}
+/**
+ * Compute the texture coordinates for the four vertices of a quad for
+ * drawing a 2D texture image or slice of a cube/3D texture.
+ * \param faceTarget GL_TEXTURE_1D/2D/3D or cube face name
+ * \param slice slice of a 1D/2D array texture or 3D texture
+ * \param width width of the texture image
+ * \param height height of the texture image
+ * \param coords0/1/2/3 returns the computed texcoords
+ */
+static void
+setup_texture_coords(GLenum faceTarget,
+ GLint slice,
+ GLint width,
+ GLint height,
+ GLfloat coords0[3],
+ GLfloat coords1[3],
+ GLfloat coords2[3],
+ GLfloat coords3[3])
+{
+ static const GLfloat st[4][2] = {
+ {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
+ };
+ GLuint i;
+ GLfloat r;
+
+ switch (faceTarget) {
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_2D_ARRAY:
+ if (faceTarget == GL_TEXTURE_3D)
+ r = 1.0F / slice;
+ else if (faceTarget == GL_TEXTURE_2D_ARRAY)
+ r = slice;
+ else
+ r = 0.0F;
+ coords0[0] = 0.0F; /* s */
+ coords0[1] = 0.0F; /* t */
+ coords0[2] = r; /* r */
+ coords1[0] = 1.0F;
+ coords1[1] = 0.0F;
+ coords1[2] = r;
+ coords2[0] = 1.0F;
+ coords2[1] = 1.0F;
+ coords2[2] = r;
+ coords3[0] = 0.0F;
+ coords3[1] = 1.0F;
+ coords3[2] = r;
+ break;
+ case GL_TEXTURE_RECTANGLE_ARB:
+ coords0[0] = 0.0F; /* s */
+ coords0[1] = 0.0F; /* t */
+ coords0[2] = 0.0F; /* r */
+ coords1[0] = width;
+ coords1[1] = 0.0F;
+ coords1[2] = 0.0F;
+ coords2[0] = width;
+ coords2[1] = height;
+ coords2[2] = 0.0F;
+ coords3[0] = 0.0F;
+ coords3[1] = height;
+ coords3[2] = 0.0F;
+ break;
+ case GL_TEXTURE_1D_ARRAY:
+ coords0[0] = 0.0F; /* s */
+ coords0[1] = slice; /* t */
+ coords0[2] = 0.0F; /* r */
+ coords1[0] = 1.0f;
+ coords1[1] = slice;
+ coords1[2] = 0.0F;
+ coords2[0] = 1.0F;
+ coords2[1] = slice;
+ coords2[2] = 0.0F;
+ coords3[0] = 0.0F;
+ coords3[1] = slice;
+ coords3[2] = 0.0F;
+ break;
+
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ /* loop over quad verts */
+ for (i = 0; i < 4; i++) {
+ /* Compute sc = +/-scale and tc = +/-scale.
+ * Not +/-1 to avoid cube face selection ambiguity near the edges,
+ * though that can still sometimes happen with this scale factor...
+ */
+ const GLfloat scale = 0.9999f;
+ const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
+ const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
+ GLfloat *coord;
+
+ switch (i) {
+ case 0:
+ coord = coords0;
+ break;
+ case 1:
+ coord = coords1;
+ break;
+ case 2:
+ coord = coords2;
+ break;
+ case 3:
+ coord = coords3;
+ break;
+ default:
+ assert(0);
+ }
+
+ switch (faceTarget) {
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
+ coord[0] = 1.0f;
+ coord[1] = -tc;
+ coord[2] = -sc;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
+ coord[0] = -1.0f;
+ coord[1] = -tc;
+ coord[2] = sc;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
+ coord[0] = sc;
+ coord[1] = 1.0f;
+ coord[2] = tc;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
+ coord[0] = sc;
+ coord[1] = -1.0f;
+ coord[2] = -tc;
+ break;
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
+ coord[0] = sc;
+ coord[1] = -tc;
+ coord[2] = 1.0f;
+ break;
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
+ coord[0] = -sc;
+ coord[1] = -tc;
+ coord[2] = -1.0f;
+ break;
+ default:
+ assert(0);
+ }
+ }
+ break;
+ default:
+ assert(0 && "unexpected target in meta setup_texture_coords()");
+ }
+}
+
+
/**
* Called via ctx->Driver.GenerateMipmap()
* Note: We don't yet support 3D textures, 1D/2D array textures or texture
{
struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap;
struct vertex {
- GLfloat x, y, s, t, r;
+ GLfloat x, y, tex[3];
};
struct vertex verts[4];
const GLuint baseLevel = texObj->BaseLevel;
const GLuint original_active_unit = ctx->Texture.CurrentUnit;
GLenum faceTarget;
GLuint dstLevel;
- GLuint border = 0;
+ const GLuint border = 0;
+ const GLint slice = 0;
if (_mesa_meta_check_generate_mipmap_fallback(ctx, target, texObj)) {
_mesa_generate_mipmap(ctx, target, texObj);
/* setup vertex arrays */
_mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
- _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
+ _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
}
_mesa_set_enable(ctx, target, GL_TRUE);
- /* setup texcoords once (XXX what about border?) */
- switch (faceTarget) {
- case GL_TEXTURE_1D:
- case GL_TEXTURE_2D:
- verts[0].s = 0.0F;
- verts[0].t = 0.0F;
- verts[0].r = 0.0F;
- verts[1].s = 1.0F;
- verts[1].t = 0.0F;
- verts[1].r = 0.0F;
- verts[2].s = 1.0F;
- verts[2].t = 1.0F;
- verts[2].r = 0.0F;
- verts[3].s = 0.0F;
- verts[3].t = 1.0F;
- verts[3].r = 0.0F;
- break;
- case GL_TEXTURE_3D:
- abort();
- break;
- default:
- /* cube face */
- {
- static const GLfloat st[4][2] = {
- {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}
- };
- GLuint i;
-
- /* loop over quad verts */
- for (i = 0; i < 4; i++) {
- /* Compute sc = +/-scale and tc = +/-scale.
- * Not +/-1 to avoid cube face selection ambiguity near the edges,
- * though that can still sometimes happen with this scale factor...
- */
- const GLfloat scale = 0.9999f;
- const GLfloat sc = (2.0f * st[i][0] - 1.0f) * scale;
- const GLfloat tc = (2.0f * st[i][1] - 1.0f) * scale;
-
- switch (faceTarget) {
- case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
- verts[i].s = 1.0f;
- verts[i].t = -tc;
- verts[i].r = -sc;
- break;
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
- verts[i].s = -1.0f;
- verts[i].t = -tc;
- verts[i].r = sc;
- break;
- case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
- verts[i].s = sc;
- verts[i].t = 1.0f;
- verts[i].r = tc;
- break;
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
- verts[i].s = sc;
- verts[i].t = -1.0f;
- verts[i].r = -tc;
- break;
- case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
- verts[i].s = sc;
- verts[i].t = -tc;
- verts[i].r = 1.0f;
- break;
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
- verts[i].s = -sc;
- verts[i].t = -tc;
- verts[i].r = -1.0f;
- break;
- default:
- assert(0);
- }
- }
- }
- }
-
- _mesa_set_enable(ctx, target, GL_TRUE);
+ /* setup texcoords (XXX what about border?) */
+ setup_texture_coords(faceTarget,
+ 0.0, 0.0, /* width, height never used here */
+ slice,
+ verts[0].tex,
+ verts[1].tex,
+ verts[2].tex,
+ verts[3].tex);
/* setup vertex positions */
- {
- verts[0].x = 0.0F;
- verts[0].y = 0.0F;
- verts[1].x = 1.0F;
- verts[1].y = 0.0F;
- verts[2].x = 1.0F;
- verts[2].y = 1.0F;
- verts[3].x = 0.0F;
- verts[3].y = 1.0F;
+ verts[0].x = 0.0F;
+ verts[0].y = 0.0F;
+ verts[1].x = 1.0F;
+ verts[1].y = 0.0F;
+ verts[2].x = 1.0F;
+ verts[2].y = 1.0F;
+ verts[3].x = 0.0F;
+ verts[3].y = 1.0F;
- /* upload new vertex data */
- _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- }
+ /* upload new vertex data */
+ _mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
/* setup projection matrix */
_mesa_MatrixMode(GL_PROJECTION);