Fixed a bug that showed up in several multitexturing games (Quake3 and

ThinkTanks were tested) that was related to the recent 4 TMU changes.
Removed the un-needed TexBlendColorPipeNum field from the hardware
context.
This commit is contained in:
Ian Romanick 2004-05-12 16:29:55 +00:00
parent f1cfb4b7a7
commit 0e22d598e6
3 changed files with 16 additions and 35 deletions

View File

@ -86,8 +86,6 @@ struct i830_context_t
GLuint TexBlend[I830_MAX_TEXTURE_UNITS][I830_TEXBLEND_SIZE];
GLuint Init_TexBlend[I830_MAX_TEXTURE_UNITS][I830_TEXBLEND_SIZE];
GLuint Init_TexBlendWordsUsed[I830_MAX_TEXTURE_UNITS];
GLuint Init_TexBlendColorPipeNum[I830_MAX_TEXTURE_UNITS];
GLuint TexBlendColorPipeNum[I830_MAX_TEXTURE_UNITS];
GLuint Init_BufferSetup[I830_DEST_SETUP_SIZE];
GLuint LodBias[I830_MAX_TEXTURE_UNITS];

View File

@ -1429,8 +1429,6 @@ void i830DDInitState( GLcontext *ctx )
imesa->TexBlendWordsUsed[i] = 0;
imesa->Init_TexBlendWordsUsed[i] = 0;
imesa->TexBlendColorPipeNum[i] = 0;
imesa->Init_TexBlendColorPipeNum[i] = 0;
}
/* Set default blend state */
@ -1462,7 +1460,6 @@ void i830DDInitState( GLcontext *ctx )
TEXBLENDARG_DIFFUSE);
imesa->TexBlendWordsUsed[0] = 4;
imesa->TexBlendColorPipeNum[0] = 0;
imesa->Init_TexBlend[0][0] = (STATE3D_MAP_BLEND_OP_CMD(0) |
TEXPIPE_COLOR |
@ -1491,7 +1488,6 @@ void i830DDInitState( GLcontext *ctx )
TEXBLENDARG_MODIFY_PARMS |
TEXBLENDARG_CURRENT);
imesa->Init_TexBlendWordsUsed[0] = 4;
imesa->Init_TexBlendColorPipeNum[0] = 0;
memset(imesa->Setup, 0, sizeof(imesa->Setup));

View File

@ -278,7 +278,6 @@ static void i830UpdateTexEnv( GLcontext *ctx, GLuint unit )
TEXBLEND_ARG1 |
TEXBLENDARG_MODIFY_PARMS |
TEXBLENDARG_CURRENT);
imesa->TexBlendColorPipeNum[unit] = 0;
imesa->TexBlendWordsUsed[unit] = 4;
}
else {
@ -440,15 +439,9 @@ static void i830UpdateTexEnv( GLcontext *ctx, GLuint unit )
/* Native Arg2 == Arg1 in GL_EXT_texture_env_combine spec */
/* Native Arg0 == Arg2 in GL_EXT_texture_env_combine spec */
/* When we render we need to figure out which is the last really enabled
* tex unit, and put last stage on it
*/
imesa->TexBlendColorPipeNum[unit] = 0;
used = 0;
/* Build color pipeline */
used = 0;
imesa->TexBlend[unit][used++] = (STATE3D_MAP_BLEND_OP_CMD(unit) |
TEXPIPE_COLOR |
ENABLE_TEXOUTPUT_WRT_SEL |
@ -659,40 +652,34 @@ static GLboolean i830UpdateTexUnit( GLcontext *ctx, GLuint unit )
return GL_FALSE;
}
else {
disable_tex( ctx, unit );
return GL_TRUE;
return disable_tex( ctx, unit );
}
}
/* Only deal with unit 0 and 1 for right now */
void i830UpdateTextureState( GLcontext *ctx )
{
i830ContextPtr imesa = I830_CONTEXT(ctx);
int pipe_num = 0;
int i;
int last_stage = 0;
GLboolean ok;
ok = (i830UpdateTexUnit( ctx, 0 ) &&
i830UpdateTexUnit( ctx, 1 ) &&
i830UpdateTexUnit( ctx, 2 ) &&
i830UpdateTexUnit( ctx, 3 ));
for ( i = 0 ; i < ctx->Const.MaxTextureUnits ; i++ ) {
if ( (ctx->Texture.Unit[i]._ReallyEnabled == TEXTURE_2D_BIT)
|| (ctx->Texture.Unit[i]._ReallyEnabled == TEXTURE_RECT_BIT) ) {
last_stage = i;
}
}
ok = GL_TRUE;
for ( i = 0 ; i <= last_stage ; i++ ) {
ok = ok && i830UpdateTexUnit( ctx, i );
}
FALLBACK( imesa, I830_FALLBACK_TEXTURE, !ok );
/* Make sure last stage is set correctly */
if(imesa->TexEnabledMask & I830_TEX_UNIT_ENABLED(3)) {
pipe_num = imesa->TexBlendColorPipeNum[3];
imesa->TexBlend[3][pipe_num] |= TEXOP_LAST_STAGE;
} else if(imesa->TexEnabledMask & I830_TEX_UNIT_ENABLED(2)) {
pipe_num = imesa->TexBlendColorPipeNum[2];
imesa->TexBlend[2][pipe_num] |= TEXOP_LAST_STAGE;
} else if(imesa->TexEnabledMask & I830_TEX_UNIT_ENABLED(1)) {
pipe_num = imesa->TexBlendColorPipeNum[1];
imesa->TexBlend[1][pipe_num] |= TEXOP_LAST_STAGE;
} else {
pipe_num = imesa->TexBlendColorPipeNum[0];
imesa->TexBlend[0][pipe_num] |= TEXOP_LAST_STAGE;
}
imesa->TexBlend[last_stage][0] |= TEXOP_LAST_STAGE;
}