📄 i830_tex.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 "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 "i830_context.h"#include "i830_reg.h"/** * Set the texture wrap modes. * * The i830M (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. * * \param t Texture object whose wrap modes are to be set * \param swrap Wrap mode for the \a s texture coordinate * \param twrap Wrap mode for the \a t texture coordinate */static void i830SetTexWrapping(i830TextureObjectPtr tex, GLenum swrap, GLenum twrap){ tex->Setup[I830_TEXREG_MCS] &= ~(TEXCOORD_ADDR_U_MASK|TEXCOORD_ADDR_V_MASK); switch( swrap ) { case GL_REPEAT: tex->Setup[I830_TEXREG_MCS] |= TEXCOORD_ADDR_U_MODE(TEXCOORDMODE_WRAP); break; case GL_CLAMP: case GL_CLAMP_TO_EDGE: tex->Setup[I830_TEXREG_MCS] |= TEXCOORD_ADDR_U_MODE(TEXCOORDMODE_CLAMP); break; case GL_CLAMP_TO_BORDER: tex->Setup[I830_TEXREG_MCS] |= TEXCOORD_ADDR_U_MODE(TEXCOORDMODE_CLAMP_BORDER); break; case GL_MIRRORED_REPEAT: tex->Setup[I830_TEXREG_MCS] |= TEXCOORD_ADDR_U_MODE(TEXCOORDMODE_MIRROR); break; default: break; } switch( twrap ) { case GL_REPEAT: tex->Setup[I830_TEXREG_MCS] |= TEXCOORD_ADDR_V_MODE(TEXCOORDMODE_WRAP); break; case GL_CLAMP: case GL_CLAMP_TO_EDGE: tex->Setup[I830_TEXREG_MCS] |= TEXCOORD_ADDR_V_MODE(TEXCOORDMODE_CLAMP); break; case GL_CLAMP_TO_BORDER: tex->Setup[I830_TEXREG_MCS] |= TEXCOORD_ADDR_V_MODE(TEXCOORDMODE_CLAMP_BORDER); break; case GL_MIRRORED_REPEAT: tex->Setup[I830_TEXREG_MCS] |= TEXCOORD_ADDR_V_MODE(TEXCOORDMODE_MIRROR); break; default: break; }}/** * Set the texture magnification and minification modes. * * \param t Texture whose filter modes are to be set * \param minf Texture minification mode * \param magf Texture magnification mode * \param bias LOD bias for this texture unit. */static void i830SetTexFilter( i830TextureObjectPtr t, GLenum minf, GLenum magf, GLfloat maxanisotropy ){ int minFilt = 0, mipFilt = 0, magFilt = 0; if(INTEL_DEBUG&DEBUG_DRI) fprintf(stderr, "%s\n", __FUNCTION__); if ( maxanisotropy > 1.0 ) { minFilt = FILTER_ANISOTROPIC; magFilt = FILTER_ANISOTROPIC; } else { switch (minf) { 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: break; } switch (magf) { case GL_NEAREST: magFilt = FILTER_NEAREST; break; case GL_LINEAR: magFilt = FILTER_LINEAR; break; default: break; } } t->Setup[I830_TEXREG_TM0S3] &= ~TM0S3_MIN_FILTER_MASK; t->Setup[I830_TEXREG_TM0S3] &= ~TM0S3_MIP_FILTER_MASK; t->Setup[I830_TEXREG_TM0S3] &= ~TM0S3_MAG_FILTER_MASK; t->Setup[I830_TEXREG_TM0S3] |= ((minFilt << TM0S3_MIN_FILTER_SHIFT) | (mipFilt << TM0S3_MIP_FILTER_SHIFT) | (magFilt << TM0S3_MAG_FILTER_SHIFT));}static void i830SetTexBorderColor(i830TextureObjectPtr t, GLubyte color[4]){ if(INTEL_DEBUG&DEBUG_DRI) fprintf(stderr, "%s\n", __FUNCTION__); t->Setup[I830_TEXREG_TM0S4] = INTEL_PACKCOLOR8888(color[0],color[1],color[2],color[3]);}/** * 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 i830AllocTexObj( struct gl_texture_object *texObj ){ i830TextureObjectPtr t = CALLOC_STRUCT( i830_texture_object ); if ( !t ) return NULL; texObj->DriverData = t; t->intel.base.tObj = texObj; t->intel.dirty = I830_UPLOAD_TEX_ALL; make_empty_list( &t->intel.base ); t->Setup[I830_TEXREG_TM0LI] = 0; /* not used */ t->Setup[I830_TEXREG_TM0S0] = 0; t->Setup[I830_TEXREG_TM0S1] = 0; t->Setup[I830_TEXREG_TM0S2] = 0; t->Setup[I830_TEXREG_TM0S3] = 0; t->Setup[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD | MAP_UNIT(0) | ENABLE_TEXCOORD_PARAMS | TEXCOORDS_ARE_NORMAL | TEXCOORDTYPE_CARTESIAN | ENABLE_ADDR_V_CNTL | TEXCOORD_ADDR_V_MODE(TEXCOORDMODE_WRAP) | ENABLE_ADDR_U_CNTL | TEXCOORD_ADDR_U_MODE(TEXCOORDMODE_WRAP)); i830SetTexWrapping( t, texObj->WrapS, texObj->WrapT ); i830SetTexFilter( t, texObj->MinFilter, texObj->MagFilter, texObj->MaxAnisotropy ); i830SetTexBorderColor( t, texObj->_BorderChan ); return &t->intel;}static void i830TexParameter( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLenum pname, const GLfloat *params ){ i830TextureObjectPtr t = (i830TextureObjectPtr) tObj->DriverData; if (!t) return; switch (pname) { case GL_TEXTURE_MIN_FILTER: case GL_TEXTURE_MAG_FILTER: case GL_TEXTURE_MAX_ANISOTROPY_EXT: i830SetTexFilter( t, tObj->MinFilter, tObj->MagFilter, tObj->MaxAnisotropy); break; case GL_TEXTURE_WRAP_S: case GL_TEXTURE_WRAP_T: i830SetTexWrapping( t, tObj->WrapS, tObj->WrapT ); break; case GL_TEXTURE_BORDER_COLOR: i830SetTexBorderColor( t, tObj->_BorderChan ); break; case GL_TEXTURE_BASE_LEVEL: case GL_TEXTURE_MAX_LEVEL: case GL_TEXTURE_MIN_LOD: case GL_TEXTURE_MAX_LOD: /* The i830 and its successors can do a lot of this without * reloading the textures. A project for someone? */ intelFlush( ctx ); driSwapOutTextureObject( (driTextureObject *) t ); break; default: return; } t->intel.dirty = I830_UPLOAD_TEX_ALL;}static void i830TexEnv( GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *param ){ i830ContextPtr i830 = I830_CONTEXT( ctx ); GLuint unit = ctx->Texture.CurrentUnit; switch (pname) { case GL_TEXTURE_ENV_COLOR: #if 0 { GLubyte r, g, b, a; GLuint col; UNCLAMPED_FLOAT_TO_UBYTE(r, param[RCOMP]); UNCLAMPED_FLOAT_TO_UBYTE(g, param[GCOMP]); UNCLAMPED_FLOAT_TO_UBYTE(b, param[BCOMP]); UNCLAMPED_FLOAT_TO_UBYTE(a, param[ACOMP]); col = ((a << 24) | (r << 16) | (g << 8) | b); if (col != i830->state.TexEnv[unit][I830_TEXENVREG_COL1]) { I830_STATECHANGE(i830, I830_UPLOAD_TEXENV); i830->state.TexEnv[unit][I830_TEXENVREG_COL1] = col; } break; }#endif 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: break; case GL_TEXTURE_LOD_BIAS: { int b = (int) ((*param) * 16.0); if (b > 63) b = 63; if (b < -64) b = -64; I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit)); i830->state.Tex[unit][I830_TEXREG_TM0S3] &= ~TM0S3_LOD_BIAS_MASK; i830->state.Tex[unit][I830_TEXREG_TM0S3] |= ((b << TM0S3_LOD_BIAS_SHIFT) & TM0S3_LOD_BIAS_MASK); break; } default: break; }}static void i830BindTexture( GLcontext *ctx, GLenum target, struct gl_texture_object *texObj ){ i830TextureObjectPtr tex; if (!texObj->DriverData) i830AllocTexObj( texObj ); tex = (i830TextureObjectPtr)texObj->DriverData;}void i830InitTextureFuncs( struct dd_function_table *functions ){ functions->BindTexture = i830BindTexture; functions->TexEnv = i830TexEnv; functions->TexParameter = i830TexParameter;}
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