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"
31 #include "intel_mipmap_tree.h"
32 #include "intel_tex.h"
34 #include "i915_context.h"
39 translate_texture_format(gl_format mesa_format
, GLuint internal_format
,
42 switch (mesa_format
) {
44 return MAPSURF_8BIT
| MT_8BIT_L8
;
46 return MAPSURF_8BIT
| MT_8BIT_I8
;
48 return MAPSURF_8BIT
| MT_8BIT_A8
;
49 case MESA_FORMAT_AL88
:
50 return MAPSURF_16BIT
| MT_16BIT_AY88
;
51 case MESA_FORMAT_RGB565
:
52 return MAPSURF_16BIT
| MT_16BIT_RGB565
;
53 case MESA_FORMAT_ARGB1555
:
54 return MAPSURF_16BIT
| MT_16BIT_ARGB1555
;
55 case MESA_FORMAT_ARGB4444
:
56 return MAPSURF_16BIT
| MT_16BIT_ARGB4444
;
57 case MESA_FORMAT_ARGB8888
:
58 if (internal_format
== GL_RGB
)
59 return MAPSURF_32BIT
| MT_32BIT_XRGB8888
;
61 return MAPSURF_32BIT
| MT_32BIT_ARGB8888
;
62 case MESA_FORMAT_YCBCR_REV
:
63 return (MAPSURF_422
| MT_422_YCRCB_NORMAL
);
64 case MESA_FORMAT_YCBCR
:
65 return (MAPSURF_422
| MT_422_YCRCB_SWAPY
);
66 case MESA_FORMAT_RGB_FXT1
:
67 case MESA_FORMAT_RGBA_FXT1
:
68 return (MAPSURF_COMPRESSED
| MT_COMPRESS_FXT1
);
70 if (DepthMode
== GL_ALPHA
)
71 return (MAPSURF_16BIT
| MT_16BIT_A16
);
72 else if (DepthMode
== GL_INTENSITY
)
73 return (MAPSURF_16BIT
| MT_16BIT_I16
);
75 return (MAPSURF_16BIT
| MT_16BIT_L16
);
76 case MESA_FORMAT_RGBA_DXT1
:
77 case MESA_FORMAT_RGB_DXT1
:
78 return (MAPSURF_COMPRESSED
| MT_COMPRESS_DXT1
);
79 case MESA_FORMAT_RGBA_DXT3
:
80 return (MAPSURF_COMPRESSED
| MT_COMPRESS_DXT2_3
);
81 case MESA_FORMAT_RGBA_DXT5
:
82 return (MAPSURF_COMPRESSED
| MT_COMPRESS_DXT4_5
);
83 case MESA_FORMAT_S8_Z24
:
84 return (MAPSURF_32BIT
| MT_32BIT_xI824
);
86 fprintf(stderr
, "%s: bad image format %x\n", __FUNCTION__
, mesa_format
);
95 /* The i915 (and related graphics cores) do not support GL_CLAMP. The
96 * Intel drivers for "other operating systems" implement GL_CLAMP as
97 * GL_CLAMP_TO_EDGE, so the same is done here.
100 translate_wrap_mode(GLenum wrap
)
104 return TEXCOORDMODE_WRAP
;
106 return TEXCOORDMODE_CLAMP_EDGE
; /* not quite correct */
107 case GL_CLAMP_TO_EDGE
:
108 return TEXCOORDMODE_CLAMP_EDGE
;
109 case GL_CLAMP_TO_BORDER
:
110 return TEXCOORDMODE_CLAMP_BORDER
;
111 case GL_MIRRORED_REPEAT
:
112 return TEXCOORDMODE_MIRROR
;
114 return TEXCOORDMODE_WRAP
;
120 /* Recalculate all state from scratch. Perhaps not the most
121 * efficient, but this has gotten complex enough that we need
122 * something which is understandable and reliable.
125 i915_update_tex_unit(struct intel_context
*intel
, GLuint unit
, GLuint ss3
)
127 GLcontext
*ctx
= &intel
->ctx
;
128 struct i915_context
*i915
= i915_context(ctx
);
129 struct gl_texture_unit
*tUnit
= &ctx
->Texture
.Unit
[unit
];
130 struct gl_texture_object
*tObj
= tUnit
->_Current
;
131 struct intel_texture_object
*intelObj
= intel_texture_object(tObj
);
132 struct gl_texture_image
*firstImage
;
133 GLuint
*state
= i915
->state
.Tex
[unit
], format
, pitch
;
134 GLint lodbias
, aniso
= 0;
137 memset(state
, 0, sizeof(state
));
139 /*We need to refcount these. */
141 if (i915
->state
.tex_buffer
[unit
] != NULL
) {
142 dri_bo_unreference(i915
->state
.tex_buffer
[unit
]);
143 i915
->state
.tex_buffer
[unit
] = NULL
;
146 if (!intelObj
->imageOverride
&& !intel_finalize_mipmap_tree(intel
, unit
))
149 /* Get first image here, since intelObj->firstLevel will get set in
150 * the intel_finalize_mipmap_tree() call above.
152 firstImage
= tObj
->Image
[0][intelObj
->firstLevel
];
154 if (intelObj
->imageOverride
) {
155 i915
->state
.tex_buffer
[unit
] = NULL
;
156 i915
->state
.tex_offset
[unit
] = intelObj
->textureOffset
;
158 switch (intelObj
->depthOverride
) {
160 format
= MAPSURF_32BIT
| MT_32BIT_ARGB8888
;
164 format
= MAPSURF_32BIT
| MT_32BIT_XRGB8888
;
167 format
= MAPSURF_16BIT
| MT_16BIT_RGB565
;
171 pitch
= intelObj
->pitchOverride
;
175 intel_miptree_get_image_offset(intelObj
->mt
, intelObj
->firstLevel
, 0, 0,
178 dri_bo_reference(intelObj
->mt
->region
->buffer
);
179 i915
->state
.tex_buffer
[unit
] = intelObj
->mt
->region
->buffer
;
180 /* XXX: This calculation is probably broken for tiled images with
181 * a non-page-aligned offset.
183 i915
->state
.tex_offset
[unit
] = (dst_x
+ dst_y
* intelObj
->mt
->pitch
) *
186 format
= translate_texture_format(firstImage
->TexFormat
,
187 firstImage
->InternalFormat
,
189 pitch
= intelObj
->mt
->pitch
* intelObj
->mt
->cpp
;
192 state
[I915_TEXREG_MS3
] =
193 (((firstImage
->Height
- 1) << MS3_HEIGHT_SHIFT
) |
194 ((firstImage
->Width
- 1) << MS3_WIDTH_SHIFT
) | format
);
196 if (intelObj
->mt
->region
->tiling
!= I915_TILING_NONE
) {
197 state
[I915_TEXREG_MS3
] |= MS3_TILED_SURFACE
;
198 if (intelObj
->mt
->region
->tiling
== I915_TILING_Y
)
199 state
[I915_TEXREG_MS3
] |= MS3_TILE_WALK
;
202 state
[I915_TEXREG_MS4
] =
203 ((((pitch
/ 4) - 1) << MS4_PITCH_SHIFT
) | MS4_CUBE_FACE_ENA_MASK
|
204 ((((intelObj
->lastLevel
- intelObj
->firstLevel
) * 4)) <<
205 MS4_MAX_LOD_SHIFT
) | ((firstImage
->Depth
- 1) <<
206 MS4_VOLUME_DEPTH_SHIFT
));
210 GLuint minFilt
, mipFilt
, magFilt
;
212 switch (tObj
->MinFilter
) {
214 minFilt
= FILTER_NEAREST
;
215 mipFilt
= MIPFILTER_NONE
;
218 minFilt
= FILTER_LINEAR
;
219 mipFilt
= MIPFILTER_NONE
;
221 case GL_NEAREST_MIPMAP_NEAREST
:
222 minFilt
= FILTER_NEAREST
;
223 mipFilt
= MIPFILTER_NEAREST
;
225 case GL_LINEAR_MIPMAP_NEAREST
:
226 minFilt
= FILTER_LINEAR
;
227 mipFilt
= MIPFILTER_NEAREST
;
229 case GL_NEAREST_MIPMAP_LINEAR
:
230 minFilt
= FILTER_NEAREST
;
231 mipFilt
= MIPFILTER_LINEAR
;
233 case GL_LINEAR_MIPMAP_LINEAR
:
234 minFilt
= FILTER_LINEAR
;
235 mipFilt
= MIPFILTER_LINEAR
;
241 if (tObj
->MaxAnisotropy
> 1.0) {
242 minFilt
= FILTER_ANISOTROPIC
;
243 magFilt
= FILTER_ANISOTROPIC
;
244 if (tObj
->MaxAnisotropy
> 2.0)
245 aniso
= SS2_MAX_ANISO_4
;
247 aniso
= SS2_MAX_ANISO_2
;
250 switch (tObj
->MagFilter
) {
252 magFilt
= FILTER_NEAREST
;
255 magFilt
= FILTER_LINEAR
;
262 lodbias
= (int) ((tUnit
->LodBias
+ tObj
->LodBias
) * 16.0);
267 state
[I915_TEXREG_SS2
] = ((lodbias
<< SS2_LOD_BIAS_SHIFT
) &
272 if (firstImage
->TexFormat
== MESA_FORMAT_YCBCR
||
273 firstImage
->TexFormat
== MESA_FORMAT_YCBCR_REV
)
274 state
[I915_TEXREG_SS2
] |= SS2_COLORSPACE_CONVERSION
;
278 if (tObj
->CompareMode
== GL_COMPARE_R_TO_TEXTURE_ARB
&&
279 tObj
->Target
!= GL_TEXTURE_3D
) {
280 if (tObj
->Target
== GL_TEXTURE_1D
)
283 state
[I915_TEXREG_SS2
] |=
285 intel_translate_shadow_compare_func(tObj
->CompareFunc
));
287 minFilt
= FILTER_4X4_FLAT
;
288 magFilt
= FILTER_4X4_FLAT
;
291 state
[I915_TEXREG_SS2
] |= ((minFilt
<< SS2_MIN_FILTER_SHIFT
) |
292 (mipFilt
<< SS2_MIP_FILTER_SHIFT
) |
293 (magFilt
<< SS2_MAG_FILTER_SHIFT
) |
298 GLenum ws
= tObj
->WrapS
;
299 GLenum wt
= tObj
->WrapT
;
300 GLenum wr
= tObj
->WrapR
;
303 /* 3D textures don't seem to respect the border color.
304 * Fallback if there's ever a danger that they might refer to
307 * Effectively this means fallback on 3D clamp or
310 if (tObj
->Target
== GL_TEXTURE_3D
&&
311 (tObj
->MinFilter
!= GL_NEAREST
||
312 tObj
->MagFilter
!= GL_NEAREST
) &&
316 ws
== GL_CLAMP_TO_BORDER
||
317 wt
== GL_CLAMP_TO_BORDER
|| wr
== GL_CLAMP_TO_BORDER
))
320 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
321 * used) when using cube map texture coordinates
323 if (tObj
->Target
== GL_TEXTURE_CUBE_MAP_ARB
&&
324 (((ws
!= GL_CLAMP
) && (ws
!= GL_CLAMP_TO_EDGE
)) ||
325 ((wt
!= GL_CLAMP
) && (wt
!= GL_CLAMP_TO_EDGE
))))
328 state
[I915_TEXREG_SS3
] = ss3
; /* SS3_NORMALIZED_COORDS */
330 state
[I915_TEXREG_SS3
] |=
331 ((translate_wrap_mode(ws
) << SS3_TCX_ADDR_MODE_SHIFT
) |
332 (translate_wrap_mode(wt
) << SS3_TCY_ADDR_MODE_SHIFT
) |
333 (translate_wrap_mode(wr
) << SS3_TCZ_ADDR_MODE_SHIFT
));
335 state
[I915_TEXREG_SS3
] |= (unit
<< SS3_TEXTUREMAP_INDEX_SHIFT
);
338 /* convert border color from float to ubyte */
339 CLAMPED_FLOAT_TO_UBYTE(border
[0], tObj
->BorderColor
[0]);
340 CLAMPED_FLOAT_TO_UBYTE(border
[1], tObj
->BorderColor
[1]);
341 CLAMPED_FLOAT_TO_UBYTE(border
[2], tObj
->BorderColor
[2]);
342 CLAMPED_FLOAT_TO_UBYTE(border
[3], tObj
->BorderColor
[3]);
344 if (firstImage
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
345 /* GL specs that border color for depth textures is taken from the
346 * R channel, while the hardware uses A. Spam R into all the channels
349 state
[I915_TEXREG_SS4
] = INTEL_PACKCOLOR8888(border
[0],
354 state
[I915_TEXREG_SS4
] = INTEL_PACKCOLOR8888(border
[0],
361 I915_ACTIVESTATE(i915
, I915_UPLOAD_TEX(unit
), GL_TRUE
);
362 /* memcmp was already disabled, but definitely won't work as the
363 * region might now change and that wouldn't be detected:
365 I915_STATECHANGE(i915
, I915_UPLOAD_TEX(unit
));
369 DBG(TEXTURE
, "state[I915_TEXREG_SS2] = 0x%x\n", state
[I915_TEXREG_SS2
]);
370 DBG(TEXTURE
, "state[I915_TEXREG_SS3] = 0x%x\n", state
[I915_TEXREG_SS3
]);
371 DBG(TEXTURE
, "state[I915_TEXREG_SS4] = 0x%x\n", state
[I915_TEXREG_SS4
]);
372 DBG(TEXTURE
, "state[I915_TEXREG_MS2] = 0x%x\n", state
[I915_TEXREG_MS2
]);
373 DBG(TEXTURE
, "state[I915_TEXREG_MS3] = 0x%x\n", state
[I915_TEXREG_MS3
]);
374 DBG(TEXTURE
, "state[I915_TEXREG_MS4] = 0x%x\n", state
[I915_TEXREG_MS4
]);
384 i915UpdateTextureState(struct intel_context
*intel
)
386 GLboolean ok
= GL_TRUE
;
389 for (i
= 0; i
< I915_TEX_UNITS
&& ok
; i
++) {
390 switch (intel
->ctx
.Texture
.Unit
[i
]._ReallyEnabled
) {
393 case TEXTURE_CUBE_BIT
:
395 ok
= i915_update_tex_unit(intel
, i
, SS3_NORMALIZED_COORDS
);
397 case TEXTURE_RECT_BIT
:
398 ok
= i915_update_tex_unit(intel
, i
, 0);
401 struct i915_context
*i915
= i915_context(&intel
->ctx
);
402 if (i915
->state
.active
& I915_UPLOAD_TEX(i
))
403 I915_ACTIVESTATE(i915
, I915_UPLOAD_TEX(i
), GL_FALSE
);
405 if (i915
->state
.tex_buffer
[i
] != NULL
) {
406 dri_bo_unreference(i915
->state
.tex_buffer
[i
]);
407 i915
->state
.tex_buffer
[i
] = NULL
;
418 FALLBACK(intel
, I915_FALLBACK_TEXTURE
, !ok
);