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📄 intel_tex_layout.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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/************************************************************************** *  * Copyright 2006 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. *  **************************************************************************/ /*  * Authors:  *   Keith Whitwell <keith@tungstengraphics.com>  *   Michel Dänzer <michel@tungstengraphics.com>  */#include "intel_mipmap_tree.h"#include "intel_tex_layout.h"#include "intel_context.h"#include "macros.h"GLuint intel_compressed_alignment(GLenum internalFormat){    GLuint alignment = 4;    switch (internalFormat) {    case GL_COMPRESSED_RGB_FXT1_3DFX:    case GL_COMPRESSED_RGBA_FXT1_3DFX:        alignment = 8;        break;    default:        break;    }    return alignment;}void i945_miptree_layout_2d( struct intel_context *intel, struct intel_mipmap_tree *mt ){   GLint align_h = 2, align_w = 4;   GLuint level;   GLuint x = 0;   GLuint y = 0;   GLuint width = mt->width0;   GLuint height = mt->height0;   mt->pitch = mt->width0;   if (mt->compressed) {       align_w = intel_compressed_alignment(mt->internal_format);       mt->pitch = ALIGN(mt->width0, align_w);   }   /* May need to adjust pitch to accomodate the placement of    * the 2nd mipmap.  This occurs when the alignment    * constraints of mipmap placement push the right edge of the    * 2nd mipmap out past the width of its parent.    */   if (mt->first_level != mt->last_level) {       GLuint mip1_width;       if (mt->compressed) {           mip1_width = ALIGN(minify(mt->width0), align_w)               + ALIGN(minify(minify(mt->width0)), align_w);       } else {           mip1_width = ALIGN(minify(mt->width0), align_w)               + minify(minify(mt->width0));       }       if (mip1_width > mt->pitch) {           mt->pitch = mip1_width;       }   }   /* Pitch must be a whole number of dwords, even though we    * express it in texels.    */   mt->pitch = intel_miptree_pitch_align (intel, mt, mt->pitch);   mt->total_height = 0;   for ( level = mt->first_level ; level <= mt->last_level ; level++ ) {      GLuint img_height;      intel_miptree_set_level_info(mt, level, 1, x, y, width, 				   height, 1);      if (mt->compressed)	 img_height = MAX2(1, height/4);      else	 img_height = ALIGN(height, align_h);      /* Because the images are packed better, the final offset       * might not be the maximal one:       */      mt->total_height = MAX2(mt->total_height, y + img_height);      /* Layout_below: step right after second mipmap.       */      if (level == mt->first_level + 1) {	 x += ALIGN(width, align_w);      }      else {	 y += img_height;      }      width  = minify(width);      height = minify(height);   }}

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