From 8e9485870bfac93d5c26a094390a37aad2e264eb Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Thu, 8 Sep 2011 20:16:18 -0600 Subject: meta: move texcoord setup into setup_texture_coords() --- src/mesa/drivers/common/meta.c | 268 +++++++++++++++++++++++++++-------------- 1 file changed, 176 insertions(+), 92 deletions(-) (limited to 'src') diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index ad04d369f1b..a0e9316884a 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -2476,6 +2476,160 @@ _mesa_meta_check_generate_mipmap_fallback(struct gl_context *ctx, GLenum target, } +/** + * Compute the texture coordinates for the four vertices of a quad for + * drawing a 2D texture image or slice of a cube/3D texture. + * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name + * \param slice slice of a 1D/2D array texture or 3D texture + * \param width width of the texture image + * \param height height of the texture image + * \param coords0/1/2/3 returns the computed texcoords + */ +static void +setup_texture_coords(GLenum faceTarget, + GLint slice, + GLint width, + GLint height, + GLfloat coords0[3], + GLfloat coords1[3], + GLfloat coords2[3], + GLfloat coords3[3]) +{ + static const GLfloat st[4][2] = { + {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} + }; + GLuint i; + GLfloat r; + + switch (faceTarget) { + case GL_TEXTURE_1D: + case GL_TEXTURE_2D: + case GL_TEXTURE_3D: + case GL_TEXTURE_2D_ARRAY: + if (faceTarget == GL_TEXTURE_3D) + r = 1.0F / slice; + else if (faceTarget == GL_TEXTURE_2D_ARRAY) + r = slice; + else + r = 0.0F; + coords0[0] = 0.0F; /* s */ + coords0[1] = 0.0F; /* t */ + coords0[2] = r; /* r */ + coords1[0] = 1.0F; + coords1[1] = 0.0F; + coords1[2] = r; + coords2[0] = 1.0F; + coords2[1] = 1.0F; + coords2[2] = r; + coords3[0] = 0.0F; + coords3[1] = 1.0F; + coords3[2] = r; + break; + case GL_TEXTURE_RECTANGLE_ARB: + coords0[0] = 0.0F; /* s */ + coords0[1] = 0.0F; /* t */ + coords0[2] = 0.0F; /* r */ + coords1[0] = width; + coords1[1] = 0.0F; + coords1[2] = 0.0F; + coords2[0] = width; + coords2[1] = height; + coords2[2] = 0.0F; + coords3[0] = 0.0F; + coords3[1] = height; + coords3[2] = 0.0F; + break; + case GL_TEXTURE_1D_ARRAY: + coords0[0] = 0.0F; /* s */ + coords0[1] = slice; /* t */ + coords0[2] = 0.0F; /* r */ + coords1[0] = 1.0f; + coords1[1] = slice; + coords1[2] = 0.0F; + coords2[0] = 1.0F; + coords2[1] = slice; + coords2[2] = 0.0F; + coords3[0] = 0.0F; + coords3[1] = slice; + coords3[2] = 0.0F; + break; + + case GL_TEXTURE_CUBE_MAP_POSITIVE_X: + case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: + case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: + case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: + /* loop over quad verts */ + for (i = 0; i < 4; i++) { + /* Compute sc = +/-scale and tc = +/-scale. + * Not +/-1 to avoid cube face selection ambiguity near the edges, + * though that can still sometimes happen with this scale factor... + */ + const GLfloat scale = 0.9999f; + const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale; + const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale; + GLfloat *coord; + + switch (i) { + case 0: + coord = coords0; + break; + case 1: + coord = coords1; + break; + case 2: + coord = coords2; + break; + case 3: + coord = coords3; + break; + default: + assert(0); + } + + switch (faceTarget) { + case GL_TEXTURE_CUBE_MAP_POSITIVE_X: + coord[0] = 1.0f; + coord[1] = -tc; + coord[2] = -sc; + break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: + coord[0] = -1.0f; + coord[1] = -tc; + coord[2] = sc; + break; + case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: + coord[0] = sc; + coord[1] = 1.0f; + coord[2] = tc; + break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: + coord[0] = sc; + coord[1] = -1.0f; + coord[2] = -tc; + break; + case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: + coord[0] = sc; + coord[1] = -tc; + coord[2] = 1.0f; + break; + case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: + coord[0] = -sc; + coord[1] = -tc; + coord[2] = -1.0f; + break; + default: + assert(0); + } + } + break; + default: + assert(0 && "unexpected target in meta setup_texture_coords()"); + } +} + + /** * Called via ctx->Driver.GenerateMipmap() * Note: We don't yet support 3D textures, 1D/2D array textures or texture @@ -2487,7 +2641,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, { struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap; struct vertex { - GLfloat x, y, s, t, r; + GLfloat x, y, tex[3]; }; struct vertex verts[4]; const GLuint baseLevel = texObj->BaseLevel; @@ -2503,7 +2657,8 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, const GLuint original_active_unit = ctx->Texture.CurrentUnit; GLenum faceTarget; GLuint dstLevel; - GLuint border = 0; + const GLuint border = 0; + const GLint slice = 0; if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) { _mesa_generate_mipmap(ctx, target, texObj); @@ -2539,7 +2694,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, /* setup vertex arrays */ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); + _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); _mesa_EnableClientState(GL_VERTEX_ARRAY); _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); } @@ -2562,98 +2717,27 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, _mesa_set_enable(ctx, target, GL_TRUE); - /* setup texcoords once (XXX what about border?) */ - switch (faceTarget) { - case GL_TEXTURE_1D: - case GL_TEXTURE_2D: - verts[0].s = 0.0F; - verts[0].t = 0.0F; - verts[0].r = 0.0F; - verts[1].s = 1.0F; - verts[1].t = 0.0F; - verts[1].r = 0.0F; - verts[2].s = 1.0F; - verts[2].t = 1.0F; - verts[2].r = 0.0F; - verts[3].s = 0.0F; - verts[3].t = 1.0F; - verts[3].r = 0.0F; - break; - case GL_TEXTURE_3D: - abort(); - break; - default: - /* cube face */ - { - static const GLfloat st[4][2] = { - {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} - }; - GLuint i; - - /* loop over quad verts */ - for (i = 0; i < 4; i++) { - /* Compute sc = +/-scale and tc = +/-scale. - * Not +/-1 to avoid cube face selection ambiguity near the edges, - * though that can still sometimes happen with this scale factor... - */ - const GLfloat scale = 0.9999f; - const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale; - const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale; - - switch (faceTarget) { - case GL_TEXTURE_CUBE_MAP_POSITIVE_X: - verts[i].s = 1.0f; - verts[i].t = -tc; - verts[i].r = -sc; - break; - case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: - verts[i].s = -1.0f; - verts[i].t = -tc; - verts[i].r = sc; - break; - case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: - verts[i].s = sc; - verts[i].t = 1.0f; - verts[i].r = tc; - break; - case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: - verts[i].s = sc; - verts[i].t = -1.0f; - verts[i].r = -tc; - break; - case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: - verts[i].s = sc; - verts[i].t = -tc; - verts[i].r = 1.0f; - break; - case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: - verts[i].s = -sc; - verts[i].t = -tc; - verts[i].r = -1.0f; - break; - default: - assert(0); - } - } - } - } - - _mesa_set_enable(ctx, target, GL_TRUE); + /* setup texcoords (XXX what about border?) */ + setup_texture_coords(faceTarget, + 0.0, 0.0, /* width, height never used here */ + slice, + verts[0].tex, + verts[1].tex, + verts[2].tex, + verts[3].tex); /* setup vertex positions */ - { - verts[0].x = 0.0F; - verts[0].y = 0.0F; - verts[1].x = 1.0F; - verts[1].y = 0.0F; - verts[2].x = 1.0F; - verts[2].y = 1.0F; - verts[3].x = 0.0F; - verts[3].y = 1.0F; + verts[0].x = 0.0F; + verts[0].y = 0.0F; + verts[1].x = 1.0F; + verts[1].y = 0.0F; + verts[2].x = 1.0F; + verts[2].y = 1.0F; + verts[3].x = 0.0F; + verts[3].y = 1.0F; - /* upload new vertex data */ - _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); - } + /* upload new vertex data */ + _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); /* setup projection matrix */ _mesa_MatrixMode(GL_PROJECTION); -- cgit v1.2.3