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📄 r300_texstate.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/*Copyright (C) The Weather Channel, Inc.  2002.  All Rights Reserved.The Weather Channel (TM) funded Tungsten Graphics to develop theinitial release of the Radeon 8500 driver under the XFree86 license.This notice must be preserved.Permission is hereby granted, free of charge, to any person obtaininga copy of this software and associated documentation files (the"Software"), to deal in the Software without restriction, includingwithout limitation the rights to use, copy, modify, merge, publish,distribute, sublicense, and/or sell copies of the Software, and topermit persons to whom the Software is furnished to do so, subject tothe following conditions:The above copyright notice and this permission notice (including thenext paragraph) shall be included in all copies or substantialportions of the Software.THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OFMERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BELIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTIONOF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTIONWITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.**************************************************************************//** * \file * * \author Keith Whitwell <keith@tungstengraphics.com> * * \todo Enable R300 texture tiling code? */#include "glheader.h"#include "imports.h"#include "context.h"#include "macros.h"#include "texformat.h"#include "teximage.h"#include "texobj.h"#include "enums.h"#include "r300_context.h"#include "r300_state.h"#include "r300_ioctl.h"#include "radeon_ioctl.h"#include "r300_tex.h"#include "r300_reg.h"#define VALID_FORMAT(f) ( ((f) <= MESA_FORMAT_RGBA_DXT5			\			   || ((f) >= MESA_FORMAT_RGBA_FLOAT32 &&	\			       (f) <= MESA_FORMAT_INTENSITY_FLOAT16))	\			  && tx_table[f].flag )#define _ASSIGN(entry, format)				\	[ MESA_FORMAT_ ## entry ] = { format, 0, 1}/* * Note that the _REV formats are the same as the non-REV formats.  This is * because the REV and non-REV formats are identical as a byte string, but * differ when accessed as 16-bit or 32-bit words depending on the endianness of * the host.  Since the textures are transferred to the R300 as a byte string * (i.e. without any byte-swapping), the R300 sees the REV and non-REV formats * identically.  -- paulus */static const struct tx_table {	GLuint format, filter, flag;} tx_table[] = {	/* *INDENT-OFF* */#ifdef MESA_LITTLE_ENDIAN	_ASSIGN(RGBA8888, R300_EASY_TX_FORMAT(Y, Z, W, X, W8Z8Y8X8)),	_ASSIGN(RGBA8888_REV, R300_EASY_TX_FORMAT(Z, Y, X, W, W8Z8Y8X8)),	_ASSIGN(ARGB8888, R300_EASY_TX_FORMAT(X, Y, Z, W, W8Z8Y8X8)),	_ASSIGN(ARGB8888_REV, R300_EASY_TX_FORMAT(W, Z, Y, X, W8Z8Y8X8)),#else	_ASSIGN(RGBA8888, R300_EASY_TX_FORMAT(Z, Y, X, W, W8Z8Y8X8)),	_ASSIGN(RGBA8888_REV, R300_EASY_TX_FORMAT(Y, Z, W, X, W8Z8Y8X8)),	_ASSIGN(ARGB8888, R300_EASY_TX_FORMAT(W, Z, Y, X, W8Z8Y8X8)),	_ASSIGN(ARGB8888_REV, R300_EASY_TX_FORMAT(X, Y, Z, W, W8Z8Y8X8)),#endif	_ASSIGN(RGB888, R300_EASY_TX_FORMAT(X, Y, Z, ONE, W8Z8Y8X8)),	_ASSIGN(RGB565, R300_EASY_TX_FORMAT(X, Y, Z, ONE, Z5Y6X5)),	_ASSIGN(RGB565_REV, R300_EASY_TX_FORMAT(X, Y, Z, ONE, Z5Y6X5)),	_ASSIGN(ARGB4444, R300_EASY_TX_FORMAT(X, Y, Z, W, W4Z4Y4X4)),	_ASSIGN(ARGB4444_REV, R300_EASY_TX_FORMAT(X, Y, Z, W, W4Z4Y4X4)),	_ASSIGN(ARGB1555, R300_EASY_TX_FORMAT(X, Y, Z, W, W1Z5Y5X5)),	_ASSIGN(ARGB1555_REV, R300_EASY_TX_FORMAT(X, Y, Z, W, W1Z5Y5X5)),	_ASSIGN(AL88, R300_EASY_TX_FORMAT(X, X, X, Y, Y8X8)),	_ASSIGN(AL88_REV, R300_EASY_TX_FORMAT(X, X, X, Y, Y8X8)),	_ASSIGN(RGB332, R300_EASY_TX_FORMAT(X, Y, Z, ONE, Z3Y3X2)),	_ASSIGN(A8, R300_EASY_TX_FORMAT(ZERO, ZERO, ZERO, X, X8)),	_ASSIGN(L8, R300_EASY_TX_FORMAT(X, X, X, ONE, X8)),	_ASSIGN(I8, R300_EASY_TX_FORMAT(X, X, X, X, X8)),	_ASSIGN(CI8, R300_EASY_TX_FORMAT(X, X, X, X, X8)),	_ASSIGN(YCBCR, R300_EASY_TX_FORMAT(X, Y, Z, ONE, G8R8_G8B8) | R300_TX_FORMAT_YUV_MODE),	_ASSIGN(YCBCR_REV, R300_EASY_TX_FORMAT(X, Y, Z, ONE, G8R8_G8B8) | R300_TX_FORMAT_YUV_MODE),	_ASSIGN(RGB_DXT1, R300_EASY_TX_FORMAT(X, Y, Z, ONE, DXT1)),	_ASSIGN(RGBA_DXT1, R300_EASY_TX_FORMAT(X, Y, Z, W, DXT1)),	_ASSIGN(RGBA_DXT3, R300_EASY_TX_FORMAT(X, Y, Z, W, DXT3)),	_ASSIGN(RGBA_DXT5, R300_EASY_TX_FORMAT(Y, Z, W, X, DXT5)),	_ASSIGN(RGBA_FLOAT32, R300_EASY_TX_FORMAT(Z, Y, X, W, FL_R32G32B32A32)),	_ASSIGN(RGBA_FLOAT16, R300_EASY_TX_FORMAT(Z, Y, X, W, FL_R16G16B16A16)),	_ASSIGN(RGB_FLOAT32, 0xffffffff),	_ASSIGN(RGB_FLOAT16, 0xffffffff),	_ASSIGN(ALPHA_FLOAT32, R300_EASY_TX_FORMAT(ZERO, ZERO, ZERO, X, FL_I32)),	_ASSIGN(ALPHA_FLOAT16, R300_EASY_TX_FORMAT(ZERO, ZERO, ZERO, X, FL_I16)),	_ASSIGN(LUMINANCE_FLOAT32, R300_EASY_TX_FORMAT(X, X, X, ONE, FL_I32)),	_ASSIGN(LUMINANCE_FLOAT16, R300_EASY_TX_FORMAT(X, X, X, ONE, FL_I16)),	_ASSIGN(LUMINANCE_ALPHA_FLOAT32, R300_EASY_TX_FORMAT(X, X, X, Y, FL_I32A32)),	_ASSIGN(LUMINANCE_ALPHA_FLOAT16, R300_EASY_TX_FORMAT(X, X, X, Y, FL_I16A16)),	_ASSIGN(INTENSITY_FLOAT32, R300_EASY_TX_FORMAT(X, X, X, X, FL_I32)),	_ASSIGN(INTENSITY_FLOAT16, R300_EASY_TX_FORMAT(X, X, X, X, FL_I16)),	_ASSIGN(Z16, R300_EASY_TX_FORMAT(X, X, X, X, X16)),	_ASSIGN(Z24_S8, R300_EASY_TX_FORMAT(X, X, X, X, X24_Y8)),	_ASSIGN(Z32, R300_EASY_TX_FORMAT(X, X, X, X, X32)),	/* *INDENT-ON* */};#undef _ASSIGNvoid r300SetDepthTexMode(struct gl_texture_object *tObj){	static const GLuint formats[3][3] = {		{			R300_EASY_TX_FORMAT(X, X, X, ONE, X16),			R300_EASY_TX_FORMAT(X, X, X, X, X16),			R300_EASY_TX_FORMAT(ZERO, ZERO, ZERO, X, X16),		},		{			R300_EASY_TX_FORMAT(X, X, X, ONE, X24_Y8),			R300_EASY_TX_FORMAT(X, X, X, X, X24_Y8),			R300_EASY_TX_FORMAT(ZERO, ZERO, ZERO, X, X24_Y8),		},		{			R300_EASY_TX_FORMAT(X, X, X, ONE, X32),			R300_EASY_TX_FORMAT(X, X, X, X, X32),			R300_EASY_TX_FORMAT(ZERO, ZERO, ZERO, X, X32),		},	};	const GLuint *format;	r300TexObjPtr t;	if (!tObj)		return;	t = (r300TexObjPtr) tObj->DriverData;	switch (tObj->Image[0][tObj->BaseLevel]->TexFormat->MesaFormat) {	case MESA_FORMAT_Z16:		format = formats[0];		break;	case MESA_FORMAT_Z24_S8:		format = formats[1];		break;	case MESA_FORMAT_Z32:		format = formats[2];		break;	default:		/* Error...which should have already been caught by higher		 * levels of Mesa.		 */		ASSERT(0);		return;	}	switch (tObj->DepthMode) {	case GL_LUMINANCE:		t->format = format[0];		break;	case GL_INTENSITY:		t->format = format[1];		break;	case GL_ALPHA:		t->format = format[2];		break;	default:		/* Error...which should have already been caught by higher		 * levels of Mesa.		 */		ASSERT(0);		return;	}}/** * Compute sizes and fill in offset and blit information for the given * image (determined by \p face and \p level). * * \param curOffset points to the offset at which the image is to be stored * and is updated by this function according to the size of the image. */static void compute_tex_image_offset(	struct gl_texture_object *tObj,	GLuint face,	GLint level,	GLint* curOffset){	r300TexObjPtr t = (r300TexObjPtr) tObj->DriverData;	const struct gl_texture_image* texImage;	GLuint blitWidth = R300_BLIT_WIDTH_BYTES;	GLuint texelBytes;	GLuint size;	texImage = tObj->Image[0][level + t->base.firstLevel];	if (!texImage)		return;	texelBytes = texImage->TexFormat->TexelBytes;	/* find image size in bytes */	if (texImage->IsCompressed) {		if ((t->format & R300_TX_FORMAT_DXT1) ==			R300_TX_FORMAT_DXT1) {			// fprintf(stderr,"DXT 1 %d %08X\n", texImage->Width, t->format);			if ((texImage->Width + 3) < 8)	/* width one block */				size = texImage->CompressedSize * 4;			else if ((texImage->Width + 3) < 16)				size = texImage->CompressedSize * 2;			else				size = texImage->CompressedSize;		} else {			/* DXT3/5, 16 bytes per block */			WARN_ONCE				("DXT 3/5 suffers from multitexturing problems!\n");			// fprintf(stderr,"DXT 3/5 %d\n", texImage->Width);			if ((texImage->Width + 3) < 8)				size = texImage->CompressedSize * 2;			else				size = texImage->CompressedSize;		}	} else if (tObj->Target == GL_TEXTURE_RECTANGLE_NV) {		size =			((texImage->Width * texelBytes +			63) & ~63) * texImage->Height;		blitWidth = 64 / texelBytes;	} else if (t->tile_bits & R300_TXO_MICRO_TILE) {		/* tile pattern is 16 bytes x2. mipmaps stay 32 byte aligned,			though the actual offset may be different (if texture is less than			32 bytes width) to the untiled case */		int w = (texImage->Width * texelBytes * 2 + 31) & ~31;		size =			(w * ((texImage->Height + 1) / 2)) *			texImage->Depth;		blitWidth = MAX2(texImage->Width, 64 / texelBytes);	} else {		int w = (texImage->Width * texelBytes + 31) & ~31;		size = w * texImage->Height * texImage->Depth;		blitWidth = MAX2(texImage->Width, 64 / texelBytes);	}	assert(size > 0);	if (RADEON_DEBUG & DEBUG_TEXTURE)		fprintf(stderr, "w=%d h=%d d=%d tb=%d intFormat=%d\n",			texImage->Width, texImage->Height,			texImage->Depth,			texImage->TexFormat->TexelBytes,			texImage->InternalFormat);	/* All images are aligned to a 32-byte offset */	*curOffset = (*curOffset + 0x1f) & ~0x1f;	if (texelBytes) {		/* fix x and y coords up later together with offset */		t->image[face][level].x = *curOffset;		t->image[face][level].y = 0;		t->image[face][level].width =			MIN2(size / texelBytes, blitWidth);		t->image[face][level].height =			(size / texelBytes) / t->image[face][level].width;	} else {		t->image[face][level].x = *curOffset % R300_BLIT_WIDTH_BYTES;		t->image[face][level].y = *curOffset / R300_BLIT_WIDTH_BYTES;		t->image[face][level].width =			MIN2(size, R300_BLIT_WIDTH_BYTES);		t->image[face][level].height = size / t->image[face][level].width;	}	if (RADEON_DEBUG & DEBUG_TEXTURE)		fprintf(stderr,			"level %d, face %d: %dx%d x=%d y=%d w=%d h=%d size=%d at %d\n",			level, face, texImage->Width, texImage->Height,			t->image[face][level].x, t->image[face][level].y,			t->image[face][level].width, t->image[face][level].height,			size, *curOffset);	*curOffset += size;}/** * This function computes the number of bytes of storage needed for * the given texture object (all mipmap levels, all cube faces). * The \c image[face][level].x/y/width/height parameters for upload/blitting * are computed here.  \c filter, \c format, etc. will be set here * too. * * \param rmesa Context pointer * \param tObj GL texture object whose images are to be posted to *                 hardware state. */static void r300SetTexImages(r300ContextPtr rmesa,			     struct gl_texture_object *tObj){	r300TexObjPtr t = (r300TexObjPtr) tObj->DriverData;	const struct gl_texture_image *baseImage =	    tObj->Image[0][tObj->BaseLevel];	GLint curOffset;	GLint i, texelBytes;	GLint numLevels;	GLint log2Width, log2Height, log2Depth;	/* Set the hardware texture format	 */	if (!t->image_override	    && VALID_FORMAT(baseImage->TexFormat->MesaFormat)) {		if (baseImage->TexFormat->BaseFormat == GL_DEPTH_COMPONENT) {			r300SetDepthTexMode(tObj);		} else {			t->format = tx_table[baseImage->TexFormat->MesaFormat].format;		}		t->filter |= tx_table[baseImage->TexFormat->MesaFormat].filter;	} else if (!t->image_override) {		_mesa_problem(NULL, "unexpected texture format in %s",			      __FUNCTION__);		return;	}

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