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 "nv20_3d.xml.h"
32 #include "nouveau_util.h"
33 #include "nv20_driver.h"
34 #include "main/samplerobj.h"
35
36 void
nv20_emit_tex_gen(struct gl_context * ctx,int emit)37 nv20_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, NV20_3D(TEX_GEN_COEFF(i, j)), 4);
52 PUSH_DATAp(push, k, 4);
53 }
54
55 BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
56 PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
57
58 } else {
59 BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
60 PUSH_DATA (push, 0);
61 }
62 }
63 }
64
65 void
nv20_emit_tex_mat(struct gl_context * ctx,int emit)66 nv20_emit_tex_mat(struct gl_context *ctx, int emit)
67 {
68 const int i = emit - NOUVEAU_STATE_TEX_MAT0;
69 struct nouveau_context *nctx = to_nouveau_context(ctx);
70 struct nouveau_pushbuf *push = context_push(ctx);
71
72 if (nctx->fallback == HWTNL &&
73 (ctx->Texture._TexMatEnabled & 1 << i)) {
74 BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
75 PUSH_DATA (push, 1);
76
77 BEGIN_NV04(push, NV20_3D(TEX_MATRIX(i,0)), 16);
78 PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
79
80 } else {
81 BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
82 PUSH_DATA (push, 0);
83 }
84 }
85
86 static uint32_t
get_tex_format_pot(struct gl_texture_image * ti)87 get_tex_format_pot(struct gl_texture_image *ti)
88 {
89 switch (ti->TexFormat) {
90 case MESA_FORMAT_B8G8R8A8_UNORM:
91 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
92
93 case MESA_FORMAT_B5G5R5A1_UNORM:
94 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
95
96 case MESA_FORMAT_B4G4R4A4_UNORM:
97 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
98
99 case MESA_FORMAT_B8G8R8X8_UNORM:
100 return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
101
102 case MESA_FORMAT_B5G6R5_UNORM:
103 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5;
104
105 case MESA_FORMAT_A_UNORM8:
106 case MESA_FORMAT_I_UNORM8:
107 return NV20_3D_TEX_FORMAT_FORMAT_I8;
108
109 case MESA_FORMAT_L_UNORM8:
110 return NV20_3D_TEX_FORMAT_FORMAT_L8;
111
112 case MESA_FORMAT_RGB_DXT1:
113 case MESA_FORMAT_RGBA_DXT1:
114 return NV20_3D_TEX_FORMAT_FORMAT_DXT1;
115
116 case MESA_FORMAT_RGBA_DXT3:
117 return NV20_3D_TEX_FORMAT_FORMAT_DXT3;
118
119 case MESA_FORMAT_RGBA_DXT5:
120 return NV20_3D_TEX_FORMAT_FORMAT_DXT5;
121
122 default:
123 assert(0);
124 }
125 }
126
127 static uint32_t
get_tex_format_rect(struct gl_texture_image * ti)128 get_tex_format_rect(struct gl_texture_image *ti)
129 {
130 switch (ti->TexFormat) {
131 case MESA_FORMAT_B8G8R8A8_UNORM:
132 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
133
134 case MESA_FORMAT_B5G5R5A1_UNORM:
135 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
136
137 case MESA_FORMAT_B4G4R4A4_UNORM:
138 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT;
139
140 case MESA_FORMAT_B8G8R8X8_UNORM:
141 return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT;
142
143 case MESA_FORMAT_B5G6R5_UNORM:
144 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
145
146 case MESA_FORMAT_L_UNORM8:
147 return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT;
148
149 case MESA_FORMAT_A_UNORM8:
150 case MESA_FORMAT_I_UNORM8:
151 return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT;
152
153 default:
154 assert(0);
155 }
156 }
157
158 void
nv20_emit_tex_obj(struct gl_context * ctx,int emit)159 nv20_emit_tex_obj(struct gl_context *ctx, int emit)
160 {
161 const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
162 struct nouveau_pushbuf *push = context_push(ctx);
163 const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
164 struct gl_texture_object *t;
165 struct nouveau_surface *s;
166 struct gl_texture_image *ti;
167 const struct gl_sampler_object *sa;
168 uint32_t tx_format, tx_filter, tx_wrap, tx_enable;
169
170 PUSH_RESET(push, BUFCTX_TEX(i));
171
172 if (!ctx->Texture.Unit[i]._Current) {
173 BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
174 PUSH_DATA (push, 0);
175
176 context_dirty(ctx, TEX_SHADER);
177 return;
178 }
179
180 t = ctx->Texture.Unit[i]._Current;
181 s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
182 ti = t->Image[0][t->BaseLevel];
183 sa = _mesa_get_samplerobj(ctx, i);
184
185 if (!nouveau_texture_validate(ctx, t))
186 return;
187
188 /* Recompute the texturing registers. */
189 tx_format = ti->DepthLog2 << 28
190 | ti->HeightLog2 << 24
191 | ti->WidthLog2 << 20
192 | NV20_3D_TEX_FORMAT_DIMS_2D
193 | NV20_3D_TEX_FORMAT_NO_BORDER
194 | 1 << 16;
195
196 tx_wrap = nvgl_wrap_mode(sa->WrapR) << 16
197 | nvgl_wrap_mode(sa->WrapT) << 8
198 | nvgl_wrap_mode(sa->WrapS) << 0;
199
200 tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
201 | nvgl_filter_mode(sa->MinFilter) << 16
202 | 2 << 12;
203
204 tx_enable = NV20_3D_TEX_ENABLE_ENABLE
205 | log2i(sa->MaxAnisotropy) << 4;
206
207 if (t->Target == GL_TEXTURE_RECTANGLE) {
208 BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1);
209 PUSH_DATA (push, s->pitch << 16);
210 BEGIN_NV04(push, NV20_3D(TEX_NPOT_SIZE(i)), 1);
211 PUSH_DATA (push, s->width << 16 | s->height);
212
213 tx_format |= get_tex_format_rect(ti);
214 } else {
215 tx_format |= get_tex_format_pot(ti);
216 }
217
218 if (sa->MinFilter != GL_NEAREST &&
219 sa->MinFilter != GL_LINEAR) {
220 int lod_min = sa->MinLod;
221 int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
222 int lod_bias = sa->LodBias
223 + ctx->Texture.Unit[i].LodBias;
224
225 lod_max = CLAMP(lod_max, 0, 15);
226 lod_min = CLAMP(lod_min, 0, 15);
227 lod_bias = CLAMP(lod_bias, 0, 15);
228
229 tx_format |= NV20_3D_TEX_FORMAT_MIPMAP;
230 tx_filter |= lod_bias << 8;
231 tx_enable |= lod_min << 26
232 | lod_max << 14;
233 }
234
235 /* Write it to the hardware. */
236 BEGIN_NV04(push, NV20_3D(TEX_FORMAT(i)), 1);
237 PUSH_MTHD (push, NV20_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
238 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
239 NV20_3D_TEX_FORMAT_DMA0,
240 NV20_3D_TEX_FORMAT_DMA1);
241
242 BEGIN_NV04(push, NV20_3D(TEX_OFFSET(i)), 1);
243 PUSH_MTHDl(push, NV20_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
244 s->bo, s->offset, bo_flags);
245
246 BEGIN_NV04(push, NV20_3D(TEX_WRAP(i)), 1);
247 PUSH_DATA (push, tx_wrap);
248
249 BEGIN_NV04(push, NV20_3D(TEX_FILTER(i)), 1);
250 PUSH_DATA (push, tx_filter);
251
252 BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
253 PUSH_DATA (push, tx_enable);
254
255 context_dirty(ctx, TEX_SHADER);
256 }
257
258 void
nv20_emit_tex_shader(struct gl_context * ctx,int emit)259 nv20_emit_tex_shader(struct gl_context *ctx, int emit)
260 {
261 struct nouveau_pushbuf *push = context_push(ctx);
262 uint32_t tx_shader_op = 0;
263 int i;
264
265 for (i = 0; i < NV20_TEXTURE_UNITS; i++) {
266 if (!ctx->Texture.Unit[i]._Current)
267 continue;
268
269 tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
270 }
271
272 BEGIN_NV04(push, NV20_3D(TEX_SHADER_OP), 1);
273 PUSH_DATA (push, tx_shader_op);
274 }
275