void i810UpdateTextureState( struct gl_context *ctx ) { static const unsigned color_pass[3] = { GFX_OP_MAP_COLOR_STAGES | MC_STAGE_0 | MC_UPDATE_DEST | MC_DEST_CURRENT | MC_UPDATE_ARG1 | (MC_ARG_ITERATED_COLOR << MC_ARG1_SHIFT) | MC_UPDATE_ARG2 | (MC_ARG_ONE << MC_ARG2_SHIFT) | MC_UPDATE_OP | MC_OP_ARG1, GFX_OP_MAP_COLOR_STAGES | MC_STAGE_1 | MC_UPDATE_DEST | MC_DEST_CURRENT | MC_UPDATE_ARG1 | (MC_ARG_CURRENT_COLOR << MC_ARG1_SHIFT) | MC_UPDATE_ARG2 | (MC_ARG_ONE << MC_ARG2_SHIFT) | MC_UPDATE_OP | MC_OP_ARG1, GFX_OP_MAP_COLOR_STAGES | MC_STAGE_2 | MC_UPDATE_DEST | MC_DEST_CURRENT | MC_UPDATE_ARG1 | (MC_ARG_CURRENT_COLOR << MC_ARG1_SHIFT) | MC_UPDATE_ARG2 | (MC_ARG_ONE << MC_ARG2_SHIFT) | MC_UPDATE_OP | MC_OP_ARG1 }; static const unsigned alpha_pass[3] = { GFX_OP_MAP_ALPHA_STAGES | MA_STAGE_0 | MA_UPDATE_ARG1 | (MA_ARG_ITERATED_ALPHA << MA_ARG1_SHIFT) | MA_UPDATE_ARG2 | (MA_ARG_ITERATED_ALPHA << MA_ARG2_SHIFT) | MA_UPDATE_OP | MA_OP_ARG1, GFX_OP_MAP_ALPHA_STAGES | MA_STAGE_1 | MA_UPDATE_ARG1 | (MA_ARG_CURRENT_ALPHA << MA_ARG1_SHIFT) | MA_UPDATE_ARG2 | (MA_ARG_CURRENT_ALPHA << MA_ARG2_SHIFT) | MA_UPDATE_OP | MA_OP_ARG1, GFX_OP_MAP_ALPHA_STAGES | MA_STAGE_2 | MA_UPDATE_ARG1 | (MA_ARG_CURRENT_ALPHA << MA_ARG1_SHIFT) | MA_UPDATE_ARG2 | (MA_ARG_CURRENT_ALPHA << MA_ARG2_SHIFT) | MA_UPDATE_OP | MA_OP_ARG1 }; i810ContextPtr imesa = I810_CONTEXT(ctx); int next_color_stage = 0; int next_alpha_stage = 0; /* fprintf(stderr, "%s\n", __FUNCTION__); */ FALLBACK( imesa, I810_FALLBACK_TEXTURE, GL_FALSE ); i810UpdateTexUnit( ctx, 0, & next_color_stage, & next_alpha_stage ); i810UpdateTexUnit( ctx, 1, & next_color_stage, & next_alpha_stage ); /* There needs to be at least one combine stage emitted that just moves * the incoming primary color to the current color register. In addition, * there number be the same number of color and alpha stages emitted. * Finally, if there are less than 3 combine stages, a MC_OP_DISABLE stage * must be emitted. */ while ( (next_color_stage == 0) || (next_color_stage < next_alpha_stage) ) { set_color_stage( color_pass[ next_color_stage ], next_color_stage, imesa ); next_color_stage++; } assert( next_color_stage <= 3 ); while ( next_alpha_stage < next_color_stage ) { set_alpha_stage( alpha_pass[ next_alpha_stage ], next_alpha_stage, imesa ); next_alpha_stage++; } assert( next_alpha_stage <= 3 ); assert( next_color_stage == next_alpha_stage ); if ( next_color_stage < 3 ) { const unsigned color = GFX_OP_MAP_COLOR_STAGES | (next_color_stage << MC_STAGE_SHIFT) | MC_UPDATE_DEST | MC_DEST_CURRENT | MC_UPDATE_ARG1 | (MC_ARG_ONE << MC_ARG1_SHIFT) | MC_UPDATE_ARG2 | (MC_ARG_ONE << MC_ARG2_SHIFT) | MC_UPDATE_OP | (MC_OP_DISABLE); const unsigned alpha = GFX_OP_MAP_ALPHA_STAGES | (next_color_stage << MC_STAGE_SHIFT) | MA_UPDATE_ARG1 | (MA_ARG_CURRENT_ALPHA << MA_ARG1_SHIFT) | MA_UPDATE_ARG2 | (MA_ARG_CURRENT_ALPHA << MA_ARG2_SHIFT) | MA_UPDATE_OP | (MA_OP_ARG1); set_color_stage( color, next_color_stage, imesa ); set_alpha_stage( alpha, next_alpha_stage, imesa ); } }
// meaning of *pass* is in [zz_material.h] bool zz_material_terrain::set (int pass) { zz_texture * firstmap, * secondmap, * lightmap; int shader_format = get_shader_format(); if (shader_format == SHADER_FORMAT_DEFAULT) return false; firstmap = (shader_format & SHADER_FORMAT_FIRSTMAP) ? textures[0] : 0; secondmap = (shader_format & SHADER_FORMAT_SECONDMAP) ? textures[1] : 0; lightmap = (shader_format & SHADER_FORMAT_LIGHTMAP) ? textures[2] : 0; bool l_use_shadow = (shader_format & SHADER_FORMAT_SHADOWMAP) > 0; // texture binding int texture_stage = 0; if (firstmap) firstmap->set(texture_stage++); if (secondmap) secondmap->set(texture_stage++); if (lightmap) lightmap->set(texture_stage++); if (l_use_shadow) s_renderer->set_texture_shadowmap(texture_stage++); #ifdef _DEBUG static bool debug_flags_multi [] = {true, true, true, true, true, true, true}; static bool debug_flags_single [] = {true, true, true, true, true, true, true}; #endif // set texture stage if (s_renderstate->use_multipass) { if (firstmap) { if (secondmap) { TEST_FLAGS_MULTI(0); set_first_second(); } else if (lightmap) { TEST_FLAGS_MULTI(1); set_first_light(); } else if (l_use_shadow) { TEST_FLAGS_MULTI(2); set_first_shadow(); } else { TEST_FLAGS_MULTI(3); set_first(); } } else if (lightmap) { if (l_use_shadow) { TEST_FLAGS_MULTI(4); set_light_shadow(); } else { TEST_FLAGS_MULTI(5); set_light(); } } else if (l_use_shadow) { TEST_FLAGS_MULTI(6); set_shadow(); } else { return false; } } else { if (firstmap) { if (secondmap) { if (lightmap) { if (l_use_shadow) { TEST_FLAGS_SINGLE(0); set_first_second_light_shadow(); } else { TEST_FLAGS_SINGLE(1); set_first_second_light(); } } else { if (l_use_shadow) { TEST_FLAGS_SINGLE(2); set_first_second_shadow(); } else { TEST_FLAGS_SINGLE(3); set_first_second(); } } } else { if (lightmap) { if (l_use_shadow) { TEST_FLAGS_SINGLE(4); set_first_light_shadow(); } else { TEST_FLAGS_SINGLE(5); set_first_light(); } } else { TEST_FLAGS_SINGLE(6); set_first(); } } } else { return false; } } set_alpha_stage(pass, lightmap ? true : false, l_use_shadow); return true; }
/** * Configure the hardware bits for the specified texture environment. * * Configures the hardware bits for the texture environment state for the * specified texture unit. As combine stages are added, the values pointed * to by \c color_stage and \c alpha_stage are incremented. * * \param ctx GL context pointer. * \param unit Texture unit to be added. * \param color_stage Next available hardware color combine stage. * \param alpha_stage Next available hardware alpha combine stage. * * \returns * If the combine mode for the specified texture unit could be added without * requiring a software fallback, \c GL_TRUE is returned. Otherwise, * \c GL_FALSE is returned. * * \todo * If the mode is (GL_REPLACE, GL_PREVIOUS), treat it as though the texture * stage is disabled. That is, don't emit any combine stages. * * \todo * Add support for ATI_texture_env_combine3 modes. This will require using * two combine stages. * * \todo * Add support for the missing \c GL_INTERPOLATE modes. This will require * using all three combine stages. There is a comment in the function * describing how this might work. * * \todo * If, after all the combine stages have been emitted, a texture is never * actually used, disable the texture unit. That should save texture some * memory bandwidth. This won't happen in this function, but this seems like * a reasonable place to make note of it. */ static GLboolean i810UpdateTexEnvCombine( struct gl_context *ctx, GLuint unit, int * color_stage, int * alpha_stage ) { i810ContextPtr imesa = I810_CONTEXT(ctx); const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; GLuint color_arg[3] = { MC_ARG_ONE, MC_ARG_ONE, MC_ARG_ONE }; GLuint alpha_arg[3] = { MA_ARG_ITERATED_ALPHA, MA_ARG_ITERATED_ALPHA, MA_ARG_ITERATED_ALPHA }; GLuint i; GLuint color_combine, alpha_combine; const GLuint numColorArgs = texUnit->_CurrentCombine->_NumArgsRGB; const GLuint numAlphaArgs = texUnit->_CurrentCombine->_NumArgsA; GLuint RGBshift = texUnit->_CurrentCombine->ScaleShiftRGB; GLuint Ashift = texUnit->_CurrentCombine->ScaleShiftA; if ( !texUnit->_ReallyEnabled ) { return GL_TRUE; } if ((*color_stage >= 3) || (*alpha_stage >= 3)) { return GL_FALSE; } /* Step 1: * Extract the color and alpha combine function arguments. */ for ( i = 0 ; i < numColorArgs ; i++ ) { unsigned op = texUnit->_CurrentCombine->OperandRGB[i] - GL_SRC_COLOR; assert(op >= 0); assert(op <= 3); switch ( texUnit->_CurrentCombine->SourceRGB[i] ) { case GL_TEXTURE0: color_arg[i] = MC_ARG_TEX0_COLOR; break; case GL_TEXTURE1: color_arg[i] = MC_ARG_TEX1_COLOR; break; case GL_TEXTURE: color_arg[i] = (unit == 0) ? MC_ARG_TEX0_COLOR : MC_ARG_TEX1_COLOR; break; case GL_CONSTANT: color_arg[i] = MC_ARG_COLOR_FACTOR; break; case GL_PRIMARY_COLOR: color_arg[i] = MC_ARG_ITERATED_COLOR; break; case GL_PREVIOUS: color_arg[i] = (unit == 0) ? MC_ARG_ITERATED_COLOR : MC_ARG_CURRENT_COLOR; break; case GL_ZERO: /* Toggle the low bit of the op value. The is the 'invert' bit, * and it acts to convert GL_ZERO+op to the equivalent GL_ONE+op. */ op ^= 1; /*FALLTHROUGH*/ case GL_ONE: color_arg[i] = MC_ARG_ONE; break; default: return GL_FALSE; } color_arg[i] |= operand_modifiers[op]; } for ( i = 0 ; i < numAlphaArgs ; i++ ) { unsigned op = texUnit->_CurrentCombine->OperandA[i] - GL_SRC_ALPHA; assert(op >= 0); assert(op <= 1); switch ( texUnit->_CurrentCombine->SourceA[i] ) { case GL_TEXTURE0: alpha_arg[i] = MA_ARG_TEX0_ALPHA; break; case GL_TEXTURE1: alpha_arg[i] = MA_ARG_TEX1_ALPHA; break; case GL_TEXTURE: alpha_arg[i] = (unit == 0) ? MA_ARG_TEX0_ALPHA : MA_ARG_TEX1_ALPHA; break; case GL_CONSTANT: alpha_arg[i] = MA_ARG_ALPHA_FACTOR; break; case GL_PRIMARY_COLOR: alpha_arg[i] = MA_ARG_ITERATED_ALPHA; break; case GL_PREVIOUS: alpha_arg[i] = (unit == 0) ? MA_ARG_ITERATED_ALPHA : MA_ARG_CURRENT_ALPHA; break; case GL_ZERO: /* Toggle the low bit of the op value. The is the 'invert' bit, * and it acts to convert GL_ZERO+op to the equivalent GL_ONE+op. */ op ^= 1; /*FALLTHROUGH*/ case GL_ONE: if (i != 2) { return GL_FALSE; } alpha_arg[i] = MA_ARG_ONE; break; default: return GL_FALSE; } alpha_arg[i] |= operand_modifiers[op]; } /* Step 2: * Build up the color and alpha combine functions. */ switch ( texUnit->_CurrentCombine->ModeRGB ) { case GL_REPLACE: color_combine = MC_OP_ARG1; break; case GL_MODULATE: color_combine = MC_OP_MODULATE + RGBshift; RGBshift = 0; break; case GL_ADD: color_combine = MC_OP_ADD; break; case GL_ADD_SIGNED: color_combine = MC_OP_ADD_SIGNED; break; case GL_SUBTRACT: color_combine = MC_OP_SUBTRACT; break; case GL_INTERPOLATE: /* For interpolation, the i810 hardware has some limitations. It * can't handle using the secondary or diffuse color (diffuse alpha * is okay) for the third argument. * * It is possible to emulate the missing modes by using multiple * combine stages. Unfortunately it requires all three stages to * emulate a single interpolate stage. The (arg0*arg2) portion is * done in stage zero and writes to MC_DEST_ACCUMULATOR. The * (arg1*(1-arg2)) portion is done in stage 1, and the final stage is * (MC_ARG1_ACCUMULATOR | MC_ARG2_CURRENT_COLOR | MC_OP_ADD). * * It can also be done without using the accumulator by rearranging * the equation as (arg1 + (arg2 * (arg0 - arg1))). Too bad the i810 * doesn't support the MODULATE_AND_ADD mode that the i830 supports. * If it did, the interpolate could be done in only two stages. */ if ( (color_arg[2] & MC_ARG_INVERT) != 0 ) { unsigned temp = color_arg[0]; color_arg[0] = color_arg[1]; color_arg[1] = temp; color_arg[2] &= ~MC_ARG_INVERT; } switch (color_arg[2]) { case (MC_ARG_ONE): case (MC_ARG_ONE | MC_ARG_REPLICATE_ALPHA): color_combine = MC_OP_ARG1; color_arg[1] = MC_ARG_ONE; break; case (MC_ARG_COLOR_FACTOR): return GL_FALSE; case (MC_ARG_COLOR_FACTOR | MC_ARG_REPLICATE_ALPHA): color_combine = MC_OP_LIN_BLEND_ALPHA_FACTOR; break; case (MC_ARG_ITERATED_COLOR): return GL_FALSE; case (MC_ARG_ITERATED_COLOR | MC_ARG_REPLICATE_ALPHA): color_combine = MC_OP_LIN_BLEND_ITER_ALPHA; break; case (MC_ARG_SPECULAR_COLOR): case (MC_ARG_SPECULAR_COLOR | MC_ARG_REPLICATE_ALPHA): return GL_FALSE; case (MC_ARG_TEX0_COLOR): color_combine = MC_OP_LIN_BLEND_TEX0_COLOR; break; case (MC_ARG_TEX0_COLOR | MC_ARG_REPLICATE_ALPHA): color_combine = MC_OP_LIN_BLEND_TEX0_ALPHA; break; case (MC_ARG_TEX1_COLOR): color_combine = MC_OP_LIN_BLEND_TEX1_COLOR; break; case (MC_ARG_TEX1_COLOR | MC_ARG_REPLICATE_ALPHA): color_combine = MC_OP_LIN_BLEND_TEX1_ALPHA; break; default: return GL_FALSE; } break; default: return GL_FALSE; } switch ( texUnit->_CurrentCombine->ModeA ) { case GL_REPLACE: alpha_combine = MA_OP_ARG1; break; case GL_MODULATE: alpha_combine = MA_OP_MODULATE + Ashift; Ashift = 0; break; case GL_ADD: alpha_combine = MA_OP_ADD; break; case GL_ADD_SIGNED: alpha_combine = MA_OP_ADD_SIGNED; break; case GL_SUBTRACT: alpha_combine = MA_OP_SUBTRACT; break; case GL_INTERPOLATE: if ( (alpha_arg[2] & MA_ARG_INVERT) != 0 ) { unsigned temp = alpha_arg[0]; alpha_arg[0] = alpha_arg[1]; alpha_arg[1] = temp; alpha_arg[2] &= ~MA_ARG_INVERT; } switch (alpha_arg[2]) { case MA_ARG_ONE: alpha_combine = MA_OP_ARG1; alpha_arg[1] = MA_ARG_ITERATED_ALPHA; break; case MA_ARG_ALPHA_FACTOR: alpha_combine = MA_OP_LIN_BLEND_ALPHA_FACTOR; break; case MA_ARG_ITERATED_ALPHA: alpha_combine = MA_OP_LIN_BLEND_ITER_ALPHA; break; case MA_ARG_TEX0_ALPHA: alpha_combine = MA_OP_LIN_BLEND_TEX0_ALPHA; break; case MA_ARG_TEX1_ALPHA: alpha_combine = MA_OP_LIN_BLEND_TEX1_ALPHA; break; default: return GL_FALSE; } break; default: return GL_FALSE; } color_combine |= GFX_OP_MAP_COLOR_STAGES | (*color_stage << MC_STAGE_SHIFT) | MC_UPDATE_DEST | MC_DEST_CURRENT | MC_UPDATE_ARG1 | (color_arg[0] << MC_ARG1_SHIFT) | MC_UPDATE_ARG2 | (color_arg[1] << MC_ARG2_SHIFT) | MC_UPDATE_OP; alpha_combine |= GFX_OP_MAP_ALPHA_STAGES | (*alpha_stage << MA_STAGE_SHIFT) | MA_UPDATE_ARG1 | (alpha_arg[0] << MA_ARG1_SHIFT) | MA_UPDATE_ARG2 | (alpha_arg[1] << MA_ARG2_SHIFT) | MA_UPDATE_OP; set_color_stage( color_combine, *color_stage, imesa ); set_alpha_stage( alpha_combine, *alpha_stage, imesa ); (*color_stage)++; (*alpha_stage)++; /* Step 3: * Apply the scale factor. */ /* The only operation where the i810 directly supports adding a post- * scale factor is modulate. For all the other modes the post-scale is * emulated by inserting and extra modulate stage. For the modulate * case, the scaling is handled above when color_combine / alpha_combine * are initially set. */ if ( RGBshift != 0 ) { const unsigned color_scale = GFX_OP_MAP_COLOR_STAGES | (*color_stage << MC_STAGE_SHIFT) | MC_UPDATE_DEST | MC_DEST_CURRENT | MC_UPDATE_ARG1 | (MC_ARG_CURRENT_COLOR << MC_ARG1_SHIFT) | MC_UPDATE_ARG2 | (MC_ARG_ONE << MC_ARG2_SHIFT) | MC_UPDATE_OP | (MC_OP_MODULATE + RGBshift); if ( *color_stage >= 3 ) { return GL_FALSE; } set_color_stage( color_scale, *color_stage, imesa ); (*color_stage)++; } if ( Ashift != 0 ) { const unsigned alpha_scale = GFX_OP_MAP_ALPHA_STAGES | (*alpha_stage << MA_STAGE_SHIFT) | MA_UPDATE_ARG1 | (MA_ARG_CURRENT_ALPHA << MA_ARG1_SHIFT) | MA_UPDATE_ARG2 | (MA_ARG_ONE << MA_ARG2_SHIFT) | MA_UPDATE_OP | (MA_OP_MODULATE + Ashift); if ( *alpha_stage >= 3 ) { return GL_FALSE; } set_alpha_stage( alpha_scale, *alpha_stage, imesa ); (*alpha_stage)++; } return GL_TRUE; }