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📄 i915_texstate.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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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 "dri_bufmgr.h"#include "intel_mipmap_tree.h"#include "intel_tex.h"#include "i915_context.h"#include "i915_reg.h"static GLuinttranslate_texture_format(GLuint mesa_format, GLenum DepthMode){   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_Z16:      if (DepthMode == GL_ALPHA)          return (MAPSURF_16BIT | MT_16BIT_A16);      else if (DepthMode == GL_INTENSITY)          return (MAPSURF_16BIT | MT_16BIT_I16);      else          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);   case MESA_FORMAT_S8_Z24:      return (MAPSURF_32BIT | MT_32BIT_xI824);   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 GLuinttranslate_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 GLbooleani915_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_unit *tUnit = &ctx->Texture.Unit[unit];   struct gl_texture_object *tObj = tUnit->_Current;   struct intel_texture_object *intelObj = intel_texture_object(tObj);   struct gl_texture_image *firstImage;   GLuint *state = i915->state.Tex[unit], format, pitch;   GLint lodbias;   memset(state, 0, sizeof(state));   /*We need to refcount these. */   if (i915->state.tex_buffer[unit] != NULL) {       dri_bo_unreference(i915->state.tex_buffer[unit]);       i915->state.tex_buffer[unit] = NULL;   }   if (!intelObj->imageOverride && !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];   if (intelObj->imageOverride) {      i915->state.tex_buffer[unit] = NULL;      i915->state.tex_offset[unit] = intelObj->textureOffset;      switch (intelObj->depthOverride) {      case 32:	 format = MAPSURF_32BIT | MT_32BIT_ARGB8888;	 break;      case 24:      default:	 format = MAPSURF_32BIT | MT_32BIT_XRGB8888;	 break;      case 16:	 format = MAPSURF_16BIT | MT_16BIT_RGB565;	 break;      }      pitch = intelObj->pitchOverride;   } else {      dri_bo_reference(intelObj->mt->region->buffer);      i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;      i915->state.tex_offset[unit] =  intel_miptree_image_offset(intelObj->mt,								 0, intelObj->								 firstLevel);      format = translate_texture_format(firstImage->TexFormat->MesaFormat, 		tObj->DepthMode);      pitch = intelObj->mt->pitch * intelObj->mt->cpp;   }   state[I915_TEXREG_MS3] =      (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |       ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format |       MS3_USE_FENCE_REGS);   state[I915_TEXREG_MS4] =     ((((pitch / 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;         }      }      lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0);      if (lodbias < -256)          lodbias = -256;      if (lodbias > 255)          lodbias = 255;      state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &                                 SS2_LOD_BIAS_MASK);      /* 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) {         if (tObj->Target == GL_TEXTURE_1D)             return GL_FALSE;         state[I915_TEXREG_SS2] |=            (SS2_SHADOW_ENABLE |             intel_translate_shadow_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;}voidi915UpdateTextureState(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);	    if (i915->state.tex_buffer[i] != NULL) {	       dri_bo_unreference(i915->state.tex_buffer[i]);	       i915->state.tex_buffer[i] = NULL;	    }            break;         }      default:         ok = GL_FALSE;         break;      }   }   FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);}

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