GLuint height, width, pitch, i, textureFormat, log_pitch;
i810TextureObjectPtr t = (i810TextureObjectPtr) tObj->DriverData;
const struct gl_texture_image *baseImage = tObj->Image[tObj->BaseLevel];
- GLint firstLevel, lastLevel, numLevels;
+ GLint numLevels;
GLint log2Width, log2Height;
/* fprintf(stderr, "%s\n", __FUNCTION__); */
return;
}
- /* Compute which mipmap levels we really want to send to the hardware.
- * This depends on the base image size, GL_TEXTURE_MIN_LOD,
- * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
- * Yes, this looks overly complicated, but it's all needed.
- */
- if (tObj->MinFilter == GL_LINEAR || tObj->MinFilter == GL_NEAREST) {
- firstLevel = lastLevel = tObj->BaseLevel;
- }
- else {
- firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);
- firstLevel = MAX2(firstLevel, tObj->BaseLevel);
- lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
- lastLevel = MAX2(lastLevel, tObj->BaseLevel);
- lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);
- lastLevel = MIN2(lastLevel, tObj->MaxLevel);
- lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
- }
-
- /* save these values */
- t->base.firstLevel = firstLevel;
- t->base.lastLevel = lastLevel;
+ driCalculateTextureFirstLastLevel( (driTextureObject *) t );
- numLevels = lastLevel - firstLevel + 1;
+ numLevels = t->base.lastLevel - t->base.firstLevel + 1;
- log2Width = tObj->Image[firstLevel]->WidthLog2;
- log2Height = tObj->Image[firstLevel]->HeightLog2;
+ log2Width = tObj->Image[t->base.firstLevel]->WidthLog2;
+ log2Height = tObj->Image[t->base.firstLevel]->HeightLog2;
/* Figure out the amount of memory required to hold all the mipmap
* levels. Choose the smallest pitch to accomodate the largest
* mipmap:
*/
- width = tObj->Image[firstLevel]->Width * t->texelBytes;
+ width = tObj->Image[t->base.firstLevel]->Width * t->texelBytes;
for (pitch = 32, log_pitch=2 ; pitch < width ; pitch *= 2 )
log_pitch++;
* lines required:
*/
for ( height = i = 0 ; i < numLevels ; i++ ) {
- t->image[i].image = tObj->Image[firstLevel + i];
+ t->image[i].image = tObj->Image[t->base.firstLevel + i];
t->image[i].offset = height * pitch;
t->image[i].internalFormat = baseImage->Format;
height += t->image[i].image->Height;