/************************************************************************** * * 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 "mtypes.h" #include "imports.h" #include "simple_list.h" #include "enums.h" #include "image.h" #include "texstore.h" #include "texformat.h" #include "texmem.h" #include "swrast/swrast.h" #include "mm.h" #include "intel_ioctl.h" #include "i915_context.h" #include "i915_reg.h" /** * Allocate space for and load the mesa images into the texture memory block. * This will happen before drawing with a new texture, or drawing with a * texture after it was swapped out or teximaged again. */ intelTextureObjectPtr i915AllocTexObj( struct gl_texture_object *texObj ) { i915TextureObjectPtr t = CALLOC_STRUCT( i915_texture_object ); if ( !t ) return NULL; texObj->DriverData = t; t->intel.base.tObj = texObj; t->intel.dirty = I915_UPLOAD_TEX_ALL; make_empty_list( &t->intel.base ); return &t->intel; } static void i915TexParameter( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLenum pname, const GLfloat *params ) { i915TextureObjectPtr t = (i915TextureObjectPtr) tObj->DriverData; switch (pname) { case GL_TEXTURE_MIN_FILTER: case GL_TEXTURE_MAG_FILTER: case GL_TEXTURE_MAX_ANISOTROPY_EXT: case GL_TEXTURE_WRAP_S: case GL_TEXTURE_WRAP_T: case GL_TEXTURE_WRAP_R: case GL_TEXTURE_BORDER_COLOR: t->intel.dirty = I915_UPLOAD_TEX_ALL; break; case GL_TEXTURE_COMPARE_MODE: t->intel.dirty = I915_UPLOAD_TEX_ALL; break; case GL_TEXTURE_COMPARE_FUNC: t->intel.dirty = I915_UPLOAD_TEX_ALL; break; case GL_TEXTURE_BASE_LEVEL: case GL_TEXTURE_MAX_LEVEL: case GL_TEXTURE_MIN_LOD: case GL_TEXTURE_MAX_LOD: /* The i915 and its successors can do a lot of this without * reloading the textures. A project for someone? */ intelFlush( ctx ); driSwapOutTextureObject( (driTextureObject *) t ); t->intel.dirty = I915_UPLOAD_TEX_ALL; break; default: return; } } static void i915TexEnv( GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *param ) { i915ContextPtr i915 = I915_CONTEXT( ctx ); GLuint unit = ctx->Texture.CurrentUnit; switch (pname) { case GL_TEXTURE_ENV_COLOR: /* Should be a tracked param */ case GL_TEXTURE_ENV_MODE: case GL_COMBINE_RGB: case GL_COMBINE_ALPHA: case GL_SOURCE0_RGB: case GL_SOURCE1_RGB: case GL_SOURCE2_RGB: case GL_SOURCE0_ALPHA: case GL_SOURCE1_ALPHA: case GL_SOURCE2_ALPHA: case GL_OPERAND0_RGB: case GL_OPERAND1_RGB: case GL_OPERAND2_RGB: case GL_OPERAND0_ALPHA: case GL_OPERAND1_ALPHA: case GL_OPERAND2_ALPHA: case GL_RGB_SCALE: case GL_ALPHA_SCALE: i915->tex_program.translated = 0; break; case GL_TEXTURE_LOD_BIAS: { int b = (int) ((*param) * 16.0); if (b > 255) b = 255; if (b < -256) b = -256; I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit)); i915->state.Tex[unit][I915_TEXREG_SS2] &= ~SS2_LOD_BIAS_MASK; i915->state.Tex[unit][I915_TEXREG_SS2] |= ((b << SS2_LOD_BIAS_SHIFT) & SS2_LOD_BIAS_MASK); break; } default: break; } } static void i915BindTexture( GLcontext *ctx, GLenum target, struct gl_texture_object *texObj ) { i915TextureObjectPtr tex; if (!texObj->DriverData) i915AllocTexObj( texObj ); tex = (i915TextureObjectPtr)texObj->DriverData; if (tex->lastTarget != texObj->Target) { tex->intel.dirty = I915_UPLOAD_TEX_ALL; tex->lastTarget = texObj->Target; } /* Need this if image format changes between bound textures. * Could try and shortcircuit by checking for differences in * state between incoming and outgoing textures: */ I915_CONTEXT(ctx)->tex_program.translated = 0; } void i915InitTextureFuncs( struct dd_function_table *functions ) { functions->BindTexture = i915BindTexture; functions->TexEnv = i915TexEnv; functions->TexParameter = i915TexParameter; }