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Diffstat (limited to 'src/mesa/swrast/s_texture.c')
-rw-r--r--src/mesa/swrast/s_texture.c184
1 files changed, 108 insertions, 76 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index 04f8645b97f..e2fa4214922 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */
+/* $Id: s_texture.c,v 1.2 2000/11/05 18:24:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -33,6 +33,7 @@
#include "mem.h"
#include "teximage.h"
+#include "s_context.h"
#include "s_pb.h"
#include "s_texture.h"
@@ -174,8 +175,8 @@ static void palette_sample(const struct gl_texture_object *tObj,
{ \
if (lambda < 0.0F) \
lambda = 0.0F; \
- else if (lambda > tObj->M) \
- lambda = tObj->M; \
+ else if (lambda > tObj->_M) \
+ lambda = tObj->_M; \
level = (GLint) (tObj->BaseLevel + lambda); \
}
@@ -187,11 +188,11 @@ static void palette_sample(const struct gl_texture_object *tObj,
{ \
if (lambda <= 0.5F) \
lambda = 0.0F; \
- else if (lambda > tObj->M + 0.4999F) \
- lambda = tObj->M + 0.4999F; \
+ else if (lambda > tObj->_M + 0.4999F) \
+ lambda = tObj->_M + 0.4999F; \
level = (GLint) (tObj->BaseLevel + lambda + 0.5F); \
- if (level > tObj->P) \
- level = tObj->P; \
+ if (level > tObj->_P) \
+ level = tObj->_P; \
}
@@ -432,8 +433,8 @@ sample_1d_nearest_mipmap_linear( const struct gl_texture_object *tObj,
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_1d_nearest( tObj, tObj->Image[tObj->P], s, rgba );
+ if (level >= tObj->_P) {
+ sample_1d_nearest( tObj, tObj->Image[tObj->_P], s, rgba );
}
else {
GLchan t0[4], t1[4];
@@ -458,8 +459,8 @@ sample_1d_linear_mipmap_linear( const struct gl_texture_object *tObj,
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_1d_linear( tObj, tObj->Image[tObj->P], s, rgba );
+ if (level >= tObj->_P) {
+ sample_1d_linear( tObj, tObj->Image[tObj->_P], s, rgba );
}
else {
GLchan t0[4], t1[4];
@@ -475,7 +476,8 @@ sample_1d_linear_mipmap_linear( const struct gl_texture_object *tObj,
-static void sample_nearest_1d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_nearest_1d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
@@ -492,7 +494,8 @@ static void sample_nearest_1d( const struct gl_texture_object *tObj, GLuint n,
-static void sample_linear_1d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_linear_1d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
@@ -513,18 +516,20 @@ static void sample_linear_1d( const struct gl_texture_object *tObj, GLuint n,
* return a texture sample.
*
*/
-static void sample_lambda_1d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_lambda_1d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
+ GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
(void) t;
(void) u;
for (i=0;i<n;i++) {
- if (lambda[i] > tObj->MinMagThresh) {
+ if (lambda[i] > MinMagThresh) {
/* minification */
switch (tObj->MinFilter) {
case GL_NEAREST:
@@ -806,8 +811,8 @@ sample_2d_nearest_mipmap_linear( const struct gl_texture_object *tObj,
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_2d_nearest( tObj, tObj->Image[tObj->P], s, t, rgba );
+ if (level >= tObj->_P) {
+ sample_2d_nearest( tObj, tObj->Image[tObj->_P], s, t, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
@@ -832,8 +837,8 @@ sample_2d_linear_mipmap_linear( const struct gl_texture_object *tObj,
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_2d_linear( tObj, tObj->Image[tObj->P], s, t, rgba );
+ if (level >= tObj->_P) {
+ sample_2d_linear( tObj, tObj->Image[tObj->_P], s, t, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
@@ -849,7 +854,8 @@ sample_2d_linear_mipmap_linear( const struct gl_texture_object *tObj,
-static void sample_nearest_2d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_nearest_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
@@ -865,7 +871,8 @@ static void sample_nearest_2d( const struct gl_texture_object *tObj, GLuint n,
-static void sample_linear_2d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_linear_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
@@ -884,16 +891,18 @@ static void sample_linear_2d( const struct gl_texture_object *tObj, GLuint n,
* Given an (s,t) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
-static void sample_lambda_2d( const struct gl_texture_object *tObj,
+static void sample_lambda_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
+ GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
(void) u;
for (i=0;i<n;i++) {
- if (lambda[i] > tObj->MinMagThresh) {
+ if (lambda[i] > MinMagThresh) {
/* minification */
switch (tObj->MinFilter) {
case GL_NEAREST:
@@ -943,7 +952,8 @@ static void sample_lambda_2d( const struct gl_texture_object *tObj,
* No border
* Format = GL_RGB
*/
-static void opt_sample_rgb_2d( const struct gl_texture_object *tObj,
+static void opt_sample_rgb_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
GLuint n, const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
@@ -984,7 +994,8 @@ static void opt_sample_rgb_2d( const struct gl_texture_object *tObj,
* No border
* Format = GL_RGBA
*/
-static void opt_sample_rgba_2d( const struct gl_texture_object *tObj,
+static void opt_sample_rgba_2d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj,
GLuint n, const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
@@ -1303,8 +1314,8 @@ sample_3d_nearest_mipmap_linear( const struct gl_texture_object *tObj,
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_3d_nearest( tObj, tObj->Image[tObj->P], s, t, r, rgba );
+ if (level >= tObj->_P) {
+ sample_3d_nearest( tObj, tObj->Image[tObj->_P], s, t, r, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
@@ -1328,8 +1339,8 @@ sample_3d_linear_mipmap_linear( const struct gl_texture_object *tObj,
COMPUTE_LINEAR_MIPMAP_LEVEL(tObj, lambda, level);
- if (level >= tObj->P) {
- sample_3d_linear( tObj, tObj->Image[tObj->P], s, t, r, rgba );
+ if (level >= tObj->_P) {
+ sample_3d_linear( tObj, tObj->Image[tObj->_P], s, t, r, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
@@ -1344,7 +1355,8 @@ sample_3d_linear_mipmap_linear( const struct gl_texture_object *tObj,
}
-static void sample_nearest_3d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_nearest_3d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
@@ -1359,7 +1371,8 @@ static void sample_nearest_3d( const struct gl_texture_object *tObj, GLuint n,
-static void sample_linear_3d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_linear_3d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
@@ -1377,16 +1390,18 @@ static void sample_linear_3d( const struct gl_texture_object *tObj, GLuint n,
* Given an (s,t,r) texture coordinate and lambda (level of detail) value,
* return a texture sample.
*/
-static void sample_lambda_3d( const struct gl_texture_object *tObj, GLuint n,
+static void sample_lambda_3d( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4] )
{
GLuint i;
+ GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
for (i=0;i<n;i++) {
- if (lambda[i] > tObj->MinMagThresh) {
+ if (lambda[i] > MinMagThresh) {
/* minification */
switch (tObj->MinFilter) {
case GL_NEAREST:
@@ -1507,7 +1522,8 @@ choose_cube_face(const struct gl_texture_object *texObj,
static void
-sample_nearest_cube(const struct gl_texture_object *tObj, GLuint n,
+sample_nearest_cube(GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4])
@@ -1524,7 +1540,8 @@ sample_nearest_cube(const struct gl_texture_object *tObj, GLuint n,
static void
-sample_linear_cube(const struct gl_texture_object *tObj, GLuint n,
+sample_linear_cube(GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
const GLfloat s[], const GLfloat t[],
const GLfloat u[], const GLfloat lambda[],
GLchan rgba[][4])
@@ -1585,8 +1602,8 @@ sample_cube_nearest_mipmap_linear( const struct gl_texture_object *tObj,
images = choose_cube_face(tObj, s, t, u, &newS, &newT);
- if (level >= tObj->P) {
- sample_2d_nearest( tObj, images[tObj->P], newS, newT, rgba );
+ if (level >= tObj->_P) {
+ sample_2d_nearest( tObj, images[tObj->_P], newS, newT, rgba );
}
else {
GLchan t0[4], t1[4]; /* texels */
@@ -1614,8 +1631,8 @@ sample_cube_linear_mipmap_linear( const struct gl_texture_object *tObj,
images = choose_cube_face(tObj, s, t, u, &newS, &newT);
- if (level >= tObj->P) {
- sample_2d_linear( tObj, images[tObj->P], newS, newT, rgba );
+ if (level >= tObj->_P) {
+ sample_2d_linear( tObj, images[tObj->_P], newS, newT, rgba );
}
else {
GLchan t0[4], t1[4];
@@ -1631,15 +1648,17 @@ sample_cube_linear_mipmap_linear( const struct gl_texture_object *tObj,
static void
-sample_lambda_cube(const struct gl_texture_object *tObj, GLuint n,
- const GLfloat s[], const GLfloat t[],
- const GLfloat u[], const GLfloat lambda[],
- GLchan rgba[][4])
+sample_lambda_cube( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4])
{
+ GLfloat MinMagThresh = SWRAST_CONTEXT(ctx)->_MinMagThresh[texUnit];
GLuint i;
for (i = 0; i < n; i++) {
- if (lambda[i] > tObj->MinMagThresh) {
+ if (lambda[i] > MinMagThresh) {
/* minification */
switch (tObj->MinFilter) {
case GL_NEAREST:
@@ -1704,6 +1723,14 @@ sample_lambda_cube(const struct gl_texture_object *tObj, GLuint n,
}
}
+static void
+null_sample_func( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *tObj, GLuint n,
+ const GLfloat s[], const GLfloat t[],
+ const GLfloat u[], const GLfloat lambda[],
+ GLchan rgba[][4])
+{
+}
/**********************************************************************/
/* Texture Sampling Setup */
@@ -1714,10 +1741,13 @@ sample_lambda_cube(const struct gl_texture_object *tObj, GLuint n,
* Setup the texture sampling function for this texture object.
*/
void
-_swrast_set_texture_sampler( struct gl_texture_object *t )
+_swrast_choose_texture_sample_func( GLcontext *ctx, GLuint texUnit,
+ const struct gl_texture_object *t )
{
- if (!t->Complete) {
- t->SampleFunc = NULL;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ if (!t->Complete) {
+ swrast->TextureSample[texUnit] = null_sample_func;
}
else {
GLboolean needLambda = (GLboolean) (t->MinFilter != t->MagFilter);
@@ -1727,69 +1757,69 @@ _swrast_set_texture_sampler( struct gl_texture_object *t )
if (t->MagFilter==GL_LINEAR
&& (t->MinFilter==GL_NEAREST_MIPMAP_NEAREST ||
t->MinFilter==GL_LINEAR_MIPMAP_NEAREST)) {
- t->MinMagThresh = 0.5F;
+ swrast->_MinMagThresh[texUnit] = 0.5F;
}
else {
- t->MinMagThresh = 0.0F;
+ swrast->_MinMagThresh[texUnit] = 0.0F;
}
}
switch (t->Dimensions) {
case 1:
if (needLambda) {
- t->SampleFunc = sample_lambda_1d;
+ swrast->TextureSample[texUnit] = sample_lambda_1d;
}
else if (t->MinFilter==GL_LINEAR) {
- t->SampleFunc = sample_linear_1d;
+ swrast->TextureSample[texUnit] = sample_linear_1d;
}
else {
ASSERT(t->MinFilter==GL_NEAREST);
- t->SampleFunc = sample_nearest_1d;
+ swrast->TextureSample[texUnit] = sample_nearest_1d;
}
break;
case 2:
if (needLambda) {
- t->SampleFunc = sample_lambda_2d;
+ swrast->TextureSample[texUnit] = sample_lambda_2d;
}
else if (t->MinFilter==GL_LINEAR) {
- t->SampleFunc = sample_linear_2d;
+ swrast->TextureSample[texUnit] = sample_linear_2d;
}
else {
ASSERT(t->MinFilter==GL_NEAREST);
if (t->WrapS==GL_REPEAT && t->WrapT==GL_REPEAT
&& t->Image[0]->Border==0 && t->Image[0]->Format==GL_RGB) {
- t->SampleFunc = opt_sample_rgb_2d;
+ swrast->TextureSample[texUnit] = opt_sample_rgb_2d;
}
else if (t->WrapS==GL_REPEAT && t->WrapT==GL_REPEAT
&& t->Image[0]->Border==0 && t->Image[0]->Format==GL_RGBA) {
- t->SampleFunc = opt_sample_rgba_2d;
+ swrast->TextureSample[texUnit] = opt_sample_rgba_2d;
}
else
- t->SampleFunc = sample_nearest_2d;
+ swrast->TextureSample[texUnit] = sample_nearest_2d;
}
break;
case 3:
if (needLambda) {
- t->SampleFunc = sample_lambda_3d;
+ swrast->TextureSample[texUnit] = sample_lambda_3d;
}
else if (t->MinFilter==GL_LINEAR) {
- t->SampleFunc = sample_linear_3d;
+ swrast->TextureSample[texUnit] = sample_linear_3d;
}
else {
ASSERT(t->MinFilter==GL_NEAREST);
- t->SampleFunc = sample_nearest_3d;
+ swrast->TextureSample[texUnit] = sample_nearest_3d;
}
break;
case 6: /* cube map */
if (needLambda) {
- t->SampleFunc = sample_lambda_cube;
+ swrast->TextureSample[texUnit] = sample_lambda_cube;
}
else if (t->MinFilter==GL_LINEAR) {
- t->SampleFunc = sample_linear_cube;
+ swrast->TextureSample[texUnit] = sample_linear_cube;
}
else {
ASSERT(t->MinFilter==GL_NEAREST);
- t->SampleFunc = sample_nearest_cube;
+ swrast->TextureSample[texUnit] = sample_nearest_cube;
}
break;
default:
@@ -2116,12 +2146,12 @@ apply_texture( const GLcontext *ctx,
GLenum format;
ASSERT(texUnit);
- ASSERT(texUnit->Current);
+ ASSERT(texUnit->_Current);
- baseLevel = texUnit->Current->BaseLevel;
- ASSERT(texUnit->Current->Image[baseLevel]);
+ baseLevel = texUnit->_Current->BaseLevel;
+ ASSERT(texUnit->_Current->Image[baseLevel]);
- format = texUnit->Current->Image[baseLevel]->Format;
+ format = texUnit->_Current->Image[baseLevel]->Format;
if (format==GL_COLOR_INDEX) {
format = GL_RGBA; /* XXXX a hack! */
@@ -2496,10 +2526,10 @@ void gl_texture_pixels( GLcontext *ctx, GLuint texUnit, GLuint n,
{
const GLuint mask = TEXTURE0_ANY << (texUnit * 4);
- if (ctx->Texture.ReallyEnabled & mask) {
+ if (ctx->Texture._ReallyEnabled & mask) {
const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
- if (textureUnit->Current && textureUnit->Current->SampleFunc) {
+ if (textureUnit->_Current) {
GLchan texel[PB_SIZE][4];
if (textureUnit->LodBias != 0.0F) {
@@ -2510,11 +2540,11 @@ void gl_texture_pixels( GLcontext *ctx, GLuint texUnit, GLuint n,
}
}
- if (textureUnit->Current->MinLod != -1000.0
- || textureUnit->Current->MaxLod != 1000.0) {
+ if (textureUnit->_Current->MinLod != -1000.0
+ || textureUnit->_Current->MaxLod != 1000.0) {
/* apply LOD clamping to lambda */
- GLfloat min = textureUnit->Current->MinLod;
- GLfloat max = textureUnit->Current->MaxLod;
+ GLfloat min = textureUnit->_Current->MinLod;
+ GLfloat max = textureUnit->_Current->MaxLod;
GLuint i;
for (i=0;i<n;i++) {
GLfloat l = lambda[i];
@@ -2524,14 +2554,16 @@ void gl_texture_pixels( GLcontext *ctx, GLuint texUnit, GLuint n,
/* fetch texture images from device driver, if needed */
if (ctx->Driver.GetTexImage) {
- if (!_mesa_get_teximages_from_driver(ctx, textureUnit->Current)) {
+ if (!_mesa_get_teximages_from_driver(ctx, textureUnit->_Current)) {
return;
}
}
/* Sample the texture. */
- (*textureUnit->Current->SampleFunc)( textureUnit->Current, n,
- s, t, r, lambda, texel );
+ SWRAST_CONTEXT(ctx)->TextureSample[texUnit]( ctx, texUnit,
+ textureUnit->_Current,
+ n, s, t, r,
+ lambda, texel );
apply_texture( ctx, textureUnit, n, primary_rgba, texel, rgba );
}