xref: /aosp_15_r20/external/mesa3d/src/mesa/main/teximage.h (revision 6104692788411f58d303aa86923a9ff6ecaded22)
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