| /* |
| * Mesa 3-D graphics library |
| * Version: 6.5.1 |
| * |
| * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| |
| /** |
| * \file texcompress.c |
| * Helper functions for texture compression. |
| */ |
| |
| |
| #include "glheader.h" |
| #include "imports.h" |
| #include "colormac.h" |
| #include "context.h" |
| #include "image.h" |
| #include "mipmap.h" |
| #include "texcompress.h" |
| #include "texformat.h" |
| #include "texstore.h" |
| |
| |
| /** |
| * Return list of (and count of) all specific texture compression |
| * formats that are supported. |
| * |
| * \param ctx the GL context |
| * \param formats the resulting format list (may be NULL). |
| * \param all if true return all formats, even those with some kind |
| * of restrictions/limitations (See GL_ARB_texture_compression |
| * spec for more info). |
| * |
| * \return number of formats. |
| */ |
| GLuint |
| _mesa_get_compressed_formats(GLcontext *ctx, GLint *formats, GLboolean all) |
| { |
| GLuint n = 0; |
| if (ctx->Extensions.ARB_texture_compression) { |
| if (ctx->Extensions.TDFX_texture_compression_FXT1) { |
| if (formats) { |
| formats[n++] = GL_COMPRESSED_RGB_FXT1_3DFX; |
| formats[n++] = GL_COMPRESSED_RGBA_FXT1_3DFX; |
| } |
| else { |
| n += 2; |
| } |
| } |
| if (ctx->Extensions.EXT_texture_compression_s3tc) { |
| if (formats) { |
| formats[n++] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; |
| /* This format has some restrictions/limitations and so should |
| * not be returned via the GL_COMPRESSED_TEXTURE_FORMATS query. |
| * Specifically, all transparent pixels become black. NVIDIA |
| * omits this format too. |
| */ |
| if (all) |
| formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; |
| formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; |
| formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; |
| } |
| else { |
| n += 3; |
| if (all) |
| n += 1; |
| } |
| } |
| if (ctx->Extensions.S3_s3tc) { |
| if (formats) { |
| formats[n++] = GL_RGB_S3TC; |
| formats[n++] = GL_RGB4_S3TC; |
| formats[n++] = GL_RGBA_S3TC; |
| formats[n++] = GL_RGBA4_S3TC; |
| } |
| else { |
| n += 4; |
| } |
| } |
| #if FEATURE_EXT_texture_sRGB |
| if (ctx->Extensions.EXT_texture_sRGB) { |
| if (formats) { |
| formats[n++] = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT; |
| formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; |
| formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; |
| formats[n++] = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; |
| } |
| else { |
| n += 4; |
| } |
| } |
| #endif /* FEATURE_EXT_texture_sRGB */ |
| } |
| return n; |
| } |
| |
| |
| |
| /** |
| * Return number of bytes needed to store a texture of the given size |
| * using the specified compressed format. |
| * This is called via the ctx->Driver.CompressedTextureSize function, |
| * unless a device driver overrides it. |
| * |
| * \param width texture width in texels. |
| * \param height texture height in texels. |
| * \param depth texture depth in texels. |
| * \param mesaFormat one of the MESA_FORMAT_* compressed formats |
| * |
| * \return size in bytes, or zero if bad format |
| */ |
| GLuint |
| _mesa_compressed_texture_size( GLcontext *ctx, |
| GLsizei width, GLsizei height, GLsizei depth, |
| GLuint mesaFormat ) |
| { |
| GLuint size; |
| |
| ASSERT(depth == 1); |
| (void) depth; |
| |
| switch (mesaFormat) { |
| case MESA_FORMAT_RGB_FXT1: |
| case MESA_FORMAT_RGBA_FXT1: |
| /* round up width to next multiple of 8, height to next multiple of 4 */ |
| width = (width + 7) & ~7; |
| height = (height + 3) & ~3; |
| /* 16 bytes per 8x4 tile of RGB[A] texels */ |
| size = width * height / 2; |
| /* Textures smaller than 8x4 will effectively be made into 8x4 and |
| * take 16 bytes. |
| */ |
| if (size < 16) |
| size = 16; |
| return size; |
| case MESA_FORMAT_RGB_DXT1: |
| case MESA_FORMAT_RGBA_DXT1: |
| /* round up width, height to next multiple of 4 */ |
| width = (width + 3) & ~3; |
| height = (height + 3) & ~3; |
| /* 8 bytes per 4x4 tile of RGB[A] texels */ |
| size = width * height / 2; |
| /* Textures smaller than 4x4 will effectively be made into 4x4 and |
| * take 8 bytes. |
| */ |
| if (size < 8) |
| size = 8; |
| return size; |
| case MESA_FORMAT_RGBA_DXT3: |
| case MESA_FORMAT_RGBA_DXT5: |
| /* round up width, height to next multiple of 4 */ |
| width = (width + 3) & ~3; |
| height = (height + 3) & ~3; |
| /* 16 bytes per 4x4 tile of RGBA texels */ |
| size = width * height; /* simple! */ |
| /* Textures smaller than 4x4 will effectively be made into 4x4 and |
| * take 16 bytes. |
| */ |
| if (size < 16) |
| size = 16; |
| return size; |
| default: |
| _mesa_problem(ctx, "bad mesaFormat in _mesa_compressed_texture_size"); |
| return 0; |
| } |
| } |
| |
| |
| /** |
| * As above, but format is specified by a GLenum (GL_COMPRESSED_*) token. |
| * |
| * Note: This function CAN NOT return a padded hardware texture size. |
| * That's why we don't call the ctx->Driver.CompressedTextureSize() function. |
| * |
| * We use this function to validate the <imageSize> parameter |
| * of glCompressedTex[Sub]Image1/2/3D(), which must be an exact match. |
| */ |
| GLuint |
| _mesa_compressed_texture_size_glenum(GLcontext *ctx, |
| GLsizei width, GLsizei height, |
| GLsizei depth, GLenum glformat) |
| { |
| GLuint mesaFormat; |
| |
| switch (glformat) { |
| case GL_COMPRESSED_RGB_FXT1_3DFX: |
| mesaFormat = MESA_FORMAT_RGB_FXT1; |
| break; |
| case GL_COMPRESSED_RGBA_FXT1_3DFX: |
| mesaFormat = MESA_FORMAT_RGBA_FXT1; |
| break; |
| case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: |
| case GL_RGB_S3TC: |
| mesaFormat = MESA_FORMAT_RGB_DXT1; |
| break; |
| case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: |
| case GL_RGB4_S3TC: |
| mesaFormat = MESA_FORMAT_RGBA_DXT1; |
| break; |
| case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: |
| case GL_RGBA_S3TC: |
| mesaFormat = MESA_FORMAT_RGBA_DXT3; |
| break; |
| case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: |
| case GL_RGBA4_S3TC: |
| mesaFormat = MESA_FORMAT_RGBA_DXT5; |
| break; |
| default: |
| return 0; |
| } |
| |
| return _mesa_compressed_texture_size(ctx, width, height, depth, mesaFormat); |
| } |
| |
| |
| /* |
| * Compute the bytes per row in a compressed texture image. |
| * We use this for computing the destination address for sub-texture updates. |
| * \param mesaFormat one of the MESA_FORMAT_* compressed formats |
| * \param width image width in pixels |
| * \return stride, in bytes, between rows for compressed image |
| */ |
| GLint |
| _mesa_compressed_row_stride(GLuint mesaFormat, GLsizei width) |
| { |
| GLint stride; |
| |
| switch (mesaFormat) { |
| case MESA_FORMAT_RGB_FXT1: |
| case MESA_FORMAT_RGBA_FXT1: |
| stride = ((width + 7) / 8) * 16; /* 16 bytes per 8x4 tile */ |
| break; |
| case MESA_FORMAT_RGB_DXT1: |
| case MESA_FORMAT_RGBA_DXT1: |
| stride = ((width + 3) / 4) * 8; /* 8 bytes per 4x4 tile */ |
| break; |
| case MESA_FORMAT_RGBA_DXT3: |
| case MESA_FORMAT_RGBA_DXT5: |
| stride = ((width + 3) / 4) * 16; /* 16 bytes per 4x4 tile */ |
| break; |
| default: |
| _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_row_stride"); |
| return 0; |
| } |
| |
| return stride; |
| } |
| |
| |
| /* |
| * Return the address of the pixel at (col, row, img) in a |
| * compressed texture image. |
| * \param col, row, img - image position (3D) |
| * \param format - compressed image format |
| * \param width - image width |
| * \param image - the image address |
| * \return address of pixel at (row, col) |
| */ |
| GLubyte * |
| _mesa_compressed_image_address(GLint col, GLint row, GLint img, |
| GLuint mesaFormat, |
| GLsizei width, const GLubyte *image) |
| { |
| GLubyte *addr; |
| |
| (void) img; |
| |
| /* We try to spot a "complete" subtexture "above" ROW, COL; |
| * this texture is given by appropriate rounding of WIDTH x ROW. |
| * Then we just add the amount left (usually on the left). |
| * |
| * Example for X*Y microtiles (Z bytes each) |
| * offset = Z * (((width + X - 1) / X) * (row / Y) + col / X); |
| */ |
| |
| switch (mesaFormat) { |
| case MESA_FORMAT_RGB_FXT1: |
| case MESA_FORMAT_RGBA_FXT1: |
| addr = (GLubyte *) image + 16 * (((width + 7) / 8) * (row / 4) + col / 8); |
| break; |
| case MESA_FORMAT_RGB_DXT1: |
| case MESA_FORMAT_RGBA_DXT1: |
| addr = (GLubyte *) image + 8 * (((width + 3) / 4) * (row / 4) + col / 4); |
| break; |
| case MESA_FORMAT_RGBA_DXT3: |
| case MESA_FORMAT_RGBA_DXT5: |
| addr = (GLubyte *) image + 16 * (((width + 3) / 4) * (row / 4) + col / 4); |
| break; |
| default: |
| _mesa_problem(NULL, "bad mesaFormat in _mesa_compressed_image_address"); |
| addr = NULL; |
| } |
| |
| return addr; |
| } |