1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
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"
34 #include "intel_mipmap_tree.h"
35 #include "intel_tex.h"
37 #include "i915_context.h"
42 translate_texture_format(gl_format mesa_format, GLenum DepthMode)
44 switch (mesa_format) {
46 return MAPSURF_8BIT | MT_8BIT_L8;
48 return MAPSURF_8BIT | MT_8BIT_I8;
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);
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);
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);
93 return (MAPSURF_32BIT | MT_32BIT_x8L24);
95 fprintf(stderr, "%s: bad image format %s\n", __FUNCTION__,
96 _mesa_get_format_name(mesa_format));
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.
110 translate_wrap_mode(GLenum wrap)
114 return TEXCOORDMODE_WRAP;
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;
124 return TEXCOORDMODE_WRAP;
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.
135 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
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;
149 memset(state, 0, sizeof(state));
151 /*We need to refcount these. */
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;
158 if (!intel_finalize_mipmap_tree(intel, unit))
161 /* Get first image here, since intelObj->firstLevel will get set in
162 * the intel_finalize_mipmap_tree() call above.
164 firstImage = tObj->Image[0][tObj->BaseLevel];
166 drm_intel_bo_reference(intelObj->mt->region->buffer);
167 i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
168 i915->state.tex_offset[unit] = 0; /* Always the origin of the miptree */
170 format = translate_texture_format(firstImage->TexFormat,
172 pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;
174 state[I915_TEXREG_MS3] =
175 (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
176 ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
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;
184 /* We get one field with fraction bits for the maximum addressable
185 * (lowest resolution) LOD. Use it to cover both MAX_LEVEL and
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));
197 GLuint minFilt, mipFilt, magFilt;
199 switch (sampler->MinFilter) {
201 minFilt = FILTER_NEAREST;
202 mipFilt = MIPFILTER_NONE;
205 minFilt = FILTER_LINEAR;
206 mipFilt = MIPFILTER_NONE;
208 case GL_NEAREST_MIPMAP_NEAREST:
209 minFilt = FILTER_NEAREST;
210 mipFilt = MIPFILTER_NEAREST;
212 case GL_LINEAR_MIPMAP_NEAREST:
213 minFilt = FILTER_LINEAR;
214 mipFilt = MIPFILTER_NEAREST;
216 case GL_NEAREST_MIPMAP_LINEAR:
217 minFilt = FILTER_NEAREST;
218 mipFilt = MIPFILTER_LINEAR;
220 case GL_LINEAR_MIPMAP_LINEAR:
221 minFilt = FILTER_LINEAR;
222 mipFilt = MIPFILTER_LINEAR;
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;
234 aniso = SS2_MAX_ANISO_2;
237 switch (sampler->MagFilter) {
239 magFilt = FILTER_NEAREST;
242 magFilt = FILTER_LINEAR;
249 lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0);
254 state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
259 if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
260 firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
261 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
265 if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
266 tObj->Target != GL_TEXTURE_3D) {
267 if (tObj->Target == GL_TEXTURE_1D)
270 state[I915_TEXREG_SS2] |=
272 intel_translate_shadow_compare_func(sampler->CompareFunc));
274 minFilt = FILTER_4X4_FLAT;
275 magFilt = FILTER_4X4_FLAT;
278 state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
279 (mipFilt << SS2_MIP_FILTER_SHIFT) |
280 (magFilt << SS2_MAG_FILTER_SHIFT) |
285 GLenum ws = sampler->WrapS;
286 GLenum wt = sampler->WrapT;
287 GLenum wr = sampler->WrapR;
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
294 if (tObj->Target == GL_TEXTURE_1D)
297 /* 3D textures don't seem to respect the border color.
298 * Fallback if there's ever a danger that they might refer to
301 * Effectively this means fallback on 3D clamp or
304 if (tObj->Target == GL_TEXTURE_3D &&
305 (sampler->MinFilter != GL_NEAREST ||
306 sampler->MagFilter != GL_NEAREST) &&
310 ws == GL_CLAMP_TO_BORDER ||
311 wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
314 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
315 * used) when using cube map texture coordinates
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))))
322 state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
324 state[I915_TEXREG_SS3] |=
325 ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
326 (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
327 (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
329 minlod = MIN2(sampler->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
330 state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
331 state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
336 /* convert border color from float to ubyte */
337 CLAMPED_FLOAT_TO_UBYTE(border[0], sampler->BorderColor.f[0]);
338 CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->BorderColor.f[1]);
339 CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->BorderColor.f[2]);
340 CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->BorderColor.f[3]);
342 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
343 /* GL specs that border color for depth textures is taken from the
344 * R channel, while the hardware uses A. Spam R into all the channels
347 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
352 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
359 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
360 /* memcmp was already disabled, but definitely won't work as the
361 * region might now change and that wouldn't be detected:
363 I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
367 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
368 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
369 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
370 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
371 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
372 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
382 i915UpdateTextureState(struct intel_context *intel)
384 GLboolean ok = GL_TRUE;
387 for (i = 0; i < I915_TEX_UNITS && ok; i++) {
388 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
391 case TEXTURE_CUBE_BIT:
393 ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
395 case TEXTURE_RECT_BIT:
396 ok = i915_update_tex_unit(intel, i, 0);
399 struct i915_context *i915 = i915_context(&intel->ctx);
400 if (i915->state.active & I915_UPLOAD_TEX(i))
401 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
403 if (i915->state.tex_buffer[i] != NULL) {
404 drm_intel_bo_unreference(i915->state.tex_buffer[i]);
405 i915->state.tex_buffer[i] = NULL;
416 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);