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📄 i830_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 "glheader.h"#include "macros.h"#include "mtypes.h"#include "simple_list.h"#include "enums.h"#include "texformat.h"#include "texstore.h"#include "mm.h"#include "intel_screen.h"#include "intel_ioctl.h"#include "intel_tex.h"#include "intel_mipmap_tree.h"#include "intel_regions.h"#include "i830_context.h"#include "i830_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_I8; /* Kludge! */   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_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;   }}/* 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:     case GL_CLAMP_TO_EDGE:       return TEXCOORDMODE_CLAMP; /* not really correct */   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 i830_update_tex_unit( struct intel_context *intel,				       GLuint unit, 				       GLuint ss3 ){   GLcontext *ctx = &intel->ctx;   struct i830_context *i830 = i830_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 = i830->state.Tex[unit];   memset(state, 0, sizeof(state));   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];   i830->state.tex_buffer[unit] = intelObj->mt->region->buffer;   i830->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt, 0,							     intelObj->firstLevel);    state[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 | 			       (LOAD_TEXTURE_MAP0 << unit) | 4);/*    state[I830_TEXREG_TM0S0] = (TM0S0_USE_FENCE | *//* 			       t->intel.TextureOffset); */   state[I830_TEXREG_TM0S1] =        (((firstImage->Height - 1) << TM0S1_HEIGHT_SHIFT) |       ((firstImage->Width - 1) << TM0S1_WIDTH_SHIFT) |       translate_texture_format( firstImage->TexFormat->MesaFormat));   state[I830_TEXREG_TM0S2] =       (((((intelObj->mt->pitch * intelObj->mt->cpp) / 4) - 1) << TM0S2_PITCH_SHIFT) |       TM0S2_CUBE_FACE_ENA_MASK);   {      if (tObj->Target == GL_TEXTURE_CUBE_MAP)	 state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit) |				    CUBE_NEGX_ENABLE | 				    CUBE_POSX_ENABLE | 				    CUBE_NEGY_ENABLE | 				    CUBE_POSY_ENABLE | 				    CUBE_NEGZ_ENABLE | 				    CUBE_POSZ_ENABLE);      else	 state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit));   }   {      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[I830_TEXREG_TM0S3] = i830->lodbias_tm0s3[unit];#if 0       /* YUV conversion:       */      if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR ||	  firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV)	 state[I830_TEXREG_TM0S3] |= SS2_COLORSPACE_CONVERSION;#endif      state[I830_TEXREG_TM0S3] |= ((intelObj->lastLevel - 				    intelObj->firstLevel)*4) << TM0S3_MIN_MIP_SHIFT;      state[I830_TEXREG_TM0S3] |= ((minFilt << TM0S3_MIN_FILTER_SHIFT) |				   (mipFilt << TM0S3_MIP_FILTER_SHIFT) |				   (magFilt << TM0S3_MAG_FILTER_SHIFT));   }   {      GLenum ws = tObj->WrapS;      GLenum wt = tObj->WrapT;            /* 3D textures not available on i830       */      if (tObj->Target == GL_TEXTURE_3D)	 return GL_FALSE;	           state[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD |				MAP_UNIT(unit) |				ENABLE_TEXCOORD_PARAMS |				ss3 |				ENABLE_ADDR_V_CNTL |				TEXCOORD_ADDR_V_MODE(translate_wrap_mode(wt)) |				ENABLE_ADDR_U_CNTL |				TEXCOORD_ADDR_U_MODE(translate_wrap_mode(ws)));   }   state[I830_TEXREG_TM0S4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0],						  tObj->_BorderChan[1],						  tObj->_BorderChan[2],						  tObj->_BorderChan[3]);      I830_ACTIVESTATE(i830, I830_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:    */   I830_STATECHANGE( i830, I830_UPLOAD_TEX(unit) );   return GL_TRUE;}void i830UpdateTextureState( struct intel_context *intel ){   struct i830_context *i830 = i830_context(&intel->ctx);   GLboolean ok = GL_TRUE;   GLuint i;   for (i = 0 ; i < I830_TEX_UNITS && ok ; i++) {      switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {      case TEXTURE_1D_BIT:      case TEXTURE_2D_BIT:      case TEXTURE_CUBE_BIT:	 ok = i830_update_tex_unit( intel, i, TEXCOORDS_ARE_NORMAL );	 break;      case TEXTURE_RECT_BIT:	 ok = i830_update_tex_unit( intel, i, TEXCOORDS_ARE_IN_TEXELUNITS );	 break;      case 0: 	 if (i830->state.active & I830_UPLOAD_TEX(i)) 	    I830_ACTIVESTATE(i830, I830_UPLOAD_TEX(i), GL_FALSE);	 break;      case TEXTURE_3D_BIT:      default:	 ok = GL_FALSE;	 break;      }   }   FALLBACK( intel, I830_FALLBACK_TEXTURE, !ok );   if (ok)      i830EmitTextureBlend( i830 );}

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