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📄 i830_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 "i830_context.h"#include "i830_reg.h"static GLuinttranslate_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 GLuinttranslate_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 GLbooleani830_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_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 = i830->state.Tex[unit], format, pitch;   GLint lodbias;   memset(state, 0, sizeof(state));   /*We need to refcount these. */   if (i830->state.tex_buffer[unit] != NULL) {       dri_bo_unreference(i830->state.tex_buffer[unit]);       i830->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) {      i830->state.tex_buffer[unit] = NULL;      i830->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);      i830->state.tex_buffer[unit] = intelObj->mt->region->buffer;      i830->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt,								0, intelObj->								firstLevel);      format = translate_texture_format(firstImage->TexFormat->MesaFormat);      pitch = intelObj->mt->pitch * intelObj->mt->cpp;   }   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) | format);   state[I830_TEXREG_TM0S2] =      ((((pitch / 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;         }      }      lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0);      if (lodbias < -64)          lodbias = -64;      if (lodbias > 63)          lodbias = 63;            state[I830_TEXREG_TM0S3] = ((lodbias << TM0S3_LOD_BIAS_SHIFT) &                                   TM0S3_LOD_BIAS_MASK);#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;}voidi830UpdateTextureState(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:{	 struct i830_context *i830 = i830_context(&intel->ctx);         if (i830->state.active & I830_UPLOAD_TEX(i))             I830_ACTIVESTATE(i830, I830_UPLOAD_TEX(i), GL_FALSE);	 if (i830->state.tex_buffer[i] != NULL) {	    dri_bo_unreference(i830->state.tex_buffer[i]);	    i830->state.tex_buffer[i] = NULL;	 }         break;      }      case TEXTURE_3D_BIT:      default:         ok = GL_FALSE;         break;      }   }   FALLBACK(intel, I830_FALLBACK_TEXTURE, !ok);   if (ok)      i830EmitTextureBlend(i830);}

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