Merge branch 'mesa_7_7_branch'
[mesa.git] / src / mesa / drivers / dri / intel / intel_tex_format.c
1 #include "intel_context.h"
2 #include "intel_tex.h"
3 #include "intel_chipset.h"
4 #include "main/enums.h"
5
6
7 /**
8 * Choose hardware texture format given the user's glTexImage parameters.
9 *
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.
13 *
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...
17 */
18 gl_format
19 intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat,
20 GLenum format, GLenum type)
21 {
22 struct intel_context *intel = intel_context(ctx);
23 const GLboolean do32bpt = (intel->ctx.Visual.rgbBits >= 24);
24
25 #if 0
26 printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
27 __FUNCTION__, internalFormat, format, type);
28 #endif
29
30 switch (internalFormat) {
31 case 4:
32 case GL_RGBA:
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;
37 }
38 else if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) {
39 return MESA_FORMAT_ARGB4444;
40 }
41 else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) {
42 return MESA_FORMAT_ARGB1555;
43 }
44 }
45 return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444;
46
47 case 3:
48 case GL_RGB:
49 case GL_COMPRESSED_RGB:
50 if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
51 return MESA_FORMAT_RGB565;
52 }
53 return do32bpt ? MESA_FORMAT_XRGB8888 : MESA_FORMAT_RGB565;
54
55 case GL_RGBA8:
56 case GL_RGB10_A2:
57 case GL_RGBA12:
58 case GL_RGBA16:
59 return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444;
60
61 case GL_RGBA4:
62 case GL_RGBA2:
63 return MESA_FORMAT_ARGB4444;
64
65 case GL_RGB5_A1:
66 return MESA_FORMAT_ARGB1555;
67
68 case GL_RGB8:
69 case GL_RGB10:
70 case GL_RGB12:
71 case GL_RGB16:
72 return MESA_FORMAT_XRGB8888;
73
74 case GL_RGB5:
75 case GL_RGB4:
76 case GL_R3_G3_B2:
77 return MESA_FORMAT_RGB565;
78
79 case GL_ALPHA:
80 case GL_ALPHA4:
81 case GL_ALPHA8:
82 case GL_ALPHA12:
83 case GL_ALPHA16:
84 case GL_COMPRESSED_ALPHA:
85 return MESA_FORMAT_A8;
86
87 case 1:
88 case GL_LUMINANCE:
89 case GL_LUMINANCE4:
90 case GL_LUMINANCE8:
91 case GL_LUMINANCE12:
92 case GL_LUMINANCE16:
93 case GL_COMPRESSED_LUMINANCE:
94 return MESA_FORMAT_L8;
95
96 case GL_LUMINANCE12_ALPHA4:
97 case GL_LUMINANCE12_ALPHA12:
98 case GL_LUMINANCE16_ALPHA16:
99 #ifndef I915
100 return MESA_FORMAT_AL1616;
101 #else
102 /* FALLTHROUGH */
103 #endif
104
105 case 2:
106 case GL_LUMINANCE_ALPHA:
107 case GL_LUMINANCE4_ALPHA4:
108 case GL_LUMINANCE6_ALPHA2:
109 case GL_LUMINANCE8_ALPHA8:
110 case GL_COMPRESSED_LUMINANCE_ALPHA:
111 return MESA_FORMAT_AL88;
112
113 case GL_INTENSITY:
114 case GL_INTENSITY4:
115 case GL_INTENSITY8:
116 case GL_INTENSITY12:
117 case GL_INTENSITY16:
118 case GL_COMPRESSED_INTENSITY:
119 return MESA_FORMAT_I8;
120
121 case GL_YCBCR_MESA:
122 if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE)
123 return MESA_FORMAT_YCBCR;
124 else
125 return MESA_FORMAT_YCBCR_REV;
126
127 case GL_COMPRESSED_RGB_FXT1_3DFX:
128 return MESA_FORMAT_RGB_FXT1;
129 case GL_COMPRESSED_RGBA_FXT1_3DFX:
130 return MESA_FORMAT_RGBA_FXT1;
131
132 case GL_RGB_S3TC:
133 case GL_RGB4_S3TC:
134 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
135 return MESA_FORMAT_RGB_DXT1;
136
137 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
138 return MESA_FORMAT_RGBA_DXT1;
139
140 case GL_RGBA_S3TC:
141 case GL_RGBA4_S3TC:
142 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
143 return MESA_FORMAT_RGBA_DXT3;
144
145 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
146 return MESA_FORMAT_RGBA_DXT5;
147
148 case GL_DEPTH_COMPONENT:
149 case GL_DEPTH_COMPONENT16:
150 case GL_DEPTH_COMPONENT24:
151 case GL_DEPTH_COMPONENT32:
152 #if 0
153 return MESA_FORMAT_Z16;
154 #else
155 /* fall-through.
156 * 16bpp depth texture can't be paired with a stencil buffer so
157 * always used combined depth/stencil format.
158 */
159 #endif
160 case GL_DEPTH_STENCIL_EXT:
161 case GL_DEPTH24_STENCIL8_EXT:
162 return MESA_FORMAT_S8_Z24;
163
164 #ifndef I915
165 case GL_SRGB_EXT:
166 case GL_SRGB8_EXT:
167 case GL_SRGB_ALPHA_EXT:
168 case GL_SRGB8_ALPHA8_EXT:
169 case GL_COMPRESSED_SRGB_EXT:
170 case GL_COMPRESSED_SRGB_ALPHA_EXT:
171 case GL_COMPRESSED_SLUMINANCE_EXT:
172 case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
173 return MESA_FORMAT_SARGB8;
174 case GL_SLUMINANCE_EXT:
175 case GL_SLUMINANCE8_EXT:
176 if (intel->has_luminance_srgb)
177 return MESA_FORMAT_SL8;
178 else
179 return MESA_FORMAT_SARGB8;
180 case GL_SLUMINANCE_ALPHA_EXT:
181 case GL_SLUMINANCE8_ALPHA8_EXT:
182 if (intel->has_luminance_srgb)
183 return MESA_FORMAT_SLA8;
184 else
185 return MESA_FORMAT_SARGB8;
186 case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
187 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
188 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
189 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
190 return MESA_FORMAT_SRGB_DXT1;
191
192 /* i915 could also do this */
193 case GL_DUDV_ATI:
194 case GL_DU8DV8_ATI:
195 return MESA_FORMAT_DUDV8;
196 case GL_RGBA_SNORM:
197 case GL_RGBA8_SNORM:
198 return MESA_FORMAT_SIGNED_RGBA8888_REV;
199 #endif
200
201 default:
202 fprintf(stderr, "unexpected texture format %s in %s\n",
203 _mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);
204 return MESA_FORMAT_NONE;
205 }
206
207 return MESA_FORMAT_NONE; /* never get here */
208 }
209
210 int intel_compressed_num_bytes(GLuint mesaFormat)
211 {
212 int bytes = 0;
213 switch(mesaFormat) {
214
215 case MESA_FORMAT_RGB_FXT1:
216 case MESA_FORMAT_RGBA_FXT1:
217 case MESA_FORMAT_RGB_DXT1:
218 case MESA_FORMAT_RGBA_DXT1:
219 bytes = 2;
220 break;
221
222 case MESA_FORMAT_RGBA_DXT3:
223 case MESA_FORMAT_RGBA_DXT5:
224 bytes = 4;
225 default:
226 break;
227 }
228
229 return bytes;
230 }