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📄 s3v_texstate.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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/* * Author: Max Lingua <sunmax@libero.it> */#include <stdlib.h>#include <stdio.h>#include "glheader.h"#include "macros.h"#include "mtypes.h"#include "simple_list.h"#include "enums.h"#include "mm.h"#include "s3v_context.h"#include "s3v_tex.h"static void s3vSetTexImages( s3vContextPtr vmesa, 			      struct gl_texture_object *tObj ){   GLuint height, width, pitch, i, /*textureFormat,*/ log_pitch;   s3vTextureObjectPtr t = (s3vTextureObjectPtr) tObj->DriverData;   const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel];   GLint firstLevel, lastLevel, numLevels;   GLint log2Width, log2Height;#if TEX_DEBUG_ON   static unsigned int times=0;   DEBUG_TEX(("*** s3vSetTexImages: #%i ***\n", ++times));#endif   t->texelBytes = 2; /* FIXME: always 2 ? */   /* Compute which mipmap levels we really want to send to the hardware.    * This depends on the base image size, GL_TEXTURE_MIN_LOD,    * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.    * Yes, this looks overly complicated, but it's all needed.    */   if (tObj->MinFilter == GL_LINEAR || tObj->MinFilter == GL_NEAREST) {      firstLevel = lastLevel = tObj->BaseLevel;   }   else {      firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);      firstLevel = MAX2(firstLevel, tObj->BaseLevel);      lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);	  lastLevel = MAX2(lastLevel, tObj->BaseLevel);      lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);      lastLevel = MIN2(lastLevel, tObj->MaxLevel);      lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */   }   /* save these values */   t->firstLevel = firstLevel;   t->lastLevel = lastLevel;   numLevels = lastLevel - firstLevel + 1;   log2Width = tObj->Image[0][firstLevel]->WidthLog2;   log2Height = tObj->Image[0][firstLevel]->HeightLog2;   /* Figure out the amount of memory required to hold all the mipmap    * levels.  Choose the smallest pitch to accomodate the largest    * mipmap:    */   width = tObj->Image[0][firstLevel]->Width * t->texelBytes;   for (pitch = 32, log_pitch=2 ; pitch < width ; pitch *= 2 )      log_pitch++;      /* All images must be loaded at this pitch.  Count the number of    * lines required:    */   for ( height = i = 0 ; i < numLevels ; i++ ) {      t->image[i].image = tObj->Image[0][firstLevel + i];      t->image[i].offset = height * pitch;      t->image[i].internalFormat = baseImage->_BaseFormat;      height += t->image[i].image->Height;      t->TextureBaseAddr[i] = (t->BufAddr + t->image[i].offset +         _TEXALIGN) & (GLuint)(~_TEXALIGN);   }   t->Pitch = pitch;   t->WidthLog2 = log2Width;   t->totalSize = height*pitch;   t->max_level = i-1;   vmesa->dirty |= S3V_UPLOAD_TEX0 /* | S3V_UPLOAD_TEX1*/;      vmesa->restore_primitive = -1;   DEBUG(("<><>pitch = TexStride = %i\n", pitch));   DEBUG(("log2Width = %i\n", log2Width));   s3vUploadTexImages( vmesa, t );}static void s3vUpdateTexEnv( GLcontext *ctx, GLuint unit ){   s3vContextPtr vmesa = S3V_CONTEXT(ctx);   const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];   const struct gl_texture_object *tObj = texUnit->_Current;   const GLuint format = tObj->Image[0][tObj->BaseLevel]->_BaseFormat;/*   s3vTextureObjectPtr t = (s3vTextureObjectPtr)tObj->DriverData;   GLuint tc;*/   GLuint alpha = 0;   GLuint cmd = vmesa->CMD;#if TEX_DEBUG_ON   static unsigned int times=0;   DEBUG_TEX(("*** s3vUpdateTexEnv: %i ***\n", ++times));#endif   cmd &= ~TEX_COL_MASK;   cmd &= ~TEX_BLEND_MAKS;/*   cmd &= ~ALPHA_BLEND_MASK; */   DEBUG(("format = "));   switch (format) {   case GL_RGB:      DEBUG_TEX(("GL_RGB\n"));      cmd |= TEX_COL_ARGB1555;      break;   case GL_LUMINANCE:      DEBUG_TEX(("GL_LUMINANCE\n"));      cmd |= TEX_COL_ARGB4444;      alpha = 1; /* FIXME: check */      break;   case GL_ALPHA:      DEBUG_TEX(("GL_ALPHA\n"));      cmd |= TEX_COL_ARGB4444;      alpha = 1;      break;   case GL_LUMINANCE_ALPHA:      DEBUG_TEX(("GL_LUMINANCE_ALPHA\n"));      cmd |= TEX_COL_ARGB4444;      alpha = 1;      break;   case GL_INTENSITY:      DEBUG_TEX(("GL_INTENSITY\n"));      cmd |= TEX_COL_ARGB4444;      alpha = 1;      break;   case GL_RGBA:      DEBUG_TEX(("GL_RGBA\n"));      cmd |= TEX_COL_ARGB4444;      alpha = 1;      break;   case GL_COLOR_INDEX:      DEBUG_TEX(("GL_COLOR_INDEX\n"));      cmd |= TEX_COL_PAL;      break;   }   DEBUG_TEX(("EnvMode = "));   switch (texUnit->EnvMode) {   case GL_REPLACE:      DEBUG_TEX(("GL_REPLACE\n"));      cmd |= TEX_REFLECT; /* FIXME */      vmesa->_tri[1] = DO_TEX_UNLIT_TRI; /* FIXME: white tri hack */      vmesa->_alpha_tex = ALPHA_TEX /* * alpha */;      break;   case GL_MODULATE:      DEBUG_TEX(("GL_MODULATE\n"));      cmd |= TEX_MODULATE;      vmesa->_tri[1] = DO_TEX_LIT_TRI;#if 0	if (alpha)		vmesa->_alpha_tex = ALPHA_TEX /* * alpha */;	else		vmesa->_alpha_tex = ALPHA_SRC /* * alpha */;#else	vmesa->_alpha_tex = ALPHA_TEX ;#endif      break;   case GL_ADD:      DEBUG_TEX(("DEBUG_TEX\n"));      /* do nothing ???*/      break;   case GL_DECAL:      DEBUG_TEX(("GL_DECAL\n"));      cmd |= TEX_DECAL;      vmesa->_tri[1] = DO_TEX_LIT_TRI;      vmesa->_alpha_tex = ALPHA_OFF;      break;   case GL_BLEND:      DEBUG_TEX(("GL_BLEND\n"));      cmd |= TEX_DECAL;      vmesa->_tri[1] = DO_TEX_LIT_TRI;      vmesa->_alpha_tex = ALPHA_OFF; /* FIXME: sure? */      break;   default:      fprintf(stderr, "unknown tex env mode");      return;   }     DEBUG_TEX(("\n\n    vmesa->CMD was 0x%x\n", vmesa->CMD));      DEBUG_TEX((	  "    vmesa->CMD is 0x%x\n\n", cmd ));   vmesa->_alpha[1] = vmesa->_alpha_tex;   vmesa->CMD = cmd; /* | MIPMAP_LEVEL(8); */   vmesa->restore_primitive = -1; }static void s3vUpdateTexUnit( GLcontext *ctx, GLuint unit ){   s3vContextPtr vmesa = S3V_CONTEXT(ctx);   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];   GLuint cmd = vmesa->CMD;#if TEX_DEBUG_ON   static unsigned int times=0;   DEBUG_TEX(("*** s3vUpdateTexUnit: %i ***\n", ++times));   DEBUG_TEX(("and vmesa->CMD was 0x%x\n", vmesa->CMD));#endif   if (texUnit->_ReallyEnabled == TEXTURE_2D_BIT)    {      struct gl_texture_object *tObj = texUnit->_Current;      s3vTextureObjectPtr t = (s3vTextureObjectPtr)tObj->DriverData;      /* Upload teximages (not pipelined)       */      if (t->dirty_images) {#if _TEXFLUSH         DMAFLUSH();#endif         s3vSetTexImages( vmesa, tObj );          if (!t->MemBlock) {#if _TEXFALLBACK            FALLBACK( vmesa, S3V_FALLBACK_TEXTURE, GL_TRUE );#endif            return;         }      }      /* Update state if this is a different texture object to last       * time.       */#if 1      if (vmesa->CurrentTexObj[unit] != t) {         vmesa->dirty |= S3V_UPLOAD_TEX0 /* << unit */;         vmesa->CurrentTexObj[unit] = t;         s3vUpdateTexLRU( vmesa, t ); /* done too often */      }#endif            /* Update texture environment if texture object image format or        * texture environment state has changed.       */      if (tObj->Image[0][tObj->BaseLevel]->_BaseFormat !=          vmesa->TexEnvImageFmt[unit]) {         vmesa->TexEnvImageFmt[unit] = tObj->Image[0][tObj->BaseLevel]->_BaseFormat;         s3vUpdateTexEnv( ctx, unit );      }#if 1      cmd = vmesa->CMD & ~MIP_MASK;      vmesa->dirty |= S3V_UPLOAD_TEX0 /* << unit */;      vmesa->CurrentTexObj[unit] = t;      vmesa->TexOffset = t->TextureBaseAddr[tObj->BaseLevel];      vmesa->TexStride = t->Pitch;      cmd |= MIPMAP_LEVEL(t->WidthLog2);	      DEBUG_TEX(("\n\n>>  vmesa->CMD was 0x%x\n", vmesa->CMD));      DEBUG_TEX((    ">>  vmesa->CMD is 0x%x\n\n", cmd ));      DEBUG_TEX(("t->WidthLog2 = %i\n", t->WidthLog2));      DEBUG_TEX(("MIPMAP_LEVEL(t->WidthLog2) = 0x%x\n", MIPMAP_LEVEL(t->WidthLog2)));      vmesa->CMD = cmd;      vmesa->restore_primitive = -1;#endif   }   else if (texUnit->_ReallyEnabled) { /* _ReallyEnabled but != TEXTURE0_2D */#if _TEXFALLBACK      FALLBACK( vmesa, S3V_FALLBACK_TEXTURE, GL_TRUE );#endif   }   else /*if (vmesa->CurrentTexObj[unit])*/ { /* !_ReallyEnabled */      vmesa->CurrentTexObj[unit] = 0;      vmesa->TexEnvImageFmt[unit] = 0;	      vmesa->dirty &= ~(S3V_UPLOAD_TEX0<<unit);    }}void s3vUpdateTextureState( GLcontext *ctx ){   s3vContextPtr vmesa = S3V_CONTEXT(ctx);   (void) vmesa;#if TEX_DEBUG_ON   static unsigned int times=0;   DEBUG_TEX(("*** s3vUpdateTextureState: #%i ***\n", ++times));#endif#if _TEXFALLBACK      FALLBACK( vmesa, S3V_FALLBACK_TEXTURE, GL_FALSE );#endif   s3vUpdateTexUnit( ctx, 0 );#if 0   s3vUpdateTexUnit( ctx, 1 );#endif}

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