/* * GLX Hardware Device Driver for Intel i810 * Copyright (C) 1999 Keith Whitwell * * 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, sublicense, * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL * KEITH WHITWELL, OR ANY OTHER CONTRIBUTORS 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. * */ /* $XFree86: xc/lib/GL/mesa/src/drv/i810/i810tex.c,v 1.9 2002/10/30 12:51:33 alanh Exp $ */ #include #include #include "glheader.h" #include "mtypes.h" #include "mem.h" #include "simple_list.h" #include "enums.h" #include "texstore.h" #include "texformat.h" #include "swrast/swrast.h" #include "mm.h" #include "i810screen.h" #include "i810_dri.h" #include "i810context.h" #include "i810tex.h" #include "i810state.h" #include "i810ioctl.h" /* * Compute the 'S2.4' lod bias factor from the floating point OpenGL bias. */ static GLuint i810ComputeLodBias(GLfloat bias) { int b = (int) (bias * 16.0) + 12; if (b > 63) b = 63; else if (b < -64) b = -64; return (GLuint) (b & MLC_LOD_BIAS_MASK); } static void i810SetTexWrapping(i810TextureObjectPtr t, GLenum wraps, GLenum wrapt) { t->Setup[I810_TEXREG_MCS] &= ~(MCS_U_STATE_MASK| MCS_V_STATE_MASK); t->Setup[I810_TEXREG_MCS] |= (MCS_U_WRAP|MCS_V_WRAP); if (wraps != GL_REPEAT) t->Setup[I810_TEXREG_MCS] ^= (MCS_U_WRAP^MCS_U_CLAMP); if (wrapt != GL_REPEAT) t->Setup[I810_TEXREG_MCS] ^= (MCS_V_WRAP^MCS_V_CLAMP); } static void i810SetTexFilter(i810ContextPtr imesa, i810TextureObjectPtr t, GLenum minf, GLenum magf, GLfloat bias) { t->Setup[I810_TEXREG_MF] &= ~(MF_MIN_MASK| MF_MAG_MASK| MF_MIP_MASK); t->Setup[I810_TEXREG_MLC] &= ~(MLC_LOD_BIAS_MASK); switch (minf) { case GL_NEAREST: t->Setup[I810_TEXREG_MF] |= MF_MIN_NEAREST | MF_MIP_NONE; break; case GL_LINEAR: t->Setup[I810_TEXREG_MF] |= MF_MIN_LINEAR | MF_MIP_NONE; break; case GL_NEAREST_MIPMAP_NEAREST: t->Setup[I810_TEXREG_MF] |= MF_MIN_NEAREST | MF_MIP_NEAREST; if (magf == GL_LINEAR) { /*bias -= 0.5;*/ /* this doesn't work too good */ } break; case GL_LINEAR_MIPMAP_NEAREST: t->Setup[I810_TEXREG_MF] |= MF_MIN_LINEAR | MF_MIP_NEAREST; break; case GL_NEAREST_MIPMAP_LINEAR: if (IS_I815(imesa)) t->Setup[I810_TEXREG_MF] |= MF_MIN_NEAREST | MF_MIP_LINEAR; else t->Setup[I810_TEXREG_MF] |= MF_MIN_NEAREST | MF_MIP_DITHER; /* if (magf == GL_LINEAR) { bias -= 0.5; } */ bias -= 0.5; /* always biasing here looks better */ break; case GL_LINEAR_MIPMAP_LINEAR: if (IS_I815(imesa)) t->Setup[I810_TEXREG_MF] |= MF_MIN_LINEAR | MF_MIP_LINEAR; else t->Setup[I810_TEXREG_MF] |= MF_MIN_LINEAR | MF_MIP_DITHER; break; default: return; } switch (magf) { case GL_NEAREST: t->Setup[I810_TEXREG_MF] |= MF_MAG_NEAREST; break; case GL_LINEAR: t->Setup[I810_TEXREG_MF] |= MF_MAG_LINEAR; break; default: return; } t->Setup[I810_TEXREG_MLC] |= i810ComputeLodBias(bias); } static void i810SetTexBorderColor(i810TextureObjectPtr t, GLubyte color[4]) { /* Need a fallback. */ } static void i810TexParameter( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLenum pname, const GLfloat *params ) { i810ContextPtr imesa = I810_CONTEXT(ctx); i810TextureObjectPtr t = (i810TextureObjectPtr) tObj->DriverData; if (!t) return; if ( target != GL_TEXTURE_2D ) return; /* Can't do the update now as we don't know whether to flush * vertices or not. Setting imesa->new_state means that * i810UpdateTextureState() will be called before any triangles are * rendered. If a statechange has occurred, it will be detected at * that point, and buffered vertices flushed. */ switch (pname) { case GL_TEXTURE_MIN_FILTER: case GL_TEXTURE_MAG_FILTER: { GLfloat bias = ctx->Texture.Unit[ctx->Texture.CurrentUnit].LodBias; i810SetTexFilter( imesa, t, tObj->MinFilter, tObj->MagFilter, bias ); } break; case GL_TEXTURE_WRAP_S: case GL_TEXTURE_WRAP_T: i810SetTexWrapping( t, tObj->WrapS, tObj->WrapT ); break; case GL_TEXTURE_BORDER_COLOR: i810SetTexBorderColor( t, tObj->BorderColor ); break; case GL_TEXTURE_BASE_LEVEL: case GL_TEXTURE_MAX_LEVEL: case GL_TEXTURE_MIN_LOD: case GL_TEXTURE_MAX_LOD: /* This isn't the most efficient solution but there doesn't appear to * be a nice alternative for Radeon. Since there's no LOD clamping, * we just have to rely on loading the right subset of mipmap levels * to simulate a clamped LOD. */ i810SwapOutTexObj( imesa, t ); break; default: return; } if (t == imesa->CurrentTexObj[0]) { I810_STATECHANGE( imesa, I810_UPLOAD_TEX0 ); } if (t == imesa->CurrentTexObj[1]) { I810_STATECHANGE( imesa, I810_UPLOAD_TEX1 ); } } static void i810TexEnv( GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *param ) { i810ContextPtr imesa = I810_CONTEXT( ctx ); GLuint unit = ctx->Texture.CurrentUnit; /* Only one env color. Need a fallback if env colors are different * and texture setup references env color in both units. */ switch (pname) { case GL_TEXTURE_ENV_COLOR: { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; GLfloat *fc = texUnit->EnvColor; GLuint r, g, b, a, col; CLAMPED_FLOAT_TO_UBYTE(r, fc[0]); CLAMPED_FLOAT_TO_UBYTE(g, fc[1]); CLAMPED_FLOAT_TO_UBYTE(b, fc[2]); CLAMPED_FLOAT_TO_UBYTE(a, fc[3]); col = ((a << 24) | (r << 16) | (g << 8) | (b << 0)); if (imesa->Setup[I810_CTXREG_CF1] != col) { I810_STATECHANGE(imesa, I810_UPLOAD_CTX); imesa->Setup[I810_CTXREG_CF1] = col; } break; } case GL_TEXTURE_ENV_MODE: imesa->TexEnvImageFmt[unit] = 0; /* force recalc of env state */ break; case GL_TEXTURE_LOD_BIAS_EXT: { struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current; i810TextureObjectPtr t = (i810TextureObjectPtr) tObj->DriverData; t->Setup[I810_TEXREG_MLC] &= ~(MLC_LOD_BIAS_MASK); t->Setup[I810_TEXREG_MLC] |= i810ComputeLodBias(*param); } break; default: break; } } #if 0 static void i810TexImage1D( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *pack, struct gl_texture_object *texObj, struct gl_texture_image *texImage ) { i810TextureObjectPtr t = (i810TextureObjectPtr) texObj->DriverData; if (t) { i810SwapOutTexObj( imesa, t ); } } static void i810TexSubImage1D( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *pack, struct gl_texture_object *texObj, struct gl_texture_image *texImage ) { } #endif static void i810TexImage2D( GLcontext *ctx, GLenum target, GLint level, GLint internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ) { i810TextureObjectPtr t = (i810TextureObjectPtr) texObj->DriverData; if (t) { i810SwapOutTexObj( I810_CONTEXT(ctx), t ); } _mesa_store_teximage2d( ctx, target, level, internalFormat, width, height, border, format, type, pixels, packing, texObj, texImage ); } static void i810TexSubImage2D( GLcontext *ctx, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, const struct gl_pixelstore_attrib *packing, struct gl_texture_object *texObj, struct gl_texture_image *texImage ) { i810TextureObjectPtr t = (i810TextureObjectPtr) texObj->DriverData; if (t) { i810SwapOutTexObj( I810_CONTEXT(ctx), t ); } _mesa_store_texsubimage2d(ctx, target, level, xoffset, yoffset, width, height, format, type, pixels, packing, texObj, texImage); } static void i810BindTexture( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj ) { if (target == GL_TEXTURE_2D) { i810ContextPtr imesa = I810_CONTEXT( ctx ); i810TextureObjectPtr t = (i810TextureObjectPtr) tObj->DriverData; if (!t) { GLfloat bias = ctx->Texture.Unit[ctx->Texture.CurrentUnit].LodBias; t = CALLOC_STRUCT(i810_texture_object_t); /* Initialize non-image-dependent parts of the state: */ t->globj = tObj; t->Setup[I810_TEXREG_MI0] = GFX_OP_MAP_INFO; t->Setup[I810_TEXREG_MI1] = MI1_MAP_0; t->Setup[I810_TEXREG_MI2] = MI2_DIMENSIONS_ARE_LOG2; t->Setup[I810_TEXREG_MLC] = (GFX_OP_MAP_LOD_CTL | MLC_MAP_0 | /*MLC_DITHER_WEIGHT_FULL |*/ MLC_DITHER_WEIGHT_12 | MLC_UPDATE_LOD_BIAS | 0x0); t->Setup[I810_TEXREG_MCS] = (GFX_OP_MAP_COORD_SETS | MCS_COORD_0 | MCS_UPDATE_NORMALIZED | MCS_NORMALIZED_COORDS | MCS_UPDATE_V_STATE | MCS_V_WRAP | MCS_UPDATE_U_STATE | MCS_U_WRAP); t->Setup[I810_TEXREG_MF] = (GFX_OP_MAP_FILTER | MF_MAP_0 | MF_UPDATE_ANISOTROPIC | MF_UPDATE_MIP_FILTER | MF_UPDATE_MAG_FILTER | MF_UPDATE_MIN_FILTER); t->dirty_images = ~0; tObj->DriverData = t; make_empty_list( t ); i810SetTexWrapping( t, tObj->WrapS, tObj->WrapT ); i810SetTexFilter( imesa, t, tObj->MinFilter, tObj->MagFilter, bias ); i810SetTexBorderColor( t, tObj->BorderColor ); } } } static void i810DeleteTexture( GLcontext *ctx, struct gl_texture_object *tObj ) { i810TextureObjectPtr t = (i810TextureObjectPtr)tObj->DriverData; if (t) { i810ContextPtr imesa = I810_CONTEXT( ctx ); if (imesa) I810_FIREVERTICES( imesa ); i810DestroyTexObj( imesa, t ); tObj->DriverData = 0; } } static GLboolean i810IsTextureResident( GLcontext *ctx, struct gl_texture_object *tObj ) { i810TextureObjectPtr t = (i810TextureObjectPtr)tObj->DriverData; return t && t->MemBlock; } void i810InitTextureFuncs( GLcontext *ctx ) { ctx->Driver.TexEnv = i810TexEnv; ctx->Driver.ChooseTextureFormat = _mesa_choose_tex_format; ctx->Driver.TexImage1D = _mesa_store_teximage1d; ctx->Driver.TexImage2D = i810TexImage2D; ctx->Driver.TexImage3D = _mesa_store_teximage3d; ctx->Driver.TexSubImage1D = _mesa_store_texsubimage1d; ctx->Driver.TexSubImage2D = i810TexSubImage2D; ctx->Driver.TexSubImage3D = _mesa_store_texsubimage3d; ctx->Driver.CopyTexImage1D = _swrast_copy_teximage1d; ctx->Driver.CopyTexImage2D = _swrast_copy_teximage2d; ctx->Driver.CopyTexSubImage1D = _swrast_copy_texsubimage1d; ctx->Driver.CopyTexSubImage2D = _swrast_copy_texsubimage2d; ctx->Driver.CopyTexSubImage3D = _swrast_copy_texsubimage3d; ctx->Driver.BindTexture = i810BindTexture; ctx->Driver.DeleteTexture = i810DeleteTexture; ctx->Driver.TexParameter = i810TexParameter; ctx->Driver.UpdateTexturePalette = 0; ctx->Driver.IsTextureResident = i810IsTextureResident; ctx->Driver.TestProxyTexImage = _mesa_test_proxy_teximage; { GLuint tmp = ctx->Texture.CurrentUnit; ctx->Texture.CurrentUnit = 0; i810BindTexture( ctx, GL_TEXTURE_2D, ctx->Texture.Unit[0].Current2D); ctx->Texture.CurrentUnit = 1; i810BindTexture( ctx, GL_TEXTURE_2D, ctx->Texture.Unit[1].Current2D); ctx->Texture.CurrentUnit = tmp; } }