draw: corrections to allow for different cliptest cases
[mesa.git] / src / mesa / drivers / dri / intel / intel_tex_format.c
1 #include "intel_context.h"
2 #include "intel_tex.h"
3 #include "main/enums.h"
4 #include "main/formats.h"
5
6 /**
7 * Choose hardware texture format given the user's glTexImage parameters.
8 *
9 * It works out that this function is fine for all the supported
10 * hardware. However, there is still a need to map the formats onto
11 * hardware descriptors.
12 *
13 * Note that the i915 can actually support many more formats than
14 * these if we take the step of simply swizzling the colors
15 * immediately after sampling...
16 */
17 gl_format
18 intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat,
19 GLenum format, GLenum type)
20 {
21 struct intel_context *intel = intel_context(ctx);
22
23 #if 0
24 printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
25 __FUNCTION__, internalFormat, format, type);
26 #endif
27
28 switch (internalFormat) {
29 case 4:
30 case GL_RGBA:
31 case GL_COMPRESSED_RGBA:
32 if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV)
33 return MESA_FORMAT_ARGB4444;
34 else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV)
35 return MESA_FORMAT_ARGB1555;
36 else
37 return MESA_FORMAT_ARGB8888;
38
39 case 3:
40 case GL_RGB:
41 case GL_COMPRESSED_RGB:
42 if (type == GL_UNSIGNED_SHORT_5_6_5)
43 return MESA_FORMAT_RGB565;
44 else if (intel->has_xrgb_textures)
45 return MESA_FORMAT_XRGB8888;
46 else
47 return MESA_FORMAT_ARGB8888;
48
49 case GL_RGBA8:
50 case GL_RGB10_A2:
51 case GL_RGBA12:
52 case GL_RGBA16:
53 return MESA_FORMAT_ARGB8888;
54
55 case GL_RGBA4:
56 case GL_RGBA2:
57 return MESA_FORMAT_ARGB4444;
58
59 case GL_RGB5_A1:
60 return MESA_FORMAT_ARGB1555;
61
62 case GL_RGB8:
63 case GL_RGB10:
64 case GL_RGB12:
65 case GL_RGB16:
66 if (intel->has_xrgb_textures)
67 return MESA_FORMAT_XRGB8888;
68 else
69 return MESA_FORMAT_ARGB8888;
70
71 case GL_RGB5:
72 case GL_RGB4:
73 case GL_R3_G3_B2:
74 return MESA_FORMAT_RGB565;
75
76 case GL_ALPHA:
77 case GL_ALPHA4:
78 case GL_ALPHA8:
79 case GL_ALPHA12:
80 case GL_ALPHA16:
81 case GL_COMPRESSED_ALPHA:
82 return MESA_FORMAT_A8;
83
84 case 1:
85 case GL_LUMINANCE:
86 case GL_LUMINANCE4:
87 case GL_LUMINANCE8:
88 case GL_LUMINANCE12:
89 case GL_LUMINANCE16:
90 case GL_COMPRESSED_LUMINANCE:
91 return MESA_FORMAT_L8;
92
93 case GL_LUMINANCE12_ALPHA4:
94 case GL_LUMINANCE12_ALPHA12:
95 case GL_LUMINANCE16_ALPHA16:
96 #ifndef I915
97 return MESA_FORMAT_AL1616;
98 #else
99 /* FALLTHROUGH */
100 #endif
101
102 case 2:
103 case GL_LUMINANCE_ALPHA:
104 case GL_LUMINANCE4_ALPHA4:
105 case GL_LUMINANCE6_ALPHA2:
106 case GL_LUMINANCE8_ALPHA8:
107 case GL_COMPRESSED_LUMINANCE_ALPHA:
108 return MESA_FORMAT_AL88;
109
110 case GL_INTENSITY:
111 case GL_INTENSITY4:
112 case GL_INTENSITY8:
113 case GL_INTENSITY12:
114 case GL_INTENSITY16:
115 case GL_COMPRESSED_INTENSITY:
116 return MESA_FORMAT_I8;
117
118 case GL_YCBCR_MESA:
119 if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE)
120 return MESA_FORMAT_YCBCR;
121 else
122 return MESA_FORMAT_YCBCR_REV;
123
124 case GL_COMPRESSED_RGB_FXT1_3DFX:
125 return MESA_FORMAT_RGB_FXT1;
126 case GL_COMPRESSED_RGBA_FXT1_3DFX:
127 return MESA_FORMAT_RGBA_FXT1;
128
129 case GL_RGB_S3TC:
130 case GL_RGB4_S3TC:
131 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
132 return MESA_FORMAT_RGB_DXT1;
133
134 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
135 return MESA_FORMAT_RGBA_DXT1;
136
137 case GL_RGBA_S3TC:
138 case GL_RGBA4_S3TC:
139 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
140 return MESA_FORMAT_RGBA_DXT3;
141
142 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
143 return MESA_FORMAT_RGBA_DXT5;
144
145 case GL_DEPTH_COMPONENT:
146 case GL_DEPTH_COMPONENT16:
147 case GL_DEPTH_COMPONENT24:
148 case GL_DEPTH_COMPONENT32:
149 #if 0
150 return MESA_FORMAT_Z16;
151 #else
152 /* fall-through.
153 * 16bpp depth texture can't be paired with a stencil buffer so
154 * always used combined depth/stencil format.
155 */
156 #endif
157 case GL_DEPTH_STENCIL_EXT:
158 case GL_DEPTH24_STENCIL8_EXT:
159 return MESA_FORMAT_S8_Z24;
160
161 #ifndef I915
162 case GL_SRGB_EXT:
163 case GL_SRGB8_EXT:
164 case GL_SRGB_ALPHA_EXT:
165 case GL_SRGB8_ALPHA8_EXT:
166 case GL_COMPRESSED_SRGB_EXT:
167 case GL_COMPRESSED_SRGB_ALPHA_EXT:
168 case GL_COMPRESSED_SLUMINANCE_EXT:
169 case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
170 return MESA_FORMAT_SARGB8;
171 case GL_SLUMINANCE_EXT:
172 case GL_SLUMINANCE8_EXT:
173 if (intel->has_luminance_srgb)
174 return MESA_FORMAT_SL8;
175 else
176 return MESA_FORMAT_SARGB8;
177 case GL_SLUMINANCE_ALPHA_EXT:
178 case GL_SLUMINANCE8_ALPHA8_EXT:
179 if (intel->has_luminance_srgb)
180 return MESA_FORMAT_SLA8;
181 else
182 return MESA_FORMAT_SARGB8;
183 case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
184 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
185 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
186 case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
187 return MESA_FORMAT_SRGB_DXT1;
188
189 /* i915 could also do this */
190 case GL_DUDV_ATI:
191 case GL_DU8DV8_ATI:
192 return MESA_FORMAT_DUDV8;
193 case GL_RGBA_SNORM:
194 case GL_RGBA8_SNORM:
195 return MESA_FORMAT_SIGNED_RGBA8888_REV;
196 #endif
197
198 default:
199 fprintf(stderr, "unexpected texture format %s in %s\n",
200 _mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);
201 return MESA_FORMAT_NONE;
202 }
203
204 return MESA_FORMAT_NONE; /* never get here */
205 }
206
207 int intel_compressed_num_bytes(GLuint mesaFormat)
208 {
209 GLuint bw, bh;
210 GLuint block_size;
211
212 block_size = _mesa_get_format_bytes(mesaFormat);
213 _mesa_get_format_block_size(mesaFormat, &bw, &bh);
214
215 return block_size / bw;
216 }