r300: Enable LOD bias state emission.
Properly set t->filter_1 for r300_state to emit. Expect buggies as people see LOD bias enabled for the first time...
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f7b8a13d65
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@ -185,7 +185,6 @@ static GLuint aniso_filter(GLfloat anisotropy)
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*/
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static void r300SetTexFilter(r300TexObjPtr t, GLenum minf, GLenum magf, GLfloat anisotropy)
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{
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fprintf(stderr, "Here I am!\n");
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t->filter &= ~(R300_TX_MIN_FILTER_MASK | R300_TX_MIN_FILTER_MIP_MASK | R300_TX_MAG_FILTER_MASK | R300_TX_MAX_ANISO_MASK);
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t->filter_1 &= ~R300_EDGE_ANISO_EDGE_ONLY;
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@ -243,6 +242,19 @@ static void r300SetTexBorderColor(r300TexObjPtr t, GLubyte c[4])
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t->pp_border_color = PACK_COLOR_8888(c[3], c[0], c[1], c[2]);
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}
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static void r300SetTexLodBias(r300TexObjPtr t, GLfloat bias)
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{
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GLuint b;
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b = (unsigned int)fabsf(ceilf(bias*31));
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if (signbit(bias)) {
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b ^= 0x3ff; /* 10 bits */
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}
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b <<= 3;
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b &= R300_LOD_BIAS_MASK;
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t->filter_1 |= b;
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}
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/**
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* Allocate space for and load the mesa images into the texture memory block.
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* This will happen before drawing with a new texture, or drawing with a
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@ -271,6 +283,7 @@ static r300TexObjPtr r300AllocTexObj(struct gl_texture_object *texObj)
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r300SetTexWrap(t, texObj->WrapS, texObj->WrapT, texObj->WrapR);
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r300SetTexFilter(t, texObj->MinFilter, texObj->MagFilter, texObj->MaxAnisotropy);
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r300SetTexBorderColor(t, texObj->_BorderChan);
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r300SetTexLodBias(t, texObj->LodBias);
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}
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return t;
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@ -966,6 +979,33 @@ r300TexSubImage3D(GLcontext * ctx, GLenum target, GLint level,
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t->dirty_images[0] |= (1 << level);
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}
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/* This feels like a prime target for code reuse, so I'm putting it here
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* instead of inlining it in TexEnv. */
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static GLenum r300TexUnitTarget(struct gl_texture_unit *unit) {
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if (unit->_ReallyEnabled & (TEXTURE_RECT_BIT)) {
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return GL_TEXTURE_RECTANGLE_NV;
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} else if (unit->_ReallyEnabled & (TEXTURE_1D_BIT)) {
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return GL_TEXTURE_1D;
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} else if (unit->_ReallyEnabled & (TEXTURE_2D_BIT)) {
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return GL_TEXTURE_2D;
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} else if (unit->_ReallyEnabled & (TEXTURE_3D_BIT)) {
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return GL_TEXTURE_3D;
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} else if (unit->_ReallyEnabled & (TEXTURE_CUBE_BIT)) {
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return GL_TEXTURE_CUBE_MAP;
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}
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if (unit->Enabled & (TEXTURE_RECT_BIT)) {
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return GL_TEXTURE_RECTANGLE_NV;
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} else if (unit->Enabled & (TEXTURE_1D_BIT)) {
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return GL_TEXTURE_1D;
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} else if (unit->Enabled & (TEXTURE_2D_BIT)) {
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return GL_TEXTURE_2D;
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} else if (unit->Enabled & (TEXTURE_3D_BIT)) {
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return GL_TEXTURE_3D;
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} else if (unit->Enabled & (TEXTURE_CUBE_BIT)) {
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return GL_TEXTURE_CUBE_MAP;
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}
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}
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static void r300TexEnv(GLcontext * ctx, GLenum target,
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GLenum pname, const GLfloat * param)
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{
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@ -981,10 +1021,8 @@ static void r300TexEnv(GLcontext * ctx, GLenum target,
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*/
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switch (pname) {
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case GL_TEXTURE_LOD_BIAS_EXT: {
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fprintf(stderr, "LOD Bias: %f\n", *param);
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/* Needs to be relocated in order to make sure we got the right tmu */
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GLfloat bias, min;
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GLuint b;
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/* The R300's LOD bias is a signed 2's complement value with a
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* range of -16.0 <= bias < 16.0.
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@ -996,21 +1034,16 @@ static void r300TexEnv(GLcontext * ctx, GLenum target,
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"no_neg_lod_bias") ? 0.0 : -16.0;
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bias = CLAMP(bias, min, 16.0);
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b = (unsigned int)fabsf(ceilf(bias*31));
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if (signbit(bias)) {
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b ^= 0x3ff; /* 10 bits */
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}
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fprintf(stderr, "LOD Bias (hex): 0x%x\n", b);
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b <<= 3;
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b &= R300_LOD_BIAS_MASK;
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/* This next part feels quite hackish;
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* is there a cleaner way? */
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struct gl_texture_object *texObj;
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GLenum target = r300TexUnitTarget(&ctx->Texture.Unit[ctx->Texture.CurrentUnit]);
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texObj = _mesa_select_tex_object(ctx, &ctx->Texture.Unit[ctx->Texture.CurrentUnit], target);
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r300TexObjPtr t = (r300TexObjPtr) texObj->DriverData;
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texObj->LodBias = bias;
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int unit = 1;
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r300SetTexLodBias(t, texObj->LodBias);
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if (b != (rmesa->hw.tex.filter_1.cmd[R300_TEX_CMD_0 + unit] & R300_LOD_BIAS_MASK)) {
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rmesa->hw.tex.filter_1.cmd[R300_TEX_CMD_0 + unit] &= ~R300_LOD_BIAS_MASK;
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rmesa->hw.tex.filter_1.cmd[R300_TEX_CMD_0 + unit] |= b;
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R300_STATECHANGE(rmesa, tex.filter_1);
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}
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break;
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}
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