2b03331a004642e16cba1482b956e73749f4fdec
[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 return MAPSURF_32BIT | MT_32BIT_ARGB8888;
61 case MESA_FORMAT_XRGB8888:
62 return MAPSURF_32BIT | MT_32BIT_XRGB8888;
63 case MESA_FORMAT_YCBCR_REV:
64 return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
65 case MESA_FORMAT_YCBCR:
66 return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
67 case MESA_FORMAT_RGB_FXT1:
68 case MESA_FORMAT_RGBA_FXT1:
69 return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
70 case MESA_FORMAT_Z16:
71 if (DepthMode == GL_ALPHA)
72 return (MAPSURF_16BIT | MT_16BIT_A16);
73 else if (DepthMode == GL_INTENSITY)
74 return (MAPSURF_16BIT | MT_16BIT_I16);
75 else
76 return (MAPSURF_16BIT | MT_16BIT_L16);
77 case MESA_FORMAT_RGBA_DXT1:
78 case MESA_FORMAT_RGB_DXT1:
79 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
80 case MESA_FORMAT_RGBA_DXT3:
81 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
82 case MESA_FORMAT_RGBA_DXT5:
83 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
84 case MESA_FORMAT_S8_Z24:
85 if (DepthMode == GL_ALPHA)
86 return (MAPSURF_32BIT | MT_32BIT_x8A24);
87 else if (DepthMode == GL_INTENSITY)
88 return (MAPSURF_32BIT | MT_32BIT_x8I24);
89 else
90 return (MAPSURF_32BIT | MT_32BIT_x8L24);
91 default:
92 fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, mesa_format);
93 abort();
94 return 0;
95 }
96 }
97
98
99
100
101 /* The i915 (and related graphics cores) do not support GL_CLAMP. The
102 * Intel drivers for "other operating systems" implement GL_CLAMP as
103 * GL_CLAMP_TO_EDGE, so the same is done here.
104 */
105 static GLuint
106 translate_wrap_mode(GLenum wrap)
107 {
108 switch (wrap) {
109 case GL_REPEAT:
110 return TEXCOORDMODE_WRAP;
111 case GL_CLAMP:
112 return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
113 case GL_CLAMP_TO_EDGE:
114 return TEXCOORDMODE_CLAMP_EDGE;
115 case GL_CLAMP_TO_BORDER:
116 return TEXCOORDMODE_CLAMP_BORDER;
117 case GL_MIRRORED_REPEAT:
118 return TEXCOORDMODE_MIRROR;
119 default:
120 return TEXCOORDMODE_WRAP;
121 }
122 }
123
124
125
126 /* Recalculate all state from scratch. Perhaps not the most
127 * efficient, but this has gotten complex enough that we need
128 * something which is understandable and reliable.
129 */
130 static GLboolean
131 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
132 {
133 GLcontext *ctx = &intel->ctx;
134 struct i915_context *i915 = i915_context(ctx);
135 struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
136 struct gl_texture_object *tObj = tUnit->_Current;
137 struct intel_texture_object *intelObj = intel_texture_object(tObj);
138 struct gl_texture_image *firstImage;
139 GLuint *state = i915->state.Tex[unit], format, pitch;
140 GLint lodbias, aniso = 0;
141 GLubyte border[4];
142
143 memset(state, 0, sizeof(state));
144
145 /*We need to refcount these. */
146
147 if (i915->state.tex_buffer[unit] != NULL) {
148 dri_bo_unreference(i915->state.tex_buffer[unit]);
149 i915->state.tex_buffer[unit] = NULL;
150 }
151
152 if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit))
153 return GL_FALSE;
154
155 /* Get first image here, since intelObj->firstLevel will get set in
156 * the intel_finalize_mipmap_tree() call above.
157 */
158 firstImage = tObj->Image[0][intelObj->firstLevel];
159
160 if (intelObj->imageOverride) {
161 i915->state.tex_buffer[unit] = NULL;
162 i915->state.tex_offset[unit] = intelObj->textureOffset;
163
164 switch (intelObj->depthOverride) {
165 case 32:
166 format = MAPSURF_32BIT | MT_32BIT_ARGB8888;
167 break;
168 case 24:
169 default:
170 format = MAPSURF_32BIT | MT_32BIT_XRGB8888;
171 break;
172 case 16:
173 format = MAPSURF_16BIT | MT_16BIT_RGB565;
174 break;
175 }
176
177 pitch = intelObj->pitchOverride;
178 } else {
179 GLuint dst_x, dst_y;
180
181 intel_miptree_get_image_offset(intelObj->mt, intelObj->firstLevel, 0, 0,
182 &dst_x, &dst_y);
183
184 dri_bo_reference(intelObj->mt->region->buffer);
185 i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
186 /* XXX: This calculation is probably broken for tiled images with
187 * a non-page-aligned offset.
188 */
189 i915->state.tex_offset[unit] = (dst_x + dst_y * intelObj->mt->pitch) *
190 intelObj->mt->cpp;
191
192 format = translate_texture_format(firstImage->TexFormat,
193 firstImage->InternalFormat,
194 tObj->DepthMode);
195 pitch = intelObj->mt->pitch * intelObj->mt->cpp;
196 }
197
198 state[I915_TEXREG_MS3] =
199 (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
200 ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
201
202 if (intelObj->mt->region->tiling != I915_TILING_NONE) {
203 state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
204 if (intelObj->mt->region->tiling == I915_TILING_Y)
205 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
206 }
207
208 state[I915_TEXREG_MS4] =
209 ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
210 MS4_CUBE_FACE_ENA_MASK |
211 (U_FIXED(CLAMP(tObj->MaxLod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
212 ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
213
214
215 {
216 GLuint minFilt, mipFilt, magFilt;
217
218 switch (tObj->MinFilter) {
219 case GL_NEAREST:
220 minFilt = FILTER_NEAREST;
221 mipFilt = MIPFILTER_NONE;
222 break;
223 case GL_LINEAR:
224 minFilt = FILTER_LINEAR;
225 mipFilt = MIPFILTER_NONE;
226 break;
227 case GL_NEAREST_MIPMAP_NEAREST:
228 minFilt = FILTER_NEAREST;
229 mipFilt = MIPFILTER_NEAREST;
230 break;
231 case GL_LINEAR_MIPMAP_NEAREST:
232 minFilt = FILTER_LINEAR;
233 mipFilt = MIPFILTER_NEAREST;
234 break;
235 case GL_NEAREST_MIPMAP_LINEAR:
236 minFilt = FILTER_NEAREST;
237 mipFilt = MIPFILTER_LINEAR;
238 break;
239 case GL_LINEAR_MIPMAP_LINEAR:
240 minFilt = FILTER_LINEAR;
241 mipFilt = MIPFILTER_LINEAR;
242 break;
243 default:
244 return GL_FALSE;
245 }
246
247 if (tObj->MaxAnisotropy > 1.0) {
248 minFilt = FILTER_ANISOTROPIC;
249 magFilt = FILTER_ANISOTROPIC;
250 if (tObj->MaxAnisotropy > 2.0)
251 aniso = SS2_MAX_ANISO_4;
252 else
253 aniso = SS2_MAX_ANISO_2;
254 }
255 else {
256 switch (tObj->MagFilter) {
257 case GL_NEAREST:
258 magFilt = FILTER_NEAREST;
259 break;
260 case GL_LINEAR:
261 magFilt = FILTER_LINEAR;
262 break;
263 default:
264 return GL_FALSE;
265 }
266 }
267
268 lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0);
269 if (lodbias < -256)
270 lodbias = -256;
271 if (lodbias > 255)
272 lodbias = 255;
273 state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
274 SS2_LOD_BIAS_MASK);
275
276 /* YUV conversion:
277 */
278 if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
279 firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
280 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
281
282 /* Shadow:
283 */
284 if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
285 tObj->Target != GL_TEXTURE_3D) {
286 if (tObj->Target == GL_TEXTURE_1D)
287 return GL_FALSE;
288
289 state[I915_TEXREG_SS2] |=
290 (SS2_SHADOW_ENABLE |
291 intel_translate_shadow_compare_func(tObj->CompareFunc));
292
293 minFilt = FILTER_4X4_FLAT;
294 magFilt = FILTER_4X4_FLAT;
295 }
296
297 state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
298 (mipFilt << SS2_MIP_FILTER_SHIFT) |
299 (magFilt << SS2_MAG_FILTER_SHIFT) |
300 aniso);
301 }
302
303 {
304 GLenum ws = tObj->WrapS;
305 GLenum wt = tObj->WrapT;
306 GLenum wr = tObj->WrapR;
307
308 /* We program 1D textures as 2D textures, so the 2D texcoord could
309 * result in sampling border values if we don't set the T wrap to
310 * repeat.
311 */
312 if (tObj->Target == GL_TEXTURE_1D)
313 wt = GL_REPEAT;
314
315 /* 3D textures don't seem to respect the border color.
316 * Fallback if there's ever a danger that they might refer to
317 * it.
318 *
319 * Effectively this means fallback on 3D clamp or
320 * clamp_to_border.
321 */
322 if (tObj->Target == GL_TEXTURE_3D &&
323 (tObj->MinFilter != GL_NEAREST ||
324 tObj->MagFilter != GL_NEAREST) &&
325 (ws == GL_CLAMP ||
326 wt == GL_CLAMP ||
327 wr == GL_CLAMP ||
328 ws == GL_CLAMP_TO_BORDER ||
329 wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
330 return GL_FALSE;
331
332 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
333 * used) when using cube map texture coordinates
334 */
335 if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
336 (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
337 ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
338 return GL_FALSE;
339
340 state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
341
342 state[I915_TEXREG_SS3] |=
343 ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
344 (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
345 (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
346
347 state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
348 state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(tObj->MinLod, 0.0, 11.0), 4) <<
349 SS3_MIN_LOD_SHIFT);
350
351 }
352
353 /* convert border color from float to ubyte */
354 CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor[0]);
355 CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor[1]);
356 CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor[2]);
357 CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor[3]);
358
359 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
360 /* GL specs that border color for depth textures is taken from the
361 * R channel, while the hardware uses A. Spam R into all the channels
362 * for safety.
363 */
364 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
365 border[0],
366 border[0],
367 border[0]);
368 } else {
369 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
370 border[0],
371 border[1],
372 border[2]);
373 }
374
375
376 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
377 /* memcmp was already disabled, but definitely won't work as the
378 * region might now change and that wouldn't be detected:
379 */
380 I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
381
382
383 #if 0
384 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
385 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
386 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
387 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
388 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
389 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
390 #endif
391
392 return GL_TRUE;
393 }
394
395
396
397
398 void
399 i915UpdateTextureState(struct intel_context *intel)
400 {
401 GLboolean ok = GL_TRUE;
402 GLuint i;
403
404 for (i = 0; i < I915_TEX_UNITS && ok; i++) {
405 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
406 case TEXTURE_1D_BIT:
407 case TEXTURE_2D_BIT:
408 case TEXTURE_CUBE_BIT:
409 case TEXTURE_3D_BIT:
410 ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
411 break;
412 case TEXTURE_RECT_BIT:
413 ok = i915_update_tex_unit(intel, i, 0);
414 break;
415 case 0:{
416 struct i915_context *i915 = i915_context(&intel->ctx);
417 if (i915->state.active & I915_UPLOAD_TEX(i))
418 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
419
420 if (i915->state.tex_buffer[i] != NULL) {
421 dri_bo_unreference(i915->state.tex_buffer[i]);
422 i915->state.tex_buffer[i] = NULL;
423 }
424
425 break;
426 }
427 default:
428 ok = GL_FALSE;
429 break;
430 }
431 }
432
433 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
434 }