📄 mipmap.c
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const GLint rowBb1 = (rowB[k] >> 5) & 0x7; const GLint red = (rowAr0 + rowAr1 + rowBr0 + rowBr1) >> 2; const GLint green = (rowAg0 + rowAg1 + rowBg0 + rowBg1) >> 2; const GLint blue = (rowAb0 + rowAb1 + rowBb0 + rowBb1) >> 2; dst[i] = (blue << 5) | (green << 2) | red; } } return; case MESA_FORMAT_A8: case MESA_FORMAT_L8: case MESA_FORMAT_I8: case MESA_FORMAT_CI8:#if FEATURE_EXT_texture_sRGB case MESA_FORMAT_SL8:#endif { GLuint i, j, k; const GLubyte *rowA = (const GLubyte *) srcRowA; const GLubyte *rowB = (const GLubyte *) srcRowB; GLubyte *dst = (GLubyte *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i] = (rowA[j] + rowA[k] + rowB[j] + rowB[k]) >> 2; } } return; case MESA_FORMAT_RGBA_FLOAT32: { GLuint i, j, k; const GLfloat (*rowA)[4] = (const GLfloat (*)[4]) srcRowA; const GLfloat (*rowB)[4] = (const GLfloat (*)[4]) srcRowB; GLfloat (*dst)[4] = (GLfloat (*)[4]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i][0] = (rowA[j][0] + rowA[k][0] + rowB[j][0] + rowB[k][0]) * 0.25F; dst[i][1] = (rowA[j][1] + rowA[k][1] + rowB[j][1] + rowB[k][1]) * 0.25F; dst[i][2] = (rowA[j][2] + rowA[k][2] + rowB[j][2] + rowB[k][2]) * 0.25F; dst[i][3] = (rowA[j][3] + rowA[k][3] + rowB[j][3] + rowB[k][3]) * 0.25F; } } return; case MESA_FORMAT_RGBA_FLOAT16: { GLuint i, j, k, comp; const GLhalfARB (*rowA)[4] = (const GLhalfARB (*)[4]) srcRowA; const GLhalfARB (*rowB)[4] = (const GLhalfARB (*)[4]) srcRowB; GLhalfARB (*dst)[4] = (GLhalfARB (*)[4]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { for (comp = 0; comp < 4; comp++) { GLfloat aj, ak, bj, bk; aj = _mesa_half_to_float(rowA[j][comp]); ak = _mesa_half_to_float(rowA[k][comp]); bj = _mesa_half_to_float(rowB[j][comp]); bk = _mesa_half_to_float(rowB[k][comp]); dst[i][comp] = _mesa_float_to_half((aj + ak + bj + bk) * 0.25F); } } } return; case MESA_FORMAT_RGB_FLOAT32: { GLuint i, j, k; const GLfloat (*rowA)[3] = (const GLfloat (*)[3]) srcRowA; const GLfloat (*rowB)[3] = (const GLfloat (*)[3]) srcRowB; GLfloat (*dst)[3] = (GLfloat (*)[3]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i][0] = (rowA[j][0] + rowA[k][0] + rowB[j][0] + rowB[k][0]) * 0.25F; dst[i][1] = (rowA[j][1] + rowA[k][1] + rowB[j][1] + rowB[k][1]) * 0.25F; dst[i][2] = (rowA[j][2] + rowA[k][2] + rowB[j][2] + rowB[k][2]) * 0.25F; } } return; case MESA_FORMAT_RGB_FLOAT16: { GLuint i, j, k, comp; const GLhalfARB (*rowA)[3] = (const GLhalfARB (*)[3]) srcRowA; const GLhalfARB (*rowB)[3] = (const GLhalfARB (*)[3]) srcRowB; GLhalfARB (*dst)[3] = (GLhalfARB (*)[3]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { for (comp = 0; comp < 3; comp++) { GLfloat aj, ak, bj, bk; aj = _mesa_half_to_float(rowA[j][comp]); ak = _mesa_half_to_float(rowA[k][comp]); bj = _mesa_half_to_float(rowB[j][comp]); bk = _mesa_half_to_float(rowB[k][comp]); dst[i][comp] = _mesa_float_to_half((aj + ak + bj + bk) * 0.25F); } } } return; case MESA_FORMAT_LUMINANCE_ALPHA_FLOAT32: { GLuint i, j, k; const GLfloat (*rowA)[2] = (const GLfloat (*)[2]) srcRowA; const GLfloat (*rowB)[2] = (const GLfloat (*)[2]) srcRowB; GLfloat (*dst)[2] = (GLfloat (*)[2]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i][0] = (rowA[j][0] + rowA[k][0] + rowB[j][0] + rowB[k][0]) * 0.25F; dst[i][1] = (rowA[j][1] + rowA[k][1] + rowB[j][1] + rowB[k][1]) * 0.25F; } } return; case MESA_FORMAT_LUMINANCE_ALPHA_FLOAT16: { GLuint i, j, k, comp; const GLhalfARB (*rowA)[2] = (const GLhalfARB (*)[2]) srcRowA; const GLhalfARB (*rowB)[2] = (const GLhalfARB (*)[2]) srcRowB; GLhalfARB (*dst)[2] = (GLhalfARB (*)[2]) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { for (comp = 0; comp < 2; comp++) { GLfloat aj, ak, bj, bk; aj = _mesa_half_to_float(rowA[j][comp]); ak = _mesa_half_to_float(rowA[k][comp]); bj = _mesa_half_to_float(rowB[j][comp]); bk = _mesa_half_to_float(rowB[k][comp]); dst[i][comp] = _mesa_float_to_half((aj + ak + bj + bk) * 0.25F); } } } return; case MESA_FORMAT_ALPHA_FLOAT32: case MESA_FORMAT_LUMINANCE_FLOAT32: case MESA_FORMAT_INTENSITY_FLOAT32: { GLuint i, j, k; const GLfloat *rowA = (const GLfloat *) srcRowA; const GLfloat *rowB = (const GLfloat *) srcRowB; GLfloat *dst = (GLfloat *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { dst[i] = (rowA[j] + rowA[k] + rowB[j] + rowB[k]) * 0.25F; } } return; case MESA_FORMAT_ALPHA_FLOAT16: case MESA_FORMAT_LUMINANCE_FLOAT16: case MESA_FORMAT_INTENSITY_FLOAT16: { GLuint i, j, k; const GLhalfARB *rowA = (const GLhalfARB *) srcRowA; const GLhalfARB *rowB = (const GLhalfARB *) srcRowB; GLhalfARB *dst = (GLhalfARB *) dstRow; for (i = j = 0, k = k0; i < (GLuint) dstWidth; i++, j += colStride, k += colStride) { GLfloat aj, ak, bj, bk; aj = _mesa_half_to_float(rowA[j]); ak = _mesa_half_to_float(rowA[k]); bj = _mesa_half_to_float(rowB[j]); bk = _mesa_half_to_float(rowB[k]); dst[i] = _mesa_float_to_half((aj + ak + bj + bk) * 0.25F); } } return; default: _mesa_problem(NULL, "bad format in do_row()"); }}/* * These functions generate a 1/2-size mipmap image from a source image. * Texture borders are handled by copying or averaging the source image's * border texels, depending on the scale-down factor. */static voidmake_1d_mipmap(const struct gl_texture_format *format, GLint border, GLint srcWidth, const GLubyte *srcPtr, GLint dstWidth, GLubyte *dstPtr){ const GLint bpt = format->TexelBytes; const GLubyte *src; GLubyte *dst; /* skip the border pixel, if any */ src = srcPtr + border * bpt; dst = dstPtr + border * bpt; /* we just duplicate the input row, kind of hack, saves code */ do_row(format, srcWidth - 2 * border, src, src, dstWidth - 2 * border, dst); if (border) { /* copy left-most pixel from source */ MEMCPY(dstPtr, srcPtr, bpt); /* copy right-most pixel from source */ MEMCPY(dstPtr + (dstWidth - 1) * bpt, srcPtr + (srcWidth - 1) * bpt, bpt); }}static voidmake_2d_mipmap(const struct gl_texture_format *format, GLint border, GLint srcWidth, GLint srcHeight, const GLubyte *srcPtr, GLint srcRowStride, GLint dstWidth, GLint dstHeight, GLubyte *dstPtr, GLint dstRowStride){ const GLint bpt = format->TexelBytes; const GLint srcWidthNB = srcWidth - 2 * border; /* sizes w/out border */ const GLint dstWidthNB = dstWidth - 2 * border; const GLint dstHeightNB = dstHeight - 2 * border; const GLint srcRowBytes = bpt * srcRowStride; const GLint dstRowBytes = bpt * dstRowStride; const GLubyte *srcA, *srcB; GLubyte *dst; GLint row; /* Compute src and dst pointers, skipping any border */ srcA = srcPtr + border * ((srcWidth + 1) * bpt); if (srcHeight > 1) srcB = srcA + srcRowBytes; else srcB = srcA; dst = dstPtr + border * ((dstWidth + 1) * bpt); for (row = 0; row < dstHeightNB; row++) { do_row(format, srcWidthNB, srcA, srcB, dstWidthNB, dst); srcA += 2 * srcRowBytes; srcB += 2 * srcRowBytes; dst += dstRowBytes; } /* This is ugly but probably won't be used much */ if (border > 0) { /* fill in dest border */ /* lower-left border pixel */ MEMCPY(dstPtr, srcPtr, bpt); /* lower-right border pixel */ MEMCPY(dstPtr + (dstWidth - 1) * bpt, srcPtr + (srcWidth - 1) * bpt, bpt); /* upper-left border pixel */ MEMCPY(dstPtr + dstWidth * (dstHeight - 1) * bpt, srcPtr + srcWidth * (srcHeight - 1) * bpt, bpt); /* upper-right border pixel */ MEMCPY(dstPtr + (dstWidth * dstHeight - 1) * bpt, srcPtr + (srcWidth * srcHeight - 1) * bpt, bpt); /* lower border */ do_row(format, srcWidthNB, srcPtr + bpt, srcPtr + bpt, dstWidthNB, dstPtr + bpt); /* upper border */ do_row(format, srcWidthNB, srcPtr + (srcWidth * (srcHeight - 1) + 1) * bpt, srcPtr + (srcWidth * (srcHeight - 1) + 1) * bpt, dstWidthNB, dstPtr + (dstWidth * (dstHeight - 1) + 1) * bpt); /* left and right borders */ if (srcHeight == dstHeight) { /* copy border pixel from src to dst */ for (row = 1; row < srcHeight; row++) { MEMCPY(dstPtr + dstWidth * row * bpt, srcPtr + srcWidth * row * bpt, bpt); MEMCPY(dstPtr + (dstWidth * row + dstWidth - 1) * bpt, srcPtr + (srcWidth * row + srcWidth - 1) * bpt, bpt); } } else { /* average two src pixels each dest pixel */ for (row = 0; row < dstHeightNB; row += 2) { do_row(format, 1, srcPtr + (srcWidth * (row * 2 + 1)) * bpt, srcPtr + (srcWidth * (row * 2 + 2)) * bpt, 1, dstPtr + (dstWidth * row + 1) * bpt); do_row(format, 1, srcPtr + (srcWidth * (row * 2 + 1) + srcWidth - 1) * bpt, srcPtr + (srcWidth * (row * 2 + 2) + srcWidth - 1) * bpt, 1, dstPtr + (dstWidth * row + 1 + dstWidth - 1) * bpt); } } }}static voidmake_3d_mipmap(const struct gl_texture_format *format, GLint border, GLint srcWidth, GLint srcHeight, GLint srcDepth, const GLubyte *srcPtr, GLint srcRowStride, GLint dstWidth, GLint dstHeight, GLint dstDepth, GLubyte *dstPtr, GLint dstRowStride){ const GLint bpt = format->TexelBytes; const GLint srcWidthNB = srcWidth - 2 * border; /* sizes w/out border */ const GLint srcDepthNB = srcDepth - 2 * border; const GLint dstWidthNB = dstWidth - 2 * border; const GLint dstHeightNB = dstHeight - 2 * border; const GLint dstDepthNB = dstDepth - 2 * border; GLvoid *tmpRowA, *tmpRowB; GLint img, row; GLint bytesPerSrcImage, bytesPerDstImage; GLint bytesPerSrcRow, bytesPerDstRow; GLint srcImageOffset, srcRowOffset; (void) srcDepthNB; /* silence warnings */ /* Need two temporary row buffers */ tmpRowA = _mesa_malloc(srcWidth * bpt); if (!tmpRowA) return; tmpRowB = _mesa_malloc(srcWidth * bpt); if (!tmpRowB) { _mesa_free(tmpRowA); return; } bytesPerSrcImage = srcWidth * srcHeight * bpt;
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