#include "main/bufferobj.h"
#include "main/depth.h"
#include "main/enable.h"
+#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
#include "main/polygon.h"
}
+/**
+ * Test if the given image format is a color/RGBA format (i.e., not color
+ * index, depth, stencil, etc).
+ * \param format the image format value (may by an internal texture format)
+ * \return GL_TRUE if its a color/RGBA format, GL_FALSE otherwise.
+ */
+GLboolean
+_mesa_is_color_format(GLenum format)
+{
+ switch (format) {
+ case GL_RED:
+ case GL_GREEN:
+ case GL_BLUE:
+ case GL_ALPHA:
+ case GL_ALPHA4:
+ case GL_ALPHA8:
+ case GL_ALPHA12:
+ case GL_ALPHA16:
+ case 1:
+ case GL_LUMINANCE:
+ case GL_LUMINANCE4:
+ case GL_LUMINANCE8:
+ case GL_LUMINANCE12:
+ case GL_LUMINANCE16:
+ case 2:
+ case GL_LUMINANCE_ALPHA:
+ case GL_LUMINANCE4_ALPHA4:
+ case GL_LUMINANCE6_ALPHA2:
+ case GL_LUMINANCE8_ALPHA8:
+ case GL_LUMINANCE12_ALPHA4:
+ case GL_LUMINANCE12_ALPHA12:
+ case GL_LUMINANCE16_ALPHA16:
+ case GL_INTENSITY:
+ case GL_INTENSITY4:
+ case GL_INTENSITY8:
+ case GL_INTENSITY12:
+ case GL_INTENSITY16:
+ case 3:
+ case GL_RGB:
+ case GL_BGR:
+ case GL_R3_G3_B2:
+ case GL_RGB4:
+ case GL_RGB5:
+ case GL_RGB8:
+ case GL_RGB10:
+ case GL_RGB12:
+ case GL_RGB16:
+ case 4:
+ case GL_ABGR_EXT:
+ case GL_RGBA:
+ case GL_BGRA:
+ case GL_RGBA2:
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ case GL_RGBA8:
+ case GL_RGB10_A2:
+ case GL_RGBA12:
+ case GL_RGBA16:
+ /* float texture formats */
+ case GL_ALPHA16F_ARB:
+ case GL_ALPHA32F_ARB:
+ case GL_LUMINANCE16F_ARB:
+ case GL_LUMINANCE32F_ARB:
+ case GL_LUMINANCE_ALPHA16F_ARB:
+ case GL_LUMINANCE_ALPHA32F_ARB:
+ case GL_INTENSITY16F_ARB:
+ case GL_INTENSITY32F_ARB:
+ case GL_RGB16F_ARB:
+ case GL_RGB32F_ARB:
+ case GL_RGBA16F_ARB:
+ case GL_RGBA32F_ARB:
+ /* compressed formats */
+ case GL_COMPRESSED_ALPHA:
+ case GL_COMPRESSED_LUMINANCE:
+ case GL_COMPRESSED_LUMINANCE_ALPHA:
+ case GL_COMPRESSED_INTENSITY:
+ case GL_COMPRESSED_RGB:
+ case GL_COMPRESSED_RGBA:
+ case GL_RGB_S3TC:
+ case GL_RGB4_S3TC:
+ case GL_RGBA_S3TC:
+ case GL_RGBA4_S3TC:
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ case GL_COMPRESSED_RGB_FXT1_3DFX:
+ case GL_COMPRESSED_RGBA_FXT1_3DFX:
+#if FEATURE_EXT_texture_sRGB
+ case GL_SRGB_EXT:
+ case GL_SRGB8_EXT:
+ case GL_SRGB_ALPHA_EXT:
+ case GL_SRGB8_ALPHA8_EXT:
+ case GL_SLUMINANCE_ALPHA_EXT:
+ case GL_SLUMINANCE8_ALPHA8_EXT:
+ case GL_SLUMINANCE_EXT:
+ case GL_SLUMINANCE8_EXT:
+ case GL_COMPRESSED_SRGB_EXT:
+ case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_SRGB_ALPHA_EXT:
+ case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
+ case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
+ case GL_COMPRESSED_SLUMINANCE_EXT:
+ case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
+#endif /* FEATURE_EXT_texture_sRGB */
+ return GL_TRUE;
+ /* signed texture formats */
+ case GL_RGBA_SNORM:
+ case GL_RGBA8_SNORM:
+ return GL_TRUE;
+ case GL_YCBCR_MESA: /* not considered to be RGB */
+ /* fall-through */
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * Test if the given image format is a color index format.
+ */
+GLboolean
+_mesa_is_index_format(GLenum format)
+{
+ switch (format) {
+ case GL_COLOR_INDEX:
+ case GL_COLOR_INDEX1_EXT:
+ case GL_COLOR_INDEX2_EXT:
+ case GL_COLOR_INDEX4_EXT:
+ case GL_COLOR_INDEX8_EXT:
+ case GL_COLOR_INDEX12_EXT:
+ case GL_COLOR_INDEX16_EXT:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * Test if the given image format is a depth component format.
+ */
+GLboolean
+_mesa_is_depth_format(GLenum format)
+{
+ switch (format) {
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16:
+ case GL_DEPTH_COMPONENT24:
+ case GL_DEPTH_COMPONENT32:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * Test if the given image format is a YCbCr format.
+ */
+GLboolean
+_mesa_is_ycbcr_format(GLenum format)
+{
+ switch (format) {
+ case GL_YCBCR_MESA:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * Test if the given image format is a depth+stencil format.
+ */
+GLboolean
+_mesa_is_depthstencil_format(GLenum format)
+{
+ switch (format) {
+ case GL_DEPTH24_STENCIL8_EXT:
+ case GL_DEPTH_STENCIL_EXT:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+/**
+ * Test if the given image format is a dudv format.
+ */
+GLboolean
+_mesa_is_dudv_format(GLenum format)
+{
+ switch (format) {
+ case GL_DUDV_ATI:
+ case GL_DU8DV8_ATI:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
/**
* Return the address of a specific pixel in an image (1D, 2D or 3D).
*
extern GLboolean
_mesa_is_legal_format_and_type( GLcontext *ctx, GLenum format, GLenum type );
+extern GLboolean
+_mesa_is_color_format(GLenum format);
+
+extern GLboolean
+_mesa_is_index_format(GLenum format);
+
+extern GLboolean
+_mesa_is_depth_format(GLenum format);
+
+extern GLboolean
+_mesa_is_ycbcr_format(GLenum format);
+
+extern GLboolean
+_mesa_is_depthstencil_format(GLenum format);
+
+extern GLboolean
+_mesa_is_dudv_format(GLenum format);
+
extern GLvoid *
_mesa_image_address( GLuint dimensions,
*
* This is the format which is used during texture application (i.e. the
* texture format and env mode determine the arithmetic used.
+ *
+ * XXX this could be static
*/
GLint
_mesa_base_tex_format( GLcontext *ctx, GLint internalFormat )
}
-/**
- * Test if the given image format is a color/RGBA format (i.e., not color
- * index, depth, stencil, etc).
- * \param format the image format value (may by an internal texture format)
- * \return GL_TRUE if its a color/RGBA format, GL_FALSE otherwise.
- * XXX maybe move this func to image.c
- */
-GLboolean
-_mesa_is_color_format(GLenum format)
-{
- switch (format) {
- case GL_RED:
- case GL_GREEN:
- case GL_BLUE:
- case GL_ALPHA:
- case GL_ALPHA4:
- case GL_ALPHA8:
- case GL_ALPHA12:
- case GL_ALPHA16:
- case 1:
- case GL_LUMINANCE:
- case GL_LUMINANCE4:
- case GL_LUMINANCE8:
- case GL_LUMINANCE12:
- case GL_LUMINANCE16:
- case 2:
- case GL_LUMINANCE_ALPHA:
- case GL_LUMINANCE4_ALPHA4:
- case GL_LUMINANCE6_ALPHA2:
- case GL_LUMINANCE8_ALPHA8:
- case GL_LUMINANCE12_ALPHA4:
- case GL_LUMINANCE12_ALPHA12:
- case GL_LUMINANCE16_ALPHA16:
- case GL_INTENSITY:
- case GL_INTENSITY4:
- case GL_INTENSITY8:
- case GL_INTENSITY12:
- case GL_INTENSITY16:
- case 3:
- case GL_RGB:
- case GL_BGR:
- case GL_R3_G3_B2:
- case GL_RGB4:
- case GL_RGB5:
- case GL_RGB8:
- case GL_RGB10:
- case GL_RGB12:
- case GL_RGB16:
- case 4:
- case GL_ABGR_EXT:
- case GL_RGBA:
- case GL_BGRA:
- case GL_RGBA2:
- case GL_RGBA4:
- case GL_RGB5_A1:
- case GL_RGBA8:
- case GL_RGB10_A2:
- case GL_RGBA12:
- case GL_RGBA16:
- /* float texture formats */
- case GL_ALPHA16F_ARB:
- case GL_ALPHA32F_ARB:
- case GL_LUMINANCE16F_ARB:
- case GL_LUMINANCE32F_ARB:
- case GL_LUMINANCE_ALPHA16F_ARB:
- case GL_LUMINANCE_ALPHA32F_ARB:
- case GL_INTENSITY16F_ARB:
- case GL_INTENSITY32F_ARB:
- case GL_RGB16F_ARB:
- case GL_RGB32F_ARB:
- case GL_RGBA16F_ARB:
- case GL_RGBA32F_ARB:
- /* compressed formats */
- case GL_COMPRESSED_ALPHA:
- case GL_COMPRESSED_LUMINANCE:
- case GL_COMPRESSED_LUMINANCE_ALPHA:
- case GL_COMPRESSED_INTENSITY:
- case GL_COMPRESSED_RGB:
- case GL_COMPRESSED_RGBA:
- case GL_RGB_S3TC:
- case GL_RGB4_S3TC:
- case GL_RGBA_S3TC:
- case GL_RGBA4_S3TC:
- case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
- case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
- case GL_COMPRESSED_RGB_FXT1_3DFX:
- case GL_COMPRESSED_RGBA_FXT1_3DFX:
-#if FEATURE_EXT_texture_sRGB
- case GL_SRGB_EXT:
- case GL_SRGB8_EXT:
- case GL_SRGB_ALPHA_EXT:
- case GL_SRGB8_ALPHA8_EXT:
- case GL_SLUMINANCE_ALPHA_EXT:
- case GL_SLUMINANCE8_ALPHA8_EXT:
- case GL_SLUMINANCE_EXT:
- case GL_SLUMINANCE8_EXT:
- case GL_COMPRESSED_SRGB_EXT:
- case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
- case GL_COMPRESSED_SRGB_ALPHA_EXT:
- case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
- case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
- case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
- case GL_COMPRESSED_SLUMINANCE_EXT:
- case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
-#endif /* FEATURE_EXT_texture_sRGB */
- return GL_TRUE;
- /* signed texture formats */
- case GL_RGBA_SNORM:
- case GL_RGBA8_SNORM:
- return GL_TRUE;
- case GL_YCBCR_MESA: /* not considered to be RGB */
- /* fall-through */
- default:
- return GL_FALSE;
- }
-}
-
-
-/**
- * Test if the given image format is a color index format.
- */
-GLboolean
-_mesa_is_index_format(GLenum format)
-{
- switch (format) {
- case GL_COLOR_INDEX:
- case GL_COLOR_INDEX1_EXT:
- case GL_COLOR_INDEX2_EXT:
- case GL_COLOR_INDEX4_EXT:
- case GL_COLOR_INDEX8_EXT:
- case GL_COLOR_INDEX12_EXT:
- case GL_COLOR_INDEX16_EXT:
- return GL_TRUE;
- default:
- return GL_FALSE;
- }
-}
-
-
-/**
- * Test if the given image format is a depth component format.
- */
-GLboolean
-_mesa_is_depth_format(GLenum format)
-{
- switch (format) {
- case GL_DEPTH_COMPONENT16:
- case GL_DEPTH_COMPONENT24:
- case GL_DEPTH_COMPONENT32:
- case GL_DEPTH_COMPONENT:
- return GL_TRUE;
- default:
- return GL_FALSE;
- }
-}
-
-
-/**
- * Test if the given image format is a YCbCr format.
- */
-GLboolean
-_mesa_is_ycbcr_format(GLenum format)
-{
- switch (format) {
- case GL_YCBCR_MESA:
- return GL_TRUE;
- default:
- return GL_FALSE;
- }
-}
-
-
-/**
- * Test if the given image format is a Depth/Stencil format.
- */
-GLboolean
-_mesa_is_depthstencil_format(GLenum format)
-{
- switch (format) {
- case GL_DEPTH24_STENCIL8_EXT:
- case GL_DEPTH_STENCIL_EXT:
- return GL_TRUE;
- default:
- return GL_FALSE;
- }
-}
-
-/**
- * Test if the given image format is a dudv format.
- */
-GLboolean
-_mesa_is_dudv_format(GLenum format)
-{
- switch (format) {
- case GL_DUDV_ATI:
- case GL_DU8DV8_ATI:
- return GL_TRUE;
- default:
- return GL_FALSE;
- }
-}
-
-
/**
* Test if it is a supported compressed format.
*
_mesa_tex_target_to_face(GLenum target);
-extern GLboolean
-_mesa_is_color_format(GLenum format);
-
-extern GLboolean
-_mesa_is_index_format(GLenum format);
-
-extern GLboolean
-_mesa_is_depth_format(GLenum format);
-
-extern GLboolean
-_mesa_is_ycbcr_format(GLenum format);
-
-extern GLboolean
-_mesa_is_depthstencil_format(GLenum format);
-
-extern GLboolean
-_mesa_is_dudv_format(GLenum format);
-
-
/**
* Lock a texture for updating. See also _mesa_lock_context_textures().
*/