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📄 texformat_tmp.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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}#if DIM == 3static 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 = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);   dst[0] = *depth;}#endif/* MESA_FORMAT_RGB_F16 *******************************************************//* 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 = TEXEL_ADDR(GLhalfARB, 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 == 3static 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 = TEXEL_ADDR(GLhalfARB, 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 GLfloats. */static void FETCH(f_alpha_f32)( const struct gl_texture_image *texImage,                              GLint i, GLint j, GLint k, GLfloat *texel ){   const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);   texel[RCOMP] =   texel[GCOMP] =   texel[BCOMP] = 0.0F;   texel[ACOMP] = src[0];}#if DIM == 3static 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 = TEXEL_ADDR(GLfloat, 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 GLfloats. */static void FETCH(f_alpha_f16)( const struct gl_texture_image *texImage,                              GLint i, GLint j, GLint k, GLfloat *texel ){   const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);   texel[RCOMP] =   texel[GCOMP] =   texel[BCOMP] = 0.0F;   texel[ACOMP] = _mesa_half_to_float(src[0]);}#if DIM == 3static 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 = TEXEL_ADDR(GLhalfARB, 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 GLfloats. */static void FETCH(f_luminance_f32)( const struct gl_texture_image *texImage,                                    GLint i, GLint j, GLint k, GLfloat *texel ){   const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);   texel[RCOMP] =   texel[GCOMP] =   texel[BCOMP] = src[0];   texel[ACOMP] = 1.0F;}#if DIM == 3static 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 = TEXEL_ADDR(GLfloat, 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 GLfloats. */static void FETCH(f_luminance_f16)( const struct gl_texture_image *texImage,                                    GLint i, GLint j, GLint k, GLfloat *texel ){   const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);   texel[RCOMP] =   texel[GCOMP] =   texel[BCOMP] = _mesa_half_to_float(src[0]);   texel[ACOMP] = 1.0F;}#if DIM == 3static 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 = TEXEL_ADDR(GLhalfARB, 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 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 = TEXEL_ADDR(GLfloat, texImage, i, j, k, 2);   texel[RCOMP] =   texel[GCOMP] =   texel[BCOMP] = src[0];   texel[ACOMP] = src[1];}#if DIM == 3static 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 = TEXEL_ADDR(GLfloat, 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(f_luminance_alpha_f16)( const struct gl_texture_image *texImage,                                    GLint i, GLint j, GLint k, GLfloat *texel ){   const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, 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 == 3static 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 = TEXEL_ADDR(GLhalfARB, 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 GLfloats. */static void FETCH(f_intensity_f32)( const struct gl_texture_image *texImage,                                    GLint i, GLint j, GLint k, GLfloat *texel ){   const GLfloat *src = TEXEL_ADDR(GLfloat, texImage, i, j, k, 1);   texel[RCOMP] =   texel[GCOMP] =   texel[BCOMP] =   texel[ACOMP] = src[0];}#if DIM == 3static 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 = TEXEL_ADDR(GLfloat, 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 GLfloats. */static void FETCH(f_intensity_f16)( const struct gl_texture_image *texImage,                                    GLint i, GLint j, GLint k, GLfloat *texel ){   const GLhalfARB *src = TEXEL_ADDR(GLhalfARB, texImage, i, j, k, 1);   texel[RCOMP] =   texel[GCOMP] =   texel[BCOMP] =   texel[ACOMP] = _mesa_half_to_float(src[0]);}#if DIM == 3static 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 = TEXEL_ADDR(GLhalfARB, 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 = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1);   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 );}#if DIM == 3static 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 = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);   *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 = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1);   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)        );}#if DIM == 3static 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 = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);   *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 = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1);   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)        );}#if DIM == 3static 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 = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);   *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 = *TEXEL_ADDR(GLuint, texImage, i, j, k, 1);   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 );}#if DIM == 3static 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 = TEXEL_ADDR(GLuint, texImage, i, j, k, 1);   *dst = PACK_COLOR_8888(rgba[ACOMP], rgba[RCOMP], rgba[GCOMP], rgba[BCOMP]);}#endif

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