| /************************************************************************** |
| * |
| * 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 "main/mtypes.h" |
| #include "main/enums.h" |
| #include "main/macros.h" |
| #include "main/colormac.h" |
| #include "main/samplerobj.h" |
| |
| #include "intel_mipmap_tree.h" |
| #include "intel_tex.h" |
| |
| #include "i915_context.h" |
| #include "i915_reg.h" |
| |
| |
| static GLuint |
| translate_texture_format(gl_format mesa_format, GLenum DepthMode) |
| { |
| 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_A8; |
| 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_XRGB8888: |
| return MAPSURF_32BIT | MT_32BIT_XRGB8888; |
| case MESA_FORMAT_RGBA8888_REV: |
| return MAPSURF_32BIT | MT_32BIT_ABGR8888; |
| 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_Z16: |
| if (DepthMode == GL_ALPHA) |
| return (MAPSURF_16BIT | MT_16BIT_A16); |
| else if (DepthMode == GL_INTENSITY) |
| return (MAPSURF_16BIT | MT_16BIT_I16); |
| else |
| return (MAPSURF_16BIT | MT_16BIT_L16); |
| 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); |
| case MESA_FORMAT_S8_Z24: |
| case MESA_FORMAT_X8_Z24: |
| if (DepthMode == GL_ALPHA) |
| return (MAPSURF_32BIT | MT_32BIT_x8A24); |
| else if (DepthMode == GL_INTENSITY) |
| return (MAPSURF_32BIT | MT_32BIT_x8I24); |
| else |
| return (MAPSURF_32BIT | MT_32BIT_x8L24); |
| default: |
| fprintf(stderr, "%s: bad image format %s\n", __FUNCTION__, |
| _mesa_get_format_name(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: |
| return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */ |
| case GL_CLAMP_TO_EDGE: |
| return TEXCOORDMODE_CLAMP_EDGE; |
| 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 bool |
| i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3) |
| { |
| 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; |
| struct intel_texture_object *intelObj = intel_texture_object(tObj); |
| struct gl_texture_image *firstImage; |
| struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit); |
| GLuint *state = i915->state.Tex[unit], format, pitch; |
| GLint lodbias, aniso = 0; |
| GLubyte border[4]; |
| GLfloat maxlod; |
| |
| memset(state, 0, sizeof(*state)); |
| |
| /*We need to refcount these. */ |
| |
| if (i915->state.tex_buffer[unit] != NULL) { |
| drm_intel_bo_unreference(i915->state.tex_buffer[unit]); |
| i915->state.tex_buffer[unit] = NULL; |
| } |
| |
| if (!intel_finalize_mipmap_tree(intel, unit)) |
| return false; |
| |
| /* Get first image here, since intelObj->firstLevel will get set in |
| * the intel_finalize_mipmap_tree() call above. |
| */ |
| firstImage = tObj->Image[0][tObj->BaseLevel]; |
| |
| drm_intel_bo_reference(intelObj->mt->region->bo); |
| i915->state.tex_buffer[unit] = intelObj->mt->region->bo; |
| i915->state.tex_offset[unit] = intelObj->mt->offset; |
| |
| format = translate_texture_format(firstImage->TexFormat, |
| tObj->DepthMode); |
| pitch = intelObj->mt->region->pitch * intelObj->mt->cpp; |
| |
| state[I915_TEXREG_MS3] = |
| (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) | |
| ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format); |
| |
| if (intelObj->mt->region->tiling != I915_TILING_NONE) { |
| state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE; |
| if (intelObj->mt->region->tiling == I915_TILING_Y) |
| state[I915_TEXREG_MS3] |= MS3_TILE_WALK; |
| } |
| |
| /* 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(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel); |
| state[I915_TEXREG_MS4] = |
| ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) | |
| MS4_CUBE_FACE_ENA_MASK | |
| (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) | |
| ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT)); |
| |
| |
| { |
| GLuint minFilt, mipFilt, magFilt; |
| |
| switch (sampler->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 false; |
| } |
| |
| if (sampler->MaxAnisotropy > 1.0) { |
| minFilt = FILTER_ANISOTROPIC; |
| magFilt = FILTER_ANISOTROPIC; |
| if (sampler->MaxAnisotropy > 2.0) |
| aniso = SS2_MAX_ANISO_4; |
| else |
| aniso = SS2_MAX_ANISO_2; |
| } |
| else { |
| switch (sampler->MagFilter) { |
| case GL_NEAREST: |
| magFilt = FILTER_NEAREST; |
| break; |
| case GL_LINEAR: |
| magFilt = FILTER_LINEAR; |
| break; |
| default: |
| return false; |
| } |
| } |
| |
| lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0); |
| if (lodbias < -256) |
| lodbias = -256; |
| if (lodbias > 255) |
| lodbias = 255; |
| state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) & |
| SS2_LOD_BIAS_MASK); |
| |
| /* YUV conversion: |
| */ |
| if (firstImage->TexFormat == MESA_FORMAT_YCBCR || |
| firstImage->TexFormat == MESA_FORMAT_YCBCR_REV) |
| state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION; |
| |
| /* Shadow: |
| */ |
| if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB && |
| tObj->Target != GL_TEXTURE_3D) { |
| if (tObj->Target == GL_TEXTURE_1D) |
| return false; |
| |
| state[I915_TEXREG_SS2] |= |
| (SS2_SHADOW_ENABLE | |
| intel_translate_shadow_compare_func(sampler->CompareFunc)); |
| |
| minFilt = FILTER_4X4_FLAT; |
| magFilt = FILTER_4X4_FLAT; |
| } |
| |
| state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) | |
| (mipFilt << SS2_MIP_FILTER_SHIFT) | |
| (magFilt << SS2_MAG_FILTER_SHIFT) | |
| aniso); |
| } |
| |
| { |
| GLenum ws = sampler->WrapS; |
| GLenum wt = sampler->WrapT; |
| GLenum wr = sampler->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 |
| * repeat. |
| */ |
| if (tObj->Target == GL_TEXTURE_1D) |
| wt = GL_REPEAT; |
| |
| /* 3D textures don't seem to respect the border color. |
| * Fallback if there's ever a danger that they might refer to |
| * it. |
| * |
| * Effectively this means fallback on 3D clamp or |
| * clamp_to_border. |
| */ |
| if (tObj->Target == GL_TEXTURE_3D && |
| (sampler->MinFilter != GL_NEAREST || |
| sampler->MagFilter != GL_NEAREST) && |
| (ws == GL_CLAMP || |
| wt == GL_CLAMP || |
| wr == GL_CLAMP || |
| ws == GL_CLAMP_TO_BORDER || |
| wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER)) |
| return false; |
| |
| /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not |
| * used) when using cube map texture coordinates |
| */ |
| if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB && |
| (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) || |
| ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE)))) |
| return false; |
| |
| /* |
| * According to 3DSTATE_MAP_STATE at page of 104 in Bspec |
| * Vol3d 3D Instructions: |
| * [DevGDG and DevAlv]: Must be a power of 2 for cube maps. |
| * [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps |
| * must have all faces enabled. |
| * |
| * But, as I tested on pineview(DevBLB derived), the rendering is |
| * bad(you will find the color isn't samplered right in some |
| * fragments). After checking, it seems that the texture layout is |
| * wrong: making the width and height align of 4(although this |
| * doesn't make much sense) will fix this issue and also broke some |
| * others. Well, Bspec mentioned nothing about the layout alignment |
| * and layout for NPOT cube map. I guess the Bspec just assume it's |
| * a POT cube map. |
| * |
| * Thus, I guess we need do this for other platforms as well. |
| */ |
| if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB && |
| !is_power_of_two(firstImage->Height)) |
| return false; |
| |
| state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */ |
| |
| state[I915_TEXREG_SS3] |= |
| ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) | |
| (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) | |
| (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT)); |
| |
| minlod = MIN2(sampler->MinLod, tObj->_MaxLevel - tObj->BaseLevel); |
| state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT); |
| 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], sampler->BorderColor.f[0]); |
| CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->BorderColor.f[1]); |
| CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->BorderColor.f[2]); |
| CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->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] = PACK_COLOR_8888(border[0], |
| border[0], |
| border[0], |
| border[0]); |
| } else { |
| state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3], |
| border[0], |
| border[1], |
| border[2]); |
| } |
| |
| |
| I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), true); |
| /* memcmp was already disabled, but definitely won't work as the |
| * region might now change and that wouldn't be detected: |
| */ |
| I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit)); |
| |
| |
| #if 0 |
| DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]); |
| DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]); |
| DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]); |
| DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]); |
| DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]); |
| DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]); |
| #endif |
| |
| return true; |
| } |
| |
| |
| |
| |
| void |
| i915UpdateTextureState(struct intel_context *intel) |
| { |
| bool ok = true; |
| GLuint i; |
| |
| for (i = 0; i < I915_TEX_UNITS && ok; i++) { |
| switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) { |
| case TEXTURE_1D_BIT: |
| case TEXTURE_2D_BIT: |
| case TEXTURE_CUBE_BIT: |
| case TEXTURE_3D_BIT: |
| ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS); |
| break; |
| case TEXTURE_RECT_BIT: |
| ok = i915_update_tex_unit(intel, i, 0); |
| break; |
| case 0:{ |
| struct i915_context *i915 = i915_context(&intel->ctx); |
| if (i915->state.active & I915_UPLOAD_TEX(i)) |
| I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), false); |
| |
| if (i915->state.tex_buffer[i] != NULL) { |
| drm_intel_bo_unreference(i915->state.tex_buffer[i]); |
| i915->state.tex_buffer[i] = NULL; |
| } |
| |
| break; |
| } |
| default: |
| ok = false; |
| break; |
| } |
| } |
| |
| FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok); |
| } |