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path: root/nx-X11/extras/Mesa/src/mesa/drivers/dri/s3v/s3v_texstate.c
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Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/drivers/dri/s3v/s3v_texstate.c')
-rw-r--r--nx-X11/extras/Mesa/src/mesa/drivers/dri/s3v/s3v_texstate.c300
1 files changed, 300 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/drivers/dri/s3v/s3v_texstate.c b/nx-X11/extras/Mesa/src/mesa/drivers/dri/s3v/s3v_texstate.c
new file mode 100644
index 000000000..b136c9d37
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/drivers/dri/s3v/s3v_texstate.c
@@ -0,0 +1,300 @@
+/*
+ * 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->Format;
+ 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]->Format;
+/*
+ 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]->Format !=
+ vmesa->TexEnvImageFmt[unit]) {
+ vmesa->TexEnvImageFmt[unit] = tObj->Image[0][tObj->BaseLevel]->Format;
+ 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
+}