/**************************************************************************
 * 
 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
 * All Rights Reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sub license, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 * 
 * The above copyright notice and this permission notice (including the
 * next paragraph) shall be included in all copies or substantial portions
 * of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 * 
 **************************************************************************/

#include "mtypes.h"
#include "enums.h"
#include "texformat.h"
#include "dri_bufmgr.h"

#include "intel_mipmap_tree.h"
#include "intel_tex.h"

#include "i830_context.h"
#include "i830_reg.h"



static GLuint
translate_texture_format(GLuint mesa_format)
{
   switch (mesa_format) {
   case MESA_FORMAT_L8:
      return MAPSURF_8BIT | MT_8BIT_L8;
   case MESA_FORMAT_I8:
      return MAPSURF_8BIT | MT_8BIT_I8;
   case MESA_FORMAT_A8:
      return MAPSURF_8BIT | MT_8BIT_I8; /* Kludge! */
   case MESA_FORMAT_AL88:
      return MAPSURF_16BIT | MT_16BIT_AY88;
   case MESA_FORMAT_RGB565:
      return MAPSURF_16BIT | MT_16BIT_RGB565;
   case MESA_FORMAT_ARGB1555:
      return MAPSURF_16BIT | MT_16BIT_ARGB1555;
   case MESA_FORMAT_ARGB4444:
      return MAPSURF_16BIT | MT_16BIT_ARGB4444;
   case MESA_FORMAT_ARGB8888:
      return MAPSURF_32BIT | MT_32BIT_ARGB8888;
   case MESA_FORMAT_YCBCR_REV:
      return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
   case MESA_FORMAT_YCBCR:
      return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
   case MESA_FORMAT_RGB_FXT1:
   case MESA_FORMAT_RGBA_FXT1:
      return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
   case MESA_FORMAT_RGBA_DXT1:
   case MESA_FORMAT_RGB_DXT1:
      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
   case MESA_FORMAT_RGBA_DXT3:
      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
   case MESA_FORMAT_RGBA_DXT5:
      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
   default:
      fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, mesa_format);
      abort();
      return 0;
   }
}




/* The i915 (and related graphics cores) do not support GL_CLAMP.  The
 * Intel drivers for "other operating systems" implement GL_CLAMP as
 * GL_CLAMP_TO_EDGE, so the same is done here.
 */
static GLuint
translate_wrap_mode(GLenum wrap)
{
   switch (wrap) {
   case GL_REPEAT:
      return TEXCOORDMODE_WRAP;
   case GL_CLAMP:
   case GL_CLAMP_TO_EDGE:
      return TEXCOORDMODE_CLAMP;        /* not really correct */
   case GL_CLAMP_TO_BORDER:
      return TEXCOORDMODE_CLAMP_BORDER;
   case GL_MIRRORED_REPEAT:
      return TEXCOORDMODE_MIRROR;
   default:
      return TEXCOORDMODE_WRAP;
   }
}


/* Recalculate all state from scratch.  Perhaps not the most
 * efficient, but this has gotten complex enough that we need
 * something which is understandable and reliable.
 */
static GLboolean
i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
{
   GLcontext *ctx = &intel->ctx;
   struct i830_context *i830 = i830_context(ctx);
   struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
   struct intel_texture_object *intelObj = intel_texture_object(tObj);
   struct gl_texture_image *firstImage;
   GLuint *state = i830->state.Tex[unit];

   memset(state, 0, sizeof(state));

   /*We need to refcount these. */

   if (i830->state.tex_buffer[unit] != NULL) {
       driBOUnReference(i830->state.tex_buffer[unit]);
       i830->state.tex_buffer[unit] = NULL;
   }

   if (!intel_finalize_mipmap_tree(intel, unit))
      return GL_FALSE;

   /* Get first image here, since intelObj->firstLevel will get set in
    * the intel_finalize_mipmap_tree() call above.
    */
   firstImage = tObj->Image[0][intelObj->firstLevel];

   i830->state.tex_buffer[unit] = driBOReference(intelObj->mt->region->buffer);
   i830->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt, 0,
                                                             intelObj->
                                                             firstLevel);


   state[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 |
                               (LOAD_TEXTURE_MAP0 << unit) | 4);

/*    state[I830_TEXREG_TM0S0] = (TM0S0_USE_FENCE | */
/* 			       t->intel.TextureOffset); */


   state[I830_TEXREG_TM0S1] =
      (((firstImage->Height - 1) << TM0S1_HEIGHT_SHIFT) |
       ((firstImage->Width - 1) << TM0S1_WIDTH_SHIFT) |
       translate_texture_format(firstImage->TexFormat->MesaFormat));

   state[I830_TEXREG_TM0S2] =
      (((((intelObj->mt->pitch * intelObj->mt->cpp) / 4) -
         1) << TM0S2_PITCH_SHIFT) | TM0S2_CUBE_FACE_ENA_MASK);

   {
      if (tObj->Target == GL_TEXTURE_CUBE_MAP)
         state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit) |
                                    CUBE_NEGX_ENABLE |
                                    CUBE_POSX_ENABLE |
                                    CUBE_NEGY_ENABLE |
                                    CUBE_POSY_ENABLE |
                                    CUBE_NEGZ_ENABLE | CUBE_POSZ_ENABLE);
      else
         state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit));
   }




   {
      GLuint minFilt, mipFilt, magFilt;

      switch (tObj->MinFilter) {
      case GL_NEAREST:
         minFilt = FILTER_NEAREST;
         mipFilt = MIPFILTER_NONE;
         break;
      case GL_LINEAR:
         minFilt = FILTER_LINEAR;
         mipFilt = MIPFILTER_NONE;
         break;
      case GL_NEAREST_MIPMAP_NEAREST:
         minFilt = FILTER_NEAREST;
         mipFilt = MIPFILTER_NEAREST;
         break;
      case GL_LINEAR_MIPMAP_NEAREST:
         minFilt = FILTER_LINEAR;
         mipFilt = MIPFILTER_NEAREST;
         break;
      case GL_NEAREST_MIPMAP_LINEAR:
         minFilt = FILTER_NEAREST;
         mipFilt = MIPFILTER_LINEAR;
         break;
      case GL_LINEAR_MIPMAP_LINEAR:
         minFilt = FILTER_LINEAR;
         mipFilt = MIPFILTER_LINEAR;
         break;
      default:
         return GL_FALSE;
      }

      if (tObj->MaxAnisotropy > 1.0) {
         minFilt = FILTER_ANISOTROPIC;
         magFilt = FILTER_ANISOTROPIC;
      }
      else {
         switch (tObj->MagFilter) {
         case GL_NEAREST:
            magFilt = FILTER_NEAREST;
            break;
         case GL_LINEAR:
            magFilt = FILTER_LINEAR;
            break;
         default:
            return GL_FALSE;
         }
      }

      state[I830_TEXREG_TM0S3] = i830->lodbias_tm0s3[unit];

#if 0
      /* YUV conversion:
       */
      if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR ||
          firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV)
         state[I830_TEXREG_TM0S3] |= SS2_COLORSPACE_CONVERSION;
#endif

      state[I830_TEXREG_TM0S3] |= ((intelObj->lastLevel -
                                    intelObj->firstLevel) *
                                   4) << TM0S3_MIN_MIP_SHIFT;

      state[I830_TEXREG_TM0S3] |= ((minFilt << TM0S3_MIN_FILTER_SHIFT) |
                                   (mipFilt << TM0S3_MIP_FILTER_SHIFT) |
                                   (magFilt << TM0S3_MAG_FILTER_SHIFT));
   }

   {
      GLenum ws = tObj->WrapS;
      GLenum wt = tObj->WrapT;


      /* 3D textures not available on i830
       */
      if (tObj->Target == GL_TEXTURE_3D)
         return GL_FALSE;

      state[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD |
                                MAP_UNIT(unit) |
                                ENABLE_TEXCOORD_PARAMS |
                                ss3 |
                                ENABLE_ADDR_V_CNTL |
                                TEXCOORD_ADDR_V_MODE(translate_wrap_mode(wt))
                                | ENABLE_ADDR_U_CNTL |
                                TEXCOORD_ADDR_U_MODE(translate_wrap_mode
                                                     (ws)));
   }


   state[I830_TEXREG_TM0S4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0],
                                                  tObj->_BorderChan[1],
                                                  tObj->_BorderChan[2],
                                                  tObj->_BorderChan[3]);


   I830_ACTIVESTATE(i830, I830_UPLOAD_TEX(unit), GL_TRUE);
   /* memcmp was already disabled, but definitely won't work as the
    * region might now change and that wouldn't be detected:
    */
   I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit));
   return GL_TRUE;
}




void
i830UpdateTextureState(struct intel_context *intel)
{
   struct i830_context *i830 = i830_context(&intel->ctx);
   GLboolean ok = GL_TRUE;
   GLuint i;

   for (i = 0; i < I830_TEX_UNITS && ok; i++) {
      switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
      case TEXTURE_1D_BIT:
      case TEXTURE_2D_BIT:
      case TEXTURE_CUBE_BIT:
         ok = i830_update_tex_unit(intel, i, TEXCOORDS_ARE_NORMAL);
         break;
      case TEXTURE_RECT_BIT:
         ok = i830_update_tex_unit(intel, i, TEXCOORDS_ARE_IN_TEXELUNITS);
         break;
      case 0:{
	 struct i830_context *i830 = i830_context(&intel->ctx);
         if (i830->state.active & I830_UPLOAD_TEX(i)) 
            I830_ACTIVESTATE(i830, I830_UPLOAD_TEX(i), GL_FALSE);

	 if (i830->state.tex_buffer[i] != NULL) {
	    driBOUnReference(i830->state.tex_buffer[i]);
	    i830->state.tex_buffer[i] = NULL;
	 }
         break;
      }
      case TEXTURE_3D_BIT:
      default:
         ok = GL_FALSE;
         break;
      }
   }

   FALLBACK(intel, I830_FALLBACK_TEXTURE, !ok);

   if (ok)
      i830EmitTextureBlend(i830);
}
