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/*
* 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->_BaseFormat;
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]->_BaseFormat;
/*
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]->_BaseFormat !=
vmesa->TexEnvImageFmt[unit]) {
vmesa->TexEnvImageFmt[unit] = tObj->Image[0][tObj->BaseLevel]->_BaseFormat;
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
}
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