1 #include "intel_context.h"
3 #include "intel_chipset.h"
4 #include "main/enums.h"
8 * Choose hardware texture format given the user's glTexImage parameters.
10 * It works out that this function is fine for all the supported
11 * hardware. However, there is still a need to map the formats onto
12 * hardware descriptors.
14 * Note that the i915 can actually support many more formats than
15 * these if we take the step of simply swizzling the colors
16 * immediately after sampling...
19 intelChooseTextureFormat(GLcontext
* ctx
, GLint internalFormat
,
20 GLenum format
, GLenum type
)
22 struct intel_context
*intel
= intel_context(ctx
);
23 const GLboolean do32bpt
= (intel
->ctx
.Visual
.rgbBits
>= 24);
26 printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
27 __FUNCTION__
, internalFormat
, format
, type
);
30 switch (internalFormat
) {
33 case GL_COMPRESSED_RGBA
:
34 if (format
== GL_BGRA
) {
35 if (type
== GL_UNSIGNED_BYTE
|| type
== GL_UNSIGNED_INT_8_8_8_8_REV
) {
36 return MESA_FORMAT_ARGB8888
;
38 else if (type
== GL_UNSIGNED_SHORT_4_4_4_4_REV
) {
39 return MESA_FORMAT_ARGB4444
;
41 else if (type
== GL_UNSIGNED_SHORT_1_5_5_5_REV
) {
42 return MESA_FORMAT_ARGB1555
;
45 return do32bpt
? MESA_FORMAT_ARGB8888
: MESA_FORMAT_ARGB4444
;
49 case GL_COMPRESSED_RGB
:
50 if (format
== GL_RGB
&& type
== GL_UNSIGNED_SHORT_5_6_5
) {
51 return MESA_FORMAT_RGB565
;
53 /* XXX use MESA_FORMAT_XRGB8888 someday */
54 return do32bpt
? MESA_FORMAT_ARGB8888
: MESA_FORMAT_RGB565
;
60 return do32bpt
? MESA_FORMAT_ARGB8888
: MESA_FORMAT_ARGB4444
;
64 return MESA_FORMAT_ARGB4444
;
67 return MESA_FORMAT_ARGB1555
;
73 /* XXX use MESA_FORMAT_XRGB8888 someday */
74 return MESA_FORMAT_ARGB8888
;
79 return MESA_FORMAT_RGB565
;
86 case GL_COMPRESSED_ALPHA
:
87 return MESA_FORMAT_A8
;
95 case GL_COMPRESSED_LUMINANCE
:
96 return MESA_FORMAT_L8
;
98 case GL_LUMINANCE12_ALPHA4
:
99 case GL_LUMINANCE12_ALPHA12
:
100 case GL_LUMINANCE16_ALPHA16
:
102 return MESA_FORMAT_AL1616
;
108 case GL_LUMINANCE_ALPHA
:
109 case GL_LUMINANCE4_ALPHA4
:
110 case GL_LUMINANCE6_ALPHA2
:
111 case GL_LUMINANCE8_ALPHA8
:
112 case GL_COMPRESSED_LUMINANCE_ALPHA
:
113 return MESA_FORMAT_AL88
;
120 case GL_COMPRESSED_INTENSITY
:
121 return MESA_FORMAT_I8
;
124 if (type
== GL_UNSIGNED_SHORT_8_8_MESA
|| type
== GL_UNSIGNED_BYTE
)
125 return MESA_FORMAT_YCBCR
;
127 return MESA_FORMAT_YCBCR_REV
;
129 case GL_COMPRESSED_RGB_FXT1_3DFX
:
130 return MESA_FORMAT_RGB_FXT1
;
131 case GL_COMPRESSED_RGBA_FXT1_3DFX
:
132 return MESA_FORMAT_RGBA_FXT1
;
136 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT
:
137 return MESA_FORMAT_RGB_DXT1
;
139 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
:
140 return MESA_FORMAT_RGBA_DXT1
;
144 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
:
145 return MESA_FORMAT_RGBA_DXT3
;
147 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
:
148 return MESA_FORMAT_RGBA_DXT5
;
150 case GL_DEPTH_COMPONENT
:
151 case GL_DEPTH_COMPONENT16
:
152 case GL_DEPTH_COMPONENT24
:
153 case GL_DEPTH_COMPONENT32
:
155 return MESA_FORMAT_Z16
;
158 * 16bpp depth texture can't be paired with a stencil buffer so
159 * always used combined depth/stencil format.
162 case GL_DEPTH_STENCIL_EXT
:
163 case GL_DEPTH24_STENCIL8_EXT
:
164 return MESA_FORMAT_S8_Z24
;
169 case GL_SRGB_ALPHA_EXT
:
170 case GL_SRGB8_ALPHA8_EXT
:
171 case GL_COMPRESSED_SRGB_EXT
:
172 case GL_COMPRESSED_SRGB_ALPHA_EXT
:
173 case GL_COMPRESSED_SLUMINANCE_EXT
:
174 case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT
:
175 return MESA_FORMAT_SARGB8
;
176 case GL_SLUMINANCE_EXT
:
177 case GL_SLUMINANCE8_EXT
:
178 if (IS_G4X(intel
->intelScreen
->deviceID
))
179 return MESA_FORMAT_SL8
;
181 return MESA_FORMAT_SARGB8
;
182 case GL_SLUMINANCE_ALPHA_EXT
:
183 case GL_SLUMINANCE8_ALPHA8_EXT
:
184 if (IS_G4X(intel
->intelScreen
->deviceID
))
185 return MESA_FORMAT_SLA8
;
187 return MESA_FORMAT_SARGB8
;
188 case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
:
189 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
:
190 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
:
191 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
:
192 return MESA_FORMAT_SRGB_DXT1
;
194 /* i915 could also do this */
197 return MESA_FORMAT_DUDV8
;
200 return MESA_FORMAT_SIGNED_RGBA8888_REV
;
204 fprintf(stderr
, "unexpected texture format %s in %s\n",
205 _mesa_lookup_enum_by_nr(internalFormat
), __FUNCTION__
);
206 return MESA_FORMAT_NONE
;
209 return MESA_FORMAT_NONE
; /* never get here */
212 int intel_compressed_num_bytes(GLuint mesaFormat
)
217 case MESA_FORMAT_RGB_FXT1
:
218 case MESA_FORMAT_RGBA_FXT1
:
219 case MESA_FORMAT_RGB_DXT1
:
220 case MESA_FORMAT_RGBA_DXT1
:
224 case MESA_FORMAT_RGBA_DXT3
:
225 case MESA_FORMAT_RGBA_DXT5
: