📄 i830_metaops.c
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/* fprintf(stderr, "%s: TexBlendWordsUsed[0]: %d\n", *//* __FUNCTION__, i830->meta.TexBlendWordsUsed[0]); */}/* Set up an arbitary piece of memory as a rectangular texture * (including the front or back buffer). */static GLbooleanset_tex_rect_source(struct intel_context *intel, dri_bo *buffer, GLuint offset, GLuint pitch, GLuint height, GLenum format, GLenum type){ struct i830_context *i830 = i830_context(&intel->ctx); GLuint *setup = i830->meta.Tex[0]; GLint numLevels = 1; GLuint textureFormat; GLuint cpp; /* A full implementation of this would do the upload through * glTexImage2d, and get all the conversion operations at that * point. We are restricted, but still at least have access to the * fragment program swizzle. */ switch (format) { case GL_BGRA: switch (type) { case GL_UNSIGNED_INT_8_8_8_8_REV: case GL_UNSIGNED_BYTE: textureFormat = (MAPSURF_32BIT | MT_32BIT_ARGB8888); cpp = 4; break; default: return GL_FALSE; } break; case GL_RGBA: switch (type) { case GL_UNSIGNED_INT_8_8_8_8_REV: case GL_UNSIGNED_BYTE: textureFormat = (MAPSURF_32BIT | MT_32BIT_ABGR8888); cpp = 4; break; default: return GL_FALSE; } break; case GL_BGR: switch (type) { case GL_UNSIGNED_SHORT_5_6_5_REV: textureFormat = (MAPSURF_16BIT | MT_16BIT_RGB565); cpp = 2; break; default: return GL_FALSE; } break; case GL_RGB: switch (type) { case GL_UNSIGNED_SHORT_5_6_5: textureFormat = (MAPSURF_16BIT | MT_16BIT_RGB565); cpp = 2; break; default: return GL_FALSE; } break; default: return GL_FALSE; } i830->meta.tex_buffer[0] = buffer; i830->meta.tex_offset[0] = offset; setup[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 | (LOAD_TEXTURE_MAP0 << 0) | 4); setup[I830_TEXREG_TM0S1] = (((height - 1) << TM0S1_HEIGHT_SHIFT) | ((pitch - 1) << TM0S1_WIDTH_SHIFT) | textureFormat); setup[I830_TEXREG_TM0S2] = (((((pitch * cpp) / 4) - 1) << TM0S2_PITCH_SHIFT) | TM0S2_CUBE_FACE_ENA_MASK); setup[I830_TEXREG_TM0S3] = ((((numLevels - 1) * 4) << TM0S3_MIN_MIP_SHIFT) | (FILTER_NEAREST << TM0S3_MIN_FILTER_SHIFT) | (MIPFILTER_NONE << TM0S3_MIP_FILTER_SHIFT) | (FILTER_NEAREST << TM0S3_MAG_FILTER_SHIFT)); setup[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(0)); setup[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD | MAP_UNIT(0) | ENABLE_TEXCOORD_PARAMS | TEXCOORDS_ARE_IN_TEXELUNITS | TEXCOORDTYPE_CARTESIAN | ENABLE_ADDR_V_CNTL | TEXCOORD_ADDR_V_MODE(TEXCOORDMODE_WRAP) | ENABLE_ADDR_U_CNTL | TEXCOORD_ADDR_U_MODE(TEXCOORDMODE_WRAP)); i830->meta.emitted &= ~I830_UPLOAD_TEX(0); return GL_TRUE;}static voidset_vertex_format(struct intel_context *intel){ struct i830_context *i830 = i830_context(&intel->ctx); i830->meta.Ctx[I830_CTXREG_VF] = (_3DSTATE_VFT0_CMD | VFT0_TEX_COUNT(1) | VFT0_DIFFUSE | VFT0_XYZ); i830->meta.Ctx[I830_CTXREG_VF2] = (_3DSTATE_VFT1_CMD | VFT1_TEX0_FMT(TEXCOORDFMT_2D) | VFT1_TEX1_FMT(TEXCOORDFMT_2D) | VFT1_TEX2_FMT(TEXCOORDFMT_2D) | VFT1_TEX3_FMT(TEXCOORDFMT_2D)); i830->meta.emitted &= ~I830_UPLOAD_CTX;}static voidmeta_import_pixel_state(struct intel_context *intel){ struct i830_context *i830 = i830_context(&intel->ctx); i830->meta.Ctx[I830_CTXREG_STATE1] = i830->state.Ctx[I830_CTXREG_STATE1]; i830->meta.Ctx[I830_CTXREG_STATE2] = i830->state.Ctx[I830_CTXREG_STATE2]; i830->meta.Ctx[I830_CTXREG_STATE3] = i830->state.Ctx[I830_CTXREG_STATE3]; i830->meta.Ctx[I830_CTXREG_STATE4] = i830->state.Ctx[I830_CTXREG_STATE4]; i830->meta.Ctx[I830_CTXREG_STATE5] = i830->state.Ctx[I830_CTXREG_STATE5]; i830->meta.Ctx[I830_CTXREG_IALPHAB] = i830->state.Ctx[I830_CTXREG_IALPHAB]; i830->meta.Ctx[I830_CTXREG_STENCILTST] = i830->state.Ctx[I830_CTXREG_STENCILTST]; i830->meta.Ctx[I830_CTXREG_ENABLES_1] = i830->state.Ctx[I830_CTXREG_ENABLES_1]; i830->meta.Ctx[I830_CTXREG_ENABLES_2] = i830->state.Ctx[I830_CTXREG_ENABLES_2]; i830->meta.Ctx[I830_CTXREG_AA] = i830->state.Ctx[I830_CTXREG_AA]; i830->meta.Ctx[I830_CTXREG_FOGCOLOR] = i830->state.Ctx[I830_CTXREG_FOGCOLOR]; i830->meta.Ctx[I830_CTXREG_BLENDCOLOR0] = i830->state.Ctx[I830_CTXREG_BLENDCOLOR0]; i830->meta.Ctx[I830_CTXREG_BLENDCOLOR1] = i830->state.Ctx[I830_CTXREG_BLENDCOLOR1]; i830->meta.Ctx[I830_CTXREG_MCSB0] = i830->state.Ctx[I830_CTXREG_MCSB0]; i830->meta.Ctx[I830_CTXREG_MCSB1] = i830->state.Ctx[I830_CTXREG_MCSB1]; i830->meta.Ctx[I830_CTXREG_STATE3] &= ~CULLMODE_MASK; i830->meta.Stipple[I830_STPREG_ST1] &= ~ST1_ENABLE; i830->meta.emitted &= ~I830_UPLOAD_CTX; i830->meta.Buffer[I830_DESTREG_SENABLE] = i830->state.Buffer[I830_DESTREG_SENABLE]; i830->meta.Buffer[I830_DESTREG_SR1] = i830->state.Buffer[I830_DESTREG_SR1]; i830->meta.Buffer[I830_DESTREG_SR2] = i830->state.Buffer[I830_DESTREG_SR2]; i830->meta.emitted &= ~I830_UPLOAD_BUFFERS;}/* Select between front and back draw buffers. */static voidmeta_draw_region(struct intel_context *intel, struct intel_region *color_region, struct intel_region *depth_region){ struct i830_context *i830 = i830_context(&intel->ctx); i830_state_draw_region(intel, &i830->meta, color_region, depth_region);}/* Operations where the 3D engine is decoupled temporarily from the * current GL state and used for other purposes than simply rendering * incoming triangles. */static voidinstall_meta_state(struct intel_context *intel){ struct i830_context *i830 = i830_context(&intel->ctx); memcpy(&i830->meta, &i830->initial, sizeof(i830->meta)); i830->meta.active = ACTIVE; i830->meta.emitted = 0; SET_STATE(i830, meta); set_vertex_format(intel); set_no_texture(intel);}static voidleave_meta_state(struct intel_context *intel){ struct i830_context *i830 = i830_context(&intel->ctx); intel_region_release(&i830->meta.draw_region); intel_region_release(&i830->meta.depth_region);/* intel_region_release(intel, &i830->meta.tex_region[0]); */ SET_STATE(i830, state);}voidi830InitMetaFuncs(struct i830_context *i830){ i830->intel.vtbl.install_meta_state = install_meta_state; i830->intel.vtbl.leave_meta_state = leave_meta_state; i830->intel.vtbl.meta_no_depth_write = set_no_depth_write; i830->intel.vtbl.meta_no_stencil_write = set_no_stencil_write; i830->intel.vtbl.meta_stencil_replace = set_stencil_replace; i830->intel.vtbl.meta_depth_replace = set_depth_replace; i830->intel.vtbl.meta_color_mask = set_color_mask; i830->intel.vtbl.meta_no_texture = set_no_texture; i830->intel.vtbl.meta_texture_blend_replace = set_texture_blend_replace; i830->intel.vtbl.meta_tex_rect_source = set_tex_rect_source; i830->intel.vtbl.meta_draw_region = meta_draw_region; i830->intel.vtbl.meta_import_pixel_state = meta_import_pixel_state;}
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