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authorBrian Paul <brian.paul@tungstengraphics.com>2003-04-03 20:57:49 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2003-04-03 20:57:49 +0000
commit78233887446a8f5fe66d674caf1b7ee838647ac1 (patch)
tree3ecb062cc05a387fdf2e75682d3428d8446815fa /src/mesa/main/texcompress.c
parentbb5ebf17248d1d389525d4fcd9e238fb13b695bf (diff)
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some texture compression odds & ends
Diffstat (limited to 'src/mesa/main/texcompress.c')
-rw-r--r--src/mesa/main/texcompress.c73
1 files changed, 67 insertions, 6 deletions
diff --git a/src/mesa/main/texcompress.c b/src/mesa/main/texcompress.c
index 8193885..01425f3 100644
--- a/src/mesa/main/texcompress.c
+++ b/src/mesa/main/texcompress.c
@@ -1,5 +1,3 @@
-/* $Id: texcompress.c,v 1.4 2003/03/24 20:00:09 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
* Version: 5.1
@@ -52,6 +50,21 @@ _mesa_get_compressed_formats( GLcontext *ctx, GLint *formats )
n += 2;
}
}
+ if (ctx->Extensions.EXT_texture_compression_s3tc) {
+ if (formats) {
+ formats[n++] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
+ /* Skip this one because it has a restriction (all transparent
+ * pixels become black). See the texture compressions spec for
+ * a detailed explanation. This is what NVIDIA does.
+ 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;
+ }
+ }
}
return n;
}
@@ -61,8 +74,8 @@ _mesa_get_compressed_formats( GLcontext *ctx, GLint *formats )
/**
* Return bytes of storage needed for the given texture size and compressed
* format.
- * \param width, height, depth - texture size in texels
- * \param texFormat - one of the compressed format enums
+ * \param width, height, depth the texture size in texels
+ * \param texFormat one of the specific compressed format enums
* \return size in bytes, or zero if bad texFormat
*/
GLuint
@@ -78,6 +91,34 @@ _mesa_compressed_texture_size( GLcontext *ctx,
/* round up to multiple of 4 */
size = ((width + 7) / 8) * ((height + 3) / 4) * 16;
return size;
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ /* round up width, height to next multiple of 4 */
+ width = (width + 3) & ~3;
+ height = (height + 3) & ~3;
+ ASSERT(depth == 1);
+ /* 8 bytes per 4x4 tile of RGB[A] texels */
+ size = (width * height * 8) / 16;
+ /* Textures smaller than 4x4 will effectively be made into 4x4 and
+ * take 8 bytes.
+ */
+ if (size < 8)
+ size = 8;
+ return size;
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ /* round up width, height to next multiple of 4 */
+ width = (width + 3) & ~3;
+ height = (height + 3) & ~3;
+ ASSERT(depth == 1);
+ /* 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 texformat in compressed_texture_size");
return 0;
@@ -85,8 +126,12 @@ _mesa_compressed_texture_size( GLcontext *ctx,
}
-/*
+/**
* Compute the bytes per row in a compressed texture image.
+ * We use this for computing the destination address for sub-texture updates.
+ * \param format one of the specific texture compression formats
+ * \param width image width in pixels
+ * \return stride, in bytes, between rows for compressed image
*/
GLint
_mesa_compressed_row_stride(GLenum format, GLsizei width)
@@ -94,6 +139,14 @@ _mesa_compressed_row_stride(GLenum format, GLsizei width)
GLint bytesPerTile, stride;
switch (format) {
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ bytesPerTile = 8;
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ bytesPerTile = 16;
+ break;
default:
return 0;
}
@@ -103,7 +156,7 @@ _mesa_compressed_row_stride(GLenum format, GLsizei width)
}
-/*
+/**
* Return the address of the pixel at (col, row, img) in a
* compressed texture image.
* \param col, row, img - image position (3D)
@@ -125,6 +178,14 @@ _mesa_compressed_image_address(GLint col, GLint row, GLint img,
(void) img;
switch (format) {
+ case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ bytesPerTile = 8;
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ bytesPerTile = 16;
+ break;
default:
return 0;
}