• 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_fixedfunc_texture_unit *unit =
43            &ctx->Texture.FixedFuncUnit[i];
44 	int j;
45 
46 	for (j = 0; j < 4; j++) {
47 		if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
48 			struct gl_texgen *coord = get_texgen_coord(unit, j);
49 			float *k = get_texgen_coeff(coord);
50 
51 			if (k) {
52 				BEGIN_NV04(push, NV10_3D(TEX_GEN_COEFF(i, j)), 4);
53 				PUSH_DATAp(push, k, 4);
54 			}
55 
56 			BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
57 			PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
58 
59 		} else {
60 			BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
61 			PUSH_DATA (push, 0);
62 		}
63 	}
64 
65 	context_dirty_i(ctx, TEX_MAT, i);
66 }
67 
68 void
nv10_emit_tex_mat(struct gl_context * ctx,int emit)69 nv10_emit_tex_mat(struct gl_context *ctx, int emit)
70 {
71 	const int i = emit - NOUVEAU_STATE_TEX_MAT0;
72 	struct nouveau_context *nctx = to_nouveau_context(ctx);
73 	struct nouveau_pushbuf *push = context_push(ctx);
74 
75 	if (nctx->fallback == HWTNL &&
76 	    ((ctx->Texture._TexMatEnabled & 1 << i) ||
77 	     ctx->Texture.FixedFuncUnit[i]._GenFlags)) {
78 		BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
79 		PUSH_DATA (push, 1);
80 
81 		BEGIN_NV04(push, NV10_3D(TEX_MATRIX(i, 0)), 16);
82 		PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
83 
84 	} else {
85 		BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
86 		PUSH_DATA (push, 0);
87 	}
88 }
89 
90 static uint32_t
get_tex_format_pot(struct gl_texture_image * ti)91 get_tex_format_pot(struct gl_texture_image *ti)
92 {
93 	switch (ti->TexFormat) {
94 	case MESA_FORMAT_B8G8R8A8_UNORM:
95 		return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
96 
97 	case MESA_FORMAT_B8G8R8X8_UNORM:
98 		return NV10_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
99 
100 	case MESA_FORMAT_B5G5R5A1_UNORM:
101 		return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
102 
103 	case MESA_FORMAT_B4G4R4A4_UNORM:
104 		return NV10_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
105 
106 	case MESA_FORMAT_B5G6R5_UNORM:
107 		return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5;
108 
109 	case MESA_FORMAT_A_UNORM8:
110 	case MESA_FORMAT_I_UNORM8:
111 		return NV10_3D_TEX_FORMAT_FORMAT_I8;
112 
113 	case MESA_FORMAT_L_UNORM8:
114 		return NV10_3D_TEX_FORMAT_FORMAT_L8;
115 
116 	case MESA_FORMAT_RGB_DXT1:
117 	case MESA_FORMAT_RGBA_DXT1:
118 		return NV10_3D_TEX_FORMAT_FORMAT_DXT1;
119 
120 	case MESA_FORMAT_RGBA_DXT3:
121 		return NV10_3D_TEX_FORMAT_FORMAT_DXT3;
122 
123 	case MESA_FORMAT_RGBA_DXT5:
124 		return NV10_3D_TEX_FORMAT_FORMAT_DXT5;
125 
126 	default:
127 		assert(0);
128 	}
129 }
130 
131 static uint32_t
get_tex_format_rect(struct gl_texture_image * ti)132 get_tex_format_rect(struct gl_texture_image *ti)
133 {
134 	switch (ti->TexFormat) {
135 	case MESA_FORMAT_B5G5R5A1_UNORM:
136 		return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
137 
138 	case MESA_FORMAT_B5G6R5_UNORM:
139 		return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
140 
141 	case MESA_FORMAT_B8G8R8A8_UNORM:
142 	case MESA_FORMAT_B8G8R8X8_UNORM:
143 		return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
144 
145 	case MESA_FORMAT_A_UNORM8:
146 	case MESA_FORMAT_L_UNORM8:
147 	case MESA_FORMAT_I_UNORM8:
148 		return NV10_3D_TEX_FORMAT_FORMAT_I8_RECT;
149 
150 	default:
151 		assert(0);
152 	}
153 }
154 
155 void
nv10_emit_tex_obj(struct gl_context * ctx,int emit)156 nv10_emit_tex_obj(struct gl_context *ctx, int emit)
157 {
158 	const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
159 	struct nouveau_pushbuf *push = context_push(ctx);
160 	const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
161 	struct gl_texture_object *t;
162 	struct nouveau_surface *s;
163 	struct gl_texture_image *ti;
164 	const struct gl_sampler_object *sa;
165 	uint32_t tx_format, tx_filter, tx_enable;
166 
167 	PUSH_RESET(push, BUFCTX_TEX(i));
168 
169 	if (!ctx->Texture.Unit[i]._Current) {
170 		BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
171 		PUSH_DATA (push, 0);
172 		return;
173 	}
174 
175 	t = ctx->Texture.Unit[i]._Current;
176 	s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
177 	ti = t->Image[0][t->BaseLevel];
178 	sa = _mesa_get_samplerobj(ctx, i);
179 
180 	if (!nouveau_texture_validate(ctx, t))
181 		return;
182 
183 	/* Recompute the texturing registers. */
184 	tx_format = nvgl_wrap_mode(sa->WrapT) << 28
185 		| nvgl_wrap_mode(sa->WrapS) << 24
186 		| ti->HeightLog2 << 20
187 		| ti->WidthLog2 << 16
188 		| 5 << 4 | 1 << 12;
189 
190 	tx_filter = nvgl_filter_mode(sa->MagFilter) << 28
191 		| nvgl_filter_mode(sa->MinFilter) << 24;
192 
193 	tx_enable = NV10_3D_TEX_ENABLE_ENABLE
194 		| log2i(sa->MaxAnisotropy) << 4;
195 
196 	if (t->Target == GL_TEXTURE_RECTANGLE) {
197 		BEGIN_NV04(push, NV10_3D(TEX_NPOT_PITCH(i)), 1);
198 		PUSH_DATA (push, s->pitch << 16);
199 		BEGIN_NV04(push, NV10_3D(TEX_NPOT_SIZE(i)), 1);
200 		PUSH_DATA (push, align(s->width, 2) << 16 | s->height);
201 
202 		tx_format |= get_tex_format_rect(ti);
203 	} else {
204 		tx_format |= get_tex_format_pot(ti);
205 	}
206 
207 	if (sa->MinFilter != GL_NEAREST &&
208 	    sa->MinFilter != GL_LINEAR) {
209 		int lod_min = sa->MinLod;
210 		int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
211 		int lod_bias = sa->LodBias
212 			+ ctx->Texture.Unit[i].LodBias;
213 
214 		lod_max = CLAMP(lod_max, 0, 15);
215 		lod_min = CLAMP(lod_min, 0, 15);
216 		lod_bias = CLAMP(lod_bias, 0, 15);
217 
218 		tx_format |= NV10_3D_TEX_FORMAT_MIPMAP;
219 		tx_filter |= lod_bias << 8;
220 		tx_enable |= lod_min << 26
221 			| lod_max << 14;
222 	}
223 
224 	/* Write it to the hardware. */
225 	BEGIN_NV04(push, NV10_3D(TEX_FORMAT(i)), 1);
226 	PUSH_MTHD (push, NV10_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
227 			 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
228 			 NV10_3D_TEX_FORMAT_DMA0,
229 			 NV10_3D_TEX_FORMAT_DMA1);
230 
231 	BEGIN_NV04(push, NV10_3D(TEX_OFFSET(i)), 1);
232 	PUSH_MTHDl(push, NV10_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
233 			 s->bo, s->offset, bo_flags);
234 
235 	BEGIN_NV04(push, NV10_3D(TEX_FILTER(i)), 1);
236 	PUSH_DATA (push, tx_filter);
237 
238 	BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
239 	PUSH_DATA (push, tx_enable);
240 }
241 
242