move mesa32 over to new dir
[reactos.git] / reactos / lib / mesa32 / src / main / texcompress.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.1
4 *
5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * \file texcompress.c
28 * Helper functions for texture compression.
29 */
30
31
32 #include "glheader.h"
33 #include "imports.h"
34 #include "colormac.h"
35 #include "context.h"
36 #include "image.h"
37 #include "texcompress.h"
38 #include "texformat.h"
39 #include "texstore.h"
40
41 /**
42 * Get the list of supported internal compression formats.
43 *
44 * \param ctx GL context.
45 * \param formats the resulting format list (may be NULL).
46 *
47 * \return number of formats.
48 */
49 GLuint
50 _mesa_get_compressed_formats( GLcontext *ctx, GLint *formats )
51 {
52 GLuint n = 0;
53 if (ctx->Extensions.ARB_texture_compression) {
54 if (ctx->Extensions.TDFX_texture_compression_FXT1) {
55 if (formats) {
56 formats[n++] = GL_COMPRESSED_RGB_FXT1_3DFX;
57 formats[n++] = GL_COMPRESSED_RGBA_FXT1_3DFX;
58 }
59 else {
60 n += 2;
61 }
62 }
63 if (ctx->Extensions.EXT_texture_compression_s3tc) {
64 if (formats) {
65 formats[n++] = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
66 /* Skip this one because it has a restriction (all transparent
67 * pixels become black). See the texture compressions spec for
68 * a detailed explanation. This is what NVIDIA does.
69 formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
70 */
71 formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
72 formats[n++] = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
73 }
74 else {
75 n += 3;
76 }
77 }
78 if (ctx->Extensions.S3_s3tc) {
79 if (formats) {
80 formats[n++] = GL_RGB_S3TC;
81 formats[n++] = GL_RGB4_S3TC;
82 formats[n++] = GL_RGBA_S3TC;
83 formats[n++] = GL_RGBA4_S3TC;
84 }
85 else {
86 n += 4;
87 }
88 }
89 }
90 return n;
91 }
92
93
94
95 /**
96 * Return number of bytes needed to store a texture of the given size
97 * using the specified compressed format.
98 * This is called via the ctx->Driver.CompressedTextureSize function,
99 * unless a device driver overrides it.
100 *
101 * \param width texture width in texels.
102 * \param height texture height in texels.
103 * \param depth texture depth in texels.
104 * \param format - one of the specific compressed texture formats
105 *
106 * \return size in bytes, or zero if bad format
107 */
108 GLuint
109 _mesa_compressed_texture_size( GLcontext *ctx,
110 GLsizei width, GLsizei height, GLsizei depth,
111 GLenum format )
112 {
113 GLuint size;
114
115 ASSERT(depth == 1);
116 (void) depth;
117
118 switch (format) {
119 case GL_COMPRESSED_RGB_FXT1_3DFX:
120 case GL_COMPRESSED_RGBA_FXT1_3DFX:
121 /* round up width to next multiple of 8, height to next multiple of 4 */
122 width = (width + 7) & ~7;
123 height = (height + 3) & ~3;
124 /* 16 bytes per 8x4 tile of RGB[A] texels */
125 size = width * height / 2;
126 /* Textures smaller than 8x4 will effectively be made into 8x4 and
127 * take 16 bytes.
128 */
129 if (size < 16)
130 size = 16;
131 return size;
132 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
133 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
134 case GL_RGB_S3TC:
135 case GL_RGB4_S3TC:
136 /* round up width, height to next multiple of 4 */
137 width = (width + 3) & ~3;
138 height = (height + 3) & ~3;
139 /* 8 bytes per 4x4 tile of RGB[A] texels */
140 size = width * height / 2;
141 /* Textures smaller than 4x4 will effectively be made into 4x4 and
142 * take 8 bytes.
143 */
144 if (size < 8)
145 size = 8;
146 return size;
147 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
148 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
149 case GL_RGBA_S3TC:
150 case GL_RGBA4_S3TC:
151 /* round up width, height to next multiple of 4 */
152 width = (width + 3) & ~3;
153 height = (height + 3) & ~3;
154 /* 16 bytes per 4x4 tile of RGBA texels */
155 size = width * height; /* simple! */
156 /* Textures smaller than 4x4 will effectively be made into 4x4 and
157 * take 16 bytes.
158 */
159 if (size < 16)
160 size = 16;
161 return size;
162 default:
163 _mesa_problem(ctx, "bad texformat in compressed_texture_size");
164 return 0;
165 }
166 }
167
168
169 /*
170 * Compute the bytes per row in a compressed texture image.
171 * We use this for computing the destination address for sub-texture updates.
172 * \param format one of the specific texture compression formats
173 * \param width image width in pixels
174 * \return stride, in bytes, between rows for compressed image
175 */
176 GLint
177 _mesa_compressed_row_stride(GLenum format, GLsizei width)
178 {
179 GLint stride;
180
181 switch (format) {
182 case GL_COMPRESSED_RGB_FXT1_3DFX:
183 case GL_COMPRESSED_RGBA_FXT1_3DFX:
184 stride = ((width + 7) / 8) * 16; /* 16 bytes per 8x4 tile */
185 break;
186 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
187 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
188 case GL_RGB_S3TC:
189 case GL_RGB4_S3TC:
190 stride = ((width + 3) / 4) * 8; /* 8 bytes per 4x4 tile */
191 break;
192 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
193 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
194 case GL_RGBA_S3TC:
195 case GL_RGBA4_S3TC:
196 stride = ((width + 3) / 4) * 16; /* 16 bytes per 4x4 tile */
197 break;
198 default:
199 return 0;
200 }
201
202 return stride;
203 }
204
205
206 /*
207 * Return the address of the pixel at (col, row, img) in a
208 * compressed texture image.
209 * \param col, row, img - image position (3D)
210 * \param format - compressed image format
211 * \param width - image width
212 * \param image - the image address
213 * \return address of pixel at (row, col)
214 */
215 GLubyte *
216 _mesa_compressed_image_address(GLint col, GLint row, GLint img,
217 GLenum format,
218 GLsizei width, const GLubyte *image)
219 {
220 GLubyte *addr;
221
222 (void) img;
223
224 /* We try to spot a "complete" subtexture "above" ROW, COL;
225 * this texture is given by appropriate rounding of WIDTH x ROW.
226 * Then we just add the amount left (usually on the left).
227 *
228 * Example for X*Y microtiles (Z bytes each)
229 * offset = Z * (((width + X - 1) / X) * (row / Y) + col / X);
230 */
231
232 switch (format) {
233 case GL_COMPRESSED_RGB_FXT1_3DFX:
234 case GL_COMPRESSED_RGBA_FXT1_3DFX:
235 addr = (GLubyte *) image + 16 * (((width + 7) / 8) * (row / 4) + col / 8);
236 break;
237 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
238 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
239 case GL_RGB_S3TC:
240 case GL_RGB4_S3TC:
241 addr = (GLubyte *) image + 8 * (((width + 3) / 4) * (row / 4) + col / 4);
242 break;
243 case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
244 case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
245 case GL_RGBA_S3TC:
246 case GL_RGBA4_S3TC:
247 addr = (GLubyte *) image + 16 * (((width + 3) / 4) * (row / 4) + col / 4);
248 break;
249 default:
250 return NULL;
251 }
252
253 return addr;
254 }