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|
/**************************************************************************
*
* 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 "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 i915LayoutTextureImages( i915ContextPtr i915,
struct gl_texture_object *tObj )
{
const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel];
i915TextureObjectPtr t = (i915TextureObjectPtr) tObj->DriverData;
GLint firstLevel, lastLevel, numLevels;
GLint i, total_height, pitch;
/* 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->_BaseFormat;
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->_BaseFormat;
}
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->_BaseFormat;
if (t->intel.image[0][i].image->IsCompressed) {
total_height += (t->intel.image[0][i].image->Height + 3) / 4;
}
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 = numLevels-1;
}
static void i945LayoutTextureImages( i915ContextPtr i915,
struct gl_texture_object *tObj )
{
const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel];
i915TextureObjectPtr t = (i915TextureObjectPtr) tObj->DriverData;
GLint firstLevel, lastLevel, numLevels;
GLint i, total_height, pitch, sz, max_offset = 0, offset;
/* 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;
/* Depending on the size of the largest images, pitch can be
* determined either by the old-style packing of cubemap faces,
* or the final row of 4x4, 2x2 and 1x1 faces below this.
*/
if (dim > 32) {
pitch = dim * t->intel.texelBytes;
pitch *= 2; /* double pitch for cube layouts */
pitch = (pitch + 3) & ~3;
}
else {
pitch = 14 * 8 * t->intel.texelBytes; /* determined by row of
* little maps at
* bottom */
}
total_height = dim * 4 + 4;
for ( face = 0 ; face < 6 ; face++) {
GLuint x = initial_offsets[face][0] * dim;
GLuint y = initial_offsets[face][1] * dim;
GLuint d = dim;
if (dim == 4 && face >= 4) {
y = total_height - 4;
x = (face - 4) * 8;
}
else if (dim < 4) {
y = total_height - 4;
x = face * 8;
}
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];
assert(t->intel.image[face][i].image);
t->intel.image[face][i].offset =
y * pitch + x * t->intel.texelBytes;
t->intel.image[face][i].internalFormat = baseImage->_BaseFormat;
d >>= 1;
switch (d) {
case 4:
switch (face) {
case FACE_POS_X:
case FACE_NEG_X:
x += step_offsets[face][0] * d;
y += step_offsets[face][1] * d;
break;
case FACE_POS_Y:
case FACE_NEG_Y:
y += 12;
x -= 8;
break;
case FACE_POS_Z:
case FACE_NEG_Z:
y = total_height - 4;
x = (face - 4) * 8;
break;
}
case 2:
y = total_height - 4;
x = 16 + face * 8;
break;
case 1:
x += 48;
break;
default:
x += step_offsets[face][0] * d;
y += step_offsets[face][1] * d;
break;
}
}
}
max_offset = total_height * pitch;
break;
}
case GL_TEXTURE_3D: {
GLuint depth_packing = 0, depth_pack_pitch;
GLuint tmp_numLevels = numLevels;
pitch = tObj->Image[0][firstLevel]->Width * t->intel.texelBytes;
pitch = (pitch + 3) & ~3;
depth_pack_pitch = pitch;
t->intel.base.dirty_images[0] = ~0;
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)
break;
t->intel.image[0][i].offset = total_height * pitch;
t->intel.image[0][i].internalFormat = baseImage->_BaseFormat;
total_height += MAX2(2, t->intel.image[0][i].image->Height) *
MAX2((t->intel.image[0][i].image->Depth >> depth_packing), 1);
/* When alignment dominates, can't increase depth packing?
* Or does pitch grow??? What are the alignment constraints,
* anyway?
*/
if (depth_pack_pitch > 4) {
depth_packing++;
depth_pack_pitch <<= 2;
}
}
max_offset = total_height * pitch;
break;
}
default:
pitch = tObj->Image[0][firstLevel]->Width * t->intel.texelBytes;
pitch = (pitch + 3) & ~3;
t->intel.base.dirty_images[0] = ~0;
max_offset = 0;
for ( offset = 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 = offset;
t->intel.image[0][i].internalFormat = baseImage->_BaseFormat;
if (t->intel.image[0][i].image->IsCompressed)
sz = MAX2(1, t->intel.image[0][i].image->Height/4) * pitch;
else
sz = MAX2(2, t->intel.image[0][i].image->Height) * pitch;
/* Because the images are packed better, the final offset
* might not be the maximal one:
*/
max_offset = MAX2(max_offset, offset + sz);
/* LPT change: step right after second mipmap.
*/
if (i == 1)
offset += pitch / 2;
else
offset += sz;
}
break;
}
t->intel.Pitch = pitch;
t->intel.base.totalSize = max_offset;
t->intel.max_level = numLevels-1;
}
static void i915SetTexImages( i915ContextPtr i915,
struct gl_texture_object *tObj )
{
GLuint textureFormat;
i915TextureObjectPtr t = (i915TextureObjectPtr) tObj->DriverData;
const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel];
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;
case MESA_FORMAT_RGB_FXT1:
case MESA_FORMAT_RGBA_FXT1:
t->intel.texelBytes = 2;
textureFormat = (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
break;
case MESA_FORMAT_Z16:
t->intel.texelBytes = 2;
textureFormat = (MAPSURF_16BIT | MT_16BIT_L16);
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;
#if 0
case MESA_FORMAT_Z24_S8:
t->intel.texelBytes = 4;
textureFormat = (MAPSURF_32BIT | MT_32BIT_xL824);
break;
#endif
default:
fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__,
baseImage->TexFormat->MesaFormat);
abort();
}
switch (i915->intel.intelScreen->deviceID) {
case PCI_CHIP_I945_G:
case PCI_CHIP_I945_GM:
case PCI_CHIP_I945_GME:
case PCI_CHIP_G33_G:
case PCI_CHIP_Q33_G:
case PCI_CHIP_Q35_G:
i945LayoutTextureImages( i915, tObj );
break;
default:
i915LayoutTextureImages( i915, tObj );
break;
}
t->Setup[I915_TEXREG_MS3] =
(((tObj->Image[0][t->intel.base.firstLevel]->Height - 1) << MS3_HEIGHT_SHIFT) |
((tObj->Image[0][t->intel.base.firstLevel]->Width - 1) << MS3_WIDTH_SHIFT) |
textureFormat |
MS3_USE_FENCE_REGS);
t->Setup[I915_TEXREG_MS4] =
((((t->intel.Pitch / 4) - 1) << MS4_PITCH_SHIFT) |
MS4_CUBE_FACE_ENA_MASK |
(((t->intel.max_level * 4)) << MS4_MAX_LOD_SHIFT) |
((tObj->Image[0][t->intel.base.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, shadow = 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;
}
}
if (texObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
texObj->Target != GL_TEXTURE_3D) {
shadow = SS2_SHADOW_ENABLE;
shadow |= intel_translate_compare_func( texObj->CompareFunc );
minFilt = FILTER_4X4_FLAT;
magFilt = FILTER_4X4_FLAT;
}
t->Setup[I915_TEXREG_SS2] &= ~(SS2_MIN_FILTER_MASK |
SS2_MIP_FILTER_MASK |
SS2_MAG_FILTER_MASK |
SS2_SHADOW_ENABLE |
SS2_SHADOW_FUNC_MASK);
t->Setup[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
(mipFilt << SS2_MIP_FILTER_SHIFT) |
(magFilt << SS2_MAG_FILTER_SHIFT) |
shadow);
{
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->tex.size < 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 );
}
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