1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6*61046927SAndroid Build Coastguard Worker *
7*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
8*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
9*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
10*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
12*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
13*61046927SAndroid Build Coastguard Worker *
14*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice shall be included
15*61046927SAndroid Build Coastguard Worker * in all copies or substantial portions of the Software.
16*61046927SAndroid Build Coastguard Worker *
17*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18*61046927SAndroid Build Coastguard Worker * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21*61046927SAndroid Build Coastguard Worker * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22*61046927SAndroid Build Coastguard Worker * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23*61046927SAndroid Build Coastguard Worker * OTHER DEALINGS IN THE SOFTWARE.
24*61046927SAndroid Build Coastguard Worker */
25*61046927SAndroid Build Coastguard Worker
26*61046927SAndroid Build Coastguard Worker
27*61046927SAndroid Build Coastguard Worker /**
28*61046927SAndroid Build Coastguard Worker * \file pixeltransfer.c
29*61046927SAndroid Build Coastguard Worker * Pixel transfer operations (scale, bias, table lookups, etc)
30*61046927SAndroid Build Coastguard Worker */
31*61046927SAndroid Build Coastguard Worker
32*61046927SAndroid Build Coastguard Worker
33*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
34*61046927SAndroid Build Coastguard Worker #include "macros.h"
35*61046927SAndroid Build Coastguard Worker #include "pixeltransfer.h"
36*61046927SAndroid Build Coastguard Worker
37*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
38*61046927SAndroid Build Coastguard Worker #include "util/rounding.h"
39*61046927SAndroid Build Coastguard Worker
40*61046927SAndroid Build Coastguard Worker
41*61046927SAndroid Build Coastguard Worker /*
42*61046927SAndroid Build Coastguard Worker * Apply scale and bias factors to an array of RGBA pixels.
43*61046927SAndroid Build Coastguard Worker */
44*61046927SAndroid Build Coastguard Worker void
_mesa_scale_and_bias_rgba(GLuint n,GLfloat rgba[][4],GLfloat rScale,GLfloat gScale,GLfloat bScale,GLfloat aScale,GLfloat rBias,GLfloat gBias,GLfloat bBias,GLfloat aBias)45*61046927SAndroid Build Coastguard Worker _mesa_scale_and_bias_rgba(GLuint n, GLfloat rgba[][4],
46*61046927SAndroid Build Coastguard Worker GLfloat rScale, GLfloat gScale,
47*61046927SAndroid Build Coastguard Worker GLfloat bScale, GLfloat aScale,
48*61046927SAndroid Build Coastguard Worker GLfloat rBias, GLfloat gBias,
49*61046927SAndroid Build Coastguard Worker GLfloat bBias, GLfloat aBias)
50*61046927SAndroid Build Coastguard Worker {
51*61046927SAndroid Build Coastguard Worker if (rScale != 1.0F || rBias != 0.0F) {
52*61046927SAndroid Build Coastguard Worker GLuint i;
53*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
54*61046927SAndroid Build Coastguard Worker rgba[i][RCOMP] = rgba[i][RCOMP] * rScale + rBias;
55*61046927SAndroid Build Coastguard Worker }
56*61046927SAndroid Build Coastguard Worker }
57*61046927SAndroid Build Coastguard Worker if (gScale != 1.0F || gBias != 0.0F) {
58*61046927SAndroid Build Coastguard Worker GLuint i;
59*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
60*61046927SAndroid Build Coastguard Worker rgba[i][GCOMP] = rgba[i][GCOMP] * gScale + gBias;
61*61046927SAndroid Build Coastguard Worker }
62*61046927SAndroid Build Coastguard Worker }
63*61046927SAndroid Build Coastguard Worker if (bScale != 1.0F || bBias != 0.0F) {
64*61046927SAndroid Build Coastguard Worker GLuint i;
65*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
66*61046927SAndroid Build Coastguard Worker rgba[i][BCOMP] = rgba[i][BCOMP] * bScale + bBias;
67*61046927SAndroid Build Coastguard Worker }
68*61046927SAndroid Build Coastguard Worker }
69*61046927SAndroid Build Coastguard Worker if (aScale != 1.0F || aBias != 0.0F) {
70*61046927SAndroid Build Coastguard Worker GLuint i;
71*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
72*61046927SAndroid Build Coastguard Worker rgba[i][ACOMP] = rgba[i][ACOMP] * aScale + aBias;
73*61046927SAndroid Build Coastguard Worker }
74*61046927SAndroid Build Coastguard Worker }
75*61046927SAndroid Build Coastguard Worker }
76*61046927SAndroid Build Coastguard Worker
77*61046927SAndroid Build Coastguard Worker
78*61046927SAndroid Build Coastguard Worker /*
79*61046927SAndroid Build Coastguard Worker * Apply pixel mapping to an array of floating point RGBA pixels.
80*61046927SAndroid Build Coastguard Worker */
81*61046927SAndroid Build Coastguard Worker void
_mesa_map_rgba(const struct gl_context * ctx,GLuint n,GLfloat rgba[][4])82*61046927SAndroid Build Coastguard Worker _mesa_map_rgba( const struct gl_context *ctx, GLuint n, GLfloat rgba[][4] )
83*61046927SAndroid Build Coastguard Worker {
84*61046927SAndroid Build Coastguard Worker const GLfloat rscale = (GLfloat) (ctx->PixelMaps.RtoR.Size - 1);
85*61046927SAndroid Build Coastguard Worker const GLfloat gscale = (GLfloat) (ctx->PixelMaps.GtoG.Size - 1);
86*61046927SAndroid Build Coastguard Worker const GLfloat bscale = (GLfloat) (ctx->PixelMaps.BtoB.Size - 1);
87*61046927SAndroid Build Coastguard Worker const GLfloat ascale = (GLfloat) (ctx->PixelMaps.AtoA.Size - 1);
88*61046927SAndroid Build Coastguard Worker const GLfloat *rMap = ctx->PixelMaps.RtoR.Map;
89*61046927SAndroid Build Coastguard Worker const GLfloat *gMap = ctx->PixelMaps.GtoG.Map;
90*61046927SAndroid Build Coastguard Worker const GLfloat *bMap = ctx->PixelMaps.BtoB.Map;
91*61046927SAndroid Build Coastguard Worker const GLfloat *aMap = ctx->PixelMaps.AtoA.Map;
92*61046927SAndroid Build Coastguard Worker GLuint i;
93*61046927SAndroid Build Coastguard Worker for (i=0;i<n;i++) {
94*61046927SAndroid Build Coastguard Worker GLfloat r = CLAMP(rgba[i][RCOMP], 0.0F, 1.0F);
95*61046927SAndroid Build Coastguard Worker GLfloat g = CLAMP(rgba[i][GCOMP], 0.0F, 1.0F);
96*61046927SAndroid Build Coastguard Worker GLfloat b = CLAMP(rgba[i][BCOMP], 0.0F, 1.0F);
97*61046927SAndroid Build Coastguard Worker GLfloat a = CLAMP(rgba[i][ACOMP], 0.0F, 1.0F);
98*61046927SAndroid Build Coastguard Worker rgba[i][RCOMP] = rMap[(int)_mesa_lroundevenf(r * rscale)];
99*61046927SAndroid Build Coastguard Worker rgba[i][GCOMP] = gMap[(int)_mesa_lroundevenf(g * gscale)];
100*61046927SAndroid Build Coastguard Worker rgba[i][BCOMP] = bMap[(int)_mesa_lroundevenf(b * bscale)];
101*61046927SAndroid Build Coastguard Worker rgba[i][ACOMP] = aMap[(int)_mesa_lroundevenf(a * ascale)];
102*61046927SAndroid Build Coastguard Worker }
103*61046927SAndroid Build Coastguard Worker }
104*61046927SAndroid Build Coastguard Worker
105*61046927SAndroid Build Coastguard Worker /*
106*61046927SAndroid Build Coastguard Worker * Map color indexes to float rgba values.
107*61046927SAndroid Build Coastguard Worker */
108*61046927SAndroid Build Coastguard Worker void
_mesa_map_ci_to_rgba(const struct gl_context * ctx,GLuint n,const GLuint index[],GLfloat rgba[][4])109*61046927SAndroid Build Coastguard Worker _mesa_map_ci_to_rgba( const struct gl_context *ctx, GLuint n,
110*61046927SAndroid Build Coastguard Worker const GLuint index[], GLfloat rgba[][4] )
111*61046927SAndroid Build Coastguard Worker {
112*61046927SAndroid Build Coastguard Worker GLuint rmask = ctx->PixelMaps.ItoR.Size - 1;
113*61046927SAndroid Build Coastguard Worker GLuint gmask = ctx->PixelMaps.ItoG.Size - 1;
114*61046927SAndroid Build Coastguard Worker GLuint bmask = ctx->PixelMaps.ItoB.Size - 1;
115*61046927SAndroid Build Coastguard Worker GLuint amask = ctx->PixelMaps.ItoA.Size - 1;
116*61046927SAndroid Build Coastguard Worker const GLfloat *rMap = ctx->PixelMaps.ItoR.Map;
117*61046927SAndroid Build Coastguard Worker const GLfloat *gMap = ctx->PixelMaps.ItoG.Map;
118*61046927SAndroid Build Coastguard Worker const GLfloat *bMap = ctx->PixelMaps.ItoB.Map;
119*61046927SAndroid Build Coastguard Worker const GLfloat *aMap = ctx->PixelMaps.ItoA.Map;
120*61046927SAndroid Build Coastguard Worker GLuint i;
121*61046927SAndroid Build Coastguard Worker for (i=0;i<n;i++) {
122*61046927SAndroid Build Coastguard Worker rgba[i][RCOMP] = rMap[index[i] & rmask];
123*61046927SAndroid Build Coastguard Worker rgba[i][GCOMP] = gMap[index[i] & gmask];
124*61046927SAndroid Build Coastguard Worker rgba[i][BCOMP] = bMap[index[i] & bmask];
125*61046927SAndroid Build Coastguard Worker rgba[i][ACOMP] = aMap[index[i] & amask];
126*61046927SAndroid Build Coastguard Worker }
127*61046927SAndroid Build Coastguard Worker }
128*61046927SAndroid Build Coastguard Worker
129*61046927SAndroid Build Coastguard Worker
130*61046927SAndroid Build Coastguard Worker void
_mesa_scale_and_bias_depth(const struct gl_context * ctx,GLuint n,GLfloat depthValues[])131*61046927SAndroid Build Coastguard Worker _mesa_scale_and_bias_depth(const struct gl_context *ctx, GLuint n,
132*61046927SAndroid Build Coastguard Worker GLfloat depthValues[])
133*61046927SAndroid Build Coastguard Worker {
134*61046927SAndroid Build Coastguard Worker const GLfloat scale = ctx->Pixel.DepthScale;
135*61046927SAndroid Build Coastguard Worker const GLfloat bias = ctx->Pixel.DepthBias;
136*61046927SAndroid Build Coastguard Worker GLuint i;
137*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
138*61046927SAndroid Build Coastguard Worker GLfloat d = depthValues[i] * scale + bias;
139*61046927SAndroid Build Coastguard Worker depthValues[i] = CLAMP(d, 0.0F, 1.0F);
140*61046927SAndroid Build Coastguard Worker }
141*61046927SAndroid Build Coastguard Worker }
142*61046927SAndroid Build Coastguard Worker
143*61046927SAndroid Build Coastguard Worker
144*61046927SAndroid Build Coastguard Worker void
_mesa_scale_and_bias_depth_uint(const struct gl_context * ctx,GLuint n,GLuint depthValues[])145*61046927SAndroid Build Coastguard Worker _mesa_scale_and_bias_depth_uint(const struct gl_context *ctx, GLuint n,
146*61046927SAndroid Build Coastguard Worker GLuint depthValues[])
147*61046927SAndroid Build Coastguard Worker {
148*61046927SAndroid Build Coastguard Worker const GLdouble max = (double) 0xffffffff;
149*61046927SAndroid Build Coastguard Worker const GLdouble scale = ctx->Pixel.DepthScale;
150*61046927SAndroid Build Coastguard Worker const GLdouble bias = ctx->Pixel.DepthBias * max;
151*61046927SAndroid Build Coastguard Worker GLuint i;
152*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
153*61046927SAndroid Build Coastguard Worker GLdouble d = (GLdouble) depthValues[i] * scale + bias;
154*61046927SAndroid Build Coastguard Worker d = CLAMP(d, 0.0, max);
155*61046927SAndroid Build Coastguard Worker depthValues[i] = (GLuint) d;
156*61046927SAndroid Build Coastguard Worker }
157*61046927SAndroid Build Coastguard Worker }
158*61046927SAndroid Build Coastguard Worker
159*61046927SAndroid Build Coastguard Worker /**
160*61046927SAndroid Build Coastguard Worker * Apply various pixel transfer operations to an array of RGBA pixels
161*61046927SAndroid Build Coastguard Worker * as indicated by the transferOps bitmask
162*61046927SAndroid Build Coastguard Worker */
163*61046927SAndroid Build Coastguard Worker void
_mesa_apply_rgba_transfer_ops(struct gl_context * ctx,GLbitfield transferOps,GLuint n,GLfloat rgba[][4])164*61046927SAndroid Build Coastguard Worker _mesa_apply_rgba_transfer_ops(struct gl_context *ctx, GLbitfield transferOps,
165*61046927SAndroid Build Coastguard Worker GLuint n, GLfloat rgba[][4])
166*61046927SAndroid Build Coastguard Worker {
167*61046927SAndroid Build Coastguard Worker /* scale & bias */
168*61046927SAndroid Build Coastguard Worker if (transferOps & IMAGE_SCALE_BIAS_BIT) {
169*61046927SAndroid Build Coastguard Worker _mesa_scale_and_bias_rgba(n, rgba,
170*61046927SAndroid Build Coastguard Worker ctx->Pixel.RedScale, ctx->Pixel.GreenScale,
171*61046927SAndroid Build Coastguard Worker ctx->Pixel.BlueScale, ctx->Pixel.AlphaScale,
172*61046927SAndroid Build Coastguard Worker ctx->Pixel.RedBias, ctx->Pixel.GreenBias,
173*61046927SAndroid Build Coastguard Worker ctx->Pixel.BlueBias, ctx->Pixel.AlphaBias);
174*61046927SAndroid Build Coastguard Worker }
175*61046927SAndroid Build Coastguard Worker /* color map lookup */
176*61046927SAndroid Build Coastguard Worker if (transferOps & IMAGE_MAP_COLOR_BIT) {
177*61046927SAndroid Build Coastguard Worker _mesa_map_rgba( ctx, n, rgba );
178*61046927SAndroid Build Coastguard Worker }
179*61046927SAndroid Build Coastguard Worker
180*61046927SAndroid Build Coastguard Worker /* clamping to [0,1] */
181*61046927SAndroid Build Coastguard Worker if (transferOps & IMAGE_CLAMP_BIT) {
182*61046927SAndroid Build Coastguard Worker GLuint i;
183*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
184*61046927SAndroid Build Coastguard Worker rgba[i][RCOMP] = CLAMP(rgba[i][RCOMP], 0.0F, 1.0F);
185*61046927SAndroid Build Coastguard Worker rgba[i][GCOMP] = CLAMP(rgba[i][GCOMP], 0.0F, 1.0F);
186*61046927SAndroid Build Coastguard Worker rgba[i][BCOMP] = CLAMP(rgba[i][BCOMP], 0.0F, 1.0F);
187*61046927SAndroid Build Coastguard Worker rgba[i][ACOMP] = CLAMP(rgba[i][ACOMP], 0.0F, 1.0F);
188*61046927SAndroid Build Coastguard Worker }
189*61046927SAndroid Build Coastguard Worker }
190*61046927SAndroid Build Coastguard Worker }
191*61046927SAndroid Build Coastguard Worker
192*61046927SAndroid Build Coastguard Worker
193*61046927SAndroid Build Coastguard Worker /*
194*61046927SAndroid Build Coastguard Worker * Apply color index shift and offset to an array of pixels.
195*61046927SAndroid Build Coastguard Worker */
196*61046927SAndroid Build Coastguard Worker void
_mesa_shift_and_offset_ci(const struct gl_context * ctx,GLuint n,GLuint indexes[])197*61046927SAndroid Build Coastguard Worker _mesa_shift_and_offset_ci(const struct gl_context *ctx,
198*61046927SAndroid Build Coastguard Worker GLuint n, GLuint indexes[])
199*61046927SAndroid Build Coastguard Worker {
200*61046927SAndroid Build Coastguard Worker GLint shift = ctx->Pixel.IndexShift;
201*61046927SAndroid Build Coastguard Worker GLint offset = ctx->Pixel.IndexOffset;
202*61046927SAndroid Build Coastguard Worker GLuint i;
203*61046927SAndroid Build Coastguard Worker if (shift > 0) {
204*61046927SAndroid Build Coastguard Worker for (i=0;i<n;i++) {
205*61046927SAndroid Build Coastguard Worker indexes[i] = (indexes[i] << shift) + offset;
206*61046927SAndroid Build Coastguard Worker }
207*61046927SAndroid Build Coastguard Worker }
208*61046927SAndroid Build Coastguard Worker else if (shift < 0) {
209*61046927SAndroid Build Coastguard Worker shift = -shift;
210*61046927SAndroid Build Coastguard Worker for (i=0;i<n;i++) {
211*61046927SAndroid Build Coastguard Worker indexes[i] = (indexes[i] >> shift) + offset;
212*61046927SAndroid Build Coastguard Worker }
213*61046927SAndroid Build Coastguard Worker }
214*61046927SAndroid Build Coastguard Worker else {
215*61046927SAndroid Build Coastguard Worker for (i=0;i<n;i++) {
216*61046927SAndroid Build Coastguard Worker indexes[i] = indexes[i] + offset;
217*61046927SAndroid Build Coastguard Worker }
218*61046927SAndroid Build Coastguard Worker }
219*61046927SAndroid Build Coastguard Worker }
220*61046927SAndroid Build Coastguard Worker
221*61046927SAndroid Build Coastguard Worker
222*61046927SAndroid Build Coastguard Worker
223*61046927SAndroid Build Coastguard Worker /**
224*61046927SAndroid Build Coastguard Worker * Apply stencil index shift, offset and table lookup to an array
225*61046927SAndroid Build Coastguard Worker * of stencil values.
226*61046927SAndroid Build Coastguard Worker */
227*61046927SAndroid Build Coastguard Worker void
_mesa_apply_stencil_transfer_ops(const struct gl_context * ctx,GLuint n,GLubyte stencil[])228*61046927SAndroid Build Coastguard Worker _mesa_apply_stencil_transfer_ops(const struct gl_context *ctx, GLuint n,
229*61046927SAndroid Build Coastguard Worker GLubyte stencil[])
230*61046927SAndroid Build Coastguard Worker {
231*61046927SAndroid Build Coastguard Worker if (ctx->Pixel.IndexShift != 0 || ctx->Pixel.IndexOffset != 0) {
232*61046927SAndroid Build Coastguard Worker const GLint offset = ctx->Pixel.IndexOffset;
233*61046927SAndroid Build Coastguard Worker GLint shift = ctx->Pixel.IndexShift;
234*61046927SAndroid Build Coastguard Worker GLuint i;
235*61046927SAndroid Build Coastguard Worker if (shift > 0) {
236*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
237*61046927SAndroid Build Coastguard Worker stencil[i] = (stencil[i] << shift) + offset;
238*61046927SAndroid Build Coastguard Worker }
239*61046927SAndroid Build Coastguard Worker }
240*61046927SAndroid Build Coastguard Worker else if (shift < 0) {
241*61046927SAndroid Build Coastguard Worker shift = -shift;
242*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
243*61046927SAndroid Build Coastguard Worker stencil[i] = (stencil[i] >> shift) + offset;
244*61046927SAndroid Build Coastguard Worker }
245*61046927SAndroid Build Coastguard Worker }
246*61046927SAndroid Build Coastguard Worker else {
247*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
248*61046927SAndroid Build Coastguard Worker stencil[i] = stencil[i] + offset;
249*61046927SAndroid Build Coastguard Worker }
250*61046927SAndroid Build Coastguard Worker }
251*61046927SAndroid Build Coastguard Worker }
252*61046927SAndroid Build Coastguard Worker if (ctx->Pixel.MapStencilFlag) {
253*61046927SAndroid Build Coastguard Worker GLuint mask = ctx->PixelMaps.StoS.Size - 1;
254*61046927SAndroid Build Coastguard Worker GLuint i;
255*61046927SAndroid Build Coastguard Worker for (i = 0; i < n; i++) {
256*61046927SAndroid Build Coastguard Worker stencil[i] = (GLubyte) ctx->PixelMaps.StoS.Map[ stencil[i] & mask ];
257*61046927SAndroid Build Coastguard Worker }
258*61046927SAndroid Build Coastguard Worker }
259*61046927SAndroid Build Coastguard Worker }
260