + tv[v2][i] * sumR) / (sumL + sumR);
- vec[2][i] = tv[5 - v2][i];
- }
-}
/* left microtile */
cc[0] = 0;
/* add in texels */
lolo = 0;
for (k = N_TEXELS / 2 - 1; k >= 0; k--) {
- int texel;
+ GLint texel;
/* interpolate color */
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
/* add in texel */
/* add in texels */
lohi = 0;
for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
- int texel;
+ GLint texel;
/* interpolate color */
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
/* add in texel */
for (j = n_vect - 1; j >= 0; j--) {
/* add in alphas */
FX64_SHL(hi, 5);
- FX64_OR32(hi, (unsigned int)(vec[j][ACOMP] / 8.0F));
+ FX64_OR32(hi, (GLuint)(vec[j][ACOMP] / 8.0F));
}
for (j = n_vect - 1; j >= 0; j--) {
for (i = 0; i < n_comp - 1; i++) {
/* add in colors */
FX64_SHL(hi, 5);
- FX64_OR32(hi, (unsigned int)(vec[j][i] / 8.0F));
+ FX64_OR32(hi, (GLuint)(vec[j][i] / 8.0F));
}
}
((Fx64 *)cc)[1] = hi;
static void
-fxt1_quantize_HI (unsigned long *cc,
- unsigned char input[N_TEXELS][MAX_COMP],
- unsigned char reord[N_TEXELS][MAX_COMP], int n)
+fxt1_quantize_HI (GLuint *cc,
+ GLubyte input[N_TEXELS][MAX_COMP],
+ GLubyte reord[N_TEXELS][MAX_COMP], GLint n)
{
- const int n_vect = 6; /* highest vector number */
- const int n_comp = 3; /* 3 components: R, G, B */
- float b = 0.0; /* phoudoin: silent compiler! */
- float iv[MAX_COMP]; /* interpolation vector */
- int i, k;
- unsigned long hihi; /* high quadword: hi dword */
-
- int minSum = 2000; /* big enough */
- int maxSum = -1; /* small enough */
- int minCol = 0; /* phoudoin: silent compiler! */
- int maxCol = 0; /* phoudoin: silent compiler! */
+ const GLint n_vect = 6; /* highest vector number */
+ const GLint n_comp = 3; /* 3 components: R, G, B */
+ GLfloat b = 0.0F; /* phoudoin: silent compiler! */
+ GLfloat iv[MAX_COMP]; /* interpolation vector */
+ GLint i, k;
+ GLuint hihi; /* high quadword: hi dword */
+
+ GLint minSum = 2000; /* big enough */
+ GLint maxSum = -1; /* small enough */
+ GLint minCol = 0; /* phoudoin: silent compiler! */
+ GLint maxCol = 0; /* phoudoin: silent compiler! */
/* Our solution here is to find the darkest and brightest colors in
* the 8x4 tile and use those as the two representative colors.
* There are probably better algorithms to use (histogram-based).
*/
for (k = 0; k < n; k++) {
- int sum = 0;
+ GLint sum = 0;
for (i = 0; i < n_comp; i++) {
sum += reord[k][i];
}
/* add in texels */
for (k = N_TEXELS - 1; k >= 0; k--) {
- int t = k * 3;
- unsigned long *kk = (unsigned long *)((unsigned long)cc + t / 8);
- int texel = n_vect + 1; /* transparent black */
+ GLint t = k * 3;
+ GLuint *kk = (GLuint *)((GLuint)cc + t / 8);
+ GLint texel = n_vect + 1; /* transparent black */
if (!ISTBLACK(input[k])) {
if (minCol != maxCol) {
static void
-fxt1_quantize_MIXED1 (unsigned long *cc,
- unsigned char input[N_TEXELS][MAX_COMP])
+fxt1_quantize_MIXED1 (GLuint *cc,
+ GLubyte input[N_TEXELS][MAX_COMP])
{
- const int n_vect = 2; /* highest vector number in each microtile */
- const int n_comp = 3; /* 3 components: R, G, B */
- unsigned char vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */
- float b, iv[MAX_COMP]; /* interpolation vector */
- int i, j, k;
+ const GLint n_vect = 2; /* highest vector number in each microtile */
+ const GLint n_comp = 3; /* 3 components: R, G, B */
+ GLubyte vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */
+ GLfloat b, iv[MAX_COMP]; /* interpolation vector */
+ GLint i, j, k;
Fx64 hi; /* high quadword */
- unsigned long lohi, lolo; /* low quadword: hi dword, lo dword */
+ GLuint lohi, lolo; /* low quadword: hi dword, lo dword */
- int minSum;
- int maxSum;
- int minColL = 0, maxColL = -1;
- int minColR = 0, maxColR = -1;
+ GLint minSum;
+ GLint maxSum;
+ GLint minColL = 0, maxColL = -1;
+ GLint minColR = 0, maxColR = -1;
/* Our solution here is to find the darkest and brightest colors in
* the 4x4 tile and use those as the two representative colors.
maxSum = -1; /* small enough */
for (k = 0; k < N_TEXELS / 2; k++) {
if (!ISTBLACK(input[k])) {
- int sum = 0;
+ GLint sum = 0;
for (i = 0; i < n_comp; i++) {
sum += input[k][i];
}
maxSum = -1; /* small enough */
for (; k < N_TEXELS; k++) {
if (!ISTBLACK(input[k])) {
- int sum = 0;
+ GLint sum = 0;
for (i = 0; i < n_comp; i++) {
sum += input[k][i];
}
/* add in texels */
lolo = 0;
for (k = N_TEXELS / 2 - 1; k >= 0; k--) {
- int texel = n_vect + 1; /* transparent black */
+ GLint texel = n_vect + 1; /* transparent black */
if (!ISTBLACK(input[k])) {
/* interpolate color */
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
/* add in texels */
lohi = 0;
for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
- int texel = n_vect + 1; /* transparent black */
+ GLint texel = n_vect + 1; /* transparent black */
if (!ISTBLACK(input[k])) {
/* interpolate color */
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
static void
-fxt1_quantize_MIXED0 (unsigned long *cc,
- unsigned char input[N_TEXELS][MAX_COMP])
+fxt1_quantize_MIXED0 (GLuint *cc,
+ GLubyte input[N_TEXELS][MAX_COMP])
{
- const int n_vect = 3; /* highest vector number in each microtile */
- const int n_comp = 3; /* 3 components: R, G, B */
- unsigned char vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */
- float b, iv[MAX_COMP]; /* interpolation vector */
- int i, j, k;
+ const GLint n_vect = 3; /* highest vector number in each microtile */
+ const GLint n_comp = 3; /* 3 components: R, G, B */
+ GLubyte vec[2 * 2][MAX_COMP]; /* 2 extrema for each sub-block */
+ GLfloat b, iv[MAX_COMP]; /* interpolation vector */
+ GLint i, j, k;
Fx64 hi; /* high quadword */
- unsigned long lohi, lolo; /* low quadword: hi dword, lo dword */
+ GLuint lohi, lolo; /* low quadword: hi dword, lo dword */
- int minColL = 0, maxColL = 0;
- int minColR = 0, maxColR = 0;
+ GLint minColL = 0, maxColL = 0;
+ GLint minColR = 0, maxColR = 0;
#if 0
- int minSum;
- int maxSum;
+ GLint minSum;
+ GLint maxSum;
/* Our solution here is to find the darkest and brightest colors in
* the 4x4 tile and use those as the two representative colors.
minSum = 2000; /* big enough */
maxSum = -1; /* small enough */
for (k = 0; k < N_TEXELS / 2; k++) {
- int sum = 0;
+ GLint sum = 0;
for (i = 0; i < n_comp; i++) {
sum += input[k][i];
}
minSum = 2000; /* big enough */
maxSum = -1; /* small enough */
for (; k < N_TEXELS; k++) {
- int sum = 0;
+ GLint sum = 0;
for (i = 0; i < n_comp; i++) {
sum += input[k][i];
}
}
}
#else
- int minVal;
- int maxVal;
- int maxVarL = fxt1_variance(NULL, input, n_comp, N_TEXELS / 2);
- int maxVarR = fxt1_variance(NULL, &input[N_TEXELS / 2], n_comp, N_TEXELS / 2);
+ GLint minVal;
+ GLint maxVal;
+ GLint maxVarL = fxt1_variance(NULL, input, n_comp, N_TEXELS / 2);
+ GLint maxVarR = fxt1_variance(NULL, &input[N_TEXELS / 2], n_comp, N_TEXELS / 2);
/* Scan the channel with max variance for lo & hi
* and use those as the two representative colors.
minVal = 2000; /* big enough */
maxVal = -1; /* small enough */
for (k = 0; k < N_TEXELS / 2; k++) {
- int t = input[k][maxVarL];
+ GLint t = input[k][maxVarL];
if (minVal > t) {
minVal = t;
minColL = k;
minVal = 2000; /* big enough */
maxVal = -1; /* small enough */
for (; k < N_TEXELS; k++) {
- int t = input[k][maxVarR];
+ GLint t = input[k][maxVarR];
if (minVal > t) {
minVal = t;
minColR = k;
/* add in texels */
lolo = 0;
for (k = N_TEXELS / 2 - 1; k >= 0; k--) {
- int texel;
+ GLint texel;
/* interpolate color */
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
/* add in texel */
}
/* funky encoding for LSB of green */
- if ((int)((lolo >> 1) & 1) != (((vec[1][GCOMP] ^ vec[0][GCOMP]) >> 2) & 1)) {
+ if ((GLint)((lolo >> 1) & 1) != (((vec[1][GCOMP] ^ vec[0][GCOMP]) >> 2) & 1)) {
for (i = 0; i < n_comp; i++) {
vec[1][i] = input[minColL][i];
vec[0][i] = input[maxColL][i];
/* add in texels */
lohi = 0;
for (k = N_TEXELS - 1; k >= N_TEXELS / 2; k--) {
- int texel;
+ GLint texel;
/* interpolate color */
CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
/* add in texel */
}
/* funky encoding for LSB of green */
- if ((int)((lohi >> 1) & 1) != (((vec[3][GCOMP] ^ vec[2][GCOMP]) >> 2) & 1)) {
+ if ((GLint)((lohi >> 1) & 1) != (((vec[3][GCOMP] ^ vec[2][GCOMP]) >> 2) & 1)) {
for (i = 0; i < n_comp; i++) {
vec[3][i] = input[minColR][i];
vec[2][i] = input[maxColR][i];
static void
-fxt1_quantize (unsigned long *cc, const unsigned char *lines[], int comps)
+fxt1_quantize (GLuint *cc, const GLubyte *lines[], GLint comps)
{
- int trualpha;
- unsigned char reord[N_TEXELS][MAX_COMP];
+ GLint trualpha;
+ GLubyte reord[N_TEXELS][MAX_COMP];
- unsigned char input[N_TEXELS][MAX_COMP];
- int i, k, l;
+ GLubyte input[N_TEXELS][MAX_COMP];
+ GLint i, k, l;
if (comps == 3) {
/* make the whole block opaque */
}
-int
-fxt1_encode (unsigned int width, unsigned int height, int comps,
- const void *source, int srcRowStride,
- void *dest, int destRowStride)
+static GLint
+fxt1_encode (GLuint width, GLuint height, GLint comps,
+ const void *source, GLint srcRowStride,
+ void *dest, GLint destRowStride)
{
- unsigned int x, y;
- const unsigned char *data;
- unsigned long *encoded = (unsigned long *) dest;
- unsigned char *newSource = NULL;
+ GLuint x, y;
+ const GLubyte *data;
+ GLuint *encoded = (GLuint *) dest;
+ GLubyte *newSource = NULL;
/* Replicate image if width is not M8 or height is not M4 */
if ((width & 7) | (height & 3)) {
- int newWidth = (width + 7) & ~7;
- int newHeight = (height + 3) & ~3;
- newSource = (unsigned char *)
- _mesa_malloc(comps * newWidth * newHeight * sizeof(unsigned char *));
+ GLint newWidth = (width + 7) & ~7;
+ GLint newHeight = (height + 3) & ~3;
+ newSource = (GLubyte *)
+ _mesa_malloc(comps * newWidth * newHeight * sizeof(GLubyte *));
_mesa_upscale_teximage2d(width, height, newWidth, newHeight,
comps, (const GLchan *) source,
srcRowStride, newSource);
srcRowStride = comps * newWidth;
}
- data = (const unsigned char *) source;
+ data = (const GLubyte *) source;
destRowStride = (destRowStride - width * 2) / 4;
for (y = 0; y < height; y += 4) {
- unsigned int offs = 0 + (y + 0) * srcRowStride;
+ GLuint offs = 0 + (y + 0) * srcRowStride;
for (x = 0; x < width; x += 8) {
- const unsigned char *lines[4];
+ const GLubyte *lines[4];
lines[0] = &data[offs];
lines[1] = lines[0] + srcRowStride;
lines[2] = lines[1] + srcRowStride;
}
if (newSource != NULL) {
- free(newSource);
+ _mesa_free(newSource);
}
return 0;
/* lookup table for scaling 5 bit colors up to 8 bits */
-static unsigned char _rgb_scale_5[] = {
+static GLubyte _rgb_scale_5[] = {
0, 8, 16, 25, 33, 41, 49, 58,
66, 74, 82, 90, 99, 107, 115, 123,
132, 140, 148, 156, 165, 173, 181, 189,
};
/* lookup table for scaling 6 bit colors up to 8 bits */
-static unsigned char _rgb_scale_6[] = {
+static GLubyte _rgb_scale_6[] = {
0, 4, 8, 12, 16, 20, 24, 28,
32, 36, 40, 45, 49, 53, 57, 61,
65, 69, 73, 77, 81, 85, 89, 93,
};
-#define CC_SEL(cc, which) (((unsigned long *)(cc))[(which) / 32] >> ((which) & 31))
+#define CC_SEL(cc, which) (((GLuint *)(cc))[(which) / 32] >> ((which) & 31))
#define UP5(c) _rgb_scale_5[(c) & 31]
#define UP6(c, b) _rgb_scale_6[(((c) & 31) << 1) | ((b) & 1)]
#define LERP(n, t, c0, c1) (((n) - (t)) * (c0) + (t) * (c1) + (n) / 2) / (n)
-#define ZERO_4UBV(v) *((unsigned long *)(v)) = 0
+#define ZERO_4UBV(v) *((GLuint *)(v)) = 0
static void
-fxt1_decode_1HI (unsigned char *code, int t, unsigned char *rgba)
+fxt1_decode_1HI (GLubyte *code, GLint t, GLubyte *rgba)
{
- const unsigned long *cc;
+ const GLuint *cc;
t *= 3;
- cc = (unsigned long *)(code + t / 8);
+ cc = (GLuint *)(code + t / 8);
t = (cc[0] >> (t & 7)) & 7;
if (t == 7) {
ZERO_4UBV(rgba);
} else {
- cc = (unsigned long *)(code + 12);
+ cc = (GLuint *)(code + 12);
if (t == 0) {
rgba[BCOMP] = UP5(CC_SEL(cc, 0));
rgba[GCOMP] = UP5(CC_SEL(cc, 5));
static void
-fxt1_decode_1CHROMA (unsigned char *code, int t, unsigned char *rgba)
+fxt1_decode_1CHROMA (GLubyte *code, GLint t, GLubyte *rgba)
{
- const unsigned long *cc;
- unsigned long kk;
+ const GLuint *cc;
+ GLuint kk;
- cc = (unsigned long *)code;
+ cc = (GLuint *)code;
if (t & 16) {
cc++;
t &= 15;
t = (cc[0] >> (t * 2)) & 3;
t *= 15;
- cc = (unsigned long *)(code + 8 + t / 8);
+ cc = (GLuint *)(code + 8 + t / 8);
kk = cc[0] >> (t & 7);
rgba[BCOMP] = UP5(kk);
rgba[GCOMP] = UP5(kk >> 5);
static void
-fxt1_decode_1MIXED (unsigned char *code, int t, unsigned char *rgba)
+fxt1_decode_1MIXED (GLubyte *code, GLint t, GLubyte *rgba)
{
- const unsigned long *cc;
- unsigned int col[2][3];
- int glsb, selb;
+ const GLuint *cc;
+ GLuint col[2][3];
+ GLint glsb, selb;
- cc = (unsigned long *)code;
+ cc = (GLuint *)code;
if (t & 16) {
t &= 15;
t = (cc[1] >> (t * 2)) & 3;
/* col 2 */
- col[0][BCOMP] = (*(unsigned long *)(code + 11)) >> 6;
+ col[0][BCOMP] = (*(GLuint *)(code + 11)) >> 6;
col[0][GCOMP] = CC_SEL(cc, 99);
col[0][RCOMP] = CC_SEL(cc, 104);
/* col 3 */
static void
-fxt1_decode_1ALPHA (unsigned char *code, int t, unsigned char *rgba)
+fxt1_decode_1ALPHA (GLubyte *code, GLint t, GLubyte *rgba)
{
- const unsigned long *cc;
+ const GLuint *cc;
- cc = (unsigned long *)code;
+ cc = (GLuint *)code;
if (CC_SEL(cc, 124) & 1) {
/* lerp == 1 */
- unsigned int col0[4];
+ GLuint col0[4];
if (t & 16) {
t &= 15;
t = (cc[1] >> (t * 2)) & 3;
/* col 2 */
- col0[BCOMP] = (*(unsigned long *)(code + 11)) >> 6;
+ col0[BCOMP] = (*(GLuint *)(code + 11)) >> 6;
col0[GCOMP] = CC_SEL(cc, 99);
col0[RCOMP] = CC_SEL(cc, 104);
col0[ACOMP] = CC_SEL(cc, 119);
if (t == 3) {
ZERO_4UBV(rgba);
} else {
- unsigned long kk;
- cc = (unsigned long *)code;
+ GLuint kk;
+ cc = (GLuint *)code;
rgba[ACOMP] = UP5(cc[3] >> (t * 5 + 13));
t *= 15;
- cc = (unsigned long *)(code + 8 + t / 8);
+ cc = (GLuint *)(code + 8 + t / 8);
kk = cc[0] >> (t & 7);
rgba[BCOMP] = UP5(kk);
rgba[GCOMP] = UP5(kk >> 5);
}
-void
-fxt1_decode_1 (const void *texture, int stride, /* in pixels */
- int i, int j, unsigned char *rgba)
+static void
+fxt1_decode_1 (const void *texture, GLint stride, /* in pixels */
+ GLint i, GLint j, GLubyte *rgba)
{
- static void (*decode_1[]) (unsigned char *, int, unsigned char *) = {
+ static void (*decode_1[]) (GLubyte *, GLint, GLubyte *) = {
fxt1_decode_1HI, /* cc-high = "00?" */
fxt1_decode_1HI, /* cc-high = "00?" */
fxt1_decode_1CHROMA, /* cc-chroma = "010" */
fxt1_decode_1MIXED /* mixed = "1??" */
};
- unsigned char *code = (unsigned char *)texture +
+ GLubyte *code = (GLubyte *)texture +
((j / 4) * (stride / 8) + (i / 8)) * 16;
- int mode = CC_SEL((unsigned long *)code, 125);
- int t = i & 7;
+ GLint mode = CC_SEL((GLuint *)code, 125);
+ GLint t = i & 7;
if (t & 4) {
t += 12;