dri/nouveau: Kill a bunch of ternary operators.
[mesa.git] / src / mesa / drivers / dri / i915 / i915_texstate.c
index db71c0094136c508cb5c5dea87193d242fe5ce7b..c724a214967c1485a302879d4109e7bc8e76f9f9 100644 (file)
@@ -130,7 +130,7 @@ translate_wrap_mode(GLenum wrap)
 static GLboolean
 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
 {
-   GLcontext *ctx = &intel->ctx;
+   struct gl_context *ctx = &intel->ctx;
    struct i915_context *i915 = i915_context(ctx);
    struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
    struct gl_texture_object *tObj = tUnit->_Current;
@@ -146,11 +146,11 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
    /*We need to refcount these. */
 
    if (i915->state.tex_buffer[unit] != NULL) {
-       dri_bo_unreference(i915->state.tex_buffer[unit]);
+       drm_intel_bo_unreference(i915->state.tex_buffer[unit]);
        i915->state.tex_buffer[unit] = NULL;
    }
 
-   if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit))
+   if (!intel_finalize_mipmap_tree(intel, unit))
       return GL_FALSE;
 
    /* Get first image here, since intelObj->firstLevel will get set in
@@ -158,34 +158,14 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
     */
    firstImage = tObj->Image[0][intelObj->firstLevel];
 
-   if (intelObj->imageOverride) {
-      i915->state.tex_buffer[unit] = NULL;
-      i915->state.tex_offset[unit] = intelObj->textureOffset;
+   drm_intel_bo_reference(intelObj->mt->region->buffer);
+   i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
+   i915->state.tex_offset[unit] = 0; /* Always the origin of the miptree */
 
-      switch (intelObj->depthOverride) {
-      case 32:
-        format = MAPSURF_32BIT | MT_32BIT_ARGB8888;
-        break;
-      case 24:
-      default:
-        format = MAPSURF_32BIT | MT_32BIT_XRGB8888;
-        break;
-      case 16:
-        format = MAPSURF_16BIT | MT_16BIT_RGB565;
-        break;
-      }
-
-      pitch = intelObj->pitchOverride;
-   } else {
-      dri_bo_reference(intelObj->mt->region->buffer);
-      i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
-      i915->state.tex_offset[unit] = 0; /* Always the origin of the miptree */
-
-      format = translate_texture_format(firstImage->TexFormat,
-                                       firstImage->InternalFormat,
-                                       tObj->DepthMode);
-      pitch = intelObj->mt->pitch * intelObj->mt->cpp;
-   }
+   format = translate_texture_format(firstImage->TexFormat,
+                                    firstImage->InternalFormat,
+                                    tObj->DepthMode);
+   pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;
 
    state[I915_TEXREG_MS3] =
       (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
@@ -301,6 +281,7 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
       GLenum ws = tObj->WrapS;
       GLenum wt = tObj->WrapT;
       GLenum wr = tObj->WrapR;
+      float minlod;
 
       /* We program 1D textures as 2D textures, so the 2D texcoord could
        * result in sampling border values if we don't set the T wrap to
@@ -341,17 +322,18 @@ i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
           (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
           (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
 
+      minlod = MIN2(tObj->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
       state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
-      state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(tObj->MinLod, 0.0, 11.0), 4) <<
+      state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
                                 SS3_MIN_LOD_SHIFT);
 
    }
 
    /* 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
@@ -415,7 +397,7 @@ i915UpdateTextureState(struct intel_context *intel)
                I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
 
            if (i915->state.tex_buffer[i] != NULL) {
-              dri_bo_unreference(i915->state.tex_buffer[i]);
+              drm_intel_bo_unreference(i915->state.tex_buffer[i]);
               i915->state.tex_buffer[i] = NULL;
            }