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📄 i915_tex.c

📁 mesa-6.5-minigui源码
💻 C
字号:
/************************************************************************** *  * 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 "mtypes.h"#include "imports.h"#include "simple_list.h"#include "enums.h"#include "image.h"#include "texstore.h"#include "texformat.h"#include "texmem.h"#include "swrast/swrast.h"#include "mm.h"#include "intel_ioctl.h"#include "i915_context.h"#include "i915_reg.h"/** * Allocate space for and load the mesa images into the texture memory block. * This will happen before drawing with a new texture, or drawing with a * texture after it was swapped out or teximaged again. */intelTextureObjectPtr i915AllocTexObj( struct gl_texture_object *texObj ){   i915TextureObjectPtr t = CALLOC_STRUCT( i915_texture_object );   if ( !t )       return NULL;   texObj->DriverData = t;   t->intel.base.tObj = texObj;   t->intel.dirty = I915_UPLOAD_TEX_ALL;   make_empty_list( &t->intel.base );   return &t->intel;}static void i915TexParameter( GLcontext *ctx, GLenum target,			     struct gl_texture_object *tObj,			     GLenum pname, const GLfloat *params ){   i915TextureObjectPtr t = (i915TextureObjectPtr) tObj->DriverData;    switch (pname) {   case GL_TEXTURE_MIN_FILTER:   case GL_TEXTURE_MAG_FILTER:   case GL_TEXTURE_MAX_ANISOTROPY_EXT:   case GL_TEXTURE_WRAP_S:   case GL_TEXTURE_WRAP_T:   case GL_TEXTURE_WRAP_R:   case GL_TEXTURE_BORDER_COLOR:      t->intel.dirty = I915_UPLOAD_TEX_ALL;      break;   case GL_TEXTURE_COMPARE_MODE:      t->intel.dirty = I915_UPLOAD_TEX_ALL;      break;   case GL_TEXTURE_COMPARE_FUNC:      t->intel.dirty = I915_UPLOAD_TEX_ALL;      break;   case GL_TEXTURE_BASE_LEVEL:   case GL_TEXTURE_MAX_LEVEL:   case GL_TEXTURE_MIN_LOD:   case GL_TEXTURE_MAX_LOD:      /* The i915 and its successors can do a lot of this without       * reloading the textures.  A project for someone?       */      intelFlush( ctx );      driSwapOutTextureObject( (driTextureObject *) t );      t->intel.dirty = I915_UPLOAD_TEX_ALL;      break;   default:      return;   }}static void i915TexEnv( GLcontext *ctx, GLenum target, 			GLenum pname, const GLfloat *param ){   i915ContextPtr i915 = I915_CONTEXT( ctx );   GLuint unit = ctx->Texture.CurrentUnit;   switch (pname) {   case GL_TEXTURE_ENV_COLOR: 	/* Should be a tracked param */   case GL_TEXTURE_ENV_MODE:   case GL_COMBINE_RGB:   case GL_COMBINE_ALPHA:   case GL_SOURCE0_RGB:   case GL_SOURCE1_RGB:   case GL_SOURCE2_RGB:   case GL_SOURCE0_ALPHA:   case GL_SOURCE1_ALPHA:   case GL_SOURCE2_ALPHA:   case GL_OPERAND0_RGB:   case GL_OPERAND1_RGB:   case GL_OPERAND2_RGB:   case GL_OPERAND0_ALPHA:   case GL_OPERAND1_ALPHA:   case GL_OPERAND2_ALPHA:   case GL_RGB_SCALE:   case GL_ALPHA_SCALE:      i915->tex_program.translated = 0;       break;   case GL_TEXTURE_LOD_BIAS: {      int b = (int) ((*param) * 16.0);      if (b > 255) b = 255;      if (b < -256) b = -256;      I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));      i915->state.Tex[unit][I915_TEXREG_SS2] &= ~SS2_LOD_BIAS_MASK;      i915->state.Tex[unit][I915_TEXREG_SS2] |= 	 ((b << SS2_LOD_BIAS_SHIFT) & SS2_LOD_BIAS_MASK);      break;   }   default:      break;   }}static void i915BindTexture( GLcontext *ctx, GLenum target,			    struct gl_texture_object *texObj ){   i915TextureObjectPtr tex;      if (!texObj->DriverData)      i915AllocTexObj( texObj );      tex = (i915TextureObjectPtr)texObj->DriverData;   if (tex->lastTarget != texObj->Target) {      tex->intel.dirty = I915_UPLOAD_TEX_ALL;      tex->lastTarget = texObj->Target;   }   /* Need this if image format changes between bound textures.    * Could try and shortcircuit by checking for differences in    * state between incoming and outgoing textures:    */   I915_CONTEXT(ctx)->tex_program.translated = 0; }void i915InitTextureFuncs( struct dd_function_table *functions ){   functions->BindTexture = i915BindTexture;   functions->TexEnv = i915TexEnv;   functions->TexParameter = i915TexParameter;}

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