void
i915_upload_program(struct i915_context *i915,
                    struct i915_fragment_program *p)
{
   GLuint program_size = p->csr - p->program;
   GLuint decl_size = p->decl - p->declarations;

   if (p->error)
      return;

   /* Could just go straight to the batchbuffer from here:
    */
   if (i915->state.ProgramSize != (program_size + decl_size) ||
       memcmp(i915->state.Program + decl_size, p->program,
              program_size * sizeof(int)) != 0) {
      I915_STATECHANGE(i915, I915_UPLOAD_PROGRAM);
      memcpy(i915->state.Program, p->declarations, decl_size * sizeof(int));
      memcpy(i915->state.Program + decl_size, p->program,
             program_size * sizeof(int));
      i915->state.ProgramSize = decl_size + program_size;
   }

   /* Always seemed to get a failure if I used memcmp() to
    * shortcircuit this state upload.  Needs further investigation?
    */
   if (p->nr_constants) {
      GLuint nr = p->nr_constants;

      I915_ACTIVESTATE(i915, I915_UPLOAD_CONSTANTS, 1);
      I915_STATECHANGE(i915, I915_UPLOAD_CONSTANTS);

      i915->state.Constant[0] = _3DSTATE_PIXEL_SHADER_CONSTANTS | ((nr) * 4);
      i915->state.Constant[1] = (1 << (nr - 1)) | ((1 << (nr - 1)) - 1);

      memcpy(&i915->state.Constant[2], p->constant, 4 * sizeof(int) * (nr));
      i915->state.ConstantSize = 2 + (nr) * 4;

      if (0) {
         GLuint i;
         for (i = 0; i < nr; i++) {
            fprintf(stderr, "const[%d]: %f %f %f %f\n", i,
                    p->constant[i][0],
                    p->constant[i][1], p->constant[i][2], p->constant[i][3]);
         }
      }
   }
   else {
      I915_ACTIVESTATE(i915, I915_UPLOAD_CONSTANTS, 0);
   }

   p->on_hardware = 1;
}
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 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;
}
void
i915UpdateTextureState(struct intel_context *intel)
{
   GLboolean ok = GL_TRUE;
   GLuint i;

   for (i = 0; i < I915_TEX_UNITS && ok; i++) {
      switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
      case TEXTURE_1D_BIT:
      case TEXTURE_2D_BIT:
      case TEXTURE_CUBE_BIT:
      case TEXTURE_3D_BIT:
         ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
         break;
      case TEXTURE_RECT_BIT:
         ok = i915_update_tex_unit(intel, i, 0);
         break;
      case 0:{
            struct i915_context *i915 = i915_context(&intel->ctx);
            if (i915->state.active & I915_UPLOAD_TEX(i))
               I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);

	    if (i915->state.tex_buffer[i] != NULL) {
	       drm_intel_bo_unreference(i915->state.tex_buffer[i]);
	       i915->state.tex_buffer[i] = NULL;
	    }

            break;
         }
      default:
         ok = GL_FALSE;
         break;
      }
   }

   FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
}
/* 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
i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
{
   struct gl_context *ctx = &intel->ctx;
   struct i915_context *i915 = i915_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 = i915->state.Tex[unit], format, pitch;
   GLint lodbias, aniso = 0;
   GLubyte border[4];
   GLfloat maxlod;

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

   /*We need to refcount these. */

   if (i915->state.tex_buffer[unit] != NULL) {
       drm_intel_bo_unreference(i915->state.tex_buffer[unit]);
       i915->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];

   drm_intel_bo_reference(intelObj->mt->region->buffer);
   i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
   i915->state.tex_offset[unit] = 0; /* Always the origin of the miptree */

   format = translate_texture_format(firstImage->TexFormat,
				     firstImage->InternalFormat,
				     tObj->DepthMode);
   pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;

   state[I915_TEXREG_MS3] =
      (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
       ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);

   if (intelObj->mt->region->tiling != I915_TILING_NONE) {
      state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
      if (intelObj->mt->region->tiling == I915_TILING_Y)
	 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
   }

   /* We get one field with fraction bits for the maximum addressable
    * (lowest resolution) LOD.  Use it to cover both MAX_LEVEL and
    * MAX_LOD.
    */
   maxlod = MIN2(tObj->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
   state[I915_TEXREG_MS4] =
      ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
       MS4_CUBE_FACE_ENA_MASK |
       (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
       ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));


   {
      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;
         if (tObj->MaxAnisotropy > 2.0)
            aniso = SS2_MAX_ANISO_4;
         else
            aniso = SS2_MAX_ANISO_2;
      }
      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 < -256)
          lodbias = -256;
      if (lodbias > 255)
          lodbias = 255;
      state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) & 
                                SS2_LOD_BIAS_MASK);

      /* YUV conversion:
       */
      if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
          firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
         state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;

      /* Shadow:
       */
      if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
          tObj->Target != GL_TEXTURE_3D) {
         if (tObj->Target == GL_TEXTURE_1D) 
            return GL_FALSE;

         state[I915_TEXREG_SS2] |=
            (SS2_SHADOW_ENABLE |
             intel_translate_shadow_compare_func(tObj->CompareFunc));

         minFilt = FILTER_4X4_FLAT;
         magFilt = FILTER_4X4_FLAT;
      }

      state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
                                 (mipFilt << SS2_MIP_FILTER_SHIFT) |
                                 (magFilt << SS2_MAG_FILTER_SHIFT) |
                                 aniso);
   }

   {
      GLenum ws = tObj->WrapS;
      GLenum wt = tObj->WrapT;
      GLenum wr = tObj->WrapR;
      float minlod;

      /* We program 1D textures as 2D textures, so the 2D texcoord could
       * result in sampling border values if we don't set the T wrap to
       * repeat.
       */
      if (tObj->Target == GL_TEXTURE_1D)
	 wt = GL_REPEAT;

      /* 3D textures don't seem to respect the border color.
       * Fallback if there's ever a danger that they might refer to
       * it.  
       * 
       * Effectively this means fallback on 3D clamp or
       * clamp_to_border.
       */
      if (tObj->Target == GL_TEXTURE_3D &&
          (tObj->MinFilter != GL_NEAREST ||
           tObj->MagFilter != GL_NEAREST) &&
          (ws == GL_CLAMP ||
           wt == GL_CLAMP ||
           wr == GL_CLAMP ||
           ws == GL_CLAMP_TO_BORDER ||
           wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
         return GL_FALSE;

      /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not 
       * used) when using cube map texture coordinates
       */
      if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
          (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
           ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
          return GL_FALSE;

      state[I915_TEXREG_SS3] = ss3;     /* SS3_NORMALIZED_COORDS */

      state[I915_TEXREG_SS3] |=
         ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
          (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
          (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));

      minlod = MIN2(tObj->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
      state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
      state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
				 SS3_MIN_LOD_SHIFT);

   }

   /* 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]);

   if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
      /* GL specs that border color for depth textures is taken from the
       * R channel, while the hardware uses A.  Spam R into all the channels
       * for safety.
       */
      state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
					       border[0],
					       border[0],
					       border[0]);
   } else {
      state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
					       border[0],
					       border[1],
					       border[2]);
   }


   I915_ACTIVESTATE(i915, I915_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:
    */
   I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));


#if 0
   DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
   DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
   DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
   DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
   DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
   DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
#endif

   return GL_TRUE;
}
/* =============================================================
 * Fog
 */
void
i915_update_fog(GLcontext * ctx)
{
   struct i915_context *i915 = I915_CONTEXT(ctx);
   GLenum mode;
   GLboolean enabled;
   GLboolean try_pixel_fog;

   if (ctx->FragmentProgram._Active) {
      /* Pull in static fog state from program */
      mode = ctx->FragmentProgram._Current->FogOption;
      enabled = (mode != GL_NONE);
      try_pixel_fog = 0;
   }
   else {
      enabled = ctx->Fog.Enabled;
      mode = ctx->Fog.Mode;
#if 0
      /* XXX - DISABLED -- Need ortho fallback */
      try_pixel_fog = (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT
                       && ctx->Hint.Fog == GL_NICEST);
#else
      try_pixel_fog = 0;
#endif
   }

   if (!enabled) {
      i915->vertex_fog = I915_FOG_NONE;
   }
   else if (try_pixel_fog) {
      I915_STATECHANGE(i915, I915_UPLOAD_FOG);
      i915->state.Fog[I915_FOGREG_MODE1] &= ~FMC1_FOGFUNC_MASK;
      i915->vertex_fog = I915_FOG_PIXEL;

      switch (mode) {
      case GL_LINEAR:
         if (ctx->Fog.End <= ctx->Fog.Start) {
            /* XXX - this won't work with fragment programs.  Need to
             * either fallback or append fog instructions to end of
             * program in the case of linear fog.
             */
            printf("vertex fog!\n");
            i915->state.Fog[I915_FOGREG_MODE1] |= FMC1_FOGFUNC_VERTEX;
            i915->vertex_fog = I915_FOG_VERTEX;
         }
         else {
            GLfloat c2 = 1.0 / (ctx->Fog.End - ctx->Fog.Start);
            GLfloat c1 = ctx->Fog.End * c2;

            i915->state.Fog[I915_FOGREG_MODE1] &= ~FMC1_C1_MASK;
            i915->state.Fog[I915_FOGREG_MODE1] |= FMC1_FOGFUNC_PIXEL_LINEAR;
            i915->state.Fog[I915_FOGREG_MODE1] |=
               ((GLuint) (c1 * FMC1_C1_ONE)) & FMC1_C1_MASK;

            if (i915->state.Fog[I915_FOGREG_MODE1] & FMC1_FOGINDEX_Z) {
               i915->state.Fog[I915_FOGREG_MODE2]
                  = (GLuint) (c2 * FMC2_C2_ONE);
            }
            else {
               fi_type fi;
               fi.f = c2;
               i915->state.Fog[I915_FOGREG_MODE2] = fi.i;
            }
         }
         break;
      case GL_EXP:
         i915->state.Fog[I915_FOGREG_MODE1] |= FMC1_FOGFUNC_PIXEL_EXP;
         break;
      case GL_EXP2:
         i915->state.Fog[I915_FOGREG_MODE1] |= FMC1_FOGFUNC_PIXEL_EXP2;
         break;
      default:
         break;
      }
   }
   else { /* if (i915->vertex_fog != I915_FOG_VERTEX) */
      I915_STATECHANGE(i915, I915_UPLOAD_FOG);
      i915->state.Fog[I915_FOGREG_MODE1] &= ~FMC1_FOGFUNC_MASK;
      i915->state.Fog[I915_FOGREG_MODE1] |= FMC1_FOGFUNC_VERTEX;
      i915->vertex_fog = I915_FOG_VERTEX;
   }

   I915_STATECHANGE(i915, I915_UPLOAD_CTX);
   I915_ACTIVESTATE(i915, I915_UPLOAD_FOG, enabled);
   if (enabled)
      i915->state.Ctx[I915_CTXREG_LIS5] |= S5_FOG_ENABLE;
   else
      i915->state.Ctx[I915_CTXREG_LIS5] &= ~S5_FOG_ENABLE;

   /* Always enable pixel fog.  Vertex fog using fog coord will conflict
    * with fog code appended onto fragment program.
    */
    _tnl_allow_vertex_fog( ctx, 0 );
    _tnl_allow_pixel_fog( ctx, 1 );
}
Exemple #7
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 bool
i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
{
   struct gl_context *ctx = &intel->ctx;
   struct i915_context *i915 = i915_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;
   struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
   GLuint *state = i915->state.Tex[unit], format, pitch;
   GLint lodbias, aniso = 0;
   GLubyte border[4];
   GLfloat maxlod;

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

   /*We need to refcount these. */

   if (i915->state.tex_buffer[unit] != NULL) {
       drm_intel_bo_unreference(i915->state.tex_buffer[unit]);
       i915->state.tex_buffer[unit] = NULL;
   }

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

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

   drm_intel_bo_reference(intelObj->mt->region->bo);
   i915->state.tex_buffer[unit] = intelObj->mt->region->bo;
   i915->state.tex_offset[unit] = intelObj->mt->offset;

   format = translate_texture_format(firstImage->TexFormat,
				     tObj->DepthMode);
   pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;

   state[I915_TEXREG_MS3] =
      (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
       ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);

   if (intelObj->mt->region->tiling != I915_TILING_NONE) {
      state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
      if (intelObj->mt->region->tiling == I915_TILING_Y)
	 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
   }

   /* We get one field with fraction bits for the maximum addressable
    * (lowest resolution) LOD.  Use it to cover both MAX_LEVEL and
    * MAX_LOD.
    */
   maxlod = MIN2(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
   state[I915_TEXREG_MS4] =
      ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
       MS4_CUBE_FACE_ENA_MASK |
       (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
       ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));


   {
      GLuint minFilt, mipFilt, magFilt;

      switch (sampler->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 false;
      }

      if (sampler->MaxAnisotropy > 1.0) {
         minFilt = FILTER_ANISOTROPIC;
         magFilt = FILTER_ANISOTROPIC;
         if (sampler->MaxAnisotropy > 2.0)
            aniso = SS2_MAX_ANISO_4;
         else
            aniso = SS2_MAX_ANISO_2;
      }
      else {
         switch (sampler->MagFilter) {
         case GL_NEAREST:
            magFilt = FILTER_NEAREST;
            break;
         case GL_LINEAR:
            magFilt = FILTER_LINEAR;
            break;
         default:
            return false;
         }
      }

      lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0);
      if (lodbias < -256)
          lodbias = -256;
      if (lodbias > 255)
          lodbias = 255;
      state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) & 
                                SS2_LOD_BIAS_MASK);

      /* YUV conversion:
       */
      if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
          firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
         state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;

      /* Shadow:
       */
      if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
          tObj->Target != GL_TEXTURE_3D) {
         if (tObj->Target == GL_TEXTURE_1D) 
            return false;

         state[I915_TEXREG_SS2] |=
            (SS2_SHADOW_ENABLE |
             intel_translate_shadow_compare_func(sampler->CompareFunc));

         minFilt = FILTER_4X4_FLAT;
         magFilt = FILTER_4X4_FLAT;
      }

      state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
                                 (mipFilt << SS2_MIP_FILTER_SHIFT) |
                                 (magFilt << SS2_MAG_FILTER_SHIFT) |
                                 aniso);
   }

   {
      GLenum ws = sampler->WrapS;
      GLenum wt = sampler->WrapT;
      GLenum wr = sampler->WrapR;
      float minlod;

      /* We program 1D textures as 2D textures, so the 2D texcoord could
       * result in sampling border values if we don't set the T wrap to
       * repeat.
       */
      if (tObj->Target == GL_TEXTURE_1D)
	 wt = GL_REPEAT;

      /* 3D textures don't seem to respect the border color.
       * Fallback if there's ever a danger that they might refer to
       * it.  
       * 
       * Effectively this means fallback on 3D clamp or
       * clamp_to_border.
       */
      if (tObj->Target == GL_TEXTURE_3D &&
          (sampler->MinFilter != GL_NEAREST ||
           sampler->MagFilter != GL_NEAREST) &&
          (ws == GL_CLAMP ||
           wt == GL_CLAMP ||
           wr == GL_CLAMP ||
           ws == GL_CLAMP_TO_BORDER ||
           wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
         return false;

      /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not 
       * used) when using cube map texture coordinates
       */
      if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
          (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
           ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
          return false;

      /*
       * According to 3DSTATE_MAP_STATE at page of 104 in Bspec
       * Vol3d 3D Instructions:
       *   [DevGDG and DevAlv]: Must be a power of 2 for cube maps.
       *   [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps
       *      must have all faces enabled.
       *
       * But, as I tested on pineview(DevBLB derived), the rendering is
       * bad(you will find the color isn't samplered right in some
       * fragments). After checking, it seems that the texture layout is
       * wrong: making the width and height align of 4(although this
       * doesn't make much sense) will fix this issue and also broke some
       * others. Well, Bspec mentioned nothing about the layout alignment
       * and layout for NPOT cube map.  I guess the Bspec just assume it's
       * a POT cube map.
       *
       * Thus, I guess we need do this for other platforms as well.
       */
      if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
          !is_power_of_two(firstImage->Height))
         return false;

      state[I915_TEXREG_SS3] = ss3;     /* SS3_NORMALIZED_COORDS */

      state[I915_TEXREG_SS3] |=
         ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
          (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
          (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));

      minlod = MIN2(sampler->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
      state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
      state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
				 SS3_MIN_LOD_SHIFT);

   }

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

   if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
      /* GL specs that border color for depth textures is taken from the
       * R channel, while the hardware uses A.  Spam R into all the channels
       * for safety.
       */
      state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
					       border[0],
					       border[0],
					       border[0]);
   } else {
      state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
					       border[0],
					       border[1],
					       border[2]);
   }


   I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), true);
   /* memcmp was already disabled, but definitely won't work as the
    * region might now change and that wouldn't be detected:
    */
   I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));


#if 0
   DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
   DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
   DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
   DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
   DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
   DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
#endif

   return true;
}