cell: checkpoint: more multi-texture work

This commit is contained in:
Brian 2008-04-01 11:35:53 -06:00
parent c14da8f524
commit e7b23d36df
6 changed files with 42 additions and 14 deletions

View file

@ -245,9 +245,13 @@ void
cell_update_texture_mapping(struct cell_context *cell)
{
uint face = 0, level = 0, zslice = 0;
uint i;
for (i = 0; i < CELL_MAX_SAMPLERS; i++) {
if (cell->texture[i])
cell_tile_texture(cell, cell->texture[i]);
}
if (cell->texture[0])
cell_tile_texture(cell, cell->texture[0]);
#if 0
if (cell->tex_surf && cell->tex_map) {
pipe_surface_unmap(cell->tex_surf);

View file

@ -333,7 +333,7 @@ cmd_state_texture(const struct cell_command_texture *texture)
const uint width = texture->width;
const uint height = texture->height;
if (Debug) {
if (1||Debug) {
printf("SPU %u: TEXTURE [%u] at %p size %u x %u\n", spu.init.id,
texture->unit, texture->start,
texture->width, texture->height);

View file

@ -152,7 +152,7 @@ struct spu_global
/** for converting RGBA to PIPE_FORMAT_x colors */
vector unsigned char color_shuffle;
vector float (*sample_texture)(vector float texcoord);
vector float (*sample_texture)(uint unit, vector float texcoord);
} ALIGN16_ATTRIB;

View file

@ -104,9 +104,8 @@ get_four_texels(vec_uint4 x, vec_uint4 y, vec_uint4 *texels)
* XXX this is extremely primitive for now.
*/
vector float
sample_texture_nearest(vector float texcoord)
sample_texture_nearest(uint unit, vector float texcoord)
{
const uint unit = 0;
vector float tc = spu_mul(texcoord, spu.texture[unit].tex_size);
vector unsigned int itc = spu_convtu(tc, 0); /* convert to int */
itc = spu_and(itc, spu.texture[unit].tex_size_mask); /* mask (GL_REPEAT) */
@ -116,9 +115,8 @@ sample_texture_nearest(vector float texcoord)
vector float
sample_texture_bilinear(vector float texcoord)
sample_texture_bilinear(uint unit, vector float texcoord)
{
const uint unit = 0;
static const vec_uint4 offset_x = {0, 0, 1, 1};
static const vec_uint4 offset_y = {0, 1, 0, 1};

View file

@ -37,11 +37,11 @@ invalidate_tex_cache(void);
extern vector float
sample_texture_nearest(vector float texcoord);
sample_texture_nearest(uint unit, vector float texcoord);
extern vector float
sample_texture_bilinear(vector float texcoord);
sample_texture_bilinear(uint unit, vector float texcoord);
#endif /* SPU_TEXTURE_H */

View file

@ -311,17 +311,43 @@ emit_quad( int x, int y, mask_t mask )
if (spu.texture[0].start) {
/* texture mapping */
const uint unit = 0;
vector float texcoords[4];
eval_coeff(2, (float) x, (float) y, texcoords);
if (spu_extract(mask, 0))
colors[0] = spu.sample_texture(texcoords[0]);
colors[0] = spu.sample_texture(unit, texcoords[0]);
if (spu_extract(mask, 1))
colors[1] = spu.sample_texture(texcoords[1]);
colors[1] = spu.sample_texture(unit, texcoords[1]);
if (spu_extract(mask, 2))
colors[2] = spu.sample_texture(texcoords[2]);
colors[2] = spu.sample_texture(unit, texcoords[2]);
if (spu_extract(mask, 3))
colors[3] = spu.sample_texture(texcoords[3]);
colors[3] = spu.sample_texture(unit, texcoords[3]);
if (spu.texture[1].start) {
/* multi-texture mapping */
const uint unit = 1;
vector float colors1[4];
eval_coeff(3, (float) x, (float) y, texcoords);
if (spu_extract(mask, 0))
colors1[0] = spu.sample_texture(unit, texcoords[0]);
if (spu_extract(mask, 1))
colors1[1] = spu.sample_texture(unit, texcoords[1]);
if (spu_extract(mask, 2))
colors1[2] = spu.sample_texture(unit, texcoords[2]);
if (spu_extract(mask, 3))
colors1[3] = spu.sample_texture(unit, texcoords[3]);
/* hack: modulate first texture by second */
colors[0] = spu_mul(colors[0], colors1[0]);
colors[1] = spu_mul(colors[1], colors1[1]);
colors[2] = spu_mul(colors[2], colors1[2]);
colors[3] = spu_mul(colors[3], colors1[3]);
}
}
else {
/* simple shading */