diff options
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r-- | src/mesa/drivers/dri/r300/r300_texstate.c | 170 |
1 files changed, 82 insertions, 88 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_texstate.c b/src/mesa/drivers/dri/r300/r300_texstate.c index 4bc0ea14f81..14b0c6063b7 100644 --- a/src/mesa/drivers/dri/r300/r300_texstate.c +++ b/src/mesa/drivers/dri/r300/r300_texstate.c @@ -218,7 +218,7 @@ static void r300SetTexImages(r300ContextPtr rmesa, if (rmesa->texmicrotile && (tObj->Target != GL_TEXTURE_RECTANGLE_NV) && /* texrect might be able to use micro tiling too in theory? */ (baseImage->Height > 1)) { - + /* allow 32 (bytes) x 1 mip (which will use two times the space the non-tiled version would use) max if base texture is large enough */ if ((numLevels == 1) || @@ -228,7 +228,7 @@ static void r300SetTexImages(r300ContextPtr rmesa, t->tile_bits |= R300_TXO_MICRO_TILE; } } - + if (tObj->Target != GL_TEXTURE_RECTANGLE_NV) { /* we can set macro tiling even for small textures, they will be untiled anyway */ t->tile_bits |= R300_TXO_MACRO_TILE; @@ -237,91 +237,85 @@ static void r300SetTexImages(r300ContextPtr rmesa, #endif for (i = 0; i < numLevels; i++) { - const struct gl_texture_image *texImage; - GLuint size; - - texImage = tObj->Image[0][i + t->base.firstLevel]; - if (!texImage) - break; - - /* find image size in bytes */ - if (texImage->IsCompressed) { - if ((t->format & R300_TX_FORMAT_DXT1) == R300_TX_FORMAT_DXT1) { - // fprintf(stderr,"DXT 1 %d %08X\n", texImage->Width, t->format); - if ((texImage->Width + 3) < 8) /* width one block */ - size = texImage->CompressedSize * 4; - else if ((texImage->Width + 3) < 16) - size = texImage->CompressedSize * 2; - else size = texImage->CompressedSize; - } - else /* DXT3/5, 16 bytes per block */ - { - WARN_ONCE("DXT 3/5 suffers from multitexturing problems!\n"); - // fprintf(stderr,"DXT 3/5 %d\n", texImage->Width); - if ((texImage->Width + 3) < 8) - size = texImage->CompressedSize * 2; - else size = texImage->CompressedSize; - } - - } else if (tObj->Target == GL_TEXTURE_RECTANGLE_NV) { - size = ((texImage->Width * texelBytes + 63) & ~63) * texImage->Height; - blitWidth = 64 / texelBytes; - } else if (t->tile_bits & R300_TXO_MICRO_TILE) { - /* tile pattern is 16 bytes x2. mipmaps stay 32 byte aligned, - though the actual offset may be different (if texture is less than - 32 bytes width) to the untiled case */ - int w = (texImage->Width * texelBytes * 2 + 31) & ~31; - size = (w * ((texImage->Height + 1) / 2)) * texImage->Depth; - blitWidth = MAX2(texImage->Width, 64 / texelBytes); - } else { - int w = (texImage->Width * texelBytes + 31) & ~31; - size = w * texImage->Height * texImage->Depth; - blitWidth = MAX2(texImage->Width, 64 / texelBytes); - } - assert(size > 0); - - if(0) - fprintf(stderr, "w=%d h=%d d=%d tb=%d intFormat=%d\n", texImage->Width, texImage->Height, - texImage->Depth, texImage->TexFormat->TexelBytes, - texImage->InternalFormat); - - /* Align to 32-byte offset. It is faster to do this unconditionally - * (no branch penalty). - */ - - curOffset = (curOffset + 0x1f) & ~0x1f; - - if (texelBytes) { - t->image[0][i].x = curOffset; /* fix x and y coords up later together with offset */ - t->image[0][i].y = 0; - t->image[0][i].width = MIN2(size / texelBytes, blitWidth); - t->image[0][i].height = (size / texelBytes) / t->image[0][i].width; - } else { - t->image[0][i].x = curOffset % R300_BLIT_WIDTH_BYTES; - t->image[0][i].y = curOffset / R300_BLIT_WIDTH_BYTES; - t->image[0][i].width = MIN2(size, R300_BLIT_WIDTH_BYTES); - t->image[0][i].height = size / t->image[0][i].width; - } -#if 0 - /* for debugging only and only applicable to non-rectangle targets */ - assert(size % t->image[0][i].width == 0); - assert(t->image[0][i].x == 0 - || (size < R300_BLIT_WIDTH_BYTES - && t->image[0][i].height == 1)); -#endif - - if (0) - fprintf(stderr, - "level %d: %dx%d x=%d y=%d w=%d h=%d size=%d at %d\n", - i, texImage->Width, texImage->Height, - t->image[0][i].x, t->image[0][i].y, - t->image[0][i].width, t->image[0][i].height, - size, curOffset); - - curOffset += size; - + const struct gl_texture_image *texImage; + GLuint size; + + texImage = tObj->Image[0][i + t->base.firstLevel]; + if (!texImage) + break; + + /* find image size in bytes */ + if (texImage->IsCompressed) { + if ((t->format & R300_TX_FORMAT_DXT1) == R300_TX_FORMAT_DXT1) { + // fprintf(stderr,"DXT 1 %d %08X\n", texImage->Width, t->format); + if ((texImage->Width + 3) < 8) /* width one block */ + size = texImage->CompressedSize * 4; + else if ((texImage->Width + 3) < 16) + size = texImage->CompressedSize * 2; + else + size = texImage->CompressedSize; + } else { + /* DXT3/5, 16 bytes per block */ + WARN_ONCE("DXT 3/5 suffers from multitexturing problems!\n"); + // fprintf(stderr,"DXT 3/5 %d\n", texImage->Width); + if ((texImage->Width + 3) < 8) + size = texImage->CompressedSize * 2; + else + size = texImage->CompressedSize; + } + } else if (tObj->Target == GL_TEXTURE_RECTANGLE_NV) { + size = ((texImage->Width * texelBytes + 63) & ~63) * texImage->Height; + blitWidth = 64 / texelBytes; + } else if (t->tile_bits & R300_TXO_MICRO_TILE) { + /* tile pattern is 16 bytes x2. mipmaps stay 32 byte aligned, + though the actual offset may be different (if texture is less than + 32 bytes width) to the untiled case */ + int w = (texImage->Width * texelBytes * 2 + 31) & ~31; + size = (w * ((texImage->Height + 1) / 2)) * texImage->Depth; + blitWidth = MAX2(texImage->Width, 64 / texelBytes); + } else { + int w = (texImage->Width * texelBytes + 31) & ~31; + size = w * texImage->Height * texImage->Depth; + blitWidth = MAX2(texImage->Width, 64 / texelBytes); + } + assert(size > 0); + + if(0) + fprintf(stderr, "w=%d h=%d d=%d tb=%d intFormat=%d\n", + texImage->Width, texImage->Height, + texImage->Depth, texImage->TexFormat->TexelBytes, + texImage->InternalFormat); + + /* Align to 32-byte offset. It is faster to do this unconditionally + * (no branch penalty). + */ + + curOffset = (curOffset + 0x1f) & ~0x1f; + + if (texelBytes) { + /* fix x and y coords up later together with offset */ + t->image[0][i].x = curOffset; + t->image[0][i].y = 0; + t->image[0][i].width = MIN2(size / texelBytes, blitWidth); + t->image[0][i].height = (size / texelBytes) / t->image[0][i].width; + } else { + t->image[0][i].x = curOffset % R300_BLIT_WIDTH_BYTES; + t->image[0][i].y = curOffset / R300_BLIT_WIDTH_BYTES; + t->image[0][i].width = MIN2(size, R300_BLIT_WIDTH_BYTES); + t->image[0][i].height = size / t->image[0][i].width; + } + + if (0) + fprintf(stderr, + "level %d: %dx%d x=%d y=%d w=%d h=%d size=%d at %d\n", + i, texImage->Width, texImage->Height, + t->image[0][i].x, t->image[0][i].y, + t->image[0][i].width, t->image[0][i].height, + size, curOffset); + + curOffset += size; } - + /* Align the total size of texture memory block. */ t->base.totalSize = @@ -361,7 +355,7 @@ static void r300SetTexImages(r300ContextPtr rmesa, } else if (tObj->Target == GL_TEXTURE_CUBE_MAP) { ASSERT(log2Width == log2Height); t->format |= R300_TX_FORMAT_CUBIC_MAP; - + t->format_x |= R200_TEXCOORD_CUBIC_ENV; t->pp_cubic_faces = ((log2Width << R200_FACE_WIDTH_1_SHIFT) | (log2Height << R200_FACE_HEIGHT_1_SHIFT) | @@ -377,7 +371,7 @@ static void r300SetTexImages(r300ContextPtr rmesa, ASSERT(log2Width == log2Height); t->format |= R300_TX_FORMAT_CUBIC_MAP; } - + t->size = (((tObj->Image[0][t->base.firstLevel]->Width - 1) << R300_TX_WIDTHMASK_SHIFT) |((tObj->Image[0][t->base.firstLevel]->Height - 1) << R300_TX_HEIGHTMASK_SHIFT)) |((numLevels - 1) << R300_TX_MAX_MIP_LEVEL_SHIFT); |