From 8bd06931018d5662b92f1cfeee2abaf352d0044c Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 22 May 2001 21:49:03 +0000 Subject: [PATCH] a little more work on GL_SGIS_generate_mipmap --- src/mesa/main/texstore.c | 197 ++++++++++++++++++++++++++++++++++++++- 1 file changed, 192 insertions(+), 5 deletions(-) diff --git a/src/mesa/main/texstore.c b/src/mesa/main/texstore.c index e3a4b108271..d1a50e50e0c 100644 --- a/src/mesa/main/texstore.c +++ b/src/mesa/main/texstore.c @@ -1,4 +1,4 @@ -/* $Id: texstore.c,v 1.25 2001/05/21 16:41:03 brianp Exp $ */ +/* $Id: texstore.c,v 1.26 2001/05/22 21:49:03 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -1011,9 +1011,194 @@ do_row(const struct gl_texture_format *format, GLint dstWidth, } return; case MESA_FORMAT_DEPTH_COMPONENT: - - /* XXX do hardware texture formats */ - + { + GLuint i, j; + const GLfloat *rowA = (const GLfloat *) srcRowA; + const GLfloat *rowB = (const GLfloat *) srcRowB; + GLfloat *dst = (GLfloat *) dstRow; + for (i = j = 0; i < dstWidth; i++, j+=2) { + dst[i] = (rowA[j] + rowA[j+1] + rowB[j] + rowB[j+1]) * 0.25F; + } + } + return; + /* Begin hardware formats */ + case MESA_FORMAT_RGBA8888: + case MESA_FORMAT_ARGB8888: + { + GLuint i, j; + const GLubyte (*rowA)[4] = (const GLubyte (*)[4]) srcRowA; + const GLubyte (*rowB)[4] = (const GLubyte (*)[4]) srcRowB; + GLubyte (*dst)[4] = (GLubyte (*)[4]) dstRow; + for (i = j = 0; i < dstWidth; i++, j+=2) { + dst[i][0] = (rowA[j][0] + rowA[j+1][0] + + rowB[j][0] + rowB[j+1][0]) >> 2; + dst[i][1] = (rowA[j][1] + rowA[j+1][1] + + rowB[j][1] + rowB[j+1][1]) >> 2; + dst[i][2] = (rowA[j][2] + rowA[j+1][2] + + rowB[j][2] + rowB[j+1][2]) >> 2; + dst[i][3] = (rowA[j][3] + rowA[j+1][3] + + rowB[j][3] + rowB[j+1][3]) >> 2; + } + } + return; + case MESA_FORMAT_RGB888: + { + GLuint i, j; + const GLubyte (*rowA)[3] = (const GLubyte (*)[3]) srcRowA; + const GLubyte (*rowB)[3] = (const GLubyte (*)[3]) srcRowB; + GLubyte (*dst)[3] = (GLubyte (*)[3]) dstRow; + for (i = j = 0; i < dstWidth; i++, j+=2) { + dst[i][0] = (rowA[j][0] + rowA[j+1][0] + + rowB[j][0] + rowB[j+1][0]) >> 2; + dst[i][1] = (rowA[j][1] + rowA[j+1][1] + + rowB[j][1] + rowB[j+1][1]) >> 2; + dst[i][2] = (rowA[j][2] + rowA[j+1][2] + + rowB[j][2] + rowB[j+1][2]) >> 2; + } + } + return; + case MESA_FORMAT_RGB565: + { + GLuint i, j; + const GLushort *rowA = (const GLushort *) srcRowA; + const GLushort *rowB = (const GLushort *) srcRowB; + GLushort *dst = (GLushort *) dstRow; + for (i = j = 0; i < dstWidth; i++, j+=2) { + const GLint rowAr0 = rowA[j] & 0x1f; + const GLint rowAr1 = rowA[j+1] & 0x1f; + const GLint rowBr0 = rowB[j] & 0x1f; + const GLint rowBr1 = rowB[j+1] & 0x1f; + const GLint rowAg0 = (rowA[j] >> 5) & 0x3f; + const GLint rowAg1 = (rowA[j+1] >> 5) & 0x3f; + const GLint rowBg0 = (rowB[j] >> 5) & 0x3f; + const GLint rowBg1 = (rowB[j+1] >> 5) & 0x3f; + const GLint rowAb0 = (rowA[j] >> 11) & 0x1f; + const GLint rowAb1 = (rowA[j+1] >> 11) & 0x1f; + const GLint rowBb0 = (rowB[j] >> 11) & 0x1f; + const GLint rowBb1 = (rowB[j+1] >> 11) & 0x1f; + const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4; + const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4; + const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4; + dst[i] = (blue << 11) | (green << 5) | red; + } + } + return; + case MESA_FORMAT_ARGB4444: + { + GLuint i, j; + const GLushort *rowA = (const GLushort *) srcRowA; + const GLushort *rowB = (const GLushort *) srcRowB; + GLushort *dst = (GLushort *) dstRow; + for (i = j = 0; i < dstWidth; i++, j+=2) { + const GLint rowAr0 = rowA[j] & 0xf; + const GLint rowAr1 = rowA[j+1] & 0xf; + const GLint rowBr0 = rowB[j] & 0xf; + const GLint rowBr1 = rowB[j+1] & 0xf; + const GLint rowAg0 = (rowA[j] >> 4) & 0xf; + const GLint rowAg1 = (rowA[j+1] >> 4) & 0xf; + const GLint rowBg0 = (rowB[j] >> 4) & 0xf; + const GLint rowBg1 = (rowB[j+1] >> 4) & 0xf; + const GLint rowAb0 = (rowA[j] >> 8) & 0xf; + const GLint rowAb1 = (rowA[j+1] >> 8) & 0xf; + const GLint rowBb0 = (rowB[j] >> 8) & 0xf; + const GLint rowBb1 = (rowB[j+1] >> 8) & 0xf; + const GLint rowAa0 = (rowA[j] >> 12) & 0xf; + const GLint rowAa1 = (rowA[j+1] >> 12) & 0xf; + const GLint rowBa0 = (rowB[j] >> 12) & 0xf; + const GLint rowBa1 = (rowB[j+1] >> 12) & 0xf; + const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4; + const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4; + const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4; + const GLint alpha = (rowAa0 + rowAa1 + rowBa0 + rowBa1) >> 4; + dst[i] = (alpha << 12) | (blue << 8) | (green << 4) | red; + } + } + return; + case MESA_FORMAT_ARGB1555: + { + GLuint i, j; + const GLushort *rowA = (const GLushort *) srcRowA; + const GLushort *rowB = (const GLushort *) srcRowB; + GLushort *dst = (GLushort *) dstRow; + for (i = j = 0; i < dstWidth; i++, j+=2) { + const GLint rowAr0 = rowA[j] & 0x1f; + const GLint rowAr1 = rowA[j+1] & 0x1f; + const GLint rowBr0 = rowB[j] & 0x1f; + const GLint rowBr1 = rowB[j+1] & 0xf; + const GLint rowAg0 = (rowA[j] >> 5) & 0x1f; + const GLint rowAg1 = (rowA[j+1] >> 5) & 0x1f; + const GLint rowBg0 = (rowB[j] >> 5) & 0x1f; + const GLint rowBg1 = (rowB[j+1] >> 5) & 0x1f; + const GLint rowAb0 = (rowA[j] >> 10) & 0x1f; + const GLint rowAb1 = (rowA[j+1] >> 10) & 0x1f; + const GLint rowBb0 = (rowB[j] >> 10) & 0x1f; + const GLint rowBb1 = (rowB[j+1] >> 10) & 0x1f; + const GLint rowAa0 = (rowA[j] >> 15) & 0x1; + const GLint rowAa1 = (rowA[j+1] >> 15) & 0x1; + const GLint rowBa0 = (rowB[j] >> 15) & 0x1; + const GLint rowBa1 = (rowB[j+1] >> 15) & 0x1; + const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4; + const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4; + const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4; + const GLint alpha = (rowAa0 + rowAa1 + rowBa0 + rowBa1) >> 4; + dst[i] = (alpha << 15) | (blue << 10) | (green << 5) | red; + } + } + return; + case MESA_FORMAT_AL88: + { + GLuint i, j; + const GLubyte (*rowA)[2] = (const GLubyte (*)[2]) srcRowA; + const GLubyte (*rowB)[2] = (const GLubyte (*)[2]) srcRowB; + GLubyte (*dst)[2] = (GLubyte (*)[2]) dstRow; + for (i = j = 0; i < dstWidth; i++, j+=2) { + dst[i][0] = (rowA[j][0] + rowA[j+1][0] + + rowB[j][0] + rowB[j+1][0]) >> 2; + dst[i][1] = (rowA[j][1] + rowA[j+1][1] + + rowB[j][1] + rowB[j+1][1]) >> 2; + } + } + return; + case MESA_FORMAT_RGB332: + { + GLuint i, j; + const GLubyte *rowA = (const GLubyte *) srcRowA; + const GLubyte *rowB = (const GLubyte *) srcRowB; + GLubyte *dst = (GLubyte *) dstRow; + for (i = j = 0; i < dstWidth; i++, j+=2) { + const GLint rowAr0 = rowA[j] & 0x3; + const GLint rowAr1 = rowA[j+1] & 0x3; + const GLint rowBr0 = rowB[j] & 0x3; + const GLint rowBr1 = rowB[j+1] & 0x3; + const GLint rowAg0 = (rowA[j] >> 2) & 0x7; + const GLint rowAg1 = (rowA[j+1] >> 2) & 0x7; + const GLint rowBg0 = (rowB[j] >> 2) & 0x7; + const GLint rowBg1 = (rowB[j+1] >> 2) & 0x7; + const GLint rowAb0 = (rowA[j] >> 5) & 0x7; + const GLint rowAb1 = (rowA[j+1] >> 5) & 0x7; + const GLint rowBb0 = (rowB[j] >> 5) & 0x7; + const GLint rowBb1 = (rowB[j+1] >> 5) & 0x7; + const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 4; + const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 4; + const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 4; + dst[i] = (blue << 5) | (green << 2) | red; + } + } + return; + case MESA_FORMAT_A8: + case MESA_FORMAT_L8: + case MESA_FORMAT_I8: + case MESA_FORMAT_CI8: + { + GLuint i, j; + const GLubyte *rowA = (const GLubyte *) srcRowA; + const GLubyte *rowB = (const GLubyte *) srcRowB; + GLubyte *dst = (GLubyte *) dstRow; + for (i = j = 0; i < dstWidth; i++, j+=2) { + dst[i] = (rowA[j] + rowA[j+1] + rowB[j] + rowB[j+1]) >> 2; + } + } + return; default: _mesa_problem(NULL, "bad format in do_row()"); } @@ -1076,6 +1261,7 @@ make_2d_mipmap(const struct gl_texture_format *format, GLint border, dst += dstRowStride; } + /* This is ugly but probably won't be used much */ if (border > 0) { /* fill in dest border */ /* lower-left border pixel */ @@ -1200,7 +1386,8 @@ _mesa_generate_mipmap(GLcontext *ctx, return; } - for (level = texObj->BaseLevel; level < texObj->MaxLevel; level++) { + for (level = texObj->BaseLevel; level < texObj->MaxLevel + && level < ctx->Const.MaxTextureLevels; level++) { /* generate level+1 from level */ const struct gl_texture_image *srcImage; struct gl_texture_image *dstImage;