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authorKeith Whitwell <keith@tungstengraphics.com>2004-06-10 12:48:07 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2004-06-10 12:48:07 +0000
commit41b58954e1742493452b91d9ecdb761db5de3bed (patch)
treef170cda67626d1a0d4e7e51ea502553b0f144077 /src/mesa/drivers/dri/i915/i915_texstate.c
parentd7f76c7c8830882d849b42777ca601859ffac15a (diff)
New driver for i915 as well as older i830/i845/i865 chipsets.
Diffstat (limited to 'src/mesa/drivers/dri/i915/i915_texstate.c')
-rw-r--r--src/mesa/drivers/dri/i915/i915_texstate.c625
1 files changed, 625 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i915/i915_texstate.c b/src/mesa/drivers/dri/i915/i915_texstate.c
new file mode 100644
index 0000000000..93656dd151
--- /dev/null
+++ b/src/mesa/drivers/dri/i915/i915_texstate.c
@@ -0,0 +1,625 @@
+/**************************************************************************
+ *
+ * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ **************************************************************************/
+
+#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 "i915_context.h"
+#include "i915_reg.h"
+
+static GLint initial_offsets[6][2] = { {0,0},
+ {0,2},
+ {1,0},
+ {1,2},
+ {1,1},
+ {1,3} };
+
+
+static GLint step_offsets[6][2] = { {0,2},
+ {0,2},
+ {-1,2},
+ {-1,2},
+ {-1,1},
+ {-1,1} };
+
+
+#define I915_TEX_UNIT_ENABLED(unit) (1<<unit)
+
+static void i915SetTexImages( i915ContextPtr i915,
+ struct gl_texture_object *tObj )
+{
+ GLuint total_height, pitch, i, textureFormat;
+ i915TextureObjectPtr t = (i915TextureObjectPtr) tObj->DriverData;
+ const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel];
+ GLint firstLevel, lastLevel, numLevels;
+ GLint ss2 = 0;
+
+ 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_A8;
+ 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);
+ ss2 |= SS2_COLORSPACE_CONVERSION;
+ break;
+
+ case MESA_FORMAT_YCBCR:
+ t->intel.texelBytes = 2;
+ textureFormat = (MAPSURF_422 | MT_422_YCRCB_SWAPY);
+ ss2 |= SS2_COLORSPACE_CONVERSION;
+ break;
+
+ default:
+ fprintf(stderr, "%s: bad image format\n", __FUNCTION__);
+ abort();
+ }
+
+ /* Compute which mipmap levels we really want to send to the hardware.
+ */
+ 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;
+ }
+ case GL_TEXTURE_3D: {
+ GLuint virtual_height;
+ GLuint tmp_numLevels = numLevels;
+ pitch = tObj->Image[0][firstLevel]->Width * t->intel.texelBytes;
+ pitch = (pitch + 3) & ~3;
+ t->intel.base.dirty_images[0] = ~0;
+
+ /* Calculate the size of a single slice. Hardware demands a
+ * minimum of 8 mipmaps, some of which might ultimately not be
+ * used:
+ */
+ if (tmp_numLevels < 9)
+ tmp_numLevels = 9;
+
+ virtual_height = tObj->Image[0][firstLevel]->Height;
+
+ for ( total_height = i = 0 ; i < tmp_numLevels ; i++ ) {
+ t->intel.image[0][i].image = tObj->Image[0][firstLevel + i];
+ if (t->intel.image[0][i].image) {
+ t->intel.image[0][i].offset = total_height * pitch;
+ t->intel.image[0][i].internalFormat = baseImage->Format;
+ }
+
+ total_height += MAX2(2, virtual_height);
+ virtual_height >>= 1;
+ }
+
+ t->intel.depth_pitch = total_height * pitch;
+
+ /* Multiply slice size by texture depth for total size. It's
+ * remarkable how wasteful of memory all the i8x0 texture
+ * layouts are.
+ */
+ total_height *= t->intel.image[0][0].image->Depth;
+ 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;
+ 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 = numLevels-1;
+ t->Setup[I915_TEXREG_MS3] =
+ (((tObj->Image[0][firstLevel]->Height - 1) << MS3_HEIGHT_SHIFT) |
+ ((tObj->Image[0][firstLevel]->Width - 1) << MS3_WIDTH_SHIFT) |
+ textureFormat |
+ MS3_USE_FENCE_REGS);
+ t->Setup[I915_TEXREG_MS4] =
+ ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
+ MS4_CUBE_FACE_ENA_MASK |
+ (((t->intel.max_level * 4)) << MS4_MAX_LOD_SHIFT) |
+ ((tObj->Image[0][firstLevel]->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
+
+ t->Setup[I915_TEXREG_SS2] &= ~SS2_COLORSPACE_CONVERSION;
+ t->Setup[I915_TEXREG_SS2] |= ss2;
+
+ t->intel.dirty = I915_UPLOAD_TEX_ALL;
+}
+
+
+/* The i915 (and related graphics cores) do not support GL_CLAMP. The
+ * Intel drivers for "other operating systems" implement GL_CLAMP as
+ * GL_CLAMP_TO_EDGE, so the same is done here.
+ */
+static GLuint translate_wrap_mode( GLenum wrap )
+{
+ switch( wrap ) {
+ case GL_REPEAT: return TEXCOORDMODE_WRAP;
+ case GL_CLAMP: return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
+ case GL_CLAMP_TO_EDGE: return TEXCOORDMODE_CLAMP_EDGE;
+ case GL_CLAMP_TO_BORDER: return TEXCOORDMODE_CLAMP_BORDER;
+ case GL_MIRRORED_REPEAT: return TEXCOORDMODE_MIRROR;
+ default: return TEXCOORDMODE_WRAP;
+ }
+}
+
+
+/**
+ */
+static void i915ImportTexObjState( struct gl_texture_object *texObj )
+{
+ i915TextureObjectPtr t = (i915TextureObjectPtr)texObj->DriverData;
+ int minFilt = 0, mipFilt = 0, magFilt = 0;
+
+ if(INTEL_DEBUG&DEBUG_DRI)
+ fprintf(stderr, "%s\n", __FUNCTION__);
+
+ switch (texObj->MinFilter) {
+ case GL_NEAREST:
+ minFilt = FILTER_NEAREST;
+ mipFilt = MIPFILTER_NONE;
+ break;
+ case GL_LINEAR:
+ minFilt = FILTER_LINEAR;
+ mipFilt = MIPFILTER_NONE;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ minFilt = FILTER_NEAREST;
+ mipFilt = MIPFILTER_NEAREST;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ minFilt = FILTER_LINEAR;
+ mipFilt = MIPFILTER_NEAREST;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ minFilt = FILTER_NEAREST;
+ mipFilt = MIPFILTER_LINEAR;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ minFilt = FILTER_LINEAR;
+ mipFilt = MIPFILTER_LINEAR;
+ break;
+ default:
+ break;
+ }
+
+ if ( texObj->MaxAnisotropy > 1.0 ) {
+ minFilt = FILTER_ANISOTROPIC;
+ magFilt = FILTER_ANISOTROPIC;
+ }
+ else {
+ switch (texObj->MagFilter) {
+ case GL_NEAREST:
+ magFilt = FILTER_NEAREST;
+ break;
+ case GL_LINEAR:
+ magFilt = FILTER_LINEAR;
+ break;
+ default:
+ break;
+ }
+ }
+
+ t->Setup[I915_TEXREG_SS2] &= ~SS2_MIN_FILTER_MASK;
+ t->Setup[I915_TEXREG_SS2] &= ~SS2_MIP_FILTER_MASK;
+ t->Setup[I915_TEXREG_SS2] &= ~SS2_MAG_FILTER_MASK;
+ t->Setup[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
+ (mipFilt << SS2_MIP_FILTER_SHIFT) |
+ (magFilt << SS2_MAG_FILTER_SHIFT));
+
+ {
+ GLuint ss3 = t->Setup[I915_TEXREG_SS3] & ~(SS3_TCX_ADDR_MODE_MASK |
+ SS3_TCY_ADDR_MODE_MASK |
+ SS3_TCZ_ADDR_MODE_MASK);
+ GLenum ws = texObj->WrapS;
+ GLenum wt = texObj->WrapT;
+ GLenum wr = texObj->WrapR;
+
+ t->refs_border_color = 0;
+
+ if (texObj->Target == GL_TEXTURE_3D &&
+ (texObj->MinFilter != GL_NEAREST ||
+ texObj->MagFilter != GL_NEAREST)) {
+
+ /* Try to mimic GL_CLAMP functionality a little better -
+ * switch to CLAMP_TO_BORDER whenever a non-NEAREST filter is
+ * in use. Only do this for 3D textures at the moment --
+ * doing it universally would fix the conform texbc.c
+ * failure, though.
+ */
+ if (ws == GL_CLAMP) ws = GL_CLAMP_TO_BORDER;
+ if (wt == GL_CLAMP) wt = GL_CLAMP_TO_BORDER;
+ if (wr == GL_CLAMP) wr = GL_CLAMP_TO_BORDER;
+
+ /* 3D textures don't seem to respect the border color.
+ * Fallback if there's ever a danger that they might refer to
+ * it.
+ */
+ if (ws == GL_CLAMP_TO_BORDER) t->refs_border_color = 1;
+ if (wt == GL_CLAMP_TO_BORDER) t->refs_border_color = 1;
+ if (wr == GL_CLAMP_TO_BORDER) t->refs_border_color = 1;
+ }
+
+ ss3 |= translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT;
+ ss3 |= translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT;
+ ss3 |= translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT;
+
+ if (ss3 != t->Setup[I915_TEXREG_SS3]) {
+ t->intel.dirty = I915_UPLOAD_TEX_ALL;
+ t->Setup[I915_TEXREG_SS3] = ss3;
+ }
+ }
+
+ {
+ const GLubyte *color = texObj->_BorderChan;
+
+ t->Setup[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(color[0],color[1],
+ color[2],color[3]);
+ }
+}
+
+
+
+static void i915_import_tex_unit( i915ContextPtr i915,
+ i915TextureObjectPtr t,
+ GLuint unit )
+{
+ GLuint state[I915_TEX_SETUP_SIZE];
+
+ if(INTEL_DEBUG&DEBUG_TEXTURE)
+ fprintf(stderr, "%s unit(%d)\n", __FUNCTION__, unit);
+
+ if (i915->intel.CurrentTexObj[unit])
+ i915->intel.CurrentTexObj[unit]->base.bound &= ~(1U << unit);
+
+ i915->intel.CurrentTexObj[unit] = (intelTextureObjectPtr)t;
+ t->intel.base.bound |= (1 << unit);
+
+ if (t->intel.dirty & I915_UPLOAD_TEX(unit)) {
+ i915ImportTexObjState( t->intel.base.tObj );
+ t->intel.dirty &= ~I915_UPLOAD_TEX(unit);
+ }
+
+ state[I915_TEXREG_MS2] = t->intel.TextureOffset;
+ state[I915_TEXREG_MS3] = t->Setup[I915_TEXREG_MS3];
+ state[I915_TEXREG_MS4] = t->Setup[I915_TEXREG_MS4];
+
+ state[I915_TEXREG_SS2] = (i915->state.Tex[unit][I915_TEXREG_SS2] &
+ SS2_LOD_BIAS_MASK);
+ state[I915_TEXREG_SS2] |= (t->Setup[I915_TEXREG_SS2] & ~SS2_LOD_BIAS_MASK);
+
+ state[I915_TEXREG_SS3] = (i915->state.Tex[unit][I915_TEXREG_SS3] &
+ SS3_NORMALIZED_COORDS);
+ state[I915_TEXREG_SS3] |= (t->Setup[I915_TEXREG_SS3] &
+ ~(SS3_NORMALIZED_COORDS|
+ SS3_TEXTUREMAP_INDEX_MASK));
+
+ state[I915_TEXREG_SS3] |= (unit<<SS3_TEXTUREMAP_INDEX_SHIFT);
+
+ state[I915_TEXREG_SS4] = t->Setup[I915_TEXREG_SS4];
+
+
+ if (memcmp(state, i915->state.Tex[unit], sizeof(state)) != 0) {
+ I915_STATECHANGE( i915, I915_UPLOAD_TEX(unit) );
+ memcpy(i915->state.Tex[unit], state, sizeof(state));
+ }
+}
+
+
+
+static GLboolean enable_tex_common( GLcontext *ctx, GLuint unit )
+{
+ i915ContextPtr i915 = I915_CONTEXT(ctx);
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ struct gl_texture_object *tObj = texUnit->_Current;
+ i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData;
+
+ if (0) fprintf(stderr, "%s %d\n", __FUNCTION__, unit);
+
+ if (!(i915->state.active & I915_UPLOAD_TEX(unit))) {
+ I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
+ }
+
+ /* Fallback if there's a texture border */
+ if ( tObj->Image[0][tObj->BaseLevel]->Border > 0 ) {
+ return GL_FALSE;
+ }
+
+
+ /* Update state if this is a different texture object to last
+ * time.
+ */
+ if (i915->intel.CurrentTexObj[unit] != &t->intel ||
+ (t->intel.dirty & I915_UPLOAD_TEX(unit))) {
+ i915_import_tex_unit( i915, t, unit);
+ i915->tex_program.translated = 0;
+ }
+
+ return GL_TRUE;
+}
+
+static GLboolean enable_tex_rect( GLcontext *ctx, GLuint unit )
+{
+ i915ContextPtr i915 = I915_CONTEXT(ctx);
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ struct gl_texture_object *tObj = texUnit->_Current;
+ i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData;
+ GLuint ss3 = i915->state.Tex[unit][I915_TEXREG_SS3];
+
+ ss3 &= ~SS3_NORMALIZED_COORDS;
+
+ if (ss3 != i915->state.Tex[unit][I915_TEXREG_SS3]) {
+ I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
+ i915->state.Tex[unit][I915_TEXREG_SS3] = ss3;
+ }
+
+ /* Upload teximages (not pipelined)
+ */
+ if (t->intel.base.dirty_images[0]) {
+ i915SetTexImages( i915, tObj );
+ if (!intelUploadTexImages( &i915->intel, &t->intel, 0 )) {
+ return GL_FALSE;
+ }
+ }
+
+ return GL_TRUE;
+}
+
+
+static GLboolean enable_tex_2d( GLcontext *ctx, GLuint unit )
+{
+ i915ContextPtr i915 = I915_CONTEXT(ctx);
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ struct gl_texture_object *tObj = texUnit->_Current;
+ i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData;
+ GLuint ss3 = i915->state.Tex[unit][I915_TEXREG_SS3];
+
+ ss3 |= SS3_NORMALIZED_COORDS;
+
+ if (ss3 != i915->state.Tex[unit][I915_TEXREG_SS3]) {
+ I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
+ i915->state.Tex[unit][I915_TEXREG_SS3] = ss3;
+ }
+
+ /* Upload teximages (not pipelined)
+ */
+ if (t->intel.base.dirty_images[0]) {
+ i915SetTexImages( i915, tObj );
+ if (!intelUploadTexImages( &i915->intel, &t->intel, 0 )) {
+ return GL_FALSE;
+ }
+ }
+
+ return GL_TRUE;
+}
+
+static GLboolean enable_tex_cube( GLcontext *ctx, GLuint unit )
+{
+ i915ContextPtr i915 = I915_CONTEXT(ctx);
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ struct gl_texture_object *tObj = texUnit->_Current;
+ i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData;
+ GLuint ss3 = i915->state.Tex[unit][I915_TEXREG_SS3];
+ GLuint face;
+
+ ss3 |= SS3_NORMALIZED_COORDS;
+
+ if (ss3 != i915->state.Tex[unit][I915_TEXREG_SS3]) {
+ I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
+ i915->state.Tex[unit][I915_TEXREG_SS3] = ss3;
+ }
+
+ /* 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] ) {
+ i915SetTexImages( i915, tObj );
+ }
+
+ /* upload (per face) */
+ for (face = 0; face < 6; face++) {
+ if (t->intel.base.dirty_images[face]) {
+ if (!intelUploadTexImages( &i915->intel, &t->intel, face )) {
+ return GL_FALSE;
+ }
+ }
+ }
+
+
+ return GL_TRUE;
+}
+
+static GLboolean enable_tex_3d( GLcontext *ctx, GLuint unit )
+{
+ struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
+ i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData;
+
+ /* 3D textures on I915 seem to get bogus border colors, hence this
+ * fallback:
+ */
+ if (t->refs_border_color)
+ return GL_FALSE;
+
+ return GL_TRUE;
+}
+
+
+
+
+static GLboolean disable_tex( GLcontext *ctx, GLuint unit )
+{
+ i915ContextPtr i915 = I915_CONTEXT(ctx);
+
+ if (i915->state.active & I915_UPLOAD_TEX(unit)) {
+ I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_FALSE);
+ }
+
+ /* The old texture is no longer bound to this texture unit.
+ * Mark it as such.
+ */
+ if ( i915->intel.CurrentTexObj[unit] != NULL ) {
+ i915->intel.CurrentTexObj[unit]->base.bound &= ~(1U << 0);
+ i915->intel.CurrentTexObj[unit] = NULL;
+ }
+
+ return GL_TRUE;
+}
+
+static GLboolean i915UpdateTexUnit( 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_2d( ctx, unit ) &&
+ enable_tex_common( ctx, unit ));
+ case TEXTURE_RECT_BIT:
+ return (enable_tex_rect( ctx, unit ) &&
+ enable_tex_common( ctx, unit ));
+ case TEXTURE_CUBE_BIT:
+ return (enable_tex_cube( ctx, unit ) &&
+ enable_tex_common( ctx, unit ));
+ case TEXTURE_3D_BIT:
+ return (enable_tex_2d( ctx, unit ) &&
+ enable_tex_common( ctx, unit ) &&
+ enable_tex_3d( ctx, unit));
+ case 0:
+ return disable_tex( ctx, unit );
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+void i915UpdateTextureState( intelContextPtr intel )
+{
+ GLcontext *ctx = &intel->ctx;
+ GLboolean ok = GL_TRUE;
+ GLuint i;
+
+ for (i = 0 ; i < I915_TEX_UNITS && ok ; i++) {
+ ok = i915UpdateTexUnit( ctx, i );
+ }
+
+ FALLBACK( intel, I915_FALLBACK_TEXTURE, !ok );
+}
+
+
+