• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (C) 2009 Francisco Jerez.
3  * All Rights Reserved.
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining
6  * a copy of this software and associated documentation files (the
7  * "Software"), to deal in the Software without restriction, including
8  * without limitation the rights to use, copy, modify, merge, publish,
9  * distribute, sublicense, and/or sell copies of the Software, and to
10  * permit persons to whom the Software is furnished to do so, subject to
11  * the following conditions:
12  *
13  * The above copyright notice and this permission notice (including the
14  * next paragraph) shall be included in all copies or substantial
15  * portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20  * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21  * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22  * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23  * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24  *
25  */
26 
27 #include "nouveau_driver.h"
28 #include "nouveau_context.h"
29 #include "nouveau_gldefs.h"
30 #include "nouveau_texture.h"
31 #include "nv10_3d.xml.h"
32 #include "nouveau_util.h"
33 #include "nv10_driver.h"
34 #include "main/samplerobj.h"
35 
36 void
nv10_emit_tex_gen(struct gl_context * ctx,int emit)37 nv10_emit_tex_gen(struct gl_context *ctx, int emit)
38 {
39 	const int i = emit - NOUVEAU_STATE_TEX_GEN0;
40 	struct nouveau_context *nctx = to_nouveau_context(ctx);
41 	struct nouveau_pushbuf *push = context_push(ctx);
42 	struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
43 	int j;
44 
45 	for (j = 0; j < 4; j++) {
46 		if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
47 			struct gl_texgen *coord = get_texgen_coord(unit, j);
48 			float *k = get_texgen_coeff(coord);
49 
50 			if (k) {
51 				BEGIN_NV04(push, NV10_3D(TEX_GEN_COEFF(i, j)), 4);
52 				PUSH_DATAp(push, k, 4);
53 			}
54 
55 			BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
56 			PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
57 
58 		} else {
59 			BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
60 			PUSH_DATA (push, 0);
61 		}
62 	}
63 
64 	context_dirty_i(ctx, TEX_MAT, i);
65 }
66 
67 void
nv10_emit_tex_mat(struct gl_context * ctx,int emit)68 nv10_emit_tex_mat(struct gl_context *ctx, int emit)
69 {
70 	const int i = emit - NOUVEAU_STATE_TEX_MAT0;
71 	struct nouveau_context *nctx = to_nouveau_context(ctx);
72 	struct nouveau_pushbuf *push = context_push(ctx);
73 
74 	if (nctx->fallback == HWTNL &&
75 	    ((ctx->Texture._TexMatEnabled & 1 << i) ||
76 	     ctx->Texture.Unit[i]._GenFlags)) {
77 		BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
78 		PUSH_DATA (push, 1);
79 
80 		BEGIN_NV04(push, NV10_3D(TEX_MATRIX(i, 0)), 16);
81 		PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
82 
83 	} else {
84 		BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
85 		PUSH_DATA (push, 0);
86 	}
87 }
88 
89 static uint32_t
get_tex_format_pot(struct gl_texture_image * ti)90 get_tex_format_pot(struct gl_texture_image *ti)
91 {
92 	switch (ti->TexFormat) {
93 	case MESA_FORMAT_B8G8R8A8_UNORM:
94 		return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
95 
96 	case MESA_FORMAT_B8G8R8X8_UNORM:
97 		return NV10_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
98 
99 	case MESA_FORMAT_B5G5R5A1_UNORM:
100 		return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
101 
102 	case MESA_FORMAT_B4G4R4A4_UNORM:
103 		return NV10_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
104 
105 	case MESA_FORMAT_B5G6R5_UNORM:
106 		return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5;
107 
108 	case MESA_FORMAT_A_UNORM8:
109 	case MESA_FORMAT_I_UNORM8:
110 		return NV10_3D_TEX_FORMAT_FORMAT_I8;
111 
112 	case MESA_FORMAT_L_UNORM8:
113 		return NV10_3D_TEX_FORMAT_FORMAT_L8;
114 
115 	case MESA_FORMAT_RGB_DXT1:
116 	case MESA_FORMAT_RGBA_DXT1:
117 		return NV10_3D_TEX_FORMAT_FORMAT_DXT1;
118 
119 	case MESA_FORMAT_RGBA_DXT3:
120 		return NV10_3D_TEX_FORMAT_FORMAT_DXT3;
121 
122 	case MESA_FORMAT_RGBA_DXT5:
123 		return NV10_3D_TEX_FORMAT_FORMAT_DXT5;
124 
125 	default:
126 		assert(0);
127 	}
128 }
129 
130 static uint32_t
get_tex_format_rect(struct gl_texture_image * ti)131 get_tex_format_rect(struct gl_texture_image *ti)
132 {
133 	switch (ti->TexFormat) {
134 	case MESA_FORMAT_B5G5R5A1_UNORM:
135 		return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
136 
137 	case MESA_FORMAT_B5G6R5_UNORM:
138 		return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
139 
140 	case MESA_FORMAT_B8G8R8A8_UNORM:
141 	case MESA_FORMAT_B8G8R8X8_UNORM:
142 		return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
143 
144 	case MESA_FORMAT_A_UNORM8:
145 	case MESA_FORMAT_L_UNORM8:
146 	case MESA_FORMAT_I_UNORM8:
147 		return NV10_3D_TEX_FORMAT_FORMAT_I8_RECT;
148 
149 	default:
150 		assert(0);
151 	}
152 }
153 
154 void
nv10_emit_tex_obj(struct gl_context * ctx,int emit)155 nv10_emit_tex_obj(struct gl_context *ctx, int emit)
156 {
157 	const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
158 	struct nouveau_pushbuf *push = context_push(ctx);
159 	const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
160 	struct gl_texture_object *t;
161 	struct nouveau_surface *s;
162 	struct gl_texture_image *ti;
163 	const struct gl_sampler_object *sa;
164 	uint32_t tx_format, tx_filter, tx_enable;
165 
166 	PUSH_RESET(push, BUFCTX_TEX(i));
167 
168 	if (!ctx->Texture.Unit[i]._Current) {
169 		BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
170 		PUSH_DATA (push, 0);
171 		return;
172 	}
173 
174 	t = ctx->Texture.Unit[i]._Current;
175 	s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
176 	ti = t->Image[0][t->BaseLevel];
177 	sa = _mesa_get_samplerobj(ctx, i);
178 
179 	if (!nouveau_texture_validate(ctx, t))
180 		return;
181 
182 	/* Recompute the texturing registers. */
183 	tx_format = nvgl_wrap_mode(sa->WrapT) << 28
184 		| nvgl_wrap_mode(sa->WrapS) << 24
185 		| ti->HeightLog2 << 20
186 		| ti->WidthLog2 << 16
187 		| 5 << 4 | 1 << 12;
188 
189 	tx_filter = nvgl_filter_mode(sa->MagFilter) << 28
190 		| nvgl_filter_mode(sa->MinFilter) << 24;
191 
192 	tx_enable = NV10_3D_TEX_ENABLE_ENABLE
193 		| log2i(sa->MaxAnisotropy) << 4;
194 
195 	if (t->Target == GL_TEXTURE_RECTANGLE) {
196 		BEGIN_NV04(push, NV10_3D(TEX_NPOT_PITCH(i)), 1);
197 		PUSH_DATA (push, s->pitch << 16);
198 		BEGIN_NV04(push, NV10_3D(TEX_NPOT_SIZE(i)), 1);
199 		PUSH_DATA (push, align(s->width, 2) << 16 | s->height);
200 
201 		tx_format |= get_tex_format_rect(ti);
202 	} else {
203 		tx_format |= get_tex_format_pot(ti);
204 	}
205 
206 	if (sa->MinFilter != GL_NEAREST &&
207 	    sa->MinFilter != GL_LINEAR) {
208 		int lod_min = sa->MinLod;
209 		int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
210 		int lod_bias = sa->LodBias
211 			+ ctx->Texture.Unit[i].LodBias;
212 
213 		lod_max = CLAMP(lod_max, 0, 15);
214 		lod_min = CLAMP(lod_min, 0, 15);
215 		lod_bias = CLAMP(lod_bias, 0, 15);
216 
217 		tx_format |= NV10_3D_TEX_FORMAT_MIPMAP;
218 		tx_filter |= lod_bias << 8;
219 		tx_enable |= lod_min << 26
220 			| lod_max << 14;
221 	}
222 
223 	/* Write it to the hardware. */
224 	BEGIN_NV04(push, NV10_3D(TEX_FORMAT(i)), 1);
225 	PUSH_MTHD (push, NV10_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
226 			 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
227 			 NV10_3D_TEX_FORMAT_DMA0,
228 			 NV10_3D_TEX_FORMAT_DMA1);
229 
230 	BEGIN_NV04(push, NV10_3D(TEX_OFFSET(i)), 1);
231 	PUSH_MTHDl(push, NV10_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
232 			 s->bo, s->offset, bo_flags);
233 
234 	BEGIN_NV04(push, NV10_3D(TEX_FILTER(i)), 1);
235 	PUSH_DATA (push, tx_filter);
236 
237 	BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
238 	PUSH_DATA (push, tx_enable);
239 }
240 
241