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authorReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
committerReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
commitf4092abdf94af6a99aff944d6264bc1284e8bdd4 (patch)
tree2ac1c9cc16ceb93edb2c4382c088dac5aeafdf0f /nx-X11/extras/Mesa/src/mesa/drivers/dri/i915/i830_texstate.c
parenta840692edc9c6d19cd7c057f68e39c7d95eb767d (diff)
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Imported nx-X11-3.1.0-1.tar.gznx-X11/3.1.0-1
Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/drivers/dri/i915/i830_texstate.c')
-rw-r--r--nx-X11/extras/Mesa/src/mesa/drivers/dri/i915/i830_texstate.c483
1 files changed, 483 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/drivers/dri/i915/i830_texstate.c b/nx-X11/extras/Mesa/src/mesa/drivers/dri/i915/i830_texstate.c
new file mode 100644
index 000000000..ba452279b
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/drivers/dri/i915/i830_texstate.c
@@ -0,0 +1,483 @@
+/**************************************************************************
+ *
+ * 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 "glheader.h"
+#include "macros.h"
+#include "mtypes.h"
+#include "simple_list.h"
+#include "enums.h"
+#include "texformat.h"
+#include "texstore.h"
+
+#include "mm.h"
+
+#include "intel_screen.h"
+#include "intel_ioctl.h"
+#include "intel_tex.h"
+
+#include "i830_context.h"
+#include "i830_reg.h"
+
+static const GLint initial_offsets[6][2] = { {0,0},
+ {0,2},
+ {1,0},
+ {1,2},
+ {1,1},
+ {1,3} };
+
+static const GLint step_offsets[6][2] = { {0,2},
+ {0,2},
+ {-1,2},
+ {-1,2},
+ {-1,1},
+ {-1,1} };
+
+#define I830_TEX_UNIT_ENABLED(unit) (1<<unit)
+
+static GLboolean i830SetTexImages( i830ContextPtr i830,
+ struct gl_texture_object *tObj )
+{
+ GLuint total_height, pitch, i, textureFormat;
+ i830TextureObjectPtr t = (i830TextureObjectPtr) tObj->DriverData;
+ const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel];
+ GLint firstLevel, lastLevel, numLevels;
+
+ switch( baseImage->TexFormat->MesaFormat ) {
+ case MESA_FORMAT_L8:
+ t->intel.texelBytes = 1;
+ textureFormat = MAPSURF_8BIT | MT_8BIT_L8;
+ break;
+
+ case MESA_FORMAT_I8:
+ t->intel.texelBytes = 1;
+ textureFormat = MAPSURF_8BIT | MT_8BIT_I8;
+ break;
+
+ case MESA_FORMAT_A8:
+ t->intel.texelBytes = 1;
+ textureFormat = MAPSURF_8BIT | MT_8BIT_I8; /* Kludge -- check with conform, glean */
+ break;
+
+ case MESA_FORMAT_AL88:
+ t->intel.texelBytes = 2;
+ textureFormat = MAPSURF_16BIT | MT_16BIT_AY88;
+ break;
+
+ case MESA_FORMAT_RGB565:
+ t->intel.texelBytes = 2;
+ textureFormat = MAPSURF_16BIT | MT_16BIT_RGB565;
+ break;
+
+ case MESA_FORMAT_ARGB1555:
+ t->intel.texelBytes = 2;
+ textureFormat = MAPSURF_16BIT | MT_16BIT_ARGB1555;
+ break;
+
+ case MESA_FORMAT_ARGB4444:
+ t->intel.texelBytes = 2;
+ textureFormat = MAPSURF_16BIT | MT_16BIT_ARGB4444;
+ break;
+
+ case MESA_FORMAT_ARGB8888:
+ t->intel.texelBytes = 4;
+ textureFormat = MAPSURF_32BIT | MT_32BIT_ARGB8888;
+ break;
+
+ case MESA_FORMAT_YCBCR_REV:
+ t->intel.texelBytes = 2;
+ textureFormat = (MAPSURF_422 | MT_422_YCRCB_NORMAL |
+ TM0S1_COLORSPACE_CONVERSION);
+ break;
+
+ case MESA_FORMAT_YCBCR:
+ t->intel.texelBytes = 2;
+ textureFormat = (MAPSURF_422 | MT_422_YCRCB_SWAPY | /* ??? */
+ TM0S1_COLORSPACE_CONVERSION);
+ break;
+
+ case MESA_FORMAT_RGB_FXT1:
+ case MESA_FORMAT_RGBA_FXT1:
+ t->intel.texelBytes = 2;
+ textureFormat = MAPSURF_COMPRESSED | MT_COMPRESS_FXT1;
+ break;
+
+ case MESA_FORMAT_RGBA_DXT1:
+ case MESA_FORMAT_RGB_DXT1:
+ /*
+ * DXTn pitches are Width/4 * blocksize in bytes
+ * for DXT1: blocksize=8 so Width/4*8 = Width * 2
+ * for DXT3/5: blocksize=16 so Width/4*16 = Width * 4
+ */
+ t->intel.texelBytes = 2;
+ textureFormat = (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
+ break;
+ case MESA_FORMAT_RGBA_DXT3:
+ t->intel.texelBytes = 4;
+ textureFormat = (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
+ break;
+ case MESA_FORMAT_RGBA_DXT5:
+ t->intel.texelBytes = 4;
+ textureFormat = (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
+ break;
+
+ default:
+ fprintf(stderr, "%s: bad image format\n", __FUNCTION__);
+ abort();
+ }
+
+ /* 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.
+ */
+ driCalculateTextureFirstLastLevel( (driTextureObject *) t );
+
+
+ /* Figure out the amount of memory required to hold all the mipmap
+ * levels. Choose the smallest pitch to accomodate the largest
+ * mipmap:
+ */
+ firstLevel = t->intel.base.firstLevel;
+ lastLevel = t->intel.base.lastLevel;
+ numLevels = lastLevel - firstLevel + 1;
+
+
+ /* All images must be loaded at this pitch. Count the number of
+ * lines required:
+ */
+ switch (tObj->Target) {
+ case GL_TEXTURE_CUBE_MAP: {
+ const GLuint dim = tObj->Image[0][firstLevel]->Width;
+ GLuint face;
+
+ pitch = dim * t->intel.texelBytes;
+ pitch *= 2; /* double pitch for cube layouts */
+ pitch = (pitch + 3) & ~3;
+
+ total_height = dim * 4;
+
+ for ( face = 0 ; face < 6 ; face++) {
+ GLuint x = initial_offsets[face][0] * dim;
+ GLuint y = initial_offsets[face][1] * dim;
+ GLuint d = dim;
+
+ t->intel.base.dirty_images[face] = ~0;
+
+ assert(tObj->Image[face][firstLevel]->Width == dim);
+ assert(tObj->Image[face][firstLevel]->Height == dim);
+
+ for (i = 0; i < numLevels; i++) {
+ t->intel.image[face][i].image = tObj->Image[face][firstLevel + i];
+ if (!t->intel.image[face][i].image) {
+ fprintf(stderr, "no image %d %d\n", face, i);
+ break; /* can't happen */
+ }
+
+ t->intel.image[face][i].offset =
+ y * pitch + x * t->intel.texelBytes;
+ t->intel.image[face][i].internalFormat = baseImage->Format;
+
+ d >>= 1;
+ x += step_offsets[face][0] * d;
+ y += step_offsets[face][1] * d;
+ }
+ }
+ break;
+ }
+ default:
+ pitch = tObj->Image[0][firstLevel]->Width * t->intel.texelBytes;
+ pitch = (pitch + 3) & ~3;
+ t->intel.base.dirty_images[0] = ~0;
+
+ for ( total_height = i = 0 ; i < numLevels ; i++ ) {
+ t->intel.image[0][i].image = tObj->Image[0][firstLevel + i];
+ if (!t->intel.image[0][i].image)
+ break;
+
+ t->intel.image[0][i].offset = total_height * pitch;
+ t->intel.image[0][i].internalFormat = baseImage->Format;
+ if (t->intel.image[0][i].image->IsCompressed)
+ {
+ if (t->intel.image[0][i].image->Height > 4)
+ total_height += t->intel.image[0][i].image->Height/4;
+ else
+ total_height += 1;
+ }
+ else
+ total_height += MAX2(2, t->intel.image[0][i].image->Height);
+ }
+ break;
+ }
+
+ t->intel.Pitch = pitch;
+ t->intel.base.totalSize = total_height*pitch;
+ t->intel.max_level = i-1;
+ t->Setup[I830_TEXREG_TM0S1] =
+ (((tObj->Image[0][firstLevel]->Height - 1) << TM0S1_HEIGHT_SHIFT) |
+ ((tObj->Image[0][firstLevel]->Width - 1) << TM0S1_WIDTH_SHIFT) |
+ textureFormat);
+ t->Setup[I830_TEXREG_TM0S2] =
+ (((pitch / 4) - 1) << TM0S2_PITCH_SHIFT) |
+ TM0S2_CUBE_FACE_ENA_MASK;
+ t->Setup[I830_TEXREG_TM0S3] &= ~TM0S3_MAX_MIP_MASK;
+ t->Setup[I830_TEXREG_TM0S3] &= ~TM0S3_MIN_MIP_MASK;
+ t->Setup[I830_TEXREG_TM0S3] |= ((numLevels - 1)*4) << TM0S3_MIN_MIP_SHIFT;
+ t->intel.dirty = I830_UPLOAD_TEX_ALL;
+
+ return intelUploadTexImages( &i830->intel, &t->intel, 0 );
+}
+
+
+static void i830_import_tex_unit( i830ContextPtr i830,
+ i830TextureObjectPtr t,
+ GLuint unit )
+{
+ if(INTEL_DEBUG&DEBUG_TEXTURE)
+ fprintf(stderr, "%s unit(%d)\n", __FUNCTION__, unit);
+
+ if (i830->intel.CurrentTexObj[unit])
+ i830->intel.CurrentTexObj[unit]->base.bound &= ~(1U << unit);
+
+ i830->intel.CurrentTexObj[unit] = (intelTextureObjectPtr)t;
+ t->intel.base.bound |= (1 << unit);
+
+ I830_STATECHANGE( i830, I830_UPLOAD_TEX(unit) );
+
+ i830->state.Tex[unit][I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 |
+ (LOAD_TEXTURE_MAP0 << unit) | 4);
+ i830->state.Tex[unit][I830_TEXREG_TM0S0] = (TM0S0_USE_FENCE |
+ t->intel.TextureOffset);
+
+ i830->state.Tex[unit][I830_TEXREG_TM0S1] = t->Setup[I830_TEXREG_TM0S1];
+ i830->state.Tex[unit][I830_TEXREG_TM0S2] = t->Setup[I830_TEXREG_TM0S2];
+
+ i830->state.Tex[unit][I830_TEXREG_TM0S3] &= TM0S3_LOD_BIAS_MASK;
+ i830->state.Tex[unit][I830_TEXREG_TM0S3] |= (t->Setup[I830_TEXREG_TM0S3] &
+ ~TM0S3_LOD_BIAS_MASK);
+
+ i830->state.Tex[unit][I830_TEXREG_TM0S4] = t->Setup[I830_TEXREG_TM0S4];
+ i830->state.Tex[unit][I830_TEXREG_MCS] = (t->Setup[I830_TEXREG_MCS] &
+ ~MAP_UNIT_MASK);
+ i830->state.Tex[unit][I830_TEXREG_CUBE] = t->Setup[I830_TEXREG_CUBE];
+ i830->state.Tex[unit][I830_TEXREG_MCS] |= MAP_UNIT(unit);
+
+ t->intel.dirty &= ~I830_UPLOAD_TEX(unit);
+}
+
+
+
+static GLboolean enable_tex_common( GLcontext *ctx, GLuint unit )
+{
+ i830ContextPtr i830 = I830_CONTEXT(ctx);
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ struct gl_texture_object *tObj = texUnit->_Current;
+ i830TextureObjectPtr t = (i830TextureObjectPtr)tObj->DriverData;
+
+ if (0) fprintf(stderr, "%s\n", __FUNCTION__);
+
+ /* Fallback if there's a texture border */
+ if ( tObj->Image[0][tObj->BaseLevel]->Border > 0 ) {
+ fprintf(stderr, "Texture border\n");
+ return GL_FALSE;
+ }
+
+ /* Upload teximages (not pipelined)
+ */
+ if (t->intel.base.dirty_images[0]) {
+ if (!i830SetTexImages( i830, tObj )) {
+ return GL_FALSE;
+ }
+ }
+
+ /* Update state if this is a different texture object to last
+ * time.
+ */
+ if (i830->intel.CurrentTexObj[unit] != &t->intel ||
+ (t->intel.dirty & I830_UPLOAD_TEX(unit))) {
+ i830_import_tex_unit( i830, t, unit);
+ }
+
+ I830_ACTIVESTATE(i830, I830_UPLOAD_TEX(unit), GL_TRUE);
+
+ return GL_TRUE;
+}
+
+static GLboolean enable_tex_rect( GLcontext *ctx, GLuint unit )
+{
+ i830ContextPtr i830 = I830_CONTEXT(ctx);
+ GLuint mcs = i830->state.Tex[unit][I830_TEXREG_MCS];
+
+ mcs &= ~TEXCOORDS_ARE_NORMAL;
+ mcs |= TEXCOORDS_ARE_IN_TEXELUNITS;
+
+ if ((mcs != i830->state.Tex[unit][I830_TEXREG_MCS])
+ || (0 != i830->state.Tex[unit][I830_TEXREG_CUBE])) {
+ I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit));
+ i830->state.Tex[unit][I830_TEXREG_MCS] = mcs;
+ i830->state.Tex[unit][I830_TEXREG_CUBE] = 0;
+ }
+
+ return GL_TRUE;
+}
+
+
+static GLboolean enable_tex_2d( GLcontext *ctx, GLuint unit )
+{
+ i830ContextPtr i830 = I830_CONTEXT(ctx);
+ GLuint mcs = i830->state.Tex[unit][I830_TEXREG_MCS];
+
+ mcs &= ~TEXCOORDS_ARE_IN_TEXELUNITS;
+ mcs |= TEXCOORDS_ARE_NORMAL;
+
+ if ((mcs != i830->state.Tex[unit][I830_TEXREG_MCS])
+ || (0 != i830->state.Tex[unit][I830_TEXREG_CUBE])) {
+ I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit));
+ i830->state.Tex[unit][I830_TEXREG_MCS] = mcs;
+ i830->state.Tex[unit][I830_TEXREG_CUBE] = 0;
+ }
+
+ return GL_TRUE;
+}
+
+
+static GLboolean enable_tex_cube( GLcontext *ctx, GLuint unit )
+{
+ i830ContextPtr i830 = I830_CONTEXT(ctx);
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ struct gl_texture_object *tObj = texUnit->_Current;
+ i830TextureObjectPtr t = (i830TextureObjectPtr)tObj->DriverData;
+ GLuint mcs = i830->state.Tex[unit][I830_TEXREG_MCS];
+ const GLuint cube = CUBE_NEGX_ENABLE | CUBE_POSX_ENABLE
+ | CUBE_NEGY_ENABLE | CUBE_POSY_ENABLE
+ | CUBE_NEGZ_ENABLE | CUBE_POSZ_ENABLE;
+ GLuint face;
+
+ mcs &= ~TEXCOORDS_ARE_IN_TEXELUNITS;
+ mcs |= TEXCOORDS_ARE_NORMAL;
+
+ if ((mcs != i830->state.Tex[unit][I830_TEXREG_MCS])
+ || (cube != i830->state.Tex[unit][I830_TEXREG_CUBE])) {
+ I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit));
+ i830->state.Tex[unit][I830_TEXREG_MCS] = mcs;
+ i830->state.Tex[unit][I830_TEXREG_CUBE] = cube;
+ }
+
+ /* Upload teximages (not pipelined)
+ */
+ if ( t->intel.base.dirty_images[0] || t->intel.base.dirty_images[1] ||
+ t->intel.base.dirty_images[2] || t->intel.base.dirty_images[3] ||
+ t->intel.base.dirty_images[4] || t->intel.base.dirty_images[5] ) {
+ i830SetTexImages( i830, tObj );
+ }
+
+ /* upload (per face) */
+ for (face = 0; face < 6; face++) {
+ if (t->intel.base.dirty_images[face]) {
+ if (!intelUploadTexImages( &i830->intel, &t->intel, face )) {
+ return GL_FALSE;
+ }
+ }
+ }
+
+
+ return GL_TRUE;
+}
+
+
+static GLboolean disable_tex( GLcontext *ctx, GLuint unit )
+{
+ i830ContextPtr i830 = I830_CONTEXT(ctx);
+
+ /* This is happening too often. I need to conditionally send diffuse
+ * state to the card. Perhaps a diffuse dirty flag of some kind.
+ * Will need to change this logic if more than 2 texture units are
+ * used. We need to only do this up to the last unit enabled, or unit
+ * one if nothing is enabled.
+ */
+
+ if ( i830->intel.CurrentTexObj[unit] != NULL ) {
+ /* The old texture is no longer bound to this texture unit.
+ * Mark it as such.
+ */
+
+ i830->intel.CurrentTexObj[unit]->base.bound &= ~(1U << 0);
+ i830->intel.CurrentTexObj[unit] = NULL;
+ }
+
+ return GL_TRUE;
+}
+
+static GLboolean i830UpdateTexUnit( GLcontext *ctx, GLuint unit )
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+
+ if (texUnit->_ReallyEnabled &&
+ INTEL_CONTEXT(ctx)->intelScreen->textureSize < 2048 * 1024)
+ return GL_FALSE;
+
+ switch(texUnit->_ReallyEnabled) {
+ case TEXTURE_1D_BIT:
+ case TEXTURE_2D_BIT:
+ return (enable_tex_common( ctx, unit ) &&
+ enable_tex_2d( ctx, unit ));
+ case TEXTURE_RECT_BIT:
+ return (enable_tex_common( ctx, unit ) &&
+ enable_tex_rect( ctx, unit ));
+ case TEXTURE_CUBE_BIT:
+ return (enable_tex_common( ctx, unit ) &&
+ enable_tex_cube( ctx, unit ));
+ case 0:
+ return disable_tex( ctx, unit );
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+void i830UpdateTextureState( intelContextPtr intel )
+{
+ i830ContextPtr i830 = I830_CONTEXT(intel);
+ GLcontext *ctx = &intel->ctx;
+ GLboolean ok;
+
+ if (0) fprintf(stderr, "%s\n", __FUNCTION__);
+
+ I830_ACTIVESTATE(i830, I830_UPLOAD_TEX_ALL, GL_FALSE);
+
+ ok = (i830UpdateTexUnit( ctx, 0 ) &&
+ i830UpdateTexUnit( ctx, 1 ) &&
+ i830UpdateTexUnit( ctx, 2 ) &&
+ i830UpdateTexUnit( ctx, 3 ));
+
+ FALLBACK( intel, I830_FALLBACK_TEXTURE, !ok );
+
+ if (ok)
+ i830EmitTextureBlend( i830 );
+}
+
+
+