Beispiel #1
0
void
i830_update_provoking_vertex(struct gl_context * ctx)
{
   struct i830_context *i830 = i830_context(ctx);

   I830_STATECHANGE(i830, I830_UPLOAD_RASTER_RULES);
   i830->state.RasterRules[I830_RASTER_RULES] &= ~(LINE_STRIP_PROVOKE_VRTX_MASK |
						   TRI_FAN_PROVOKE_VRTX_MASK |
						   TRI_STRIP_PROVOKE_VRTX_MASK);

   /* _NEW_LIGHT */
   if (ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION) {
      i830->state.RasterRules[I830_RASTER_RULES] |= (LINE_STRIP_PROVOKE_VRTX(1) |
						     TRI_FAN_PROVOKE_VRTX(2) |
						     TRI_STRIP_PROVOKE_VRTX(2));
   } else {
      i830->state.RasterRules[I830_RASTER_RULES] |= (LINE_STRIP_PROVOKE_VRTX(0) |
						     TRI_FAN_PROVOKE_VRTX(1) |
						     TRI_STRIP_PROVOKE_VRTX(0));
    }
}
Beispiel #2
0
static void
i830ColorMask(struct gl_context * ctx,
              GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
   struct i830_context *i830 = i830_context(ctx);
   GLuint tmp = 0;

   DBG("%s r(%d) g(%d) b(%d) a(%d)\n", __FUNCTION__, r, g, b, a);

   tmp = ((i830->state.Ctx[I830_CTXREG_ENABLES_2] & ~WRITEMASK_MASK) |
          ENABLE_COLOR_MASK |
          ENABLE_COLOR_WRITE |
          ((!r) << WRITEMASK_RED_SHIFT) |
          ((!g) << WRITEMASK_GREEN_SHIFT) |
          ((!b) << WRITEMASK_BLUE_SHIFT) | ((!a) << WRITEMASK_ALPHA_SHIFT));

   if (tmp != i830->state.Ctx[I830_CTXREG_ENABLES_2]) {
      I830_STATECHANGE(i830, I830_UPLOAD_CTX);
      i830->state.Ctx[I830_CTXREG_ENABLES_2] = tmp;
   }
}
Beispiel #3
0
/* =============================================================
 * Hardware clipping
 */
static void
i830Scissor(struct gl_context * ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
   struct i830_context *i830 = i830_context(ctx);
   int x1, y1, x2, y2;

   if (!ctx->DrawBuffer)
      return;

   DBG("%s %d,%d %dx%d\n", __FUNCTION__, x, y, w, h);

   if (ctx->DrawBuffer->Name == 0) {
      x1 = x;
      y1 = ctx->DrawBuffer->Height - (y + h);
      x2 = x + w - 1;
      y2 = y1 + h - 1;
      DBG("%s %d..%d,%d..%d (inverted)\n", __FUNCTION__, x1, x2, y1, y2);
   }
   else {
      /* FBO - not inverted
       */
      x1 = x;
      y1 = y;
      x2 = x + w - 1;
      y2 = y + h - 1;
      DBG("%s %d..%d,%d..%d (not inverted)\n", __FUNCTION__, x1, x2, y1, y2);
   }

   x1 = CLAMP(x1, 0, ctx->DrawBuffer->Width - 1);
   y1 = CLAMP(y1, 0, ctx->DrawBuffer->Height - 1);
   x2 = CLAMP(x2, 0, ctx->DrawBuffer->Width - 1);
   y2 = CLAMP(y2, 0, ctx->DrawBuffer->Height - 1);
   
   DBG("%s %d..%d,%d..%d (clamped)\n", __FUNCTION__, x1, x2, y1, y2);

   I830_STATECHANGE(i830, I830_UPLOAD_BUFFERS);
   i830->state.Buffer[I830_DESTREG_SR1] = (y1 << 16) | (x1 & 0xffff);
   i830->state.Buffer[I830_DESTREG_SR2] = (y2 << 16) | (x2 & 0xffff);
}
Beispiel #4
0
/* In Mesa 3.5 we can reliably do native flatshading.
 */
static void i830ShadeModel(GLcontext *ctx, GLenum mode)
{
   i830ContextPtr i830 = I830_CONTEXT(ctx);
   I830_STATECHANGE(i830, I830_UPLOAD_CTX);


#define SHADE_MODE_MASK ((1<<10)|(1<<8)|(1<<6)|(1<<4))

   i830->state.Ctx[I830_CTXREG_STATE3] &= ~SHADE_MODE_MASK;

   if (mode == GL_FLAT) {
     i830->state.Ctx[I830_CTXREG_STATE3] |= (ALPHA_SHADE_MODE(SHADE_MODE_FLAT) |
					  FOG_SHADE_MODE(SHADE_MODE_FLAT) |
					  SPEC_SHADE_MODE(SHADE_MODE_FLAT) |
					  COLOR_SHADE_MODE(SHADE_MODE_FLAT));
   } else {
     i830->state.Ctx[I830_CTXREG_STATE3] |= (ALPHA_SHADE_MODE(SHADE_MODE_LINEAR) |
					  FOG_SHADE_MODE(SHADE_MODE_LINEAR) |
					  SPEC_SHADE_MODE(SHADE_MODE_LINEAR) |
					  COLOR_SHADE_MODE(SHADE_MODE_LINEAR));
   }
}
Beispiel #5
0
static void i830ColorMask(GLcontext *ctx,
			  GLboolean r, GLboolean g,
			  GLboolean b, GLboolean a)
{
   i830ContextPtr i830 = I830_CONTEXT( ctx );
   GLuint tmp = 0;

   if (INTEL_DEBUG&DEBUG_DRI)
      fprintf(stderr, "%s r(%d) g(%d) b(%d) a(%d)\n", __FUNCTION__, r, g, b, a);

   tmp = ((i830->state.Ctx[I830_CTXREG_ENABLES_2] & ~WRITEMASK_MASK) |
	  ENABLE_COLOR_MASK |
	  ENABLE_COLOR_WRITE |
	  ((!r) << WRITEMASK_RED_SHIFT) |
	  ((!g) << WRITEMASK_GREEN_SHIFT) |
	  ((!b) << WRITEMASK_BLUE_SHIFT) |
	  ((!a) << WRITEMASK_ALPHA_SHIFT));

   if (tmp != i830->state.Ctx[I830_CTXREG_ENABLES_2]) {
      I830_STATECHANGE(i830, I830_UPLOAD_CTX);
      i830->state.Ctx[I830_CTXREG_ENABLES_2] = tmp;
   }
}
Beispiel #6
0
/**
 * Makes sure that the proper enables are set for LogicOp, Independant Alpha
 * Blend, and Blending.  It needs to be called from numerous places where we
 * could change the LogicOp or Independant Alpha Blend without subsequent
 * calls to glEnable.
 * 
 * \todo
 * This function is substantially different from the old i830-specific driver.
 * I'm not sure which is correct.
 */
static void i830EvalLogicOpBlendState(GLcontext *ctx)
{
   i830ContextPtr i830 = I830_CONTEXT(ctx);

   I830_STATECHANGE(i830, I830_UPLOAD_CTX);

   if (RGBA_LOGICOP_ENABLED(ctx)) {
      i830->state.Ctx[I830_CTXREG_ENABLES_1] &= ~(ENABLE_COLOR_BLEND |
					       ENABLE_LOGIC_OP_MASK);
      i830->state.Ctx[I830_CTXREG_ENABLES_1] |= (DISABLE_COLOR_BLEND |
					      ENABLE_LOGIC_OP);
   } else if (ctx->Color.BlendEnabled) {
      i830->state.Ctx[I830_CTXREG_ENABLES_1] &= ~(ENABLE_COLOR_BLEND |
					       ENABLE_LOGIC_OP_MASK);
      i830->state.Ctx[I830_CTXREG_ENABLES_1] |= (ENABLE_COLOR_BLEND |
					      DISABLE_LOGIC_OP);
   } else {
      i830->state.Ctx[I830_CTXREG_ENABLES_1] &= ~(ENABLE_COLOR_BLEND |
					       ENABLE_LOGIC_OP_MASK);
      i830->state.Ctx[I830_CTXREG_ENABLES_1] |= (DISABLE_COLOR_BLEND |
					      DISABLE_LOGIC_OP);
   }
}
Beispiel #7
0
static void
i830StencilFuncSeparate(struct gl_context * ctx, GLenum face, GLenum func, GLint ref,
                        GLuint mask)
{
   struct i830_context *i830 = i830_context(ctx);
   int test = intel_translate_compare_func(func);

   mask = mask & 0xff;

   DBG("%s : func: %s, ref : 0x%x, mask: 0x%x\n", __FUNCTION__,
       _mesa_lookup_enum_by_nr(func), ref, mask);


   I830_STATECHANGE(i830, I830_UPLOAD_CTX);
   i830->state.Ctx[I830_CTXREG_STATE4] &= ~MODE4_ENABLE_STENCIL_TEST_MASK;
   i830->state.Ctx[I830_CTXREG_STATE4] |= (ENABLE_STENCIL_TEST_MASK |
                                           STENCIL_TEST_MASK(mask));
   i830->state.Ctx[I830_CTXREG_STENCILTST] &= ~(STENCIL_REF_VALUE_MASK |
                                                ENABLE_STENCIL_TEST_FUNC_MASK);
   i830->state.Ctx[I830_CTXREG_STENCILTST] |= (ENABLE_STENCIL_REF_VALUE |
                                               ENABLE_STENCIL_TEST_FUNC |
                                               STENCIL_REF_VALUE(ref) |
                                               STENCIL_TEST_FUNC(test));
}
Beispiel #8
0
static void
i830_render_start(struct intel_context *intel)
{
   GLcontext *ctx = &intel->ctx;
   struct i830_context *i830 = i830_context(ctx);
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   DECLARE_RENDERINPUTS(index_bitset);
   GLuint v0 = _3DSTATE_VFT0_CMD;
   GLuint v2 = _3DSTATE_VFT1_CMD;
   GLuint mcsb1 = 0;

   RENDERINPUTS_COPY(index_bitset, tnl->render_inputs_bitset);

   /* Important:
    */
   VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
   intel->vertex_attr_count = 0;

   /* EMIT_ATTR's must be in order as they tell t_vertex.c how to
    * build up a hardware vertex.
    */
   if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX)) {
      EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, VFT0_XYZW);
      intel->coloroffset = 4;
   }
   else {
      EMIT_ATTR(_TNL_ATTRIB_POS, EMIT_3F_VIEWPORT, VFT0_XYZ);
      intel->coloroffset = 3;
   }

   if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_POINTSIZE)) {
      EMIT_ATTR(_TNL_ATTRIB_POINTSIZE, EMIT_1F, VFT0_POINT_WIDTH);
   }

   EMIT_ATTR(_TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA, VFT0_DIFFUSE);

   intel->specoffset = 0;
   if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_COLOR1) ||
       RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_FOG)) {
      if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_COLOR1)) {
         intel->specoffset = intel->coloroffset + 1;
         EMIT_ATTR(_TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR, VFT0_SPEC);
      }
      else
         EMIT_PAD(3);

      if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_FOG))
         EMIT_ATTR(_TNL_ATTRIB_FOG, EMIT_1UB_1F, VFT0_SPEC);
      else
         EMIT_PAD(1);
   }

   if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX)) {
      int i, count = 0;

      for (i = 0; i < I830_TEX_UNITS; i++) {
         if (RENDERINPUTS_TEST(index_bitset, _TNL_ATTRIB_TEX(i))) {
            GLuint sz = VB->TexCoordPtr[i]->size;
            GLuint emit;
            GLuint mcs = (i830->state.Tex[i][I830_TEXREG_MCS] &
                          ~TEXCOORDTYPE_MASK);

            switch (sz) {
            case 1:
            case 2:
               emit = EMIT_2F;
               sz = 2;
               mcs |= TEXCOORDTYPE_CARTESIAN;
               break;
            case 3:
               emit = EMIT_3F;
               sz = 3;
               mcs |= TEXCOORDTYPE_VECTOR;
               break;
            case 4:
               emit = EMIT_3F_XYW;
               sz = 3;
               mcs |= TEXCOORDTYPE_HOMOGENEOUS;
               break;
            default:
               continue;
            };


            EMIT_ATTR(_TNL_ATTRIB_TEX0 + i, emit, 0);
            v2 |= VRTX_TEX_SET_FMT(count, SZ_TO_HW(sz));
            mcsb1 |= (count + 8) << (i * 4);

            if (mcs != i830->state.Tex[i][I830_TEXREG_MCS]) {
               I830_STATECHANGE(i830, I830_UPLOAD_TEX(i));
               i830->state.Tex[i][I830_TEXREG_MCS] = mcs;
            }

            count++;
         }
      }

      v0 |= VFT0_TEX_COUNT(count);
   }

   /* Only need to change the vertex emit code if there has been a
    * statechange to a new hardware vertex format:
    */
   if (v0 != i830->state.Ctx[I830_CTXREG_VF] ||
       v2 != i830->state.Ctx[I830_CTXREG_VF2] ||
       mcsb1 != i830->state.Ctx[I830_CTXREG_MCSB1] ||
       !RENDERINPUTS_EQUAL(index_bitset, i830->last_index_bitset)) {
      int k;

      I830_STATECHANGE(i830, I830_UPLOAD_CTX);

      /* Must do this *after* statechange, so as not to affect
       * buffered vertices reliant on the old state:
       */
      intel->vertex_size =
         _tnl_install_attrs(ctx,
                            intel->vertex_attrs,
                            intel->vertex_attr_count,
                            intel->ViewportMatrix.m, 0);

      intel->vertex_size >>= 2;

      i830->state.Ctx[I830_CTXREG_VF] = v0;
      i830->state.Ctx[I830_CTXREG_VF2] = v2;
      i830->state.Ctx[I830_CTXREG_MCSB1] = mcsb1;
      RENDERINPUTS_COPY(i830->last_index_bitset, index_bitset);

      k = i830_check_vertex_size(intel, intel->vertex_size);
      assert(k);
   }
Beispiel #9
0
void i830ChooseVertexState( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   i830ContextPtr imesa = I830_CONTEXT( ctx );
   GLuint ind = I830_XYZW_BIT|I830_RGBA_BIT;

   if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
      ind |= I830_SPEC_BIT;

   if (ctx->Fog.Enabled)
      ind |= I830_FOG_BIT;

   /* unit 1 */
   if (ctx->Texture._ReallyEnabled & TEXTURE1_ANY)
      ind |= I830_TEX1_BIT|I830_TEX0_BIT;
   /* unit 0 */
   else if (ctx->Texture._ReallyEnabled & TEXTURE0_ANY)
      ind |= I830_TEX0_BIT;

   imesa->SetupIndex = ind;

   if (I830_DEBUG & (DEBUG_VERTS|DEBUG_STATE))
      i830PrintSetupFlags( __FUNCTION__, ind );

   if (ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE|DD_TRI_UNFILLED)) {
      tnl->Driver.Render.Interp = i830_interp_extras;
      tnl->Driver.Render.CopyPV = i830_copy_pv_extras;
   } else {
      tnl->Driver.Render.Interp = setup_tab[ind].interp;
      tnl->Driver.Render.CopyPV = setup_tab[ind].copy_pv;
   }

   if (setup_tab[ind].vertex_format != imesa->vertex_format) {
      int vfmt = setup_tab[ind].vertex_format;

      I830_STATECHANGE(imesa, I830_UPLOAD_CTX);
      imesa->Setup[I830_CTXREG_VF] = ~(1<<31) & vfmt;

      if (vfmt & (1<<31)) {
	 /* Proj texturing */
	 imesa->Setup[I830_CTXREG_VF2] = (STATE3D_VERTEX_FORMAT_2_CMD |
					  VRTX_TEX_SET_0_FMT(TEXCOORDFMT_3D) |
					  VRTX_TEX_SET_1_FMT(TEXCOORDFMT_3D) | 
					  VRTX_TEX_SET_2_FMT(TEXCOORDFMT_3D) |
					  VRTX_TEX_SET_3_FMT(TEXCOORDFMT_3D));
	 i830UpdateTexUnitProj( ctx, 0, GL_TRUE );
	 i830UpdateTexUnitProj( ctx, 1, GL_TRUE );
      } else {
	 /* Normal texturing */
	 imesa->Setup[I830_CTXREG_VF2] = (STATE3D_VERTEX_FORMAT_2_CMD |
					  VRTX_TEX_SET_0_FMT(TEXCOORDFMT_2D) |
					  VRTX_TEX_SET_1_FMT(TEXCOORDFMT_2D) | 
					  VRTX_TEX_SET_2_FMT(TEXCOORDFMT_2D) |
					  VRTX_TEX_SET_3_FMT(TEXCOORDFMT_2D));
	 i830UpdateTexUnitProj( ctx, 0, GL_FALSE );
	 i830UpdateTexUnitProj( ctx, 1, GL_FALSE );
      }
      imesa->vertex_format = vfmt;
      imesa->vertex_size = setup_tab[ind].vertex_size;
      imesa->vertex_stride_shift = setup_tab[ind].vertex_stride_shift;
   }
}
/* Recalculate all state from scratch.  Perhaps not the most
 * efficient, but this has gotten complex enough that we need
 * something which is understandable and reliable.
 */
static GLboolean
i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
{
   GLcontext *ctx = &intel->ctx;
   struct i830_context *i830 = i830_context(ctx);
   struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
   struct intel_texture_object *intelObj = intel_texture_object(tObj);
   struct gl_texture_image *firstImage;
   GLuint *state = i830->state.Tex[unit], format, pitch;

   memset(state, 0, sizeof(state));

   /*We need to refcount these. */

   if (i830->state.tex_buffer[unit] != NULL) {
       dri_bo_unreference(i830->state.tex_buffer[unit]);
       i830->state.tex_buffer[unit] = NULL;
   }

   if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit))
      return GL_FALSE;

   /* Get first image here, since intelObj->firstLevel will get set in
    * the intel_finalize_mipmap_tree() call above.
    */
   firstImage = tObj->Image[0][intelObj->firstLevel];

   if (intelObj->imageOverride) {
      i830->state.tex_buffer[unit] = NULL;
      i830->state.tex_offset[unit] = intelObj->textureOffset;

      switch (intelObj->depthOverride) {
      case 32:
	 format = MAPSURF_32BIT | MT_32BIT_ARGB8888;
	 break;
      case 24:
      default:
	 format = MAPSURF_32BIT | MT_32BIT_XRGB8888;
	 break;
      case 16:
	 format = MAPSURF_16BIT | MT_16BIT_RGB565;
	 break;
      }

      pitch = intelObj->pitchOverride;
   } else {
      dri_bo_reference(intelObj->mt->region->buffer);
      i830->state.tex_buffer[unit] = intelObj->mt->region->buffer;
      i830->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt,
								0, intelObj->
								firstLevel);

      format = translate_texture_format(firstImage->TexFormat->MesaFormat);
      pitch = intelObj->mt->pitch * intelObj->mt->cpp;
   }

   state[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 |
                               (LOAD_TEXTURE_MAP0 << unit) | 4);

/*    state[I830_TEXREG_TM0S0] = (TM0S0_USE_FENCE | */
/* 			       t->intel.TextureOffset); */


   state[I830_TEXREG_TM0S1] =
      (((firstImage->Height - 1) << TM0S1_HEIGHT_SHIFT) |
       ((firstImage->Width - 1) << TM0S1_WIDTH_SHIFT) | format);

   state[I830_TEXREG_TM0S2] =
      ((((pitch / 4) - 1) << TM0S2_PITCH_SHIFT) | TM0S2_CUBE_FACE_ENA_MASK);

   {
      if (tObj->Target == GL_TEXTURE_CUBE_MAP)
         state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit) |
                                    CUBE_NEGX_ENABLE |
                                    CUBE_POSX_ENABLE |
                                    CUBE_NEGY_ENABLE |
                                    CUBE_POSY_ENABLE |
                                    CUBE_NEGZ_ENABLE | CUBE_POSZ_ENABLE);
      else
         state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit));
   }




   {
      GLuint minFilt, mipFilt, magFilt;

      switch (tObj->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:
         return GL_FALSE;
      }

      if (tObj->MaxAnisotropy > 1.0) {
         minFilt = FILTER_ANISOTROPIC;
         magFilt = FILTER_ANISOTROPIC;
      }
      else {
         switch (tObj->MagFilter) {
         case GL_NEAREST:
            magFilt = FILTER_NEAREST;
            break;
         case GL_LINEAR:
            magFilt = FILTER_LINEAR;
            break;
         default:
            return GL_FALSE;
         }
      }

      state[I830_TEXREG_TM0S3] = i830->lodbias_tm0s3[unit];

#if 0
      /* YUV conversion:
       */
      if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR ||
          firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV)
         state[I830_TEXREG_TM0S3] |= SS2_COLORSPACE_CONVERSION;
#endif

      state[I830_TEXREG_TM0S3] |= ((intelObj->lastLevel -
                                    intelObj->firstLevel) *
                                   4) << TM0S3_MIN_MIP_SHIFT;

      state[I830_TEXREG_TM0S3] |= ((minFilt << TM0S3_MIN_FILTER_SHIFT) |
                                   (mipFilt << TM0S3_MIP_FILTER_SHIFT) |
                                   (magFilt << TM0S3_MAG_FILTER_SHIFT));
   }

   {
      GLenum ws = tObj->WrapS;
      GLenum wt = tObj->WrapT;


      /* 3D textures not available on i830
       */
      if (tObj->Target == GL_TEXTURE_3D)
         return GL_FALSE;

      state[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD |
                                MAP_UNIT(unit) |
                                ENABLE_TEXCOORD_PARAMS |
                                ss3 |
                                ENABLE_ADDR_V_CNTL |
                                TEXCOORD_ADDR_V_MODE(translate_wrap_mode(wt))
                                | ENABLE_ADDR_U_CNTL |
                                TEXCOORD_ADDR_U_MODE(translate_wrap_mode
                                                     (ws)));
   }


   state[I830_TEXREG_TM0S4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0],
                                                  tObj->_BorderChan[1],
                                                  tObj->_BorderChan[2],
                                                  tObj->_BorderChan[3]);


   I830_ACTIVESTATE(i830, I830_UPLOAD_TEX(unit), GL_TRUE);
   /* memcmp was already disabled, but definitely won't work as the
    * region might now change and that wouldn't be detected:
    */
   I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit));
   return GL_TRUE;
}
Beispiel #11
0
static void
i830StencilOpSeparate(struct gl_context * ctx, GLenum face, GLenum fail, GLenum zfail,
                      GLenum zpass)
{
   struct i830_context *i830 = i830_context(ctx);
   int fop, dfop, dpop;

   DBG("%s: fail : %s, zfail: %s, zpass : %s\n", __FUNCTION__,
       _mesa_lookup_enum_by_nr(fail),
       _mesa_lookup_enum_by_nr(zfail), 
       _mesa_lookup_enum_by_nr(zpass));

   fop = 0;
   dfop = 0;
   dpop = 0;

   switch (fail) {
   case GL_KEEP:
      fop = STENCILOP_KEEP;
      break;
   case GL_ZERO:
      fop = STENCILOP_ZERO;
      break;
   case GL_REPLACE:
      fop = STENCILOP_REPLACE;
      break;
   case GL_INCR:
      fop = STENCILOP_INCRSAT;
      break;
   case GL_DECR:
      fop = STENCILOP_DECRSAT;
      break;
   case GL_INCR_WRAP:
      fop = STENCILOP_INCR;
      break;
   case GL_DECR_WRAP:
      fop = STENCILOP_DECR;
      break;
   case GL_INVERT:
      fop = STENCILOP_INVERT;
      break;
   default:
      break;
   }
   switch (zfail) {
   case GL_KEEP:
      dfop = STENCILOP_KEEP;
      break;
   case GL_ZERO:
      dfop = STENCILOP_ZERO;
      break;
   case GL_REPLACE:
      dfop = STENCILOP_REPLACE;
      break;
   case GL_INCR:
      dfop = STENCILOP_INCRSAT;
      break;
   case GL_DECR:
      dfop = STENCILOP_DECRSAT;
      break;
   case GL_INCR_WRAP:
      dfop = STENCILOP_INCR;
      break;
   case GL_DECR_WRAP:
      dfop = STENCILOP_DECR;
      break;
   case GL_INVERT:
      dfop = STENCILOP_INVERT;
      break;
   default:
      break;
   }
   switch (zpass) {
   case GL_KEEP:
      dpop = STENCILOP_KEEP;
      break;
   case GL_ZERO:
      dpop = STENCILOP_ZERO;
      break;
   case GL_REPLACE:
      dpop = STENCILOP_REPLACE;
      break;
   case GL_INCR:
      dpop = STENCILOP_INCRSAT;
      break;
   case GL_DECR:
      dpop = STENCILOP_DECRSAT;
      break;
   case GL_INCR_WRAP:
      dpop = STENCILOP_INCR;
      break;
   case GL_DECR_WRAP:
      dpop = STENCILOP_DECR;
      break;
   case GL_INVERT:
      dpop = STENCILOP_INVERT;
      break;
   default:
      break;
   }


   I830_STATECHANGE(i830, I830_UPLOAD_CTX);
   i830->state.Ctx[I830_CTXREG_STENCILTST] &= ~(STENCIL_OPS_MASK);
   i830->state.Ctx[I830_CTXREG_STENCILTST] |= (ENABLE_STENCIL_PARMS |
                                               STENCIL_FAIL_OP(fop) |
                                               STENCIL_PASS_DEPTH_FAIL_OP
                                               (dfop) |
                                               STENCIL_PASS_DEPTH_PASS_OP
                                               (dpop));
}
Beispiel #12
0
static void
i830Enable(struct gl_context * ctx, GLenum cap, GLboolean state)
{
   struct i830_context *i830 = i830_context(ctx);

   switch (cap) {
   case GL_LIGHTING:
   case GL_COLOR_SUM:
      update_specular(ctx);
      break;

   case GL_ALPHA_TEST:
      I830_STATECHANGE(i830, I830_UPLOAD_CTX);
      i830->state.Ctx[I830_CTXREG_ENABLES_1] &= ~ENABLE_DIS_ALPHA_TEST_MASK;
      if (state)
         i830->state.Ctx[I830_CTXREG_ENABLES_1] |= ENABLE_ALPHA_TEST;
      else
         i830->state.Ctx[I830_CTXREG_ENABLES_1] |= DISABLE_ALPHA_TEST;

      break;

   case GL_BLEND:
      i830EvalLogicOpBlendState(ctx);
      break;

   case GL_COLOR_LOGIC_OP:
      i830EvalLogicOpBlendState(ctx);

      /* Logicop doesn't seem to work at 16bpp:
       */
      if (i830->intel.ctx.Visual.rgbBits == 16)
         FALLBACK(&i830->intel, I830_FALLBACK_LOGICOP, state);
      break;

   case GL_DITHER:
      I830_STATECHANGE(i830, I830_UPLOAD_CTX);
      i830->state.Ctx[I830_CTXREG_ENABLES_2] &= ~ENABLE_DITHER;

      if (state)
         i830->state.Ctx[I830_CTXREG_ENABLES_2] |= ENABLE_DITHER;
      else
         i830->state.Ctx[I830_CTXREG_ENABLES_2] |= DISABLE_DITHER;
      break;

   case GL_DEPTH_TEST:
      I830_STATECHANGE(i830, I830_UPLOAD_CTX);
      i830->state.Ctx[I830_CTXREG_ENABLES_1] &= ~ENABLE_DIS_DEPTH_TEST_MASK;

      if (state)
         i830->state.Ctx[I830_CTXREG_ENABLES_1] |= ENABLE_DEPTH_TEST;
      else
         i830->state.Ctx[I830_CTXREG_ENABLES_1] |= DISABLE_DEPTH_TEST;

      /* Also turn off depth writes when GL_DEPTH_TEST is disabled:
       */
      i830DepthMask(ctx, ctx->Depth.Mask);
      break;

   case GL_SCISSOR_TEST:
      I830_STATECHANGE(i830, I830_UPLOAD_BUFFERS);

      if (state)
         i830->state.Buffer[I830_DESTREG_SENABLE] =
            (_3DSTATE_SCISSOR_ENABLE_CMD | ENABLE_SCISSOR_RECT);
      else
         i830->state.Buffer[I830_DESTREG_SENABLE] =
            (_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT);

      break;

   case GL_LINE_SMOOTH:
      I830_STATECHANGE(i830, I830_UPLOAD_CTX);

      i830->state.Ctx[I830_CTXREG_AA] &= ~AA_LINE_ENABLE;
      if (state)
         i830->state.Ctx[I830_CTXREG_AA] |= AA_LINE_ENABLE;
      else
         i830->state.Ctx[I830_CTXREG_AA] |= AA_LINE_DISABLE;
      break;

   case GL_FOG:
      I830_STATECHANGE(i830, I830_UPLOAD_CTX);
      i830->state.Ctx[I830_CTXREG_ENABLES_1] &= ~ENABLE_DIS_FOG_MASK;
      if (state)
         i830->state.Ctx[I830_CTXREG_ENABLES_1] |= ENABLE_FOG;
      else
         i830->state.Ctx[I830_CTXREG_ENABLES_1] |= DISABLE_FOG;
      break;

   case GL_CULL_FACE:
      i830CullFaceFrontFace(ctx, 0);
      break;

   case GL_TEXTURE_2D:
      break;

   case GL_STENCIL_TEST:
      {
         GLboolean hw_stencil = GL_FALSE;
         if (ctx->DrawBuffer) {
            struct intel_renderbuffer *irbStencil
               = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_STENCIL);
            hw_stencil = (irbStencil && irbStencil->region);
         }
         if (hw_stencil) {
            I830_STATECHANGE(i830, I830_UPLOAD_CTX);

            if (state) {
               i830->state.Ctx[I830_CTXREG_ENABLES_1] |= ENABLE_STENCIL_TEST;
               i830->state.Ctx[I830_CTXREG_ENABLES_2] |= ENABLE_STENCIL_WRITE;
            }
            else {
               i830->state.Ctx[I830_CTXREG_ENABLES_1] &= ~ENABLE_STENCIL_TEST;
               i830->state.Ctx[I830_CTXREG_ENABLES_2] &=
                  ~ENABLE_STENCIL_WRITE;
               i830->state.Ctx[I830_CTXREG_ENABLES_1] |= DISABLE_STENCIL_TEST;
               i830->state.Ctx[I830_CTXREG_ENABLES_2] |=
                  DISABLE_STENCIL_WRITE;
            }
         }
         else {
            FALLBACK(&i830->intel, I830_FALLBACK_STENCIL, state);
         }
      }
      break;

   case GL_POLYGON_STIPPLE:
      /* The stipple command worked on my 855GM box, but not my 845G.
       * I'll do more testing later to find out exactly which hardware
       * supports it.  Disabled for now.
       */
      if (i830->intel.hw_stipple &&
          i830->intel.reduced_primitive == GL_TRIANGLES) {
         I830_STATECHANGE(i830, I830_UPLOAD_STIPPLE);
         i830->state.Stipple[I830_STPREG_ST1] &= ~ST1_ENABLE;
         if (state)
            i830->state.Stipple[I830_STPREG_ST1] |= ST1_ENABLE;
      }
      break;

   default:
      ;
   }
}
Beispiel #13
0
/**
 * Sets both the blend equation (called "function" in i830 docs) and the
 * blend function (called "factor" in i830 docs).  This is done in a single
 * function because some blend equations (i.e., \c GL_MIN and \c GL_MAX)
 * change the interpretation of the blend function.
 */
static void
i830_set_blend_state(struct gl_context * ctx)
{
   struct i830_context *i830 = i830_context(ctx);
   int funcA;
   int funcRGB;
   int eqnA;
   int eqnRGB;
   int iab;
   int s1;


   funcRGB =
      SRC_BLND_FACT(intel_translate_blend_factor(ctx->Color.Blend[0].SrcRGB))
      | DST_BLND_FACT(intel_translate_blend_factor(ctx->Color.Blend[0].DstRGB));

   switch (ctx->Color.Blend[0].EquationRGB) {
   case GL_FUNC_ADD:
      eqnRGB = BLENDFUNC_ADD;
      break;
   case GL_MIN:
      eqnRGB = BLENDFUNC_MIN;
      funcRGB = SRC_BLND_FACT(BLENDFACT_ONE) | DST_BLND_FACT(BLENDFACT_ONE);
      break;
   case GL_MAX:
      eqnRGB = BLENDFUNC_MAX;
      funcRGB = SRC_BLND_FACT(BLENDFACT_ONE) | DST_BLND_FACT(BLENDFACT_ONE);
      break;
   case GL_FUNC_SUBTRACT:
      eqnRGB = BLENDFUNC_SUB;
      break;
   case GL_FUNC_REVERSE_SUBTRACT:
      eqnRGB = BLENDFUNC_RVRSE_SUB;
      break;
   default:
      fprintf(stderr, "[%s:%u] Invalid RGB blend equation (0x%04x).\n",
              __FUNCTION__, __LINE__, ctx->Color.Blend[0].EquationRGB);
      return;
   }


   funcA = SRC_ABLEND_FACT(intel_translate_blend_factor(ctx->Color.Blend[0].SrcA))
      | DST_ABLEND_FACT(intel_translate_blend_factor(ctx->Color.Blend[0].DstA));

   switch (ctx->Color.Blend[0].EquationA) {
   case GL_FUNC_ADD:
      eqnA = BLENDFUNC_ADD;
      break;
   case GL_MIN:
      eqnA = BLENDFUNC_MIN;
      funcA = SRC_BLND_FACT(BLENDFACT_ONE) | DST_BLND_FACT(BLENDFACT_ONE);
      break;
   case GL_MAX:
      eqnA = BLENDFUNC_MAX;
      funcA = SRC_BLND_FACT(BLENDFACT_ONE) | DST_BLND_FACT(BLENDFACT_ONE);
      break;
   case GL_FUNC_SUBTRACT:
      eqnA = BLENDFUNC_SUB;
      break;
   case GL_FUNC_REVERSE_SUBTRACT:
      eqnA = BLENDFUNC_RVRSE_SUB;
      break;
   default:
      fprintf(stderr, "[%s:%u] Invalid alpha blend equation (0x%04x).\n",
              __FUNCTION__, __LINE__, ctx->Color.Blend[0].EquationA);
      return;
   }

   iab = eqnA | funcA
      | _3DSTATE_INDPT_ALPHA_BLEND_CMD
      | ENABLE_SRC_ABLEND_FACTOR | ENABLE_DST_ABLEND_FACTOR
      | ENABLE_ALPHA_BLENDFUNC;
   s1 = eqnRGB | funcRGB
      | _3DSTATE_MODES_1_CMD
      | ENABLE_SRC_BLND_FACTOR | ENABLE_DST_BLND_FACTOR
      | ENABLE_COLR_BLND_FUNC;

   if ((eqnA | funcA) != (eqnRGB | funcRGB))
      iab |= ENABLE_INDPT_ALPHA_BLEND;
   else
      iab |= DISABLE_INDPT_ALPHA_BLEND;

   if (iab != i830->state.Ctx[I830_CTXREG_IALPHAB] ||
       s1 != i830->state.Ctx[I830_CTXREG_STATE1]) {
      I830_STATECHANGE(i830, I830_UPLOAD_CTX);
      i830->state.Ctx[I830_CTXREG_IALPHAB] = iab;
      i830->state.Ctx[I830_CTXREG_STATE1] = s1;
   }

   /* This will catch a logicop blend equation.  It will also ensure
    * independant alpha blend is really in the correct state (either enabled
    * or disabled) if blending is already enabled.
    */

   i830EvalLogicOpBlendState(ctx);

   if (0) {
      fprintf(stderr,
              "[%s:%u] STATE1: 0x%08x IALPHAB: 0x%08x blend is %sabled\n",
              __FUNCTION__, __LINE__, i830->state.Ctx[I830_CTXREG_STATE1],
              i830->state.Ctx[I830_CTXREG_IALPHAB],
              (ctx->Color.BlendEnabled) ? "en" : "dis");
   }
}
Beispiel #14
0
/* System to flush dma and emit state changes based on the rasterized
 * primitive.
 */
void i830RasterPrimitive( GLcontext *ctx,
			  GLenum rprim,
			  GLuint hwprim )
{
   i830ContextPtr imesa = I830_CONTEXT(ctx);
   GLuint aa = imesa->Setup[I830_CTXREG_AA];
   GLuint st1 = imesa->StippleSetup[I830_STPREG_ST1];

   aa &= ~AA_LINE_ENABLE;

   if (I830_DEBUG & DEBUG_PRIMS) {
      /* Prints reduced prim, and hw prim */
      char *prim_name = "Unknown";

      switch(hwprim) {
      case PRIM3D_POINTLIST:
	 prim_name = "PointList";
	 break;
      case PRIM3D_LINELIST:
	 prim_name = "LineList";
	 break;
      case PRIM3D_LINESTRIP:
	 prim_name = "LineStrip";
	 break;	 
      case PRIM3D_TRILIST:
	 prim_name = "TriList";
	 break;	 
      case PRIM3D_TRISTRIP:
	 prim_name = "TriStrip";
	 break;	 
      case PRIM3D_TRIFAN:
	 prim_name = "TriFan";
	 break;	 
      case PRIM3D_POLY:
	 prim_name = "Polygons";
	 break;
      default:
	 break;
      }

      fprintf(stderr, "%s : rprim(%s), hwprim(%s)\n",
	      __FUNCTION__,
	      _mesa_lookup_enum_by_nr(rprim),
	      prim_name);
   }

   switch (rprim) {
   case GL_TRIANGLES:
      aa |= AA_LINE_DISABLE;
      if (ctx->Polygon.StippleFlag)
	 st1 |= ST1_ENABLE;
      else
	 st1 &= ~ST1_ENABLE;
      break;
   case GL_LINES:
      st1 &= ~ST1_ENABLE;
      if (ctx->Line.SmoothFlag) {
	 aa |= AA_LINE_ENABLE;
      } else {
	 aa |= AA_LINE_DISABLE;
      }
      break;
   case GL_POINTS:
      st1 &= ~ST1_ENABLE;
      aa |= AA_LINE_DISABLE;
      break;
   default:
      return;
   }

   imesa->reduced_primitive = rprim;

   if (aa != imesa->Setup[I830_CTXREG_AA]) {
      I830_STATECHANGE(imesa, I830_UPLOAD_CTX);
      imesa->Setup[I830_CTXREG_AA] = aa;
   }
   
#if 0
   if (st1 != imesa->StippleSetup[I830_STPREG_ST1]) {
      I830_STATECHANGE(imesa, I830_UPLOAD_STIPPLE);
      imesa->StippleSetup[I830_STPREG_ST1] = st1;
   }
#endif

   if (hwprim != imesa->hw_primitive) {
      I830_STATECHANGE(imesa, 0);
      imesa->hw_primitive = hwprim;
   }
}
Beispiel #15
0
/* Recalculate all state from scratch.  Perhaps not the most
 * efficient, but this has gotten complex enough that we need
 * something which is understandable and reliable.
 */
static GLboolean
i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
{
   GLcontext *ctx = &intel->ctx;
   struct i830_context *i830 = i830_context(ctx);
   struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
   struct gl_texture_object *tObj = tUnit->_Current;
   struct intel_texture_object *intelObj = intel_texture_object(tObj);
   struct gl_texture_image *firstImage;
   GLuint *state = i830->state.Tex[unit], format, pitch;
   GLint lodbias;
   GLubyte border[4];
   GLuint dst_x, dst_y;

   memset(state, 0, sizeof(state));

   /*We need to refcount these. */

   if (i830->state.tex_buffer[unit] != NULL) {
       drm_intel_bo_unreference(i830->state.tex_buffer[unit]);
       i830->state.tex_buffer[unit] = NULL;
   }

   if (!intel_finalize_mipmap_tree(intel, unit))
      return GL_FALSE;

   /* Get first image here, since intelObj->firstLevel will get set in
    * the intel_finalize_mipmap_tree() call above.
    */
   firstImage = tObj->Image[0][intelObj->firstLevel];

   intel_miptree_get_image_offset(intelObj->mt, intelObj->firstLevel, 0, 0,
				  &dst_x, &dst_y);

   drm_intel_bo_reference(intelObj->mt->region->buffer);
   i830->state.tex_buffer[unit] = intelObj->mt->region->buffer;
   pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;

   /* XXX: This calculation is probably broken for tiled images with
    * a non-page-aligned offset.
    */
   i830->state.tex_offset[unit] = dst_x * intelObj->mt->cpp + dst_y * pitch;

   format = translate_texture_format(firstImage->TexFormat,
				     firstImage->InternalFormat);

   state[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 |
                               (LOAD_TEXTURE_MAP0 << unit) | 4);

   state[I830_TEXREG_TM0S1] =
      (((firstImage->Height - 1) << TM0S1_HEIGHT_SHIFT) |
       ((firstImage->Width - 1) << TM0S1_WIDTH_SHIFT) | format);

   if (intelObj->mt->region->tiling != I915_TILING_NONE) {
      state[I830_TEXREG_TM0S1] |= TM0S1_TILED_SURFACE;
      if (intelObj->mt->region->tiling == I915_TILING_Y)
	 state[I830_TEXREG_TM0S1] |= TM0S1_TILE_WALK;
   }

   state[I830_TEXREG_TM0S2] =
      ((((pitch / 4) - 1) << TM0S2_PITCH_SHIFT) | TM0S2_CUBE_FACE_ENA_MASK);

   {
      if (tObj->Target == GL_TEXTURE_CUBE_MAP)
         state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit) |
                                    CUBE_NEGX_ENABLE |
                                    CUBE_POSX_ENABLE |
                                    CUBE_NEGY_ENABLE |
                                    CUBE_POSY_ENABLE |
                                    CUBE_NEGZ_ENABLE | CUBE_POSZ_ENABLE);
      else
         state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit));
   }




   {
      GLuint minFilt, mipFilt, magFilt;

      switch (tObj->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:
         return GL_FALSE;
      }

      if (tObj->MaxAnisotropy > 1.0) {
         minFilt = FILTER_ANISOTROPIC;
         magFilt = FILTER_ANISOTROPIC;
      }
      else {
         switch (tObj->MagFilter) {
         case GL_NEAREST:
            magFilt = FILTER_NEAREST;
            break;
         case GL_LINEAR:
            magFilt = FILTER_LINEAR;
            break;
         default:
            return GL_FALSE;
         }
      }

      lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0);
      if (lodbias < -64)
          lodbias = -64;
      if (lodbias > 63)
          lodbias = 63;
      
      state[I830_TEXREG_TM0S3] = ((lodbias << TM0S3_LOD_BIAS_SHIFT) & 
                                  TM0S3_LOD_BIAS_MASK);
#if 0
      /* YUV conversion:
       */
      if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR ||
          firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV)
         state[I830_TEXREG_TM0S3] |= SS2_COLORSPACE_CONVERSION;
#endif

      state[I830_TEXREG_TM0S3] |= ((intelObj->lastLevel -
                                    intelObj->firstLevel) *
                                   4) << TM0S3_MIN_MIP_SHIFT;

      state[I830_TEXREG_TM0S3] |= ((minFilt << TM0S3_MIN_FILTER_SHIFT) |
                                   (mipFilt << TM0S3_MIP_FILTER_SHIFT) |
                                   (magFilt << TM0S3_MAG_FILTER_SHIFT));
   }

   {
      GLenum ws = tObj->WrapS;
      GLenum wt = tObj->WrapT;


      /* 3D textures not available on i830
       */
      if (tObj->Target == GL_TEXTURE_3D)
         return GL_FALSE;

      state[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD |
                                MAP_UNIT(unit) |
                                ENABLE_TEXCOORD_PARAMS |
                                ss3 |
                                ENABLE_ADDR_V_CNTL |
                                TEXCOORD_ADDR_V_MODE(translate_wrap_mode(wt))
                                | ENABLE_ADDR_U_CNTL |
                                TEXCOORD_ADDR_U_MODE(translate_wrap_mode
                                                     (ws)));
   }

   /* convert border color from float to ubyte */
   CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor.f[0]);
   CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor.f[1]);
   CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor.f[2]);
   CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor.f[3]);

   state[I830_TEXREG_TM0S4] = PACK_COLOR_8888(border[3],
					      border[0],
					      border[1],
					      border[2]);

   I830_ACTIVESTATE(i830, I830_UPLOAD_TEX(unit), GL_TRUE);
   /* memcmp was already disabled, but definitely won't work as the
    * region might now change and that wouldn't be detected:
    */
   I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit));
   return GL_TRUE;
}
Beispiel #16
0
static void i830TexEnv( GLcontext *ctx, GLenum target, 
			GLenum pname, const GLfloat *param )
{
   i830ContextPtr i830 = I830_CONTEXT( ctx );
   GLuint unit = ctx->Texture.CurrentUnit;

   switch (pname) {
   case GL_TEXTURE_ENV_COLOR: 
#if 0
   {
      GLubyte r, g, b, a;
      GLuint col;
      
      UNCLAMPED_FLOAT_TO_UBYTE(r, param[RCOMP]);
      UNCLAMPED_FLOAT_TO_UBYTE(g, param[GCOMP]);
      UNCLAMPED_FLOAT_TO_UBYTE(b, param[BCOMP]);
      UNCLAMPED_FLOAT_TO_UBYTE(a, param[ACOMP]);

      col = ((a << 24) | (r << 16) | (g << 8) | b);

      if (col != i830->state.TexEnv[unit][I830_TEXENVREG_COL1]) {
	 I830_STATECHANGE(i830, I830_UPLOAD_TEXENV);
	 i830->state.TexEnv[unit][I830_TEXENVREG_COL1] = col;
      }

      break;
   }
#endif
   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:
      break;

   case GL_TEXTURE_LOD_BIAS: {
      int b = (int) ((*param) * 16.0);
      if (b > 63) b = 63;
      if (b < -64) b = -64;
      I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit));
      i830->state.Tex[unit][I830_TEXREG_TM0S3] &= ~TM0S3_LOD_BIAS_MASK;
      i830->state.Tex[unit][I830_TEXREG_TM0S3] |= 
	 ((b << TM0S3_LOD_BIAS_SHIFT) & TM0S3_LOD_BIAS_MASK);
      break;
   }

   default:
      break;
   }
}