• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  Copyright (C) Intel Corp.  2006.  All Rights Reserved.
3  Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4  develop this 3D driver.
5 
6  Permission is hereby granted, free of charge, to any person obtaining
7  a copy of this software and associated documentation files (the
8  "Software"), to deal in the Software without restriction, including
9  without limitation the rights to use, copy, modify, merge, publish,
10  distribute, sublicense, and/or sell copies of the Software, and to
11  permit persons to whom the Software is furnished to do so, subject to
12  the following conditions:
13 
14  The above copyright notice and this permission notice (including the
15  next paragraph) shall be included in all copies or substantial
16  portions of the Software.
17 
18  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19  EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20  MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21  IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22  LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23  OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24  WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 
26  **********************************************************************/
27  /*
28   * Authors:
29   *   Keith Whitwell <keith@tungstengraphics.com>
30   */
31 
32 
33 #include "brw_context.h"
34 #include "brw_state.h"
35 #include "brw_defines.h"
36 
37 #include "main/macros.h"
38 #include "main/samplerobj.h"
39 
40 
41 /* Samplers aren't strictly wm state from the hardware's perspective,
42  * but that is the only situation in which we use them in this driver.
43  */
44 
45 
46 
47 uint32_t
translate_wrap_mode(GLenum wrap,bool using_nearest)48 translate_wrap_mode(GLenum wrap, bool using_nearest)
49 {
50    switch( wrap ) {
51    case GL_REPEAT:
52       return BRW_TEXCOORDMODE_WRAP;
53    case GL_CLAMP:
54       /* GL_CLAMP is the weird mode where coordinates are clamped to
55        * [0.0, 1.0], so linear filtering of coordinates outside of
56        * [0.0, 1.0] give you half edge texel value and half border
57        * color.  The fragment shader will clamp the coordinates, and
58        * we set clamp_border here, which gets the result desired.  We
59        * just use clamp(_to_edge) for nearest, because for nearest
60        * clamping to 1.0 gives border color instead of the desired
61        * edge texels.
62        */
63       if (using_nearest)
64 	 return BRW_TEXCOORDMODE_CLAMP;
65       else
66 	 return BRW_TEXCOORDMODE_CLAMP_BORDER;
67    case GL_CLAMP_TO_EDGE:
68       return BRW_TEXCOORDMODE_CLAMP;
69    case GL_CLAMP_TO_BORDER:
70       return BRW_TEXCOORDMODE_CLAMP_BORDER;
71    case GL_MIRRORED_REPEAT:
72       return BRW_TEXCOORDMODE_MIRROR;
73    default:
74       return BRW_TEXCOORDMODE_WRAP;
75    }
76 }
77 
78 /**
79  * Upload SAMPLER_BORDER_COLOR_STATE.
80  */
81 void
upload_default_color(struct brw_context * brw,struct gl_sampler_object * sampler,int unit,int ss_index)82 upload_default_color(struct brw_context *brw, struct gl_sampler_object *sampler,
83 		     int unit, int ss_index)
84 {
85    struct intel_context *intel = &brw->intel;
86    struct gl_context *ctx = &intel->ctx;
87    struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
88    struct gl_texture_object *texObj = texUnit->_Current;
89    struct gl_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel];
90    float color[4];
91 
92    if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
93       /* GL specs that border color for depth textures is taken from the
94        * R channel, while the hardware uses A.  Spam R into all the
95        * channels for safety.
96        */
97       color[0] = sampler->BorderColor.f[0];
98       color[1] = sampler->BorderColor.f[0];
99       color[2] = sampler->BorderColor.f[0];
100       color[3] = sampler->BorderColor.f[0];
101    } else {
102       color[0] = sampler->BorderColor.f[0];
103       color[1] = sampler->BorderColor.f[1];
104       color[2] = sampler->BorderColor.f[2];
105       color[3] = sampler->BorderColor.f[3];
106    }
107 
108    if (intel->gen == 5 || intel->gen == 6) {
109       struct gen5_sampler_default_color *sdc;
110 
111       sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
112 			    sizeof(*sdc), 32, &brw->wm.sdc_offset[ss_index]);
113 
114       memset(sdc, 0, sizeof(*sdc));
115 
116       UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[0], color[0]);
117       UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[1], color[1]);
118       UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[2], color[2]);
119       UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[3], color[3]);
120 
121       UNCLAMPED_FLOAT_TO_USHORT(sdc->us[0], color[0]);
122       UNCLAMPED_FLOAT_TO_USHORT(sdc->us[1], color[1]);
123       UNCLAMPED_FLOAT_TO_USHORT(sdc->us[2], color[2]);
124       UNCLAMPED_FLOAT_TO_USHORT(sdc->us[3], color[3]);
125 
126       UNCLAMPED_FLOAT_TO_SHORT(sdc->s[0], color[0]);
127       UNCLAMPED_FLOAT_TO_SHORT(sdc->s[1], color[1]);
128       UNCLAMPED_FLOAT_TO_SHORT(sdc->s[2], color[2]);
129       UNCLAMPED_FLOAT_TO_SHORT(sdc->s[3], color[3]);
130 
131       sdc->hf[0] = _mesa_float_to_half(color[0]);
132       sdc->hf[1] = _mesa_float_to_half(color[1]);
133       sdc->hf[2] = _mesa_float_to_half(color[2]);
134       sdc->hf[3] = _mesa_float_to_half(color[3]);
135 
136       sdc->b[0] = sdc->s[0] >> 8;
137       sdc->b[1] = sdc->s[1] >> 8;
138       sdc->b[2] = sdc->s[2] >> 8;
139       sdc->b[3] = sdc->s[3] >> 8;
140 
141       sdc->f[0] = color[0];
142       sdc->f[1] = color[1];
143       sdc->f[2] = color[2];
144       sdc->f[3] = color[3];
145    } else {
146       struct brw_sampler_default_color *sdc;
147 
148       sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
149 			    sizeof(*sdc), 32, &brw->wm.sdc_offset[ss_index]);
150 
151       COPY_4V(sdc->color, color);
152    }
153 }
154 
155 /**
156  * Sets the sampler state for a single unit based off of the sampler key
157  * entry.
158  */
brw_update_sampler_state(struct brw_context * brw,int unit,int ss_index,struct brw_sampler_state * sampler)159 static void brw_update_sampler_state(struct brw_context *brw,
160 				     int unit,
161                                      int ss_index,
162 				     struct brw_sampler_state *sampler)
163 {
164    struct intel_context *intel = &brw->intel;
165    struct gl_context *ctx = &intel->ctx;
166    struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
167    struct gl_texture_object *texObj = texUnit->_Current;
168    struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
169    bool using_nearest = false;
170 
171    /* These don't use samplers at all. */
172    if (texObj->Target == GL_TEXTURE_BUFFER)
173       return;
174 
175    switch (gl_sampler->MinFilter) {
176    case GL_NEAREST:
177       sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
178       sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
179       using_nearest = true;
180       break;
181    case GL_LINEAR:
182       sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
183       sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
184       break;
185    case GL_NEAREST_MIPMAP_NEAREST:
186       sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
187       sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
188       break;
189    case GL_LINEAR_MIPMAP_NEAREST:
190       sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
191       sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
192       break;
193    case GL_NEAREST_MIPMAP_LINEAR:
194       sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
195       sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
196       break;
197    case GL_LINEAR_MIPMAP_LINEAR:
198       sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
199       sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
200       break;
201    default:
202       break;
203    }
204 
205    /* Set Anisotropy:
206     */
207    if (gl_sampler->MaxAnisotropy > 1.0) {
208       sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
209       sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
210 
211       if (gl_sampler->MaxAnisotropy > 2.0) {
212 	 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
213 				       BRW_ANISORATIO_16);
214       }
215    }
216    else {
217       switch (gl_sampler->MagFilter) {
218       case GL_NEAREST:
219 	 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
220 	 using_nearest = true;
221 	 break;
222       case GL_LINEAR:
223 	 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
224 	 break;
225       default:
226 	 break;
227       }
228    }
229 
230    sampler->ss1.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
231 						  using_nearest);
232    sampler->ss1.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
233 						  using_nearest);
234    sampler->ss1.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
235 						  using_nearest);
236 
237    if (intel->gen >= 6 &&
238        sampler->ss0.min_filter != sampler->ss0.mag_filter)
239 	sampler->ss0.min_mag_neq = 1;
240 
241    /* Cube-maps on 965 and later must use the same wrap mode for all 3
242     * coordinate dimensions.  Futher, only CUBE and CLAMP are valid.
243     */
244    if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
245       if (ctx->Texture.CubeMapSeamless &&
246 	  (gl_sampler->MinFilter != GL_NEAREST ||
247 	   gl_sampler->MagFilter != GL_NEAREST)) {
248 	 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
249 	 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
250 	 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
251       } else {
252 	 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
253 	 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
254 	 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
255       }
256    } else if (texObj->Target == GL_TEXTURE_1D) {
257       /* There's a bug in 1D texture sampling - it actually pays
258        * attention to the wrap_t value, though it should not.
259        * Override the wrap_t value here to GL_REPEAT to keep
260        * any nonexistent border pixels from floating in.
261        */
262       sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
263    }
264 
265 
266    /* Set shadow function:
267     */
268    if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
269       /* Shadowing is "enabled" by emitting a particular sampler
270        * message (sample_c).  So need to recompile WM program when
271        * shadow comparison is enabled on each/any texture unit.
272        */
273       sampler->ss0.shadow_function =
274 	 intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
275    }
276 
277    /* Set LOD bias:
278     */
279    sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
280 					 gl_sampler->LodBias, -16, 15), 6);
281 
282    sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
283    sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
284 
285    /* Set BaseMipLevel, MaxLOD, MinLOD:
286     *
287     * XXX: I don't think that using firstLevel, lastLevel works,
288     * because we always setup the surface state as if firstLevel ==
289     * level zero.  Probably have to subtract firstLevel from each of
290     * these:
291     */
292    sampler->ss0.base_level = U_FIXED(0, 1);
293 
294    sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 6);
295    sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6);
296 
297    /* On Gen6+, the sampler can handle non-normalized texture
298     * rectangle coordinates natively
299     */
300    if (intel->gen >= 6 && texObj->Target == GL_TEXTURE_RECTANGLE) {
301       sampler->ss3.non_normalized_coord = 1;
302    }
303 
304    upload_default_color(brw, gl_sampler, unit, ss_index);
305 
306    if (intel->gen >= 6) {
307       sampler->ss2.default_color_pointer = brw->wm.sdc_offset[ss_index] >> 5;
308    } else {
309       /* reloc */
310       sampler->ss2.default_color_pointer = (intel->batch.bo->offset +
311 					    brw->wm.sdc_offset[ss_index]) >> 5;
312 
313       drm_intel_bo_emit_reloc(intel->batch.bo,
314 			      brw->sampler.offset +
315 			      ss_index * sizeof(struct brw_sampler_state) +
316 			      offsetof(struct brw_sampler_state, ss2),
317 			      intel->batch.bo, brw->wm.sdc_offset[ss_index],
318 			      I915_GEM_DOMAIN_SAMPLER, 0);
319    }
320 
321    if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
322       sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
323                                     BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
324                                     BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
325    if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
326       sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
327                                     BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
328                                     BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
329 }
330 
331 
332 static void
brw_upload_samplers(struct brw_context * brw)333 brw_upload_samplers(struct brw_context *brw)
334 {
335    struct gl_context *ctx = &brw->intel.ctx;
336    struct brw_sampler_state *samplers;
337 
338    /* BRW_NEW_VERTEX_PROGRAM and BRW_NEW_FRAGMENT_PROGRAM */
339    struct gl_program *vs = (struct gl_program *) brw->vertex_program;
340    struct gl_program *fs = (struct gl_program *) brw->fragment_program;
341 
342    GLbitfield SamplersUsed = vs->SamplersUsed | fs->SamplersUsed;
343 
344    /* ARB programs use the texture unit number as the sampler index, so we
345     * need to find the highest unit used.  A bit-count will not work.
346     */
347    brw->sampler.count = _mesa_fls(SamplersUsed);
348 
349    if (brw->sampler.count == 0)
350       return;
351 
352    samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
353 			      brw->sampler.count * sizeof(*samplers),
354 			      32, &brw->sampler.offset);
355    memset(samplers, 0, brw->sampler.count * sizeof(*samplers));
356 
357    for (unsigned s = 0; s < brw->sampler.count; s++) {
358       if (SamplersUsed & (1 << s)) {
359          const unsigned unit = (fs->SamplersUsed & (1 << s)) ?
360             fs->SamplerUnits[s] : vs->SamplerUnits[s];
361          if (ctx->Texture.Unit[unit]._ReallyEnabled)
362             brw_update_sampler_state(brw, unit, s, &samplers[s]);
363       }
364    }
365 
366    brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
367 }
368 
369 const struct brw_tracked_state brw_samplers = {
370    .dirty = {
371       .mesa = _NEW_TEXTURE,
372       .brw = BRW_NEW_BATCH |
373              BRW_NEW_VERTEX_PROGRAM |
374              BRW_NEW_FRAGMENT_PROGRAM,
375       .cache = 0
376    },
377    .emit = brw_upload_samplers,
378 };
379 
380 
381