2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
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:
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.
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.
26 **********************************************************************/
29 * Keith Whitwell <keith@tungstengraphics.com>
33 #include "brw_context.h"
34 #include "brw_state.h"
35 #include "brw_defines.h"
36 #include "intel_mipmap_tree.h"
38 #include "main/macros.h"
39 #include "main/samplerobj.h"
42 /* Samplers aren't strictly wm state from the hardware's perspective,
43 * but that is the only situation in which we use them in this driver.
49 translate_wrap_mode(GLenum wrap, bool using_nearest)
53 return BRW_TEXCOORDMODE_WRAP;
55 /* GL_CLAMP is the weird mode where coordinates are clamped to
56 * [0.0, 1.0], so linear filtering of coordinates outside of
57 * [0.0, 1.0] give you half edge texel value and half border
58 * color. The fragment shader will clamp the coordinates, and
59 * we set clamp_border here, which gets the result desired. We
60 * just use clamp(_to_edge) for nearest, because for nearest
61 * clamping to 1.0 gives border color instead of the desired
65 return BRW_TEXCOORDMODE_CLAMP;
67 return BRW_TEXCOORDMODE_CLAMP_BORDER;
68 case GL_CLAMP_TO_EDGE:
69 return BRW_TEXCOORDMODE_CLAMP;
70 case GL_CLAMP_TO_BORDER:
71 return BRW_TEXCOORDMODE_CLAMP_BORDER;
72 case GL_MIRRORED_REPEAT:
73 return BRW_TEXCOORDMODE_MIRROR;
74 case GL_MIRROR_CLAMP_TO_EDGE:
75 return BRW_TEXCOORDMODE_MIRROR_ONCE;
77 return BRW_TEXCOORDMODE_WRAP;
82 * Upload SAMPLER_BORDER_COLOR_STATE.
85 upload_default_color(struct brw_context *brw,
86 struct gl_sampler_object *sampler,
90 struct gl_context *ctx = &brw->ctx;
91 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
92 struct gl_texture_object *texObj = texUnit->_Current;
93 struct gl_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel];
96 switch (firstImage->_BaseFormat) {
97 case GL_DEPTH_COMPONENT:
98 /* GL specs that border color for depth textures is taken from the
99 * R channel, while the hardware uses A. Spam R into all the
100 * channels for safety.
102 color[0] = sampler->BorderColor.f[0];
103 color[1] = sampler->BorderColor.f[0];
104 color[2] = sampler->BorderColor.f[0];
105 color[3] = sampler->BorderColor.f[0];
111 color[3] = sampler->BorderColor.f[3];
114 color[0] = sampler->BorderColor.f[0];
115 color[1] = sampler->BorderColor.f[0];
116 color[2] = sampler->BorderColor.f[0];
117 color[3] = sampler->BorderColor.f[0];
120 color[0] = sampler->BorderColor.f[0];
121 color[1] = sampler->BorderColor.f[0];
122 color[2] = sampler->BorderColor.f[0];
125 case GL_LUMINANCE_ALPHA:
126 color[0] = sampler->BorderColor.f[0];
127 color[1] = sampler->BorderColor.f[0];
128 color[2] = sampler->BorderColor.f[0];
129 color[3] = sampler->BorderColor.f[3];
132 color[0] = sampler->BorderColor.f[0];
133 color[1] = sampler->BorderColor.f[1];
134 color[2] = sampler->BorderColor.f[2];
135 color[3] = sampler->BorderColor.f[3];
139 /* In some cases we use an RGBA surface format for GL RGB textures,
140 * where we've initialized the A channel to 1.0. We also have to set
141 * the border color alpha to 1.0 in that case.
143 if (firstImage->_BaseFormat == GL_RGB)
146 if (brw->gen == 5 || brw->gen == 6) {
147 struct gen5_sampler_default_color *sdc;
149 sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
150 sizeof(*sdc), 32, sdc_offset);
152 memset(sdc, 0, sizeof(*sdc));
154 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[0], color[0]);
155 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[1], color[1]);
156 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[2], color[2]);
157 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[3], color[3]);
159 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[0], color[0]);
160 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[1], color[1]);
161 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[2], color[2]);
162 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[3], color[3]);
164 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[0], color[0]);
165 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[1], color[1]);
166 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[2], color[2]);
167 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[3], color[3]);
169 sdc->hf[0] = _mesa_float_to_half(color[0]);
170 sdc->hf[1] = _mesa_float_to_half(color[1]);
171 sdc->hf[2] = _mesa_float_to_half(color[2]);
172 sdc->hf[3] = _mesa_float_to_half(color[3]);
174 sdc->b[0] = sdc->s[0] >> 8;
175 sdc->b[1] = sdc->s[1] >> 8;
176 sdc->b[2] = sdc->s[2] >> 8;
177 sdc->b[3] = sdc->s[3] >> 8;
179 sdc->f[0] = color[0];
180 sdc->f[1] = color[1];
181 sdc->f[2] = color[2];
182 sdc->f[3] = color[3];
184 struct brw_sampler_default_color *sdc;
186 sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
187 sizeof(*sdc), 32, sdc_offset);
189 COPY_4V(sdc->color, color);
194 * Sets the sampler state for a single unit based off of the sampler key
197 static void brw_update_sampler_state(struct brw_context *brw,
200 struct brw_sampler_state *sampler,
201 uint32_t sampler_state_table_offset,
202 uint32_t *sdc_offset)
204 struct gl_context *ctx = &brw->ctx;
205 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
206 struct gl_texture_object *texObj = texUnit->_Current;
207 struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
208 bool using_nearest = false;
210 /* These don't use samplers at all. */
211 if (texObj->Target == GL_TEXTURE_BUFFER)
214 switch (gl_sampler->MinFilter) {
216 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
217 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
218 using_nearest = true;
221 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
222 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
224 case GL_NEAREST_MIPMAP_NEAREST:
225 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
226 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
228 case GL_LINEAR_MIPMAP_NEAREST:
229 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
230 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
232 case GL_NEAREST_MIPMAP_LINEAR:
233 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
234 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
236 case GL_LINEAR_MIPMAP_LINEAR:
237 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
238 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
246 if (gl_sampler->MaxAnisotropy > 1.0) {
247 sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
248 sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
250 if (gl_sampler->MaxAnisotropy > 2.0) {
251 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
256 switch (gl_sampler->MagFilter) {
258 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
259 using_nearest = true;
262 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
269 sampler->ss1.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
271 sampler->ss1.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
273 sampler->ss1.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
277 sampler->ss0.min_filter != sampler->ss0.mag_filter)
278 sampler->ss0.min_mag_neq = 1;
280 /* Cube-maps on 965 and later must use the same wrap mode for all 3
281 * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
283 if (texObj->Target == GL_TEXTURE_CUBE_MAP ||
284 texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
285 if ((ctx->Texture.CubeMapSeamless || gl_sampler->CubeMapSeamless) &&
286 (gl_sampler->MinFilter != GL_NEAREST ||
287 gl_sampler->MagFilter != GL_NEAREST)) {
288 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
289 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
290 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
292 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
293 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
294 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
296 } else if (texObj->Target == GL_TEXTURE_1D) {
297 /* There's a bug in 1D texture sampling - it actually pays
298 * attention to the wrap_t value, though it should not.
299 * Override the wrap_t value here to GL_REPEAT to keep
300 * any nonexistent border pixels from floating in.
302 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
306 /* Set shadow function:
308 if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
309 /* Shadowing is "enabled" by emitting a particular sampler
310 * message (sample_c). So need to recompile WM program when
311 * shadow comparison is enabled on each/any texture unit.
313 sampler->ss0.shadow_function =
314 intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
319 sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
320 gl_sampler->LodBias, -16, 15), 6);
322 sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
323 sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
325 sampler->ss0.base_level = U_FIXED(0, 1);
327 sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 6);
328 sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6);
330 /* On Gen6+, the sampler can handle non-normalized texture
331 * rectangle coordinates natively
333 if (brw->gen >= 6 && texObj->Target == GL_TEXTURE_RECTANGLE) {
334 sampler->ss3.non_normalized_coord = 1;
337 upload_default_color(brw, gl_sampler, unit, sdc_offset);
340 sampler->ss2.default_color_pointer = *sdc_offset >> 5;
343 sampler->ss2.default_color_pointer = (brw->batch.bo->offset +
346 drm_intel_bo_emit_reloc(brw->batch.bo,
347 sampler_state_table_offset +
348 ss_index * sizeof(struct brw_sampler_state) +
349 offsetof(struct brw_sampler_state, ss2),
350 brw->batch.bo, *sdc_offset,
351 I915_GEM_DOMAIN_SAMPLER, 0);
354 if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
355 sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
356 BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
357 BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
358 if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
359 sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
360 BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
361 BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
366 brw_upload_sampler_state_table(struct brw_context *brw,
367 struct gl_program *prog,
368 uint32_t sampler_count,
369 uint32_t *sst_offset,
370 uint32_t *sdc_offset)
372 struct gl_context *ctx = &brw->ctx;
373 struct brw_sampler_state *samplers;
375 GLbitfield SamplersUsed = prog->SamplersUsed;
377 if (sampler_count == 0)
380 samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
381 sampler_count * sizeof(*samplers),
383 memset(samplers, 0, sampler_count * sizeof(*samplers));
385 for (unsigned s = 0; s < sampler_count; s++) {
386 if (SamplersUsed & (1 << s)) {
387 const unsigned unit = prog->SamplerUnits[s];
388 if (ctx->Texture.Unit[unit]._ReallyEnabled)
389 brw_update_sampler_state(brw, unit, s, &samplers[s],
390 *sst_offset, &sdc_offset[s]);
394 brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
398 brw_upload_fs_samplers(struct brw_context *brw)
400 /* BRW_NEW_FRAGMENT_PROGRAM */
401 struct gl_program *fs = (struct gl_program *) brw->fragment_program;
402 brw->vtbl.upload_sampler_state_table(brw, fs,
403 brw->wm.base.sampler_count,
404 &brw->wm.base.sampler_offset,
405 brw->wm.base.sdc_offset);
408 const struct brw_tracked_state brw_fs_samplers = {
410 .mesa = _NEW_TEXTURE,
411 .brw = BRW_NEW_BATCH |
412 BRW_NEW_FRAGMENT_PROGRAM,
415 .emit = brw_upload_fs_samplers,
419 brw_upload_vs_samplers(struct brw_context *brw)
421 struct brw_stage_state *stage_state = &brw->vs.base;
423 /* BRW_NEW_VERTEX_PROGRAM */
424 struct gl_program *vs = (struct gl_program *) brw->vertex_program;
425 brw->vtbl.upload_sampler_state_table(brw, vs,
426 stage_state->sampler_count,
427 &stage_state->sampler_offset,
428 stage_state->sdc_offset);
432 const struct brw_tracked_state brw_vs_samplers = {
434 .mesa = _NEW_TEXTURE,
435 .brw = BRW_NEW_BATCH |
436 BRW_NEW_VERTEX_PROGRAM,
439 .emit = brw_upload_vs_samplers,
444 brw_upload_gs_samplers(struct brw_context *brw)
446 struct brw_stage_state *stage_state = &brw->gs.base;
448 /* BRW_NEW_GEOMETRY_PROGRAM */
449 struct gl_program *gs = (struct gl_program *) brw->geometry_program;
453 brw->vtbl.upload_sampler_state_table(brw, gs,
454 stage_state->sampler_count,
455 &stage_state->sampler_offset,
456 stage_state->sdc_offset);
460 const struct brw_tracked_state brw_gs_samplers = {
462 .mesa = _NEW_TEXTURE,
463 .brw = BRW_NEW_BATCH |
464 BRW_NEW_GEOMETRY_PROGRAM,
467 .emit = brw_upload_gs_samplers,
472 gen4_init_vtable_sampler_functions(struct brw_context *brw)
474 brw->vtbl.upload_sampler_state_table = brw_upload_sampler_state_table;