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/**************************************************************************
*
* 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);
}