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📄 i915_texstate.c

📁 mesa-6.5-minigui源码
💻 C
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/************************************************************************** *  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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. *  **************************************************************************/#include "mtypes.h"#include "enums.h"#include "texformat.h"#include "intel_mipmap_tree.h"#include "intel_tex.h"#include "i915_context.h"#include "i915_reg.h"static GLuint translate_texture_format( GLuint mesa_format ){   switch (mesa_format) {   case MESA_FORMAT_L8:      return MAPSURF_8BIT | MT_8BIT_L8;   case MESA_FORMAT_I8:      return MAPSURF_8BIT | MT_8BIT_I8;   case MESA_FORMAT_A8:      return MAPSURF_8BIT | MT_8BIT_A8;    case MESA_FORMAT_AL88:      return MAPSURF_16BIT | MT_16BIT_AY88;   case MESA_FORMAT_RGB565:      return MAPSURF_16BIT | MT_16BIT_RGB565;   case MESA_FORMAT_ARGB1555:      return MAPSURF_16BIT | MT_16BIT_ARGB1555;   case MESA_FORMAT_ARGB4444:      return MAPSURF_16BIT | MT_16BIT_ARGB4444;   case MESA_FORMAT_ARGB8888:      return MAPSURF_32BIT | MT_32BIT_ARGB8888;   case MESA_FORMAT_YCBCR_REV:      return (MAPSURF_422 | MT_422_YCRCB_NORMAL);   case MESA_FORMAT_YCBCR:      return (MAPSURF_422 | MT_422_YCRCB_SWAPY);   case MESA_FORMAT_RGB_FXT1:   case MESA_FORMAT_RGBA_FXT1:      return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);   case MESA_FORMAT_DEPTH_COMPONENT16:      return (MAPSURF_16BIT | MT_16BIT_L16);   case MESA_FORMAT_RGBA_DXT1:   case MESA_FORMAT_RGB_DXT1:      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);   case MESA_FORMAT_RGBA_DXT3:      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);   case MESA_FORMAT_RGBA_DXT5:      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);   default:      fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__,	      mesa_format);      abort();      return 0;   }}<<<<<<< i915_texstate.c   if (i915->intel.intelScreen->deviceID == PCI_CHIP_I945_G ||       i915->intel.intelScreen->deviceID == PCI_CHIP_I945_GM)      i945LayoutTextureImages( i915, tObj );	    else      i915LayoutTextureImages( i915, tObj );   t->Setup[I915_TEXREG_MS3] =       (((tObj->Image[0][t->intel.base.firstLevel]->Height - 1) << MS3_HEIGHT_SHIFT) |       ((tObj->Image[0][t->intel.base.firstLevel]->Width - 1) << MS3_WIDTH_SHIFT) |       textureFormat |       MS3_USE_FENCE_REGS);   t->Setup[I915_TEXREG_MS4] =       ((((t->intel.Pitch / 4) - 1) << MS4_PITCH_SHIFT) |        MS4_CUBE_FACE_ENA_MASK |       (((t->intel.max_level * 4)) << MS4_MAX_LOD_SHIFT) |       ((tObj->Image[0][t->intel.base.firstLevel]->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));   t->Setup[I915_TEXREG_SS2] &= ~(SS2_COLORSPACE_CONVERSION);   t->Setup[I915_TEXREG_SS2] |= ss2;   t->intel.dirty = I915_UPLOAD_TEX_ALL;}=======>>>>>>> 1.9.2.9/* The i915 (and related graphics cores) do not support GL_CLAMP.  The * Intel drivers for "other operating systems" implement GL_CLAMP as * GL_CLAMP_TO_EDGE, so the same is done here. */static GLuint translate_wrap_mode( GLenum wrap ){   switch( wrap ) {   case GL_REPEAT:       return TEXCOORDMODE_WRAP;   case GL_CLAMP:        return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */   case GL_CLAMP_TO_EDGE:       return TEXCOORDMODE_CLAMP_EDGE;   case GL_CLAMP_TO_BORDER:       return TEXCOORDMODE_CLAMP_BORDER;   case GL_MIRRORED_REPEAT:       return TEXCOORDMODE_MIRROR;   default:       return TEXCOORDMODE_WRAP;   }}/* Recalculate all state from scratch.  Perhaps not the most * efficient, but this has gotten complex enough that we need * something which is understandable and reliable. */static GLboolean i915_update_tex_unit( struct intel_context *intel,				       GLuint unit, 				       GLuint ss3 ){   GLcontext *ctx = &intel->ctx;   struct i915_context *i915 = i915_context(ctx);   struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;   struct intel_texture_object *intelObj = intel_texture_object(tObj);   struct gl_texture_image *firstImage;   GLuint *state = i915->state.Tex[unit];   memset(state, 0, sizeof(state));/*    intel_region_release(intel, &i915->state.tex_region[unit]); */   if (!intel_finalize_mipmap_tree(intel, unit))      return GL_FALSE;      /* Get first image here, since intelObj->firstLevel will get set in    * the intel_finalize_mipmap_tree() call above.    */   firstImage = tObj->Image[0][intelObj->firstLevel];/*    intel_region_reference(&i915->state.tex_region[unit], *//* 			  intelObj->mt->region); */   i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;   i915->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt, 0,							     intelObj->firstLevel);    state[I915_TEXREG_MS3] =       (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |       ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) |       translate_texture_format( firstImage->TexFormat->MesaFormat ) |       MS3_USE_FENCE_REGS);   state[I915_TEXREG_MS4] =       (((((intelObj->mt->pitch * intelObj->mt->cpp) / 4) - 1) << MS4_PITCH_SHIFT) |        MS4_CUBE_FACE_ENA_MASK |       ((((intelObj->lastLevel - intelObj->firstLevel) * 4)) << MS4_MAX_LOD_SHIFT) |       ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));   {      GLuint minFilt, mipFilt, magFilt;      switch (tObj->MinFilter) {      case GL_NEAREST:	 minFilt = FILTER_NEAREST;	 mipFilt = MIPFILTER_NONE;	 break;      case GL_LINEAR:	 minFilt = FILTER_LINEAR;	 mipFilt = MIPFILTER_NONE;	 break;      case GL_NEAREST_MIPMAP_NEAREST:	 minFilt = FILTER_NEAREST;	 mipFilt = MIPFILTER_NEAREST;	 break;      case GL_LINEAR_MIPMAP_NEAREST:	 minFilt = FILTER_LINEAR;	 mipFilt = MIPFILTER_NEAREST;	 break;      case GL_NEAREST_MIPMAP_LINEAR:	 minFilt = FILTER_NEAREST;	 mipFilt = MIPFILTER_LINEAR;	 break;      case GL_LINEAR_MIPMAP_LINEAR:	 minFilt = FILTER_LINEAR;	 mipFilt = MIPFILTER_LINEAR;	 break;      default:	 return GL_FALSE;      }      if ( tObj->MaxAnisotropy > 1.0 ) {	 minFilt = FILTER_ANISOTROPIC; 	 magFilt = FILTER_ANISOTROPIC;      }      else {	 switch (tObj->MagFilter) {	 case GL_NEAREST:	    magFilt = FILTER_NEAREST;	    break;	 case GL_LINEAR:	    magFilt = FILTER_LINEAR;	    break;	 default:	    return GL_FALSE;	 }        }      state[I915_TEXREG_SS2] = i915->lodbias_ss2[unit];      /* YUV conversion:       */      if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR ||	  firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV)	 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;      /* Shadow:       */      if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB && 	  tObj->Target != GL_TEXTURE_3D) {	 state[I915_TEXREG_SS2] |= 	    (SS2_SHADOW_ENABLE |	     intel_translate_compare_func( tObj->CompareFunc ));      	 minFilt = FILTER_4X4_FLAT;	 magFilt = FILTER_4X4_FLAT;      }      state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |				 (mipFilt << SS2_MIP_FILTER_SHIFT) |				 (magFilt << SS2_MAG_FILTER_SHIFT));   }   {      GLenum ws = tObj->WrapS;      GLenum wt = tObj->WrapT;      GLenum wr = tObj->WrapR;            /* 3D textures don't seem to respect the border color.       * Fallback if there's ever a danger that they might refer to       * it.         *        * Effectively this means fallback on 3D clamp or       * clamp_to_border.       */      if (tObj->Target == GL_TEXTURE_3D &&	  (tObj->MinFilter != GL_NEAREST ||	   tObj->MagFilter != GL_NEAREST) &&	 	  (ws == GL_CLAMP ||	   wt == GL_CLAMP ||	   wr == GL_CLAMP ||	   ws == GL_CLAMP_TO_BORDER ||	   wt == GL_CLAMP_TO_BORDER ||	   wr == GL_CLAMP_TO_BORDER))	 return GL_FALSE;	           state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */      state[I915_TEXREG_SS3] |= ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |				(translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |				(translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));      state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);   }   state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0],						tObj->_BorderChan[1],						tObj->_BorderChan[2],						tObj->_BorderChan[3]);      I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);   /* memcmp was already disabled, but definitely won't work as the    * region might now change and that wouldn't be detected:    */			  I915_STATECHANGE( i915, I915_UPLOAD_TEX(unit) );#if 0   DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);   DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);   DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);   DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);   DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);   DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);#endif   return GL_TRUE;}void i915UpdateTextureState( struct intel_context *intel ){   GLboolean ok = GL_TRUE;   GLuint i;   for (i = 0 ; i < I915_TEX_UNITS && ok ; i++) {      switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {      case TEXTURE_1D_BIT:      case TEXTURE_2D_BIT:      case TEXTURE_CUBE_BIT:      case TEXTURE_3D_BIT:	 ok = i915_update_tex_unit( intel, i, SS3_NORMALIZED_COORDS );	 break;      case TEXTURE_RECT_BIT:	 ok = i915_update_tex_unit( intel, i, 0 );	 break;      case 0: {	 struct i915_context *i915 = i915_context(&intel->ctx);	 if (i915->state.active & I915_UPLOAD_TEX(i)) 	    I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);	 break;      }      default:	 ok = GL_FALSE;	 break;      }   }   FALLBACK( intel, I915_FALLBACK_TEXTURE, !ok );}

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