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authorReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
committerReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
commitf4092abdf94af6a99aff944d6264bc1284e8bdd4 (patch)
tree2ac1c9cc16ceb93edb2c4382c088dac5aeafdf0f /nx-X11/extras/Mesa/src/mesa/main/texformat_tmp.h
parenta840692edc9c6d19cd7c057f68e39c7d95eb767d (diff)
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Imported nx-X11-3.1.0-1.tar.gznx-X11/3.1.0-1
Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/main/texformat_tmp.h')
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diff --git a/nx-X11/extras/Mesa/src/mesa/main/texformat_tmp.h b/nx-X11/extras/Mesa/src/mesa/main/texformat_tmp.h
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@@ -0,0 +1,1762 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3.2
+ *
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+/**
+ * \file texformat_tmp.h
+ * Texel fetch functions template.
+ *
+ * This template file is used by texformat.c to generate texel fetch functions
+ * for 1-D, 2-D and 3-D texture images.
+ *
+ * It should be expanded by defining \p DIM as the number texture dimensions
+ * (1, 2 or 3). According to the value of \p DIM a series of macros is defined
+ * for the texel lookup in the gl_texture_image::Data.
+ *
+ * \sa texformat.c and FetchTexel.
+ *
+ * \author Gareth Hughes
+ * \author Brian Paul
+ */
+
+
+#if DIM == 1
+
+#define CHAN_ADDR( t, i, j, k, sz ) \
+ ((void) (j), (void) (k), \
+ ((GLchan *)(t)->Data + (i) * (sz)))
+#define UBYTE_ADDR( t, i, j, k, sz ) \
+ ((void) (j), (void) (k), \
+ ((GLubyte *)(t)->Data + (i) * (sz)))
+#define USHORT_ADDR( t, i, j, k ) \
+ ((void) (j), (void) (k), \
+ ((GLushort *)(t)->Data + (i)))
+#define UINT_ADDR( t, i, j, k ) \
+ ((void) (j), (void) (k), \
+ ((GLuint *)(t)->Data + (i)))
+#define FLOAT_ADDR( t, i, j, k, sz ) \
+ ((void) (j), (void) (k), \
+ ((GLfloat *)(t)->Data + (i) * (sz)))
+#define HALF_ADDR( t, i, j, k, sz ) \
+ ((void) (j), (void) (k), \
+ ((GLhalfARB *)(t)->Data + (i) * (sz)))
+
+#define FETCH(x) fetch_texel_1d_##x
+
+#elif DIM == 2
+
+#define CHAN_ADDR( t, i, j, k, sz ) \
+ ((void) (k), \
+ ((GLchan *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz)))
+#define UBYTE_ADDR( t, i, j, k, sz ) \
+ ((void) (k), \
+ ((GLubyte *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz)))
+#define USHORT_ADDR( t, i, j, k ) \
+ ((void) (k), \
+ ((GLushort *)(t)->Data + ((t)->RowStride * (j) + (i))))
+#define UINT_ADDR( t, i, j, k ) \
+ ((void) (k), \
+ ((GLuint *)(t)->Data + ((t)->RowStride * (j) + (i))))
+#define FLOAT_ADDR( t, i, j, k, sz ) \
+ ((void) (k), \
+ ((GLfloat *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz)))
+#define HALF_ADDR( t, i, j, k, sz ) \
+ ((void) (k), \
+ ((GLhalfARB *)(t)->Data + ((t)->RowStride * (j) + (i)) * (sz)))
+
+#define FETCH(x) fetch_texel_2d_##x
+
+#elif DIM == 3
+
+#define CHAN_ADDR( t, i, j, k, sz ) \
+ (GLchan *)(t)->Data + (((t)->Height * (k) + (j)) * \
+ (t)->RowStride + (i)) * (sz)
+#define UBYTE_ADDR( t, i, j, k, sz ) \
+ ((GLubyte *)(t)->Data + (((t)->Height * (k) + (j)) * \
+ (t)->RowStride + (i)) * (sz))
+#define USHORT_ADDR( t, i, j, k ) \
+ ((GLushort *)(t)->Data + (((t)->Height * (k) + (j)) * \
+ (t)->RowStride + (i)))
+#define UINT_ADDR( t, i, j, k ) \
+ ((GLuint *)(t)->Data + (((t)->Height * (k) + (j)) * \
+ (t)->RowStride + (i)))
+#define FLOAT_ADDR( t, i, j, k, sz ) \
+ ((GLfloat *)(t)->Data + (((t)->Height * (k) + (j)) * \
+ (t)->RowStride + (i)) * (sz))
+#define HALF_ADDR( t, i, j, k, sz ) \
+ ((GLhalfARB *)(t)->Data + (((t)->Height * (k) + (j)) * \
+ (t)->RowStride + (i)) * (sz))
+
+#define FETCH(x) fetch_texel_3d_##x
+
+#else
+#error illegal number of texture dimensions
+#endif
+
+
+/* MESA_FORMAT_RGBA **********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGBA texture, returning 4 GLchans */
+static void FETCH(rgba)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 4 );
+ COPY_CHAN4( texel, src );
+}
+
+/* Fetch texel from 1D, 2D or 3D RGBA texture, returning 4 GLfloats */
+static void FETCH(f_rgba)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = CHAN_TO_FLOAT(src[3]);
+}
+
+#if DIM == 3
+/* Store a GLchan RGBA texel */
+static void store_texel_rgba(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = CHAN_ADDR(texImage, i, j, k, 4);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[GCOMP];
+ dst[2] = rgba[BCOMP];
+ dst[3] = rgba[ACOMP];
+}
+#endif
+
+/* MESA_FORMAT_RGB ***********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGB texture, returning 4 GLchans */
+static void FETCH(rgb)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 3 );
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[1];
+ texel[BCOMP] = src[2];
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D RGB texture, returning 4 GLfloats */
+static void FETCH(f_rgb)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 3 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = CHAN_ADDR(texImage, i, j, k, 3);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[GCOMP];
+ dst[2] = rgba[BCOMP];
+}
+#endif
+
+/* MESA_FORMAT_ALPHA *********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D ALPHA texture, returning 4 GLchans */
+static void FETCH(alpha)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0;
+ texel[ACOMP] = src[0];
+}
+
+/* Fetch texel from 1D, 2D or 3D ALPHA texture, returning 4 GLfloats */
+static void FETCH(f_alpha)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0.0;
+ texel[ACOMP] = CHAN_TO_FLOAT(src[0]);
+}
+
+#if DIM == 3
+static void store_texel_alpha(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = CHAN_ADDR(texImage, i, j, k, 1);
+ dst[0] = rgba[ACOMP];
+}
+#endif
+
+/* MESA_FORMAT_LUMINANCE *****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMIN texture, returning 4 GLchans */
+static void FETCH(luminance)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D LUMIN texture, returning 4 GLfloats */
+static void FETCH(f_luminance)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_luminance(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = CHAN_ADDR(texImage, i, j, k, 1);
+ dst[0] = rgba[RCOMP];
+}
+#endif
+
+/* MESA_FORMAT_LUMINANCE_ALPHA ***********************************************/
+
+/* Fetch texel from 1D, 2D or 3D L_A texture, returning 4 GLchans */
+static void FETCH(luminance_alpha)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 2 );
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[0];
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = src[1];
+}
+
+/* Fetch texel from 1D, 2D or 3D L_A texture, returning 4 GLfloats */
+static void FETCH(f_luminance_alpha)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 2 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[ACOMP] = CHAN_TO_FLOAT(src[1]);
+}
+
+#if DIM == 3
+static void store_texel_luminance_alpha(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = CHAN_ADDR(texImage, i, j, k, 2);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[ACOMP];
+}
+#endif
+
+/* MESA_FORMAT_INTENSITY *****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D INT. texture, returning 4 GLchans */
+static void FETCH(intensity)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[0];
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = src[0];
+}
+
+/* Fetch texel from 1D, 2D or 3D INT. texture, returning 4 GLfloats */
+static void FETCH(f_intensity)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = CHAN_TO_FLOAT(src[0]);
+}
+
+#if DIM == 3
+static void store_texel_intensity(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLchan *rgba = (const GLchan *) texel;
+ GLchan *dst = CHAN_ADDR(texImage, i, j, k, 1);
+ dst[0] = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_DEPTH_COMPONENT_F32 *******************************************/
+
+/* Fetch depth texel from 1D, 2D or 3D float32 DEPTH texture,
+ * returning 1 GLfloat.
+ * Note: no GLchan version of this function.
+ */
+static void FETCH(f_depth_component_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
+ texel[0] = src[0];
+}
+
+#if DIM == 3
+static void store_texel_depth_component_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLfloat *dst = FLOAT_ADDR(texImage, i, j, k, 1);
+ dst[0] = *depth;
+}
+#endif
+
+
+/* MESA_FORMAT_DEPTH_COMPONENT16 *********************************************/
+
+/* Fetch depth texel from 1D, 2D or 3D float32 DEPTH texture,
+ * returning 1 GLfloat.
+ * Note: no GLchan version of this function.
+ */
+static void FETCH(f_depth_component16)(const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ texel[0] = src[0] * (1.0F / 65535.0F);
+}
+
+#if DIM == 3
+static void store_texel_depth_component16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLushort *depth = (const GLushort *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ dst[0] = *depth;
+}
+#endif
+
+
+/* MESA_FORMAT_RGBA_F32 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT32 texture, returning 4 GLchans.
+ */
+static void FETCH(rgba_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 4 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(texel[GCOMP], src[1]);
+ UNCLAMPED_FLOAT_TO_CHAN(texel[BCOMP], src[2]);
+ UNCLAMPED_FLOAT_TO_CHAN(texel[ACOMP], src[3]);
+}
+
+/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT32 texture, returning 4 GLfloats.
+ */
+static void FETCH(f_rgba_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 4 );
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[1];
+ texel[BCOMP] = src[2];
+ texel[ACOMP] = src[3];
+}
+
+#if DIM == 3
+static void store_texel_rgba_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLfloat *dst = FLOAT_ADDR(texImage, i, j, k, 1);
+ dst[0] = depth[RCOMP];
+ dst[1] = depth[GCOMP];
+ dst[2] = depth[BCOMP];
+ dst[3] = depth[ACOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_RGBA_F16 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT16 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(rgba_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 4 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
+ UNCLAMPED_FLOAT_TO_CHAN(texel[GCOMP], _mesa_half_to_float(src[1]));
+ UNCLAMPED_FLOAT_TO_CHAN(texel[BCOMP], _mesa_half_to_float(src[2]));
+ UNCLAMPED_FLOAT_TO_CHAN(texel[ACOMP], _mesa_half_to_float(src[3]));
+}
+
+/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_rgba_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 4 );
+ texel[RCOMP] = _mesa_half_to_float(src[0]);
+ texel[GCOMP] = _mesa_half_to_float(src[1]);
+ texel[BCOMP] = _mesa_half_to_float(src[2]);
+ texel[ACOMP] = _mesa_half_to_float(src[3]);
+}
+
+#if DIM == 3
+static void store_texel_rgba_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLhalfARB *dst = HALF_ADDR(texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(*depth);
+}
+#endif
+
+/* MESA_FORMAT_RGB_F32 *******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGB_FLOAT32 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(rgb_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 3 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(texel[GCOMP], src[1]);
+ UNCLAMPED_FLOAT_TO_CHAN(texel[BCOMP], src[2]);
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D RGB_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_rgb_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 3 );
+ texel[RCOMP] = src[0];
+ texel[GCOMP] = src[1];
+ texel[BCOMP] = src[2];
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLfloat *dst = FLOAT_ADDR(texImage, i, j, k, 1);
+ dst[0] = *depth;
+}
+#endif
+
+
+/* MESA_FORAMT_RGB_F16 *******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D RGBA_FLOAT16 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(rgb_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 3 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
+ UNCLAMPED_FLOAT_TO_CHAN(texel[GCOMP], _mesa_half_to_float(src[1]));
+ UNCLAMPED_FLOAT_TO_CHAN(texel[BCOMP], _mesa_half_to_float(src[2]));
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D RGB_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_rgb_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 3 );
+ texel[RCOMP] = _mesa_half_to_float(src[0]);
+ texel[GCOMP] = _mesa_half_to_float(src[1]);
+ texel[BCOMP] = _mesa_half_to_float(src[2]);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *depth = (const GLfloat *) texel;
+ GLhalfARB *dst = HALF_ADDR(texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(*depth);
+}
+#endif
+
+
+/* MESA_FORMAT_ALPHA_F32 *****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT32 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(alpha_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0;
+ UNCLAMPED_FLOAT_TO_CHAN(texel[ACOMP], src[0]);
+}
+
+/* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_alpha_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0.0F;
+ texel[ACOMP] = src[0];
+}
+
+#if DIM == 3
+static void store_texel_alpha_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLfloat *dst = FLOAT_ADDR(texImage, i, j, k, 1);
+ dst[0] = rgba[ACOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_ALPHA_F32 *****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT16 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(alpha_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0;
+ UNCLAMPED_FLOAT_TO_CHAN(texel[ACOMP], _mesa_half_to_float(src[0]));
+}
+
+/* Fetch texel from 1D, 2D or 3D ALPHA_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_alpha_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0.0F;
+ texel[ACOMP] = _mesa_half_to_float(src[0]);
+}
+
+#if DIM == 3
+static void store_texel_alpha_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLhalfARB *dst = HALF_ADDR(texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_LUMINANCE_F32 *************************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT32 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(luminance_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
+ texel[GCOMP] =
+ texel[BCOMP] = texel[RCOMP];
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_luminance_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_luminance_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLfloat *dst = FLOAT_ADDR(texImage, i, j, k, 1);
+ dst[0] = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_LUMINANCE_F16 *************************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT16 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(luminance_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
+ texel[GCOMP] =
+ texel[BCOMP] = texel[RCOMP];
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_luminance_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = _mesa_half_to_float(src[0]);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_luminance_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLhalfARB *dst = HALF_ADDR(texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(rgba[RCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_LUMINANCE_ALPHA_F32 *******************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT32 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(luminance_alpha_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 2 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
+ texel[GCOMP] =
+ texel[BCOMP] = texel[RCOMP];
+ UNCLAMPED_FLOAT_TO_CHAN(texel[ACOMP], src[1]);
+}
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_luminance_alpha_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 2 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = src[0];
+ texel[ACOMP] = src[1];
+}
+
+#if DIM == 3
+static void store_texel_luminance_alpha_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLfloat *dst = FLOAT_ADDR(texImage, i, j, k, 2);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[ACOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_LUMINANCE_ALPHA_F16 *******************************************/
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(luminance_alpha_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 2 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
+ texel[GCOMP] =
+ texel[BCOMP] = texel[RCOMP];
+ UNCLAMPED_FLOAT_TO_CHAN(texel[ACOMP], _mesa_half_to_float(src[1]));
+}
+
+/* Fetch texel from 1D, 2D or 3D LUMINANCE_ALPHA_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_luminance_alpha_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 2 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = _mesa_half_to_float(src[0]);
+ texel[ACOMP] = _mesa_half_to_float(src[1]);
+}
+
+#if DIM == 3
+static void store_texel_luminance_alpha_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLhalfARB *dst = HALF_ADDR(texImage, i, j, k, 2);
+ dst[0] = _mesa_float_to_half(rgba[RCOMP]);
+ dst[1] = _mesa_float_to_half(rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_INTENSITY_F32 *************************************************/
+
+/* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT32 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(intensity_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], src[0]);
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = texel[RCOMP];
+}
+
+/* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT32 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_intensity_f32)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLfloat *src = FLOAT_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = src[0];
+}
+
+#if DIM == 3
+static void store_texel_intensity_f32(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLfloat *dst = FLOAT_ADDR(texImage, i, j, k, 1);
+ dst[0] = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_INTENSITY_F16 *************************************************/
+
+/* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT16 texture,
+ * returning 4 GLchans.
+ */
+static void FETCH(intensity_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
+ UNCLAMPED_FLOAT_TO_CHAN(texel[RCOMP], _mesa_half_to_float(src[0]));
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = texel[RCOMP];
+}
+
+/* Fetch texel from 1D, 2D or 3D INTENSITY_FLOAT16 texture,
+ * returning 4 GLfloats.
+ */
+static void FETCH(f_intensity_f16)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLhalfARB *src = HALF_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = _mesa_half_to_float(src[0]);
+}
+
+#if DIM == 3
+static void store_texel_intensity_f16(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLfloat *rgba = (const GLfloat *) texel;
+ GLhalfARB *dst = HALF_ADDR(texImage, i, j, k, 1);
+ dst[0] = _mesa_float_to_half(rgba[RCOMP]);
+}
+#endif
+
+
+
+
+/*
+ * Begin Hardware formats
+ */
+
+/* MESA_FORMAT_RGBA8888 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D rgba8888 texture, return 4 GLchans */
+static void FETCH(rgba8888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = UBYTE_TO_CHAN( (s >> 24) );
+ texel[GCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff );
+ texel[BCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff );
+ texel[ACOMP] = UBYTE_TO_CHAN( (s ) & 0xff );
+}
+
+/* Fetch texel from 1D, 2D or 3D rgba8888 texture, return 4 GLfloats */
+static void FETCH(f_rgba8888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 24) );
+ texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff );
+ texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff );
+ texel[ACOMP] = UBYTE_TO_FLOAT( (s ) & 0xff );
+}
+
+#if DIM == 3
+static void store_texel_rgba8888(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLuint *dst = UINT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_8888(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_RGBA888_REV ***************************************************/
+
+/* Fetch texel from 1D, 2D or 3D abgr8888 texture, return 4 GLchans */
+static void FETCH(rgba8888_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = UBYTE_TO_CHAN( (s ) & 0xff );
+ texel[GCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff );
+ texel[BCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff );
+ texel[ACOMP] = UBYTE_TO_CHAN( (s >> 24) );
+}
+
+/* Fetch texel from 1D, 2D or 3D abgr8888 texture, return 4 GLfloats */
+static void FETCH(f_rgba8888_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = UBYTE_TO_FLOAT( (s ) & 0xff );
+ texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff );
+ texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff );
+ texel[ACOMP] = UBYTE_TO_FLOAT( (s >> 24) );
+}
+
+#if DIM == 3
+static void store_texel_rgba8888_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLuint *dst = UINT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_8888_REV(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB8888 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D argb8888 texture, return 4 GLchans */
+static void FETCH(argb8888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff );
+ texel[GCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff );
+ texel[BCOMP] = UBYTE_TO_CHAN( (s ) & 0xff );
+ texel[ACOMP] = UBYTE_TO_CHAN( (s >> 24) );
+}
+
+/* Fetch texel from 1D, 2D or 3D argb8888 texture, return 4 GLfloats */
+static void FETCH(f_argb8888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff );
+ texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff );
+ texel[BCOMP] = UBYTE_TO_FLOAT( (s ) & 0xff );
+ texel[ACOMP] = UBYTE_TO_FLOAT( (s >> 24) );
+}
+
+#if DIM == 3
+static void store_texel_argb8888(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLuint *dst = UINT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_8888(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB8888_REV **************************************************/
+
+/* Fetch texel from 1D, 2D or 3D argb8888_rev texture, return 4 GLchans */
+static void FETCH(argb8888_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = UBYTE_TO_CHAN( (s >> 8) & 0xff );
+ texel[GCOMP] = UBYTE_TO_CHAN( (s >> 16) & 0xff );
+ texel[BCOMP] = UBYTE_TO_CHAN( (s >> 24) );
+ texel[ACOMP] = UBYTE_TO_CHAN( (s ) & 0xff );
+}
+
+/* Fetch texel from 1D, 2D or 3D argb8888_rev texture, return 4 GLfloats */
+static void FETCH(f_argb8888_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLuint s = *UINT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = UBYTE_TO_FLOAT( (s >> 8) & 0xff );
+ texel[GCOMP] = UBYTE_TO_FLOAT( (s >> 16) & 0xff );
+ texel[BCOMP] = UBYTE_TO_FLOAT( (s >> 24) );
+ texel[ACOMP] = UBYTE_TO_FLOAT( (s ) & 0xff );
+}
+
+#if DIM == 3
+static void store_texel_argb8888_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLuint *dst = UINT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_8888(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_RGB888 ********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D rgb888 texture, return 4 GLchans */
+static void FETCH(rgb888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 3 );
+ texel[RCOMP] = UBYTE_TO_CHAN( src[2] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[1] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D rgb888 texture, return 4 GLfloats */
+static void FETCH(f_rgb888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 3 );
+ texel[RCOMP] = UBYTE_TO_FLOAT( src[2] );
+ texel[GCOMP] = UBYTE_TO_FLOAT( src[1] );
+ texel[BCOMP] = UBYTE_TO_FLOAT( src[0] );
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb888(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 3);
+ dst[0] = rgba[RCOMP];
+ dst[1] = rgba[GCOMP];
+ dst[2] = rgba[BCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_BGR888 ********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D bgr888 texture, return 4 GLchans */
+static void FETCH(bgr888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 3 );
+ texel[RCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[GCOMP] = UBYTE_TO_CHAN( src[1] );
+ texel[BCOMP] = UBYTE_TO_CHAN( src[2] );
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D bgr888 texture, return 4 GLfloats */
+static void FETCH(f_bgr888)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 3 );
+ texel[RCOMP] = UBYTE_TO_FLOAT( src[0] );
+ texel[GCOMP] = UBYTE_TO_FLOAT( src[1] );
+ texel[BCOMP] = UBYTE_TO_FLOAT( src[2] );
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_bgr888(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 3);
+ dst[0] = rgba[BCOMP];
+ dst[1] = rgba[GCOMP];
+ dst[2] = rgba[RCOMP];
+}
+#endif
+
+
+/* use color expansion like (g << 2) | (g >> 4) (does somewhat random rounding)
+ instead of slow (g << 2) * 255 / 252 (always rounds down) */
+
+/* MESA_FORMAT_RGB565 ********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D rgb565 texture, return 4 GLchans */
+static void FETCH(rgb565)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) | ((s >> 13) & 0x7) );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) | ((s >> 9) & 0x3) );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) );
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D rgb565 texture, return 4 GLfloats */
+static void FETCH(f_rgb565)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = *src;
+ texel[RCOMP] = ((s >> 8) & 0xf8) * (1.0F / 248.0F);
+ texel[GCOMP] = ((s >> 3) & 0xfc) * (1.0F / 252.0F);
+ texel[BCOMP] = ((s << 3) & 0xf8) * (1.0F / 248.0F);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb565(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_565(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_RGB565_REV ****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D rgb565_rev texture, return 4 GLchans */
+static void FETCH(rgb565_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = (*src >> 8) | (*src << 8); /* byte swap */
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf8) | ((s >> 13) & 0x7) );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 3) & 0xfc) | ((s >> 9) & 0x3) );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) );
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D rgb565_rev texture, return 4 GLfloats */
+static void FETCH(f_rgb565_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = (*src >> 8) | (*src << 8); /* byte swap */
+ texel[RCOMP] = ((s >> 8) & 0xf8) * (1.0F / 248.0F);
+ texel[GCOMP] = ((s >> 3) & 0xfc) * (1.0F / 252.0F);
+ texel[BCOMP] = ((s << 3) & 0xf8) * (1.0F / 248.0F);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb565_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_565(rgba[BCOMP], rgba[GCOMP], rgba[RCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB4444 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D argb444 texture, return 4 GLchans */
+static void FETCH(argb4444)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) | ((s >> 4) & 0xf0) );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) | ((s ) & 0xf0) );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) | ((s << 4) & 0xf0) );
+ texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 12) & 0xf) | ((s >> 8) & 0xf0) );
+}
+
+/* Fetch texel from 1D, 2D or 3D argb4444 texture, return 4 GLfloats */
+static void FETCH(f_argb4444)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = *src;
+ texel[RCOMP] = ((s >> 8) & 0xf) * (1.0F / 15.0F);
+ texel[GCOMP] = ((s >> 4) & 0xf) * (1.0F / 15.0F);
+ texel[BCOMP] = ((s ) & 0xf) * (1.0F / 15.0F);
+ texel[ACOMP] = ((s >> 12) & 0xf) * (1.0F / 15.0F);
+}
+
+#if DIM == 3
+static void store_texel_argb4444(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_4444(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP], rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB4444_REV **************************************************/
+
+/* Fetch texel from 1D, 2D or 3D argb4444_rev texture, return 4 GLchans */
+static void FETCH(argb4444_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s ) & 0xf) | ((s << 4) & 0xf0) );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 12) & 0xf) | ((s >> 8) & 0xf0) );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s >> 8) & 0xf) | ((s >> 4) & 0xf0) );
+ texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 4) & 0xf) | ((s ) & 0xf0) );
+}
+
+/* Fetch texel from 1D, 2D or 3D argb4444_rev texture, return 4 GLfloats */
+static void FETCH(f_argb4444_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
+ texel[RCOMP] = ((s ) & 0xf) * (1.0F / 15.0F);
+ texel[GCOMP] = ((s >> 12) & 0xf) * (1.0F / 15.0F);
+ texel[BCOMP] = ((s >> 8) & 0xf) * (1.0F / 15.0F);
+ texel[ACOMP] = ((s >> 4) & 0xf) * (1.0F / 15.0F);
+}
+
+#if DIM == 3
+static void store_texel_argb4444_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_4444(rgba[ACOMP], rgba[BCOMP], rgba[GCOMP], rgba[RCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB1555 ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D argb1555 texture, return 4 GLchans */
+static void FETCH(argb1555)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 7) & 0xf8) | ((s >> 12) & 0x7) );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 2) & 0xf8) | ((s >> 7) & 0x7) );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) );
+ texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 15) & 0x01) * 255 );
+}
+
+/* Fetch texel from 1D, 2D or 3D argb1555 texture, return 4 GLfloats */
+static void FETCH(f_argb1555)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = *src;
+ texel[RCOMP] = ((s >> 10) & 0x1f) * (1.0F / 31.0F);
+ texel[GCOMP] = ((s >> 5) & 0x1f) * (1.0F / 31.0F);
+ texel[BCOMP] = ((s ) & 0x1f) * (1.0F / 31.0F);
+ texel[ACOMP] = ((s >> 15) & 0x01);
+}
+
+#if DIM == 3
+static void store_texel_argb1555(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_1555(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_ARGB1555_REV **************************************************/
+
+/* Fetch texel from 1D, 2D or 3D argb1555_rev texture, return 4 GLchans */
+static void FETCH(argb1555_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = (*src << 8) | (*src >> 8); /* byteswap */
+ texel[RCOMP] = UBYTE_TO_CHAN( ((s >> 7) & 0xf8) | ((s >> 12) & 0x7) );
+ texel[GCOMP] = UBYTE_TO_CHAN( ((s >> 2) & 0xf8) | ((s >> 7) & 0x7) );
+ texel[BCOMP] = UBYTE_TO_CHAN( ((s << 3) & 0xf8) | ((s >> 2) & 0x7) );
+ texel[ACOMP] = UBYTE_TO_CHAN( ((s >> 15) & 0x01) * 255 );
+}
+
+/* Fetch texel from 1D, 2D or 3D argb1555_rev texture, return 4 GLfloats */
+static void FETCH(f_argb1555_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_ADDR( texImage, i, j, k );
+ const GLushort s = (*src << 8) | (*src >> 8); /* byteswap */
+ texel[RCOMP] = ((s >> 10) & 0x1f) * (1.0F / 31.0F);
+ texel[GCOMP] = ((s >> 5) & 0x1f) * (1.0F / 31.0F);
+ texel[BCOMP] = ((s ) & 0x1f) * (1.0F / 31.0F);
+ texel[ACOMP] = ((s >> 15) & 0x01);
+}
+
+#if DIM == 3
+static void store_texel_argb1555_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_1555_REV(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_AL88 **********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D al88 texture, return 4 GLchans */
+static void FETCH(al88)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = UBYTE_TO_CHAN( s & 0xff );
+ texel[ACOMP] = UBYTE_TO_CHAN( s >> 8 );
+}
+
+/* Fetch texel from 1D, 2D or 3D al88 texture, return 4 GLfloats */
+static void FETCH(f_al88)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = UBYTE_TO_FLOAT( s & 0xff );
+ texel[ACOMP] = UBYTE_TO_FLOAT( s >> 8 );
+}
+
+#if DIM == 3
+static void store_texel_al88(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_88(rgba[ACOMP], rgba[RCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_AL88_REV ******************************************************/
+
+/* Fetch texel from 1D, 2D or 3D al88_rev texture, return 4 GLchans */
+static void FETCH(al88_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = UBYTE_TO_CHAN( s >> 8 );
+ texel[ACOMP] = UBYTE_TO_CHAN( s & 0xff );
+}
+
+/* Fetch texel from 1D, 2D or 3D al88_rev texture, return 4 GLfloats */
+static void FETCH(f_al88_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort s = *USHORT_ADDR( texImage, i, j, k );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = UBYTE_TO_FLOAT( s >> 8 );
+ texel[ACOMP] = UBYTE_TO_FLOAT( s & 0xff );
+}
+
+#if DIM == 3
+static void store_texel_al88_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLushort *dst = USHORT_ADDR(texImage, i, j, k);
+ *dst = PACK_COLOR_88(rgba[RCOMP], rgba[ACOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_RGB332 ********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D rgb332 texture, return 4 GLchans */
+static void FETCH(rgb332)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ static const GLubyte lut2to8[4] = {0, 85, 170, 255};
+ static const GLubyte lut3to8[8] = {0, 36, 73, 109, 146, 182, 219, 255};
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
+ const GLubyte s = *src;
+ texel[RCOMP] = UBYTE_TO_CHAN( lut3to8[(s >> 5) & 0x7] );
+ texel[GCOMP] = UBYTE_TO_CHAN( lut3to8[(s >> 2) & 0x7] );
+ texel[BCOMP] = UBYTE_TO_CHAN( lut2to8[(s ) & 0x3] );
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D rgb332 texture, return 4 GLfloats */
+static void FETCH(f_rgb332)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
+ const GLubyte s = *src;
+ texel[RCOMP] = ((s ) & 0xe0) * (1.0F / 224.0F);
+ texel[GCOMP] = ((s << 3) & 0xe0) * (1.0F / 224.0F);
+ texel[BCOMP] = ((s << 6) & 0xc0) * (1.0F / 192.0F);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_rgb332(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = PACK_COLOR_332(rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);
+}
+#endif
+
+
+/* MESA_FORMAT_A8 ************************************************************/
+
+/* Fetch texel from 1D, 2D or 3D a8 texture, return 4 GLchans */
+static void FETCH(a8)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0;
+ texel[ACOMP] = UBYTE_TO_CHAN( src[0] );
+}
+
+/* Fetch texel from 1D, 2D or 3D a8 texture, return 4 GLfloats */
+static void FETCH(f_a8)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0.0;
+ texel[ACOMP] = UBYTE_TO_FLOAT( src[0] );
+}
+
+#if DIM == 3
+static void store_texel_a8(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = rgba[ACOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_L8 ************************************************************/
+
+/* Fetch texel from 1D, 2D or 3D l8 texture, return 4 GLchans */
+static void FETCH(l8)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = UBYTE_TO_CHAN( src[0] );
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D l8 texture, return 4 GLfloats */
+static void FETCH(f_l8)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = UBYTE_TO_FLOAT( src[0] );
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_l8(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_I8 ************************************************************/
+
+/* Fetch texel from 1D, 2D or 3D i8 texture, return 4 GLchans */
+static void FETCH(i8)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = UBYTE_TO_CHAN( src[0] );
+}
+
+/* Fetch texel from 1D, 2D or 3D i8 texture, return 4 GLfloats */
+static void FETCH(f_i8)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = UBYTE_TO_FLOAT( src[0] );
+}
+
+#if DIM == 3
+static void store_texel_i8(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *rgba = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = rgba[RCOMP];
+}
+#endif
+
+
+/* MESA_FORMAT_CI8 ***********************************************************/
+
+/* Fetch CI texel from 1D, 2D or 3D ci8 texture, lookup the index in a
+ * color table, and return 4 GLchans.
+ */
+static void FETCH(ci8)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLubyte *src = UBYTE_ADDR( texImage, i, j, k, 1 );
+ const struct gl_color_table *palette;
+ const GLchan *table;
+ GLuint index;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (ctx->Texture.SharedPalette) {
+ palette = &ctx->Texture.Palette;
+ }
+ else {
+ palette = &texImage->TexObject->Palette;
+ }
+ if (palette->Size == 0)
+ return; /* undefined results */
+ ASSERT(palette->Type != GL_FLOAT);
+ table = (const GLchan *) palette->Table;
+
+ /* Mask the index against size of palette to avoid going out of bounds */
+ index = (*src) & (palette->Size - 1);
+
+ switch (palette->Format) {
+ case GL_ALPHA:
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = 0;
+ texel[ACOMP] = table[index];
+ return;
+ case GL_LUMINANCE:
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = table[index];
+ texel[ACOMP] = CHAN_MAX;
+ break;
+ case GL_INTENSITY:
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] =
+ texel[ACOMP] = table[index];
+ return;
+ case GL_LUMINANCE_ALPHA:
+ texel[RCOMP] =
+ texel[GCOMP] =
+ texel[BCOMP] = table[index * 2 + 0];
+ texel[ACOMP] = table[index * 2 + 1];
+ return;
+ case GL_RGB:
+ texel[RCOMP] = table[index * 3 + 0];
+ texel[GCOMP] = table[index * 3 + 1];
+ texel[BCOMP] = table[index * 3 + 2];
+ texel[ACOMP] = CHAN_MAX;
+ return;
+ case GL_RGBA:
+ texel[RCOMP] = table[index * 4 + 0];
+ texel[GCOMP] = table[index * 4 + 1];
+ texel[BCOMP] = table[index * 4 + 2];
+ texel[ACOMP] = table[index * 4 + 3];
+ return;
+ default:
+ _mesa_problem(ctx, "Bad palette format in palette_sample");
+ }
+}
+
+
+/* Fetch CI texel from 1D, 2D or 3D ci8 texture, lookup the index in a
+ * color table, and return 4 GLfloats.
+ */
+static void FETCH(f_ci8)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ GLchan rgba[4];
+ /* Sample as GLchan */
+ FETCH(ci8)(texImage, i, j, k, rgba);
+ /* and return as floats */
+ texel[RCOMP] = CHAN_TO_FLOAT(rgba[RCOMP]);
+ texel[GCOMP] = CHAN_TO_FLOAT(rgba[GCOMP]);
+ texel[BCOMP] = CHAN_TO_FLOAT(rgba[BCOMP]);
+ texel[ACOMP] = CHAN_TO_FLOAT(rgba[ACOMP]);
+}
+
+#if DIM == 3
+static void store_texel_ci8(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ const GLubyte *index = (const GLubyte *) texel;
+ GLubyte *dst = UBYTE_ADDR(texImage, i, j, k, 1);
+ *dst = *index;
+}
+#endif
+
+
+/* MESA_FORMAT_YCBCR *********************************************************/
+
+/* Fetch texel from 1D, 2D or 3D ycbcr texture, return 4 GLchans */
+/* We convert YCbCr to RGB here */
+/* XXX this may break if GLchan != GLubyte */
+static void FETCH(ycbcr)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort *src0 = USHORT_ADDR( texImage, (i & ~1), j, k ); /* even */
+ const GLushort *src1 = src0 + 1; /* odd */
+ const GLubyte y0 = (*src0 >> 8) & 0xff; /* luminance */
+ const GLubyte cb = *src0 & 0xff; /* chroma U */
+ const GLubyte y1 = (*src1 >> 8) & 0xff; /* luminance */
+ const GLubyte cr = *src1 & 0xff; /* chroma V */
+ GLint r, g, b;
+ if (i & 1) {
+ /* odd pixel: use y1,cr,cb */
+ r = (GLint) (1.164 * (y1-16) + 1.596 * (cr-128));
+ g = (GLint) (1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (GLint) (1.164 * (y1-16) + 2.018 * (cb-128));
+ }
+ else {
+ /* even pixel: use y0,cr,cb */
+ r = (GLint) (1.164 * (y0-16) + 1.596 * (cr-128));
+ g = (GLint) (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (GLint) (1.164 * (y0-16) + 2.018 * (cb-128));
+ }
+ texel[RCOMP] = CLAMP(r, 0, CHAN_MAX);
+ texel[GCOMP] = CLAMP(g, 0, CHAN_MAX);
+ texel[BCOMP] = CLAMP(b, 0, CHAN_MAX);
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D ycbcr texture, return 4 GLfloats */
+/* We convert YCbCr to RGB here */
+static void FETCH(f_ycbcr)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src0 = USHORT_ADDR( texImage, (i & ~1), j, k ); /* even */
+ const GLushort *src1 = src0 + 1; /* odd */
+ const GLubyte y0 = (*src0 >> 8) & 0xff; /* luminance */
+ const GLubyte cb = *src0 & 0xff; /* chroma U */
+ const GLubyte y1 = (*src1 >> 8) & 0xff; /* luminance */
+ const GLubyte cr = *src1 & 0xff; /* chroma V */
+ GLfloat r, g, b;
+ if (i & 1) {
+ /* odd pixel: use y1,cr,cb */
+ r = (1.164 * (y1-16) + 1.596 * (cr-128));
+ g = (1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (1.164 * (y1-16) + 2.018 * (cb-128));
+ }
+ else {
+ /* even pixel: use y0,cr,cb */
+ r = (1.164 * (y0-16) + 1.596 * (cr-128));
+ g = (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (1.164 * (y0-16) + 2.018 * (cb-128));
+ }
+ /* XXX remove / 255 here by tweaking arithmetic above */
+ r /= 255.0;
+ g /= 255.0;
+ b /= 255.0;
+ /* XXX should we really clamp??? */
+ texel[RCOMP] = CLAMP(r, 0.0, 1.0);
+ texel[GCOMP] = CLAMP(g, 0.0, 1.0);
+ texel[BCOMP] = CLAMP(b, 0.0, 1.0);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_ycbcr(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ /* XXX to do */
+}
+#endif
+
+
+/* MESA_FORMAT_YCBCR_REV *****************************************************/
+
+/* Fetch texel from 1D, 2D or 3D ycbcr_rev texture, return 4 GLchans */
+/* We convert YCbCr to RGB here */
+/* XXX this may break if GLchan != GLubyte */
+static void FETCH(ycbcr_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLchan *texel )
+{
+ const GLushort *src0 = USHORT_ADDR( texImage, (i & ~1), j, k ); /* even */
+ const GLushort *src1 = src0 + 1; /* odd */
+ const GLubyte y0 = *src0 & 0xff; /* luminance */
+ const GLubyte cr = (*src0 >> 8) & 0xff; /* chroma V */
+ const GLubyte y1 = *src1 & 0xff; /* luminance */
+ const GLubyte cb = (*src1 >> 8) & 0xff; /* chroma U */
+ GLint r, g, b;
+ if (i & 1) {
+ /* odd pixel: use y1,cr,cb */
+ r = (GLint) (1.164 * (y1-16) + 1.596 * (cr-128));
+ g = (GLint) (1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (GLint) (1.164 * (y1-16) + 2.018 * (cb-128));
+ }
+ else {
+ /* even pixel: use y0,cr,cb */
+ r = (GLint) (1.164 * (y0-16) + 1.596 * (cr-128));
+ g = (GLint) (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (GLint) (1.164 * (y0-16) + 2.018 * (cb-128));
+ }
+ texel[RCOMP] = CLAMP(r, 0, CHAN_MAX);
+ texel[GCOMP] = CLAMP(g, 0, CHAN_MAX);
+ texel[BCOMP] = CLAMP(b, 0, CHAN_MAX);
+ texel[ACOMP] = CHAN_MAX;
+}
+
+/* Fetch texel from 1D, 2D or 3D ycbcr_rev texture, return 4 GLfloats */
+/* We convert YCbCr to RGB here */
+static void FETCH(f_ycbcr_rev)( const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src0 = USHORT_ADDR( texImage, (i & ~1), j, k ); /* even */
+ const GLushort *src1 = src0 + 1; /* odd */
+ const GLubyte y0 = *src0 & 0xff; /* luminance */
+ const GLubyte cr = (*src0 >> 8) & 0xff; /* chroma V */
+ const GLubyte y1 = *src1 & 0xff; /* luminance */
+ const GLubyte cb = (*src1 >> 8) & 0xff; /* chroma U */
+ GLfloat r, g, b;
+ if (i & 1) {
+ /* odd pixel: use y1,cr,cb */
+ r = (1.164 * (y1-16) + 1.596 * (cr-128));
+ g = (1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (1.164 * (y1-16) + 2.018 * (cb-128));
+ }
+ else {
+ /* even pixel: use y0,cr,cb */
+ r = (1.164 * (y0-16) + 1.596 * (cr-128));
+ g = (1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128));
+ b = (1.164 * (y0-16) + 2.018 * (cb-128));
+ }
+ /* XXX remove / 255 here by tweaking arithmetic above */
+ r /= 255.0;
+ g /= 255.0;
+ b /= 255.0;
+ /* XXX should we really clamp??? */
+ texel[RCOMP] = CLAMP(r, 0.0, 1.0);
+ texel[GCOMP] = CLAMP(g, 0.0, 1.0);
+ texel[BCOMP] = CLAMP(b, 0.0, 1.0);
+ texel[ACOMP] = 1.0F;
+}
+
+#if DIM == 3
+static void store_texel_ycbcr_rev(struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, const void *texel)
+{
+ /* XXX to do */
+}
+#endif
+
+
+
+#undef CHAN_ADDR
+#undef UBYTE_ADDR
+#undef USHORT_ADDR
+#undef UINT_ADDR
+#undef FLOAT_ADDR
+#undef HALF_ADDR
+#undef FETCH
+#undef DIM