#include "main/mtypes.h"
#include "main/enums.h"
#include "main/macros.h"
+#include "main/colormac.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
}
- /* We get one field with fraction bits to cover the maximum addressable (smallest
- * resolution) LOD. Use it to cover both MAX_LEVEL and MAX_LOD.
+ /* We get one field with fraction bits for the maximum addressable
+ * (lowest resolution) LOD. Use it to cover both MAX_LEVEL and
+ * MAX_LOD.
*/
- maxlod = MIN2(tObj->MaxLod, tObj->MaxLevel - tObj->BaseLevel);
+ maxlod = MIN2(tObj->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
state[I915_TEXREG_MS4] =
((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
MS4_CUBE_FACE_ENA_MASK |
}
/* convert border color from float to ubyte */
- CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor[0]);
- CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor[1]);
- CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor[2]);
- CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor[3]);
+ CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor.f[0]);
+ CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor.f[1]);
+ CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor.f[2]);
+ CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor.f[3]);
if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* GL specs that border color for depth textures is taken from the
* R channel, while the hardware uses A. Spam R into all the channels
* for safety.
*/
- state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(border[0],
- border[0],
- border[0],
- border[0]);
+ state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
+ border[0],
+ border[0],
+ border[0]);
} else {
- state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(border[0],
- border[1],
- border[2],
- border[3]);
+ state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
+ border[0],
+ border[1],
+ border[2]);
}