1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * 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, sub license, 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 portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include "main/mtypes.h"
29 #include "main/enums.h"
30 #include "main/macros.h"
31 #include "main/colormac.h"
32 #include "main/samplerobj.h"
33
34 #include "intel_mipmap_tree.h"
35 #include "intel_tex.h"
36
37 #include "i915_context.h"
38 #include "i915_reg.h"
39
40
41 static GLuint
translate_texture_format(gl_format mesa_format,GLenum DepthMode)42 translate_texture_format(gl_format mesa_format, GLenum DepthMode)
43 {
44 switch (mesa_format) {
45 case MESA_FORMAT_L8:
46 return MAPSURF_8BIT | MT_8BIT_L8;
47 case MESA_FORMAT_I8:
48 return MAPSURF_8BIT | MT_8BIT_I8;
49 case MESA_FORMAT_A8:
50 return MAPSURF_8BIT | MT_8BIT_A8;
51 case MESA_FORMAT_AL88:
52 return MAPSURF_16BIT | MT_16BIT_AY88;
53 case MESA_FORMAT_RGB565:
54 return MAPSURF_16BIT | MT_16BIT_RGB565;
55 case MESA_FORMAT_ARGB1555:
56 return MAPSURF_16BIT | MT_16BIT_ARGB1555;
57 case MESA_FORMAT_ARGB4444:
58 return MAPSURF_16BIT | MT_16BIT_ARGB4444;
59 case MESA_FORMAT_ARGB8888:
60 return MAPSURF_32BIT | MT_32BIT_ARGB8888;
61 case MESA_FORMAT_XRGB8888:
62 return MAPSURF_32BIT | MT_32BIT_XRGB8888;
63 case MESA_FORMAT_RGBA8888_REV:
64 return MAPSURF_32BIT | MT_32BIT_ABGR8888;
65 case MESA_FORMAT_YCBCR_REV:
66 return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
67 case MESA_FORMAT_YCBCR:
68 return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
69 case MESA_FORMAT_RGB_FXT1:
70 case MESA_FORMAT_RGBA_FXT1:
71 return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
72 case MESA_FORMAT_Z16:
73 if (DepthMode == GL_ALPHA)
74 return (MAPSURF_16BIT | MT_16BIT_A16);
75 else if (DepthMode == GL_INTENSITY)
76 return (MAPSURF_16BIT | MT_16BIT_I16);
77 else
78 return (MAPSURF_16BIT | MT_16BIT_L16);
79 case MESA_FORMAT_RGBA_DXT1:
80 case MESA_FORMAT_RGB_DXT1:
81 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
82 case MESA_FORMAT_RGBA_DXT3:
83 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
84 case MESA_FORMAT_RGBA_DXT5:
85 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
86 case MESA_FORMAT_S8_Z24:
87 case MESA_FORMAT_X8_Z24:
88 if (DepthMode == GL_ALPHA)
89 return (MAPSURF_32BIT | MT_32BIT_x8A24);
90 else if (DepthMode == GL_INTENSITY)
91 return (MAPSURF_32BIT | MT_32BIT_x8I24);
92 else
93 return (MAPSURF_32BIT | MT_32BIT_x8L24);
94 default:
95 fprintf(stderr, "%s: bad image format %s\n", __FUNCTION__,
96 _mesa_get_format_name(mesa_format));
97 abort();
98 return 0;
99 }
100 }
101
102
103
104
105 /* The i915 (and related graphics cores) do not support GL_CLAMP. The
106 * Intel drivers for "other operating systems" implement GL_CLAMP as
107 * GL_CLAMP_TO_EDGE, so the same is done here.
108 */
109 static GLuint
translate_wrap_mode(GLenum wrap)110 translate_wrap_mode(GLenum wrap)
111 {
112 switch (wrap) {
113 case GL_REPEAT:
114 return TEXCOORDMODE_WRAP;
115 case GL_CLAMP:
116 return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
117 case GL_CLAMP_TO_EDGE:
118 return TEXCOORDMODE_CLAMP_EDGE;
119 case GL_CLAMP_TO_BORDER:
120 return TEXCOORDMODE_CLAMP_BORDER;
121 case GL_MIRRORED_REPEAT:
122 return TEXCOORDMODE_MIRROR;
123 default:
124 return TEXCOORDMODE_WRAP;
125 }
126 }
127
128
129
130 /* Recalculate all state from scratch. Perhaps not the most
131 * efficient, but this has gotten complex enough that we need
132 * something which is understandable and reliable.
133 */
134 static bool
i915_update_tex_unit(struct intel_context * intel,GLuint unit,GLuint ss3)135 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
136 {
137 struct gl_context *ctx = &intel->ctx;
138 struct i915_context *i915 = i915_context(ctx);
139 struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
140 struct gl_texture_object *tObj = tUnit->_Current;
141 struct intel_texture_object *intelObj = intel_texture_object(tObj);
142 struct gl_texture_image *firstImage;
143 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
144 GLuint *state = i915->state.Tex[unit], format, pitch;
145 GLint lodbias, aniso = 0;
146 GLubyte border[4];
147 GLfloat maxlod;
148
149 memset(state, 0, sizeof(*state));
150
151 /*We need to refcount these. */
152
153 if (i915->state.tex_buffer[unit] != NULL) {
154 drm_intel_bo_unreference(i915->state.tex_buffer[unit]);
155 i915->state.tex_buffer[unit] = NULL;
156 }
157
158 if (!intel_finalize_mipmap_tree(intel, unit))
159 return false;
160
161 /* Get first image here, since intelObj->firstLevel will get set in
162 * the intel_finalize_mipmap_tree() call above.
163 */
164 firstImage = tObj->Image[0][tObj->BaseLevel];
165
166 drm_intel_bo_reference(intelObj->mt->region->bo);
167 i915->state.tex_buffer[unit] = intelObj->mt->region->bo;
168 i915->state.tex_offset[unit] = intelObj->mt->offset;
169
170 format = translate_texture_format(firstImage->TexFormat,
171 tObj->DepthMode);
172 pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;
173
174 state[I915_TEXREG_MS3] =
175 (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
176 ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
177
178 if (intelObj->mt->region->tiling != I915_TILING_NONE) {
179 state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
180 if (intelObj->mt->region->tiling == I915_TILING_Y)
181 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
182 }
183
184 /* We get one field with fraction bits for the maximum addressable
185 * (lowest resolution) LOD. Use it to cover both MAX_LEVEL and
186 * MAX_LOD.
187 */
188 maxlod = MIN2(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
189 state[I915_TEXREG_MS4] =
190 ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
191 MS4_CUBE_FACE_ENA_MASK |
192 (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
193 ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
194
195
196 {
197 GLuint minFilt, mipFilt, magFilt;
198
199 switch (sampler->MinFilter) {
200 case GL_NEAREST:
201 minFilt = FILTER_NEAREST;
202 mipFilt = MIPFILTER_NONE;
203 break;
204 case GL_LINEAR:
205 minFilt = FILTER_LINEAR;
206 mipFilt = MIPFILTER_NONE;
207 break;
208 case GL_NEAREST_MIPMAP_NEAREST:
209 minFilt = FILTER_NEAREST;
210 mipFilt = MIPFILTER_NEAREST;
211 break;
212 case GL_LINEAR_MIPMAP_NEAREST:
213 minFilt = FILTER_LINEAR;
214 mipFilt = MIPFILTER_NEAREST;
215 break;
216 case GL_NEAREST_MIPMAP_LINEAR:
217 minFilt = FILTER_NEAREST;
218 mipFilt = MIPFILTER_LINEAR;
219 break;
220 case GL_LINEAR_MIPMAP_LINEAR:
221 minFilt = FILTER_LINEAR;
222 mipFilt = MIPFILTER_LINEAR;
223 break;
224 default:
225 return false;
226 }
227
228 if (sampler->MaxAnisotropy > 1.0) {
229 minFilt = FILTER_ANISOTROPIC;
230 magFilt = FILTER_ANISOTROPIC;
231 if (sampler->MaxAnisotropy > 2.0)
232 aniso = SS2_MAX_ANISO_4;
233 else
234 aniso = SS2_MAX_ANISO_2;
235 }
236 else {
237 switch (sampler->MagFilter) {
238 case GL_NEAREST:
239 magFilt = FILTER_NEAREST;
240 break;
241 case GL_LINEAR:
242 magFilt = FILTER_LINEAR;
243 break;
244 default:
245 return false;
246 }
247 }
248
249 lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0);
250 if (lodbias < -256)
251 lodbias = -256;
252 if (lodbias > 255)
253 lodbias = 255;
254 state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
255 SS2_LOD_BIAS_MASK);
256
257 /* YUV conversion:
258 */
259 if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
260 firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
261 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
262
263 /* Shadow:
264 */
265 if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
266 tObj->Target != GL_TEXTURE_3D) {
267 if (tObj->Target == GL_TEXTURE_1D)
268 return false;
269
270 state[I915_TEXREG_SS2] |=
271 (SS2_SHADOW_ENABLE |
272 intel_translate_shadow_compare_func(sampler->CompareFunc));
273
274 minFilt = FILTER_4X4_FLAT;
275 magFilt = FILTER_4X4_FLAT;
276 }
277
278 state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
279 (mipFilt << SS2_MIP_FILTER_SHIFT) |
280 (magFilt << SS2_MAG_FILTER_SHIFT) |
281 aniso);
282 }
283
284 {
285 GLenum ws = sampler->WrapS;
286 GLenum wt = sampler->WrapT;
287 GLenum wr = sampler->WrapR;
288 float minlod;
289
290 /* We program 1D textures as 2D textures, so the 2D texcoord could
291 * result in sampling border values if we don't set the T wrap to
292 * repeat.
293 */
294 if (tObj->Target == GL_TEXTURE_1D)
295 wt = GL_REPEAT;
296
297 /* 3D textures don't seem to respect the border color.
298 * Fallback if there's ever a danger that they might refer to
299 * it.
300 *
301 * Effectively this means fallback on 3D clamp or
302 * clamp_to_border.
303 */
304 if (tObj->Target == GL_TEXTURE_3D &&
305 (sampler->MinFilter != GL_NEAREST ||
306 sampler->MagFilter != GL_NEAREST) &&
307 (ws == GL_CLAMP ||
308 wt == GL_CLAMP ||
309 wr == GL_CLAMP ||
310 ws == GL_CLAMP_TO_BORDER ||
311 wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
312 return false;
313
314 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
315 * used) when using cube map texture coordinates
316 */
317 if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
318 (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
319 ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
320 return false;
321
322 /*
323 * According to 3DSTATE_MAP_STATE at page of 104 in Bspec
324 * Vol3d 3D Instructions:
325 * [DevGDG and DevAlv]: Must be a power of 2 for cube maps.
326 * [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps
327 * must have all faces enabled.
328 *
329 * But, as I tested on pineview(DevBLB derived), the rendering is
330 * bad(you will find the color isn't samplered right in some
331 * fragments). After checking, it seems that the texture layout is
332 * wrong: making the width and height align of 4(although this
333 * doesn't make much sense) will fix this issue and also broke some
334 * others. Well, Bspec mentioned nothing about the layout alignment
335 * and layout for NPOT cube map. I guess the Bspec just assume it's
336 * a POT cube map.
337 *
338 * Thus, I guess we need do this for other platforms as well.
339 */
340 if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
341 !is_power_of_two(firstImage->Height))
342 return false;
343
344 state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
345
346 state[I915_TEXREG_SS3] |=
347 ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
348 (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
349 (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
350
351 minlod = MIN2(sampler->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
352 state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
353 state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
354 SS3_MIN_LOD_SHIFT);
355
356 }
357
358 /* convert border color from float to ubyte */
359 CLAMPED_FLOAT_TO_UBYTE(border[0], sampler->BorderColor.f[0]);
360 CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->BorderColor.f[1]);
361 CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->BorderColor.f[2]);
362 CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->BorderColor.f[3]);
363
364 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
365 /* GL specs that border color for depth textures is taken from the
366 * R channel, while the hardware uses A. Spam R into all the channels
367 * for safety.
368 */
369 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
370 border[0],
371 border[0],
372 border[0]);
373 } else {
374 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
375 border[0],
376 border[1],
377 border[2]);
378 }
379
380
381 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), true);
382 /* memcmp was already disabled, but definitely won't work as the
383 * region might now change and that wouldn't be detected:
384 */
385 I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
386
387
388 #if 0
389 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
390 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
391 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
392 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
393 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
394 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
395 #endif
396
397 return true;
398 }
399
400
401
402
403 void
i915UpdateTextureState(struct intel_context * intel)404 i915UpdateTextureState(struct intel_context *intel)
405 {
406 bool ok = true;
407 GLuint i;
408
409 for (i = 0; i < I915_TEX_UNITS && ok; i++) {
410 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
411 case TEXTURE_1D_BIT:
412 case TEXTURE_2D_BIT:
413 case TEXTURE_CUBE_BIT:
414 case TEXTURE_3D_BIT:
415 ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
416 break;
417 case TEXTURE_RECT_BIT:
418 ok = i915_update_tex_unit(intel, i, 0);
419 break;
420 case 0:{
421 struct i915_context *i915 = i915_context(&intel->ctx);
422 if (i915->state.active & I915_UPLOAD_TEX(i))
423 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), false);
424
425 if (i915->state.tex_buffer[i] != NULL) {
426 drm_intel_bo_unreference(i915->state.tex_buffer[i]);
427 i915->state.tex_buffer[i] = NULL;
428 }
429
430 break;
431 }
432 default:
433 ok = false;
434 break;
435 }
436 }
437
438 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
439 }
440