#include "intel_context.h"
#include "intel_tex.h"
#include "intel_chipset.h"
#include "main/texformat.h"
#include "main/enums.h"


/**
 * Choose hardware texture format given the user's glTexImage parameters.
 *
 * It works out that this function is fine for all the supported
 * hardware.  However, there is still a need to map the formats onto
 * hardware descriptors.
 *
 * Note that the i915 can actually support many more formats than
 * these if we take the step of simply swizzling the colors
 * immediately after sampling...
 */
const struct gl_texture_format *
intelChooseTextureFormat(GLcontext * ctx, GLint internalFormat,
                         GLenum format, GLenum type)
{
   struct intel_context *intel = intel_context(ctx);
   const GLboolean do32bpt = (intel->ctx.Visual.rgbBits >= 24);

#if 0
   printf("%s intFmt=0x%x format=0x%x type=0x%x\n",
          __FUNCTION__, internalFormat, format, type);
#endif

   switch (internalFormat) {
   case 4:
   case GL_RGBA:
   case GL_COMPRESSED_RGBA:
      if (format == GL_BGRA) {
         if (type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT_8_8_8_8_REV) {
            return &_mesa_texformat_argb8888;
         }
         else if (type == GL_UNSIGNED_SHORT_4_4_4_4_REV) {
            return &_mesa_texformat_argb4444;
         }
         else if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) {
            return &_mesa_texformat_argb1555;
         }
      }
      return do32bpt ? &_mesa_texformat_argb8888 : &_mesa_texformat_argb4444;

   case 3:
   case GL_RGB:
   case GL_COMPRESSED_RGB:
      if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
         return &_mesa_texformat_rgb565;
      }
      return do32bpt ? &_mesa_texformat_argb8888 : &_mesa_texformat_rgb565;

   case GL_RGBA8:
   case GL_RGB10_A2:
   case GL_RGBA12:
   case GL_RGBA16:
      return do32bpt ? &_mesa_texformat_argb8888 : &_mesa_texformat_argb4444;

   case GL_RGBA4:
   case GL_RGBA2:
      return &_mesa_texformat_argb4444;

   case GL_RGB5_A1:
      return &_mesa_texformat_argb1555;

   case GL_RGB8:
   case GL_RGB10:
   case GL_RGB12:
   case GL_RGB16:
      return &_mesa_texformat_argb8888;

   case GL_RGB5:
   case GL_RGB4:
   case GL_R3_G3_B2:
      return &_mesa_texformat_rgb565;

   case GL_ALPHA:
   case GL_ALPHA4:
   case GL_ALPHA8:
   case GL_ALPHA12:
   case GL_ALPHA16:
   case GL_COMPRESSED_ALPHA:
      return &_mesa_texformat_a8;

   case 1:
   case GL_LUMINANCE:
   case GL_LUMINANCE4:
   case GL_LUMINANCE8:
   case GL_LUMINANCE12:
   case GL_LUMINANCE16:
   case GL_COMPRESSED_LUMINANCE:
      return &_mesa_texformat_l8;

   case 2:
   case GL_LUMINANCE_ALPHA:
   case GL_LUMINANCE4_ALPHA4:
   case GL_LUMINANCE6_ALPHA2:
   case GL_LUMINANCE8_ALPHA8:
   case GL_LUMINANCE12_ALPHA4:
   case GL_LUMINANCE12_ALPHA12:
   case GL_LUMINANCE16_ALPHA16:
   case GL_COMPRESSED_LUMINANCE_ALPHA:
      return &_mesa_texformat_al88;

   case GL_INTENSITY:
   case GL_INTENSITY4:
   case GL_INTENSITY8:
   case GL_INTENSITY12:
   case GL_INTENSITY16:
   case GL_COMPRESSED_INTENSITY:
      return &_mesa_texformat_i8;

   case GL_YCBCR_MESA:
      if (type == GL_UNSIGNED_SHORT_8_8_MESA || type == GL_UNSIGNED_BYTE)
         return &_mesa_texformat_ycbcr;
      else
         return &_mesa_texformat_ycbcr_rev;

   case GL_COMPRESSED_RGB_FXT1_3DFX:
      return &_mesa_texformat_rgb_fxt1;
   case GL_COMPRESSED_RGBA_FXT1_3DFX:
      return &_mesa_texformat_rgba_fxt1;

   case GL_RGB_S3TC:
   case GL_RGB4_S3TC:
   case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
      return &_mesa_texformat_rgb_dxt1;

   case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
      return &_mesa_texformat_rgba_dxt1;

   case GL_RGBA_S3TC:
   case GL_RGBA4_S3TC:
   case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
      return &_mesa_texformat_rgba_dxt3;

   case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
      return &_mesa_texformat_rgba_dxt5;

   case GL_DEPTH_COMPONENT:
   case GL_DEPTH_COMPONENT16:
   case GL_DEPTH_COMPONENT24:
   case GL_DEPTH_COMPONENT32:
#if 0
      return &_mesa_texformat_z16;
#else
      /* fall-through.
       * 16bpp depth texture can't be paired with a stencil buffer so
       * always used combined depth/stencil format.
       */
#endif
   case GL_DEPTH_STENCIL_EXT:
   case GL_DEPTH24_STENCIL8_EXT:
      return &_mesa_texformat_s8_z24;

#ifndef I915
   case GL_SRGB_EXT:
   case GL_SRGB8_EXT:
   case GL_SRGB_ALPHA_EXT:
   case GL_SRGB8_ALPHA8_EXT:
   case GL_COMPRESSED_SRGB_EXT:
   case GL_COMPRESSED_SRGB_ALPHA_EXT:
   case GL_COMPRESSED_SLUMINANCE_EXT:
   case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT:
      return &_mesa_texformat_sargb8;
   case GL_SLUMINANCE_EXT:
   case GL_SLUMINANCE8_EXT:
      if (IS_G4X(intel->intelScreen->deviceID))
         return &_mesa_texformat_sl8;
      else
         return &_mesa_texformat_sargb8;
   case GL_SLUMINANCE_ALPHA_EXT:
   case GL_SLUMINANCE8_ALPHA8_EXT:
      if (IS_G4X(intel->intelScreen->deviceID))
         return &_mesa_texformat_sla8;
      else
         return &_mesa_texformat_sargb8;
   case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
   case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
   case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
   case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
      return &_mesa_texformat_srgb_dxt1;

   /* i915 could also do this */
   case GL_DUDV_ATI:
   case GL_DU8DV8_ATI:
      return &_mesa_texformat_dudv8;
   case GL_RGBA_SNORM:
   case GL_RGBA8_SNORM:
      return &_mesa_texformat_signed_rgba8888_rev;
#endif

   default:
      fprintf(stderr, "unexpected texture format %s in %s\n",
              _mesa_lookup_enum_by_nr(internalFormat), __FUNCTION__);
      return NULL;
   }

   return NULL;                 /* never get here */
}

int intel_compressed_num_bytes(GLuint mesaFormat)
{
   int bytes = 0;
   switch(mesaFormat) {
     
   case MESA_FORMAT_RGB_FXT1:
   case MESA_FORMAT_RGBA_FXT1:
   case MESA_FORMAT_RGB_DXT1:
   case MESA_FORMAT_RGBA_DXT1:
     bytes = 2;
     break;
     
   case MESA_FORMAT_RGBA_DXT3:
   case MESA_FORMAT_RGBA_DXT5:
     bytes = 4;
   default:
     break;
   }
   
   return bytes;
}
