intel: Remove our special color packing macros and just use colormac.h.
[mesa.git] / src / mesa / drivers / dri / i915 / i915_texstate.c
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
33 #include "intel_mipmap_tree.h"
34 #include "intel_tex.h"
35
36 #include "i915_context.h"
37 #include "i915_reg.h"
38
39
40 static GLuint
41 translate_texture_format(gl_format mesa_format, GLuint internal_format,
42 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 if (internal_format == GL_RGB)
61 return MAPSURF_32BIT | MT_32BIT_XRGB8888;
62 else
63 return MAPSURF_32BIT | MT_32BIT_ARGB8888;
64 case MESA_FORMAT_XRGB8888:
65 return MAPSURF_32BIT | MT_32BIT_XRGB8888;
66 case MESA_FORMAT_YCBCR_REV:
67 return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
68 case MESA_FORMAT_YCBCR:
69 return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
70 case MESA_FORMAT_RGB_FXT1:
71 case MESA_FORMAT_RGBA_FXT1:
72 return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
73 case MESA_FORMAT_Z16:
74 if (DepthMode == GL_ALPHA)
75 return (MAPSURF_16BIT | MT_16BIT_A16);
76 else if (DepthMode == GL_INTENSITY)
77 return (MAPSURF_16BIT | MT_16BIT_I16);
78 else
79 return (MAPSURF_16BIT | MT_16BIT_L16);
80 case MESA_FORMAT_RGBA_DXT1:
81 case MESA_FORMAT_RGB_DXT1:
82 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
83 case MESA_FORMAT_RGBA_DXT3:
84 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
85 case MESA_FORMAT_RGBA_DXT5:
86 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
87 case MESA_FORMAT_S8_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 %x\n", __FUNCTION__, mesa_format);
96 abort();
97 return 0;
98 }
99 }
100
101
102
103
104 /* The i915 (and related graphics cores) do not support GL_CLAMP. The
105 * Intel drivers for "other operating systems" implement GL_CLAMP as
106 * GL_CLAMP_TO_EDGE, so the same is done here.
107 */
108 static GLuint
109 translate_wrap_mode(GLenum wrap)
110 {
111 switch (wrap) {
112 case GL_REPEAT:
113 return TEXCOORDMODE_WRAP;
114 case GL_CLAMP:
115 return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
116 case GL_CLAMP_TO_EDGE:
117 return TEXCOORDMODE_CLAMP_EDGE;
118 case GL_CLAMP_TO_BORDER:
119 return TEXCOORDMODE_CLAMP_BORDER;
120 case GL_MIRRORED_REPEAT:
121 return TEXCOORDMODE_MIRROR;
122 default:
123 return TEXCOORDMODE_WRAP;
124 }
125 }
126
127
128
129 /* Recalculate all state from scratch. Perhaps not the most
130 * efficient, but this has gotten complex enough that we need
131 * something which is understandable and reliable.
132 */
133 static GLboolean
134 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
135 {
136 GLcontext *ctx = &intel->ctx;
137 struct i915_context *i915 = i915_context(ctx);
138 struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
139 struct gl_texture_object *tObj = tUnit->_Current;
140 struct intel_texture_object *intelObj = intel_texture_object(tObj);
141 struct gl_texture_image *firstImage;
142 GLuint *state = i915->state.Tex[unit], format, pitch;
143 GLint lodbias, aniso = 0;
144 GLubyte border[4];
145
146 memset(state, 0, sizeof(state));
147
148 /*We need to refcount these. */
149
150 if (i915->state.tex_buffer[unit] != NULL) {
151 dri_bo_unreference(i915->state.tex_buffer[unit]);
152 i915->state.tex_buffer[unit] = NULL;
153 }
154
155 if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit))
156 return GL_FALSE;
157
158 /* Get first image here, since intelObj->firstLevel will get set in
159 * the intel_finalize_mipmap_tree() call above.
160 */
161 firstImage = tObj->Image[0][intelObj->firstLevel];
162
163 if (intelObj->imageOverride) {
164 i915->state.tex_buffer[unit] = NULL;
165 i915->state.tex_offset[unit] = intelObj->textureOffset;
166
167 switch (intelObj->depthOverride) {
168 case 32:
169 format = MAPSURF_32BIT | MT_32BIT_ARGB8888;
170 break;
171 case 24:
172 default:
173 format = MAPSURF_32BIT | MT_32BIT_XRGB8888;
174 break;
175 case 16:
176 format = MAPSURF_16BIT | MT_16BIT_RGB565;
177 break;
178 }
179
180 pitch = intelObj->pitchOverride;
181 } else {
182 GLuint dst_x, dst_y;
183
184 intel_miptree_get_image_offset(intelObj->mt, intelObj->firstLevel, 0, 0,
185 &dst_x, &dst_y);
186
187 dri_bo_reference(intelObj->mt->region->buffer);
188 i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
189 /* XXX: This calculation is probably broken for tiled images with
190 * a non-page-aligned offset.
191 */
192 i915->state.tex_offset[unit] = (dst_x + dst_y * intelObj->mt->pitch) *
193 intelObj->mt->cpp;
194
195 format = translate_texture_format(firstImage->TexFormat,
196 firstImage->InternalFormat,
197 tObj->DepthMode);
198 pitch = intelObj->mt->pitch * intelObj->mt->cpp;
199 }
200
201 state[I915_TEXREG_MS3] =
202 (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
203 ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
204
205 if (intelObj->mt->region->tiling != I915_TILING_NONE) {
206 state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
207 if (intelObj->mt->region->tiling == I915_TILING_Y)
208 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
209 }
210
211 state[I915_TEXREG_MS4] =
212 ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
213 MS4_CUBE_FACE_ENA_MASK |
214 (U_FIXED(CLAMP(tObj->MaxLod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
215 ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
216
217
218 {
219 GLuint minFilt, mipFilt, magFilt;
220
221 switch (tObj->MinFilter) {
222 case GL_NEAREST:
223 minFilt = FILTER_NEAREST;
224 mipFilt = MIPFILTER_NONE;
225 break;
226 case GL_LINEAR:
227 minFilt = FILTER_LINEAR;
228 mipFilt = MIPFILTER_NONE;
229 break;
230 case GL_NEAREST_MIPMAP_NEAREST:
231 minFilt = FILTER_NEAREST;
232 mipFilt = MIPFILTER_NEAREST;
233 break;
234 case GL_LINEAR_MIPMAP_NEAREST:
235 minFilt = FILTER_LINEAR;
236 mipFilt = MIPFILTER_NEAREST;
237 break;
238 case GL_NEAREST_MIPMAP_LINEAR:
239 minFilt = FILTER_NEAREST;
240 mipFilt = MIPFILTER_LINEAR;
241 break;
242 case GL_LINEAR_MIPMAP_LINEAR:
243 minFilt = FILTER_LINEAR;
244 mipFilt = MIPFILTER_LINEAR;
245 break;
246 default:
247 return GL_FALSE;
248 }
249
250 if (tObj->MaxAnisotropy > 1.0) {
251 minFilt = FILTER_ANISOTROPIC;
252 magFilt = FILTER_ANISOTROPIC;
253 if (tObj->MaxAnisotropy > 2.0)
254 aniso = SS2_MAX_ANISO_4;
255 else
256 aniso = SS2_MAX_ANISO_2;
257 }
258 else {
259 switch (tObj->MagFilter) {
260 case GL_NEAREST:
261 magFilt = FILTER_NEAREST;
262 break;
263 case GL_LINEAR:
264 magFilt = FILTER_LINEAR;
265 break;
266 default:
267 return GL_FALSE;
268 }
269 }
270
271 lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0);
272 if (lodbias < -256)
273 lodbias = -256;
274 if (lodbias > 255)
275 lodbias = 255;
276 state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
277 SS2_LOD_BIAS_MASK);
278
279 /* YUV conversion:
280 */
281 if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
282 firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
283 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
284
285 /* Shadow:
286 */
287 if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
288 tObj->Target != GL_TEXTURE_3D) {
289 if (tObj->Target == GL_TEXTURE_1D)
290 return GL_FALSE;
291
292 state[I915_TEXREG_SS2] |=
293 (SS2_SHADOW_ENABLE |
294 intel_translate_shadow_compare_func(tObj->CompareFunc));
295
296 minFilt = FILTER_4X4_FLAT;
297 magFilt = FILTER_4X4_FLAT;
298 }
299
300 state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
301 (mipFilt << SS2_MIP_FILTER_SHIFT) |
302 (magFilt << SS2_MAG_FILTER_SHIFT) |
303 aniso);
304 }
305
306 {
307 GLenum ws = tObj->WrapS;
308 GLenum wt = tObj->WrapT;
309 GLenum wr = tObj->WrapR;
310
311 /* We program 1D textures as 2D textures, so the 2D texcoord could
312 * result in sampling border values if we don't set the T wrap to
313 * repeat.
314 */
315 if (tObj->Target == GL_TEXTURE_1D)
316 wt = GL_REPEAT;
317
318 /* 3D textures don't seem to respect the border color.
319 * Fallback if there's ever a danger that they might refer to
320 * it.
321 *
322 * Effectively this means fallback on 3D clamp or
323 * clamp_to_border.
324 */
325 if (tObj->Target == GL_TEXTURE_3D &&
326 (tObj->MinFilter != GL_NEAREST ||
327 tObj->MagFilter != GL_NEAREST) &&
328 (ws == GL_CLAMP ||
329 wt == GL_CLAMP ||
330 wr == GL_CLAMP ||
331 ws == GL_CLAMP_TO_BORDER ||
332 wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
333 return GL_FALSE;
334
335 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
336 * used) when using cube map texture coordinates
337 */
338 if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
339 (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
340 ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
341 return GL_FALSE;
342
343 state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
344
345 state[I915_TEXREG_SS3] |=
346 ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
347 (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
348 (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
349
350 state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
351 state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(tObj->MinLod, 0.0, 11.0), 4) <<
352 SS3_MIN_LOD_SHIFT);
353
354 }
355
356 /* convert border color from float to ubyte */
357 CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor[0]);
358 CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor[1]);
359 CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor[2]);
360 CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor[3]);
361
362 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
363 /* GL specs that border color for depth textures is taken from the
364 * R channel, while the hardware uses A. Spam R into all the channels
365 * for safety.
366 */
367 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
368 border[0],
369 border[0],
370 border[0]);
371 } else {
372 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
373 border[0],
374 border[1],
375 border[2]);
376 }
377
378
379 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
380 /* memcmp was already disabled, but definitely won't work as the
381 * region might now change and that wouldn't be detected:
382 */
383 I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
384
385
386 #if 0
387 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
388 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
389 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
390 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
391 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
392 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
393 #endif
394
395 return GL_TRUE;
396 }
397
398
399
400
401 void
402 i915UpdateTextureState(struct intel_context *intel)
403 {
404 GLboolean ok = GL_TRUE;
405 GLuint i;
406
407 for (i = 0; i < I915_TEX_UNITS && ok; i++) {
408 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
409 case TEXTURE_1D_BIT:
410 case TEXTURE_2D_BIT:
411 case TEXTURE_CUBE_BIT:
412 case TEXTURE_3D_BIT:
413 ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
414 break;
415 case TEXTURE_RECT_BIT:
416 ok = i915_update_tex_unit(intel, i, 0);
417 break;
418 case 0:{
419 struct i915_context *i915 = i915_context(&intel->ctx);
420 if (i915->state.active & I915_UPLOAD_TEX(i))
421 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
422
423 if (i915->state.tex_buffer[i] != NULL) {
424 dri_bo_unreference(i915->state.tex_buffer[i]);
425 i915->state.tex_buffer[i] = NULL;
426 }
427
428 break;
429 }
430 default:
431 ok = GL_FALSE;
432 break;
433 }
434 }
435
436 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
437 }