1*61046927SAndroid Build Coastguard Worker /**
2*61046927SAndroid Build Coastguard Worker * \file teximage.h
3*61046927SAndroid Build Coastguard Worker * Texture images manipulation functions.
4*61046927SAndroid Build Coastguard Worker */
5*61046927SAndroid Build Coastguard Worker
6*61046927SAndroid Build Coastguard Worker /*
7*61046927SAndroid Build Coastguard Worker * Mesa 3-D graphics library
8*61046927SAndroid Build Coastguard Worker *
9*61046927SAndroid Build Coastguard Worker * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
10*61046927SAndroid Build Coastguard Worker *
11*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
12*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
13*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
14*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
15*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
16*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
17*61046927SAndroid Build Coastguard Worker *
18*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice shall be included
19*61046927SAndroid Build Coastguard Worker * in all copies or substantial portions of the Software.
20*61046927SAndroid Build Coastguard Worker *
21*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
22*61046927SAndroid Build Coastguard Worker * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
24*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
25*61046927SAndroid Build Coastguard Worker * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
26*61046927SAndroid Build Coastguard Worker * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
27*61046927SAndroid Build Coastguard Worker * OTHER DEALINGS IN THE SOFTWARE.
28*61046927SAndroid Build Coastguard Worker */
29*61046927SAndroid Build Coastguard Worker
30*61046927SAndroid Build Coastguard Worker
31*61046927SAndroid Build Coastguard Worker #ifndef TEXIMAGE_H
32*61046927SAndroid Build Coastguard Worker #define TEXIMAGE_H
33*61046927SAndroid Build Coastguard Worker
34*61046927SAndroid Build Coastguard Worker
35*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
36*61046927SAndroid Build Coastguard Worker #include "formats.h"
37*61046927SAndroid Build Coastguard Worker
38*61046927SAndroid Build Coastguard Worker #ifdef __cplusplus
39*61046927SAndroid Build Coastguard Worker extern "C" {
40*61046927SAndroid Build Coastguard Worker #endif
41*61046927SAndroid Build Coastguard Worker
42*61046927SAndroid Build Coastguard Worker /** Is the given value one of the 6 cube faces? */
43*61046927SAndroid Build Coastguard Worker static inline GLboolean
_mesa_is_cube_face(GLenum target)44*61046927SAndroid Build Coastguard Worker _mesa_is_cube_face(GLenum target)
45*61046927SAndroid Build Coastguard Worker {
46*61046927SAndroid Build Coastguard Worker return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
47*61046927SAndroid Build Coastguard Worker target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
48*61046927SAndroid Build Coastguard Worker }
49*61046927SAndroid Build Coastguard Worker
50*61046927SAndroid Build Coastguard Worker
51*61046927SAndroid Build Coastguard Worker /**
52*61046927SAndroid Build Coastguard Worker * Return number of faces for a texture target. This will be 6 for
53*61046927SAndroid Build Coastguard Worker * cube maps and 1 otherwise.
54*61046927SAndroid Build Coastguard Worker * NOTE: this function is not used for cube map arrays which operate
55*61046927SAndroid Build Coastguard Worker * more like 2D arrays than cube maps.
56*61046927SAndroid Build Coastguard Worker */
57*61046927SAndroid Build Coastguard Worker static inline GLuint
_mesa_num_tex_faces(GLenum target)58*61046927SAndroid Build Coastguard Worker _mesa_num_tex_faces(GLenum target)
59*61046927SAndroid Build Coastguard Worker {
60*61046927SAndroid Build Coastguard Worker switch (target) {
61*61046927SAndroid Build Coastguard Worker case GL_TEXTURE_CUBE_MAP:
62*61046927SAndroid Build Coastguard Worker case GL_PROXY_TEXTURE_CUBE_MAP:
63*61046927SAndroid Build Coastguard Worker return 6;
64*61046927SAndroid Build Coastguard Worker default:
65*61046927SAndroid Build Coastguard Worker return 1;
66*61046927SAndroid Build Coastguard Worker }
67*61046927SAndroid Build Coastguard Worker }
68*61046927SAndroid Build Coastguard Worker
69*61046927SAndroid Build Coastguard Worker
70*61046927SAndroid Build Coastguard Worker /**
71*61046927SAndroid Build Coastguard Worker * If the target is GL_TEXTURE_CUBE_MAP, return one of the
72*61046927SAndroid Build Coastguard Worker * GL_TEXTURE_CUBE_MAP_POSITIVE/NEGATIVE_X/Y/Z targets corresponding to
73*61046927SAndroid Build Coastguard Worker * the face parameter.
74*61046927SAndroid Build Coastguard Worker * Else, return target as-is.
75*61046927SAndroid Build Coastguard Worker */
76*61046927SAndroid Build Coastguard Worker static inline GLenum
_mesa_cube_face_target(GLenum target,unsigned face)77*61046927SAndroid Build Coastguard Worker _mesa_cube_face_target(GLenum target, unsigned face)
78*61046927SAndroid Build Coastguard Worker {
79*61046927SAndroid Build Coastguard Worker if (target == GL_TEXTURE_CUBE_MAP) {
80*61046927SAndroid Build Coastguard Worker assert(face < 6);
81*61046927SAndroid Build Coastguard Worker return GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
82*61046927SAndroid Build Coastguard Worker }
83*61046927SAndroid Build Coastguard Worker else {
84*61046927SAndroid Build Coastguard Worker return target;
85*61046927SAndroid Build Coastguard Worker }
86*61046927SAndroid Build Coastguard Worker }
87*61046927SAndroid Build Coastguard Worker
88*61046927SAndroid Build Coastguard Worker
89*61046927SAndroid Build Coastguard Worker /**
90*61046927SAndroid Build Coastguard Worker * For cube map faces, return a face index in [0,5].
91*61046927SAndroid Build Coastguard Worker * For other targets return 0;
92*61046927SAndroid Build Coastguard Worker */
93*61046927SAndroid Build Coastguard Worker static inline GLuint
_mesa_tex_target_to_face(GLenum target)94*61046927SAndroid Build Coastguard Worker _mesa_tex_target_to_face(GLenum target)
95*61046927SAndroid Build Coastguard Worker {
96*61046927SAndroid Build Coastguard Worker if (_mesa_is_cube_face(target))
97*61046927SAndroid Build Coastguard Worker return (GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X;
98*61046927SAndroid Build Coastguard Worker else
99*61046927SAndroid Build Coastguard Worker return 0;
100*61046927SAndroid Build Coastguard Worker }
101*61046927SAndroid Build Coastguard Worker
102*61046927SAndroid Build Coastguard Worker
103*61046927SAndroid Build Coastguard Worker /** Are any of the dimensions of given texture equal to zero? */
104*61046927SAndroid Build Coastguard Worker static inline GLboolean
_mesa_is_zero_size_texture(const struct gl_texture_image * texImage)105*61046927SAndroid Build Coastguard Worker _mesa_is_zero_size_texture(const struct gl_texture_image *texImage)
106*61046927SAndroid Build Coastguard Worker {
107*61046927SAndroid Build Coastguard Worker return (texImage->Width == 0 ||
108*61046927SAndroid Build Coastguard Worker texImage->Height == 0 ||
109*61046927SAndroid Build Coastguard Worker texImage->Depth == 0);
110*61046927SAndroid Build Coastguard Worker }
111*61046927SAndroid Build Coastguard Worker
112*61046927SAndroid Build Coastguard Worker /** \name Internal functions */
113*61046927SAndroid Build Coastguard Worker /*@{*/
114*61046927SAndroid Build Coastguard Worker
115*61046927SAndroid Build Coastguard Worker extern GLboolean
116*61046927SAndroid Build Coastguard Worker _mesa_is_proxy_texture(GLenum target);
117*61046927SAndroid Build Coastguard Worker
118*61046927SAndroid Build Coastguard Worker extern bool
119*61046927SAndroid Build Coastguard Worker _mesa_is_array_texture(GLenum target);
120*61046927SAndroid Build Coastguard Worker
121*61046927SAndroid Build Coastguard Worker
122*61046927SAndroid Build Coastguard Worker extern void
123*61046927SAndroid Build Coastguard Worker _mesa_delete_texture_image( struct gl_context *ctx,
124*61046927SAndroid Build Coastguard Worker struct gl_texture_image *teximage );
125*61046927SAndroid Build Coastguard Worker
126*61046927SAndroid Build Coastguard Worker
127*61046927SAndroid Build Coastguard Worker extern void
128*61046927SAndroid Build Coastguard Worker _mesa_init_teximage_fields(struct gl_context *ctx,
129*61046927SAndroid Build Coastguard Worker struct gl_texture_image *img,
130*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth,
131*61046927SAndroid Build Coastguard Worker GLint border, GLenum internalFormat,
132*61046927SAndroid Build Coastguard Worker mesa_format format);
133*61046927SAndroid Build Coastguard Worker extern void
134*61046927SAndroid Build Coastguard Worker _mesa_init_teximage_fields_ms(struct gl_context *ctx,
135*61046927SAndroid Build Coastguard Worker struct gl_texture_image *img,
136*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth,
137*61046927SAndroid Build Coastguard Worker GLint border, GLenum internalFormat,
138*61046927SAndroid Build Coastguard Worker mesa_format format,
139*61046927SAndroid Build Coastguard Worker GLuint numSamples,
140*61046927SAndroid Build Coastguard Worker GLboolean fixedSampleLocations);
141*61046927SAndroid Build Coastguard Worker
142*61046927SAndroid Build Coastguard Worker void
143*61046927SAndroid Build Coastguard Worker _mesa_update_teximage_format_swizzle(struct gl_context *ctx,
144*61046927SAndroid Build Coastguard Worker struct gl_texture_image *img,
145*61046927SAndroid Build Coastguard Worker GLenum depth_mode);
146*61046927SAndroid Build Coastguard Worker extern mesa_format
147*61046927SAndroid Build Coastguard Worker _mesa_choose_texture_format(struct gl_context *ctx,
148*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
149*61046927SAndroid Build Coastguard Worker GLenum target, GLint level,
150*61046927SAndroid Build Coastguard Worker GLenum internalFormat, GLenum format, GLenum type);
151*61046927SAndroid Build Coastguard Worker
152*61046927SAndroid Build Coastguard Worker extern void
153*61046927SAndroid Build Coastguard Worker _mesa_update_fbo_texture(struct gl_context *ctx,
154*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
155*61046927SAndroid Build Coastguard Worker GLuint face, GLuint level);
156*61046927SAndroid Build Coastguard Worker
157*61046927SAndroid Build Coastguard Worker extern void
158*61046927SAndroid Build Coastguard Worker _mesa_clear_texture_image(struct gl_context *ctx,
159*61046927SAndroid Build Coastguard Worker struct gl_texture_image *texImage);
160*61046927SAndroid Build Coastguard Worker
161*61046927SAndroid Build Coastguard Worker
162*61046927SAndroid Build Coastguard Worker extern struct gl_texture_image *
163*61046927SAndroid Build Coastguard Worker _mesa_select_tex_image(const struct gl_texture_object *texObj,
164*61046927SAndroid Build Coastguard Worker GLenum target, GLint level);
165*61046927SAndroid Build Coastguard Worker
166*61046927SAndroid Build Coastguard Worker
167*61046927SAndroid Build Coastguard Worker extern struct gl_texture_image *
168*61046927SAndroid Build Coastguard Worker _mesa_get_tex_image(struct gl_context *ctx, struct gl_texture_object *texObj,
169*61046927SAndroid Build Coastguard Worker GLenum target, GLint level);
170*61046927SAndroid Build Coastguard Worker
171*61046927SAndroid Build Coastguard Worker mesa_format
172*61046927SAndroid Build Coastguard Worker _mesa_get_texbuffer_format(const struct gl_context *ctx, GLenum internalFormat);
173*61046927SAndroid Build Coastguard Worker
174*61046927SAndroid Build Coastguard Worker /**
175*61046927SAndroid Build Coastguard Worker * Return the base-level texture image for the given texture object.
176*61046927SAndroid Build Coastguard Worker */
177*61046927SAndroid Build Coastguard Worker static inline struct gl_texture_image *
_mesa_base_tex_image(const struct gl_texture_object * texObj)178*61046927SAndroid Build Coastguard Worker _mesa_base_tex_image(const struct gl_texture_object *texObj)
179*61046927SAndroid Build Coastguard Worker {
180*61046927SAndroid Build Coastguard Worker int base_level = MIN2(texObj->Attrib.BaseLevel, MAX_TEXTURE_LEVELS - 1);
181*61046927SAndroid Build Coastguard Worker return texObj->Image[0][base_level];
182*61046927SAndroid Build Coastguard Worker }
183*61046927SAndroid Build Coastguard Worker
184*61046927SAndroid Build Coastguard Worker
185*61046927SAndroid Build Coastguard Worker extern GLint
186*61046927SAndroid Build Coastguard Worker _mesa_max_texture_levels(const struct gl_context *ctx, GLenum target);
187*61046927SAndroid Build Coastguard Worker
188*61046927SAndroid Build Coastguard Worker
189*61046927SAndroid Build Coastguard Worker extern GLboolean
190*61046927SAndroid Build Coastguard Worker _mesa_test_proxy_teximage(struct gl_context *ctx, GLenum target,
191*61046927SAndroid Build Coastguard Worker GLuint numLevels, GLint level,
192*61046927SAndroid Build Coastguard Worker mesa_format format, GLuint numSamples,
193*61046927SAndroid Build Coastguard Worker GLint width, GLint height, GLint depth);
194*61046927SAndroid Build Coastguard Worker
195*61046927SAndroid Build Coastguard Worker extern GLboolean
196*61046927SAndroid Build Coastguard Worker _mesa_target_can_be_compressed(const struct gl_context *ctx, GLenum target,
197*61046927SAndroid Build Coastguard Worker GLenum intFormat, GLenum *error);
198*61046927SAndroid Build Coastguard Worker
199*61046927SAndroid Build Coastguard Worker extern GLint
200*61046927SAndroid Build Coastguard Worker _mesa_get_texture_dimensions(GLenum target);
201*61046927SAndroid Build Coastguard Worker
202*61046927SAndroid Build Coastguard Worker extern GLboolean
203*61046927SAndroid Build Coastguard Worker _mesa_tex_target_is_layered(GLenum target);
204*61046927SAndroid Build Coastguard Worker
205*61046927SAndroid Build Coastguard Worker extern GLuint
206*61046927SAndroid Build Coastguard Worker _mesa_get_texture_layers(const struct gl_texture_object *texObj, GLint level);
207*61046927SAndroid Build Coastguard Worker
208*61046927SAndroid Build Coastguard Worker extern GLsizei
209*61046927SAndroid Build Coastguard Worker _mesa_get_tex_max_num_levels(GLenum target, GLsizei width, GLsizei height,
210*61046927SAndroid Build Coastguard Worker GLsizei depth);
211*61046927SAndroid Build Coastguard Worker
212*61046927SAndroid Build Coastguard Worker extern GLboolean
213*61046927SAndroid Build Coastguard Worker _mesa_legal_texture_dimensions(struct gl_context *ctx, GLenum target,
214*61046927SAndroid Build Coastguard Worker GLint level, GLint width, GLint height,
215*61046927SAndroid Build Coastguard Worker GLint depth, GLint border);
216*61046927SAndroid Build Coastguard Worker
217*61046927SAndroid Build Coastguard Worker extern mesa_format
218*61046927SAndroid Build Coastguard Worker _mesa_validate_texbuffer_format(const struct gl_context *ctx,
219*61046927SAndroid Build Coastguard Worker GLenum internalFormat);
220*61046927SAndroid Build Coastguard Worker
221*61046927SAndroid Build Coastguard Worker
222*61046927SAndroid Build Coastguard Worker bool
223*61046927SAndroid Build Coastguard Worker _mesa_legal_texture_base_format_for_target(struct gl_context *ctx,
224*61046927SAndroid Build Coastguard Worker GLenum target,
225*61046927SAndroid Build Coastguard Worker GLenum internalFormat);
226*61046927SAndroid Build Coastguard Worker
227*61046927SAndroid Build Coastguard Worker bool
228*61046927SAndroid Build Coastguard Worker _mesa_format_no_online_compression(GLenum format);
229*61046927SAndroid Build Coastguard Worker
230*61046927SAndroid Build Coastguard Worker GLboolean
231*61046927SAndroid Build Coastguard Worker _mesa_is_renderable_texture_format(const struct gl_context *ctx,
232*61046927SAndroid Build Coastguard Worker GLenum internalformat);
233*61046927SAndroid Build Coastguard Worker
234*61046927SAndroid Build Coastguard Worker extern void
235*61046927SAndroid Build Coastguard Worker _mesa_texture_sub_image(struct gl_context *ctx, GLuint dims,
236*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
237*61046927SAndroid Build Coastguard Worker struct gl_texture_image *texImage,
238*61046927SAndroid Build Coastguard Worker GLenum target, GLint level,
239*61046927SAndroid Build Coastguard Worker GLint xoffset, GLint yoffset, GLint zoffset,
240*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth,
241*61046927SAndroid Build Coastguard Worker GLenum format, GLenum type, const GLvoid *pixels,
242*61046927SAndroid Build Coastguard Worker bool dsa);
243*61046927SAndroid Build Coastguard Worker
244*61046927SAndroid Build Coastguard Worker extern void
245*61046927SAndroid Build Coastguard Worker _mesa_texture_storage_ms_memory(struct gl_context *ctx, GLuint dims,
246*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
247*61046927SAndroid Build Coastguard Worker struct gl_memory_object *memObj,
248*61046927SAndroid Build Coastguard Worker GLenum target, GLsizei samples,
249*61046927SAndroid Build Coastguard Worker GLenum internalFormat, GLsizei width,
250*61046927SAndroid Build Coastguard Worker GLsizei height, GLsizei depth,
251*61046927SAndroid Build Coastguard Worker GLboolean fixedSampleLocations,
252*61046927SAndroid Build Coastguard Worker GLuint64 offset, const char* func);
253*61046927SAndroid Build Coastguard Worker
254*61046927SAndroid Build Coastguard Worker bool
255*61046927SAndroid Build Coastguard Worker _mesa_is_cube_map_texture(GLenum target);
256*61046927SAndroid Build Coastguard Worker
257*61046927SAndroid Build Coastguard Worker GLboolean
258*61046927SAndroid Build Coastguard Worker _mesa_sparse_texture_error_check(struct gl_context *ctx, GLuint dims,
259*61046927SAndroid Build Coastguard Worker struct gl_texture_object *texObj,
260*61046927SAndroid Build Coastguard Worker mesa_format format, GLenum target, GLsizei levels,
261*61046927SAndroid Build Coastguard Worker GLsizei width, GLsizei height, GLsizei depth,
262*61046927SAndroid Build Coastguard Worker const char *func);
263*61046927SAndroid Build Coastguard Worker
264*61046927SAndroid Build Coastguard Worker /*@}*/
265*61046927SAndroid Build Coastguard Worker
266*61046927SAndroid Build Coastguard Worker #ifdef __cplusplus
267*61046927SAndroid Build Coastguard Worker }
268*61046927SAndroid Build Coastguard Worker #endif
269*61046927SAndroid Build Coastguard Worker
270*61046927SAndroid Build Coastguard Worker #endif
271