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authorFelix Kuehling <[email protected]>2005-04-23 17:18:57 +0000
committerFelix Kuehling <[email protected]>2005-04-23 17:18:57 +0000
commit9b4536a654774e3df330e9f238475aa20e30f7a3 (patch)
tree0914b87511904e1553c9737fbda0c03f8e56f2b2 /src/mesa/drivers/dri/savage/savagetex.c
parentdf943a40411d2b71381e5053d7c59e8cd2400fff (diff)
Texturing fixes for Savage3D/MX/IX:
- force emitting texAddr when the texture image changed (flush caches) - set transparent texture color key to something improbable (couldn't find a way to disable it completely) - fixed texture environment modes GL_DECAL and GL_REPLACE - made texture environment mode GL_BLEND a software fallback - added two custom texture formats for promoting from GL_ALPHA to ARGB8888 and 4444. Since the hardware can't be made to ignore the RGB color components, set them to 1 instead of 0. This gives the correct results - disabled GL_EXT_texture_env_add on Savage3D/MX/IX - map both GL_CLAMP and GL_CLAMP_TO_EDGE to hardware mode "wrap". It doesn't match either mode exactly by the spec, so we should either fall back on both or none. I chose the latter. - fall back to software when s and t wrapping modes differ (hardware has only one bit for both)
Diffstat (limited to 'src/mesa/drivers/dri/savage/savagetex.c')
-rw-r--r--src/mesa/drivers/dri/savage/savagetex.c236
1 files changed, 218 insertions, 18 deletions
diff --git a/src/mesa/drivers/dri/savage/savagetex.c b/src/mesa/drivers/dri/savage/savagetex.c
index 6641231371e..0acfc2117b1 100644
--- a/src/mesa/drivers/dri/savage/savagetex.c
+++ b/src/mesa/drivers/dri/savage/savagetex.c
@@ -42,6 +42,9 @@
#include "texstore.h"
#include "texobj.h"
+#include "convolve.h"
+#include "colormac.h"
+
#include "swrast/swrast.h"
#include "xmlpool.h"
@@ -462,6 +465,170 @@ savageAllocTexObj( struct gl_texture_object *texObj )
return t;
}
+/* Mesa texture formats for alpha-images on Savage3D/IX/MX
+ *
+ * Promoting texture images to ARGB888 or ARGB4444 doesn't work
+ * because we can't tell the hardware to ignore the color components
+ * and only use the alpha component. So we define our own texture
+ * formats that promote to ARGB8888 or ARGB4444 and set the color
+ * components to white. This way we get the correct result. */
+static GLboolean
+_savage_texstore_a1114444 (GLcontext *ctx, GLuint dims,
+ GLenum baseInternalFormat,
+ const struct gl_texture_format *dstFormat,
+ GLvoid *dstAddr,
+ GLint dstXoffset, GLint dstYoffset, GLint dstZoffset,
+ GLint dstRowStride, GLint dstImageStride,
+ GLint srcWidth, GLint srcHeight, GLint srcDepth,
+ GLenum srcFormat, GLenum srcType,
+ const GLvoid *srcAddr,
+ const struct gl_pixelstore_attrib *srcPacking);
+static GLboolean
+_savage_texstore_a1118888 (GLcontext *ctx, GLuint dims,
+ GLenum baseInternalFormat,
+ const struct gl_texture_format *dstFormat,
+ GLvoid *dstAddr,
+ GLint dstXoffset, GLint dstYoffset, GLint dstZoffset,
+ GLint dstRowStride, GLint dstImageStride,
+ GLint srcWidth, GLint srcHeight, GLint srcDepth,
+ GLenum srcFormat, GLenum srcType,
+ const GLvoid *srcAddr,
+ const struct gl_pixelstore_attrib *srcPacking);
+
+static struct gl_texture_format _savage_texformat_a1114444 = {
+ MESA_FORMAT_ARGB4444, /* MesaFormat */
+ GL_RGBA, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
+ 4, /* RedBits */
+ 4, /* GreenBits */
+ 4, /* BlueBits */
+ 4, /* AlphaBits */
+ 0, /* LuminanceBits */
+ 0, /* IntensityBits */
+ 0, /* IndexBits */
+ 0, /* DepthBits */
+ 2, /* TexelBytes */
+ _savage_texstore_a1114444, /* StoreTexImageFunc */
+ NULL, NULL, NULL, NULL, NULL, NULL /* FetchTexel* filled in by
+ * savageDDInitTextureFuncs */
+};
+static struct gl_texture_format _savage_texformat_a1118888 = {
+ MESA_FORMAT_ARGB8888, /* MesaFormat */
+ GL_RGBA, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
+ 8, /* RedBits */
+ 8, /* GreenBits */
+ 8, /* BlueBits */
+ 8, /* AlphaBits */
+ 0, /* LuminanceBits */
+ 0, /* IntensityBits */
+ 0, /* IndexBits */
+ 0, /* DepthBits */
+ 4, /* TexelBytes */
+ _savage_texstore_a1118888, /* StoreTexImageFunc */
+ NULL, NULL, NULL, NULL, NULL, NULL /* FetchTexel* filled in by
+ * savageDDInitTextureFuncs */
+};
+
+static GLboolean
+_savage_texstore_a1114444 (GLcontext *ctx, GLuint dims,
+ GLenum baseInternalFormat,
+ const struct gl_texture_format *dstFormat,
+ GLvoid *dstAddr,
+ GLint dstXoffset, GLint dstYoffset, GLint dstZoffset,
+ GLint dstRowStride, GLint dstImageStride,
+ GLint srcWidth, GLint srcHeight, GLint srcDepth,
+ GLenum srcFormat, GLenum srcType,
+ const GLvoid *srcAddr,
+ const struct gl_pixelstore_attrib *srcPacking)
+{
+ /* general path */
+ const GLchan *tempImage = _mesa_make_temp_chan_image(ctx, dims,
+ baseInternalFormat,
+ baseInternalFormat,
+ srcWidth, srcHeight, srcDepth,
+ srcFormat, srcType, srcAddr,
+ srcPacking);
+ const GLchan *src = tempImage;
+ GLubyte *dstImage = (GLubyte *) dstAddr
+ + dstZoffset * dstImageStride
+ + dstYoffset * dstRowStride
+ + dstXoffset * dstFormat->TexelBytes;
+ GLint img, row, col;
+
+ ASSERT(dstFormat == &_savage_texformat_a1114444);
+ ASSERT(baseInternalFormat == GL_ALPHA);
+
+ if (!tempImage)
+ return GL_FALSE;
+ _mesa_adjust_image_for_convolution(ctx, dims, &srcWidth, &srcHeight);
+ for (img = 0; img < srcDepth; img++) {
+ GLubyte *dstRow = dstImage;
+ for (row = 0; row < srcHeight; row++) {
+ GLushort *dstUI = (GLushort *) dstRow;
+ for (col = 0; col < srcWidth; col++) {
+ dstUI[col] = PACK_COLOR_4444( CHAN_TO_UBYTE(src[0]),
+ 255, 255, 255 );
+ src += 1;
+ }
+ dstRow += dstRowStride;
+ }
+ dstImage += dstImageStride;
+ }
+ _mesa_free((void *) tempImage);
+
+ return GL_TRUE;
+}
+static GLboolean
+_savage_texstore_a1118888 (GLcontext *ctx, GLuint dims,
+ GLenum baseInternalFormat,
+ const struct gl_texture_format *dstFormat,
+ GLvoid *dstAddr,
+ GLint dstXoffset, GLint dstYoffset, GLint dstZoffset,
+ GLint dstRowStride, GLint dstImageStride,
+ GLint srcWidth, GLint srcHeight, GLint srcDepth,
+ GLenum srcFormat, GLenum srcType,
+ const GLvoid *srcAddr,
+ const struct gl_pixelstore_attrib *srcPacking)
+{
+ /* general path */
+ const GLchan *tempImage = _mesa_make_temp_chan_image(ctx, dims,
+ baseInternalFormat,
+ baseInternalFormat,
+ srcWidth, srcHeight, srcDepth,
+ srcFormat, srcType, srcAddr,
+ srcPacking);
+ const GLchan *src = tempImage;
+ GLubyte *dstImage = (GLubyte *) dstAddr
+ + dstZoffset * dstImageStride
+ + dstYoffset * dstRowStride
+ + dstXoffset * dstFormat->TexelBytes;
+ GLint img, row, col;
+
+ ASSERT(dstFormat == &_savage_texformat_a1118888);
+ ASSERT(baseInternalFormat == GL_ALPHA);
+
+ if (!tempImage)
+ return GL_FALSE;
+ _mesa_adjust_image_for_convolution(ctx, dims, &srcWidth, &srcHeight);
+ for (img = 0; img < srcDepth; img++) {
+ GLubyte *dstRow = dstImage;
+ for (row = 0; row < srcHeight; row++) {
+ GLuint *dstUI = (GLuint *) dstRow;
+ for (col = 0; col < srcWidth; col++) {
+ dstUI[col] = PACK_COLOR_8888( CHAN_TO_UBYTE(src[0]),
+ 255, 255, 255 );
+ src += 1;
+ }
+ dstRow += dstRowStride;
+ }
+ dstImage += dstImageStride;
+ }
+ _mesa_free((void *) tempImage);
+
+ return GL_TRUE;
+}
+
/* Called by the _mesa_store_teximage[123]d() functions. */
static const struct gl_texture_format *
savageChooseTextureFormat( GLcontext *ctx, GLint internalFormat,
@@ -541,14 +708,14 @@ savageChooseTextureFormat( GLcontext *ctx, GLint internalFormat,
case GL_ALPHA:
case GL_COMPRESSED_ALPHA:
return isSavage4 ? &_mesa_texformat_a8 : (
- do32bpt ? &_mesa_texformat_argb8888 : &_mesa_texformat_argb4444);
+ do32bpt ? &_savage_texformat_a1118888 : &_savage_texformat_a1114444);
case GL_ALPHA4:
- return isSavage4 ? &_mesa_texformat_a8 : &_mesa_texformat_argb4444;
+ return isSavage4 ? &_mesa_texformat_a8 : &_savage_texformat_a1114444;
case GL_ALPHA8:
case GL_ALPHA12:
case GL_ALPHA16:
return isSavage4 ? &_mesa_texformat_a8 : (
- !force16bpt ? &_mesa_texformat_argb8888 : &_mesa_texformat_argb4444);
+ !force16bpt ? &_savage_texformat_a1118888 : &_savage_texformat_a1114444);
case 1:
case GL_LUMINANCE:
@@ -1321,13 +1488,12 @@ static void savageUpdateTexState_s3d( GLcontext *ctx )
GLuint format;
/* disable */
- if (ctx->Texture.Unit[0]._ReallyEnabled == 0) {
- imesa->regs.s3d.texCtrl.ui = 0;
- imesa->regs.s3d.texCtrl.ni.texEn = GL_FALSE;
- imesa->regs.s3d.texCtrl.ni.dBias = 0x08;
- imesa->regs.s3d.texCtrl.ni.texXprEn = GL_TRUE;
+ imesa->regs.s3d.texCtrl.ui = 0;
+ imesa->regs.s3d.texCtrl.ni.texEn = GL_FALSE;
+ imesa->regs.s3d.texCtrl.ni.dBias = 0x08;
+ imesa->regs.s3d.texCtrl.ni.texXprEn = GL_TRUE;
+ if (ctx->Texture.Unit[0]._ReallyEnabled == 0)
return;
- }
tObj = ctx->Texture.Unit[0]._Current;
if ((ctx->Texture.Unit[0]._ReallyEnabled & ~(TEXTURE_1D_BIT|TEXTURE_2D_BIT))
@@ -1360,12 +1526,28 @@ static void savageUpdateTexState_s3d( GLcontext *ctx )
/* FIXME: copied from utah-glx, probably needs some tuning */
switch (ctx->Texture.Unit[0].EnvMode) {
case GL_DECAL:
- imesa->regs.s3d.drawCtrl.ni.texBlendCtrl = SAVAGETBC_DECAL_S3D;
+ imesa->regs.s3d.drawCtrl.ni.texBlendCtrl = SAVAGETBC_DECALALPHA_S3D;
break;
case GL_REPLACE:
- imesa->regs.s3d.drawCtrl.ni.texBlendCtrl = SAVAGETBC_COPY_S3D;
+ switch (format) {
+ case GL_ALPHA: /* FIXME */
+ imesa->regs.s3d.drawCtrl.ni.texBlendCtrl = 1;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ case GL_RGBA:
+ imesa->regs.s3d.drawCtrl.ni.texBlendCtrl = 4;
+ break;
+ case GL_RGB:
+ case GL_LUMINANCE:
+ imesa->regs.s3d.drawCtrl.ni.texBlendCtrl = SAVAGETBC_DECAL_S3D;
+ break;
+ case GL_INTENSITY:
+ imesa->regs.s3d.drawCtrl.ni.texBlendCtrl = SAVAGETBC_COPY_S3D;
+ }
break;
- case GL_BLEND: /* FIXIT */
+ case GL_BLEND: /* hardware can't do GL_BLEND */
+ FALLBACK (ctx, SAVAGE_FALLBACK_TEXTURE, GL_TRUE);
+ return;
case GL_MODULATE:
imesa->regs.s3d.drawCtrl.ni.texBlendCtrl = SAVAGETBC_MODULATEALPHA_S3D;
break;
@@ -1378,14 +1560,16 @@ static void savageUpdateTexState_s3d( GLcontext *ctx )
imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites = GL_TRUE;
- /* FIXME: this is how the utah-driver works. I doubt it's the ultimate
- truth. */
+ /* The Savage3D can't handle different wrapping modes in s and t.
+ * If they are not the same, fall back to software. */
+ if (t->setup.sWrapMode != t->setup.tWrapMode) {
+ FALLBACK (ctx, SAVAGE_FALLBACK_TEXTURE, GL_TRUE);
+ return;
+ }
imesa->regs.s3d.texCtrl.ni.uWrapEn = 0;
imesa->regs.s3d.texCtrl.ni.vWrapEn = 0;
- if (t->setup.sWrapMode == GL_CLAMP)
- imesa->regs.s3d.texCtrl.ni.wrapMode = TAM_Clamp;
- else
- imesa->regs.s3d.texCtrl.ni.wrapMode = TAM_Wrap;
+ imesa->regs.s3d.texCtrl.ni.wrapMode =
+ (t->setup.sWrapMode == GL_REPEAT) ? TAM_Wrap : TAM_Clamp;
switch (t->setup.minFilter) {
case GL_NEAREST:
@@ -1766,4 +1950,20 @@ void savageDDInitTextureFuncs( struct dd_function_table *functions )
functions->DeleteTexture = savageDeleteTexture;
functions->IsTextureResident = driIsTextureResident;
functions->TexParameter = savageTexParameter;
+
+ /* Texel fetching with our custom texture formats works just like
+ * the standard argb formats. */
+ _savage_texformat_a1114444.FetchTexel1D = _mesa_texformat_argb4444.FetchTexel1D;
+ _savage_texformat_a1114444.FetchTexel2D = _mesa_texformat_argb4444.FetchTexel2D;
+ _savage_texformat_a1114444.FetchTexel3D = _mesa_texformat_argb4444.FetchTexel3D;
+ _savage_texformat_a1114444.FetchTexel1Df= _mesa_texformat_argb4444.FetchTexel1Df;
+ _savage_texformat_a1114444.FetchTexel2Df= _mesa_texformat_argb4444.FetchTexel2Df;
+ _savage_texformat_a1114444.FetchTexel3Df= _mesa_texformat_argb4444.FetchTexel3Df;
+
+ _savage_texformat_a1118888.FetchTexel1D = _mesa_texformat_argb8888.FetchTexel1D;
+ _savage_texformat_a1118888.FetchTexel2D = _mesa_texformat_argb8888.FetchTexel2D;
+ _savage_texformat_a1118888.FetchTexel3D = _mesa_texformat_argb8888.FetchTexel3D;
+ _savage_texformat_a1118888.FetchTexel1Df= _mesa_texformat_argb8888.FetchTexel1Df;
+ _savage_texformat_a1118888.FetchTexel2Df= _mesa_texformat_argb8888.FetchTexel2Df;
+ _savage_texformat_a1118888.FetchTexel3Df= _mesa_texformat_argb8888.FetchTexel3Df;
}