/* * Copyright 2000-2001 VA Linux Systems, Inc. * 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 * on 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 * VA LINUX SYSTEMS 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. * * Authors: * Keith Whitwell */ #include "main/glheader.h" #include "main/mm.h" #include "main/colormac.h" #include "main/context.h" #include "main/enums.h" #include "main/simple_list.h" #include "main/imports.h" #include "main/macros.h" #include "main/texstore.h" #include "main/teximage.h" #include "main/texobj.h" #include "mgacontext.h" #include "mgatex.h" #include "mgaregs.h" #include "mgatris.h" #include "mgaioctl.h" #include "swrast/swrast.h" #include "xmlpool.h" /** * Set the texture wrap modes. * Currently \c GL_REPEAT, \c GL_CLAMP and \c GL_CLAMP_TO_EDGE are supported. * * \param t Texture object whose wrap modes are to be set * \param swrap Wrap mode for the \a s texture coordinate * \param twrap Wrap mode for the \a t texture coordinate */ static void mgaSetTexWrapping( mgaTextureObjectPtr t, GLenum swrap, GLenum twrap ) { GLboolean is_clamp = GL_FALSE; GLboolean is_clamp_to_edge = GL_FALSE; t->setup.texctl &= (TMC_clampu_MASK & TMC_clampv_MASK); t->setup.texctl2 &= (TMC_borderen_MASK); switch( swrap ) { case GL_REPEAT: break; case GL_CLAMP: t->setup.texctl |= TMC_clampu_enable; is_clamp = GL_TRUE; break; case GL_CLAMP_TO_EDGE: t->setup.texctl |= TMC_clampu_enable; is_clamp_to_edge = GL_TRUE; break; default: _mesa_problem(NULL, "bad S wrap mode in %s", __FUNCTION__); } switch( twrap ) { case GL_REPEAT: break; case GL_CLAMP: t->setup.texctl |= TMC_clampv_enable; is_clamp = GL_TRUE; break; case GL_CLAMP_TO_EDGE: t->setup.texctl |= TMC_clampv_enable; is_clamp_to_edge = GL_TRUE; break; default: _mesa_problem(NULL, "bad T wrap mode in %s", __FUNCTION__); } if ( is_clamp ) { t->setup.texctl2 |= TMC_borderen_enable; } t->border_fallback = (is_clamp && is_clamp_to_edge); } /** * Set the texture magnification and minification modes. * * \param t Texture whose filter modes are to be set * \param minf Texture minification mode * \param magf Texture magnification mode */ static void mgaSetTexFilter( mgaTextureObjectPtr t, GLenum minf, GLenum magf ) { GLuint val = 0; switch (minf) { case GL_NEAREST: val = TF_minfilter_nrst; break; case GL_LINEAR: val = TF_minfilter_bilin; break; case GL_NEAREST_MIPMAP_NEAREST: val = TF_minfilter_mm1s; break; case GL_LINEAR_MIPMAP_NEAREST: val = TF_minfilter_mm4s; break; case GL_NEAREST_MIPMAP_LINEAR: val = TF_minfilter_mm2s; break; case GL_LINEAR_MIPMAP_LINEAR: val = TF_minfilter_mm8s; break; default: val = TF_minfilter_nrst; break; } switch (magf) { case GL_NEAREST: val |= TF_magfilter_nrst; break; case GL_LINEAR: val |= TF_magfilter_bilin; break; default: val |= TF_magfilter_nrst; break; } /* See OpenGL 1.2 specification */ if (magf == GL_LINEAR && (minf == GL_NEAREST_MIPMAP_NEAREST || minf == GL_NEAREST_MIPMAP_LINEAR)) { val |= MGA_FIELD( TF_fthres, 0x20 ); /* c = 0.5 */ } else { val |= MGA_FIELD( TF_fthres, 0x10 ); /* c = 0 */ } /* Mask off the bits for the fields we are setting. Remember, the MGA mask * defines have 0s for the bits in the named fields. This is the opposite * of most of the other drivers. */ t->setup.texfilter &= (TF_minfilter_MASK & TF_magfilter_MASK & TF_fthres_MASK); t->setup.texfilter |= val; } static void mgaSetTexBorderColor(mgaTextureObjectPtr t, const GLfloat color[4]) { GLubyte c[4]; CLAMPED_FLOAT_TO_UBYTE(c[0], color[0]); CLAMPED_FLOAT_TO_UBYTE(c[1], color[1]); CLAMPED_FLOAT_TO_UBYTE(c[2], color[2]); CLAMPED_FLOAT_TO_UBYTE(c[3], color[3]); t->setup.texbordercol = PACK_COLOR_8888(c[3], c[0], c[1], c[2] ); } static gl_format mgaChooseTextureFormat( GLcontext *ctx, GLint internalFormat, GLenum format, GLenum type ) { mgaContextPtr mmesa = MGA_CONTEXT(ctx); const GLboolean do32bpt = ( mmesa->texture_depth == DRI_CONF_TEXTURE_DEPTH_32 ); const GLboolean force16bpt = ( mmesa->texture_depth == DRI_CONF_TEXTURE_DEPTH_FORCE_16 ); (void) format; switch ( internalFormat ) { case 4: case GL_RGBA: case GL_COMPRESSED_RGBA: switch ( type ) { case GL_UNSIGNED_INT_10_10_10_2: case GL_UNSIGNED_INT_2_10_10_10_REV: return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB1555; case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_4_4_4_4_REV: return MESA_FORMAT_ARGB4444; case GL_UNSIGNED_SHORT_5_5_5_1: case GL_UNSIGNED_SHORT_1_5_5_5_REV: return MESA_FORMAT_ARGB1555; default: return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444; } case 3: case GL_RGB: case GL_COMPRESSED_RGB: switch ( type ) { case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_4_4_4_4_REV: return MESA_FORMAT_ARGB4444; case GL_UNSIGNED_SHORT_5_5_5_1: case GL_UNSIGNED_SHORT_1_5_5_5_REV: return MESA_FORMAT_ARGB1555; case GL_UNSIGNED_SHORT_5_6_5: case GL_UNSIGNED_SHORT_5_6_5_REV: return MESA_FORMAT_RGB565; default: return do32bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_RGB565; } case GL_RGBA8: case GL_RGB10_A2: case GL_RGBA12: case GL_RGBA16: return !force16bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_ARGB4444; case GL_RGBA4: case GL_RGBA2: return MESA_FORMAT_ARGB4444; case GL_RGB5_A1: return MESA_FORMAT_ARGB1555; case GL_RGB8: case GL_RGB10: case GL_RGB12: case GL_RGB16: return !force16bpt ? MESA_FORMAT_ARGB8888 : MESA_FORMAT_RGB565; case GL_RGB5: case GL_RGB4: case GL_R3_G3_B2: return MESA_FORMAT_RGB565; case GL_ALPHA: case GL_ALPHA4: case GL_ALPHA8: case GL_ALPHA12: case GL_ALPHA16: case GL_COMPRESSED_ALPHA: /* FIXME: This will report incorrect component sizes... */ return MGA_IS_G400(mmesa) ? MESA_FORMAT_AL88 : MESA_FORMAT_ARGB4444; case 1: case GL_LUMINANCE: case GL_LUMINANCE4: case GL_LUMINANCE8: case GL_LUMINANCE12: case GL_LUMINANCE16: case GL_COMPRESSED_LUMINANCE: /* FIXME: This will report incorrect component sizes... */ return MGA_IS_G400(mmesa) ? MESA_FORMAT_AL88 : MESA_FORMAT_RGB565; case 2: case GL_LUMINANCE_ALPHA: case GL_LUMINANCE4_ALPHA4: case GL_LUMINANCE6_ALPHA2: case GL_LUMINANCE8_ALPHA8: case GL_LUMINANCE12_ALPHA4: case GL_LUMINANCE12_ALPHA12: case GL_LUMINANCE16_ALPHA16: case GL_COMPRESSED_LUMINANCE_ALPHA: /* FIXME: This will report incorrect component sizes... */ return MGA_IS_G400(mmesa) ? MESA_FORMAT_AL88 : MESA_FORMAT_ARGB4444; case GL_INTENSITY: case GL_INTENSITY4: case GL_INTENSITY8: case GL_INTENSITY12: case GL_INTENSITY16: case GL_COMPRESSED_INTENSITY: /* FIXME: This will report incorrect component sizes... */ return MGA_IS_G400(mmesa) ? MESA_FORMAT_I8 : MESA_FORMAT_ARGB4444; case GL_YCBCR_MESA: if (MGA_IS_G400(mmesa) && (type == GL_UNSIGNED_SHORT_8_8_APPLE || type == GL_UNSIGNED_BYTE)) return MESA_FORMAT_YCBCR; else return MESA_FORMAT_YCBCR_REV; case GL_COLOR_INDEX: case GL_COLOR_INDEX1_EXT: case GL_COLOR_INDEX2_EXT: case GL_COLOR_INDEX4_EXT: case GL_COLOR_INDEX8_EXT: case GL_COLOR_INDEX12_EXT: case GL_COLOR_INDEX16_EXT: return MESA_FORMAT_CI8; default: _mesa_problem( ctx, "unexpected texture format in %s", __FUNCTION__ ); return MESA_FORMAT_NONE; } return MESA_FORMAT_NONE; /* never get here */ } /** * 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. */ static mgaTextureObjectPtr mgaAllocTexObj( struct gl_texture_object *tObj ) { mgaTextureObjectPtr t; t = CALLOC( sizeof( *t ) ); tObj->DriverData = t; if ( t != NULL ) { /* Initialize non-image-dependent parts of the state: */ t->base.tObj = tObj; t->setup.texctl = TMC_takey_1 | TMC_tamask_0; t->setup.texctl2 = TMC_ckstransdis_enable; t->setup.texfilter = TF_filteralpha_enable | TF_uvoffset_OGL; t->border_fallback = GL_FALSE; t->texenv_fallback = GL_FALSE; make_empty_list( & t->base ); mgaSetTexWrapping( t, tObj->WrapS, tObj->WrapT ); mgaSetTexFilter( t, tObj->MinFilter, tObj->MagFilter ); mgaSetTexBorderColor( t, tObj->BorderColor ); } return( t ); } static void mgaTexEnv( GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *param ) { GLuint unit = ctx->Texture.CurrentUnit; struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; mgaContextPtr mmesa = MGA_CONTEXT(ctx); switch( pname ) { case GL_TEXTURE_ENV_COLOR: { GLubyte c[4]; UNCLAMPED_FLOAT_TO_RGBA_CHAN( c, texUnit->EnvColor ); mmesa->envcolor[unit] = PACK_COLOR_8888( c[3], c[0], c[1], c[2] ); break; } } } static void mgaTexImage2D( 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 ) { driTextureObject * t = (driTextureObject *) texObj->DriverData; if ( t != NULL ) { driSwapOutTextureObject( t ); } else { t = (driTextureObject *) mgaAllocTexObj( texObj ); if ( t == NULL ) { _mesa_error( ctx, GL_OUT_OF_MEMORY, "glTexImage2D" ); return; } } _mesa_store_teximage2d( ctx, target, level, internalFormat, width, height, border, format, type, pixels, packing, texObj, texImage ); level -= t->firstLevel; if (level >= 0) t->dirty_images[0] |= (1UL << level); } static void mgaTexSubImage2D( 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 ) { driTextureObject * t = (driTextureObject *) texObj->DriverData; assert( t ); /* this _should_ be true */ if ( t != NULL ) { driSwapOutTextureObject( t ); } else { t = (driTextureObject *) mgaAllocTexObj( texObj ); if ( t == NULL ) { _mesa_error( ctx, GL_OUT_OF_MEMORY, "glTexImage2D" ); return; } } _mesa_store_texsubimage2d(ctx, target, level, xoffset, yoffset, width, height, format, type, pixels, packing, texObj, texImage); level -= t->firstLevel; if (level >= 0) t->dirty_images[0] |= (1UL << level); } /** * Changes variables and flags for a state update, which will happen at the * next UpdateTextureState */ static void mgaTexParameter( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj, GLenum pname, const GLfloat *params ) { mgaContextPtr mmesa = MGA_CONTEXT( ctx ); mgaTextureObjectPtr t = (mgaTextureObjectPtr) tObj->DriverData; /* If we don't have a hardware texture, it will be automatically * created with current state before it is used, so we don't have * to do anything now */ if ( (t == NULL) || (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_NV) ) { return; } switch (pname) { case GL_TEXTURE_MIN_FILTER: driSwapOutTextureObject( (driTextureObject *) t ); /* FALLTHROUGH */ case GL_TEXTURE_MAG_FILTER: FLUSH_BATCH(mmesa); mgaSetTexFilter( t, tObj->MinFilter, tObj->MagFilter ); break; case GL_TEXTURE_WRAP_S: case GL_TEXTURE_WRAP_T: FLUSH_BATCH(mmesa); mgaSetTexWrapping(t,tObj->WrapS,tObj->WrapT); break; case GL_TEXTURE_BORDER_COLOR: FLUSH_BATCH(mmesa); mgaSetTexBorderColor(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. Since there's no LOD clamping, * we just have to rely on loading the right subset of mipmap levels * to simulate a clamped LOD. */ driSwapOutTextureObject( (driTextureObject *) t ); break; default: return; } } static void mgaBindTexture( GLcontext *ctx, GLenum target, struct gl_texture_object *tObj ) { assert( (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_NV) || (tObj->DriverData != NULL) ); } static void mgaDeleteTexture( GLcontext *ctx, struct gl_texture_object *tObj ) { mgaContextPtr mmesa = MGA_CONTEXT( ctx ); driTextureObject * t = (driTextureObject *) tObj->DriverData; if ( t ) { if ( mmesa ) { FLUSH_BATCH( mmesa ); } driDestroyTextureObject( t ); } /* Free mipmap images and the texture object itself */ _mesa_delete_texture_object(ctx, tObj); } /** * Allocate a new texture object. * Called via ctx->Driver.NewTextureObject. * Note: this function will be called during context creation to * allocate the default texture objects. * Note: we could use containment here to 'derive' the driver-specific * texture object from the core mesa gl_texture_object. Not done at this time. */ static struct gl_texture_object * mgaNewTextureObject( GLcontext *ctx, GLuint name, GLenum target ) { struct gl_texture_object *obj; obj = _mesa_new_texture_object(ctx, name, target); mgaAllocTexObj( obj ); return obj; } void mgaInitTextureFuncs( struct dd_function_table *functions ) { functions->ChooseTextureFormat = mgaChooseTextureFormat; functions->TexImage2D = mgaTexImage2D; functions->TexSubImage2D = mgaTexSubImage2D; functions->BindTexture = mgaBindTexture; functions->NewTextureObject = mgaNewTextureObject; functions->DeleteTexture = mgaDeleteTexture; functions->IsTextureResident = driIsTextureResident; functions->TexEnv = mgaTexEnv; functions->TexParameter = mgaTexParameter; }