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authorAlan Hourihane <[email protected]>2003-12-05 11:47:35 +0000
committerAlan Hourihane <[email protected]>2003-12-05 11:47:35 +0000
commit98165fb1cf6d490ab152084710f11aee559bfec6 (patch)
tree772b8dc1c08c08cdc4c4ece4a18b30ec0184c836
parenta87bf1599c970a61a56f6271e2fb0b107c299893 (diff)
merge i810 DRI driver from DRI trunk
-rw-r--r--src/mesa/drivers/dri/i810/i810texstate.c34
1 files changed, 7 insertions, 27 deletions
diff --git a/src/mesa/drivers/dri/i810/i810texstate.c b/src/mesa/drivers/dri/i810/i810texstate.c
index 62193537163..05f685c5881 100644
--- a/src/mesa/drivers/dri/i810/i810texstate.c
+++ b/src/mesa/drivers/dri/i810/i810texstate.c
@@ -47,7 +47,7 @@ static void i810SetTexImages( i810ContextPtr imesa,
GLuint height, width, pitch, i, textureFormat, log_pitch;
i810TextureObjectPtr t = (i810TextureObjectPtr) tObj->DriverData;
const struct gl_texture_image *baseImage = tObj->Image[tObj->BaseLevel];
- GLint firstLevel, lastLevel, numLevels;
+ GLint numLevels;
GLint log2Width, log2Height;
/* fprintf(stderr, "%s\n", __FUNCTION__); */
@@ -80,38 +80,18 @@ static void i810SetTexImages( i810ContextPtr imesa,
return;
}
- /* 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->base.firstLevel = firstLevel;
- t->base.lastLevel = lastLevel;
+ driCalculateTextureFirstLastLevel( (driTextureObject *) t );
- numLevels = lastLevel - firstLevel + 1;
+ numLevels = t->base.lastLevel - t->base.firstLevel + 1;
- log2Width = tObj->Image[firstLevel]->WidthLog2;
- log2Height = tObj->Image[firstLevel]->HeightLog2;
+ log2Width = tObj->Image[t->base.firstLevel]->WidthLog2;
+ log2Height = tObj->Image[t->base.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[firstLevel]->Width * t->texelBytes;
+ width = tObj->Image[t->base.firstLevel]->Width * t->texelBytes;
for (pitch = 32, log_pitch=2 ; pitch < width ; pitch *= 2 )
log_pitch++;
@@ -119,7 +99,7 @@ static void i810SetTexImages( i810ContextPtr imesa,
* lines required:
*/
for ( height = i = 0 ; i < numLevels ; i++ ) {
- t->image[i].image = tObj->Image[firstLevel + i];
+ t->image[i].image = tObj->Image[t->base.firstLevel + i];
t->image[i].offset = height * pitch;
t->image[i].internalFormat = baseImage->Format;
height += t->image[i].image->Height;