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
->bo
);
167 i915
->state
.tex_buffer
[unit
] = intelObj
->mt
->region
->bo
;
168 i915
->state
.tex_offset
[unit
] = intelObj
->mt
->offset
;
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
))))
323 * According to 3DSTATE_MAP_STATE at page of 104 in Bspec
324 * Vol3d 3D Instructions:
325 * [DevGDG and DevAlv]: Must be a power of 2 for cube maps.
326 * [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps
327 * must have all faces enabled.
329 * But, as I tested on pineview(DevBLB derived), the rendering is
330 * bad(you will find the color isn't samplered right in some
331 * fragments). After checking, it seems that the texture layout is
332 * wrong: making the width and height align of 4(although this
333 * doesn't make much sense) will fix this issue and also broke some
334 * others. Well, Bspec mentioned nothing about the layout alignment
335 * and layout for NPOT cube map. I guess the Bspec just assume it's
338 * Thus, I guess we need do this for other platforms as well.
340 if (tObj
->Target
== GL_TEXTURE_CUBE_MAP_ARB
&&
341 !is_power_of_two(firstImage
->Height
))
344 state
[I915_TEXREG_SS3
] = ss3
; /* SS3_NORMALIZED_COORDS */
346 state
[I915_TEXREG_SS3
] |=
347 ((translate_wrap_mode(ws
) << SS3_TCX_ADDR_MODE_SHIFT
) |
348 (translate_wrap_mode(wt
) << SS3_TCY_ADDR_MODE_SHIFT
) |
349 (translate_wrap_mode(wr
) << SS3_TCZ_ADDR_MODE_SHIFT
));
351 minlod
= MIN2(sampler
->MinLod
, tObj
->_MaxLevel
- tObj
->BaseLevel
);
352 state
[I915_TEXREG_SS3
] |= (unit
<< SS3_TEXTUREMAP_INDEX_SHIFT
);
353 state
[I915_TEXREG_SS3
] |= (U_FIXED(CLAMP(minlod
, 0.0, 11.0), 4) <<
358 /* convert border color from float to ubyte */
359 CLAMPED_FLOAT_TO_UBYTE(border
[0], sampler
->BorderColor
.f
[0]);
360 CLAMPED_FLOAT_TO_UBYTE(border
[1], sampler
->BorderColor
.f
[1]);
361 CLAMPED_FLOAT_TO_UBYTE(border
[2], sampler
->BorderColor
.f
[2]);
362 CLAMPED_FLOAT_TO_UBYTE(border
[3], sampler
->BorderColor
.f
[3]);
364 if (firstImage
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
365 /* GL specs that border color for depth textures is taken from the
366 * R channel, while the hardware uses A. Spam R into all the channels
369 state
[I915_TEXREG_SS4
] = PACK_COLOR_8888(border
[0],
374 state
[I915_TEXREG_SS4
] = PACK_COLOR_8888(border
[3],
381 I915_ACTIVESTATE(i915
, I915_UPLOAD_TEX(unit
), true);
382 /* memcmp was already disabled, but definitely won't work as the
383 * region might now change and that wouldn't be detected:
385 I915_STATECHANGE(i915
, I915_UPLOAD_TEX(unit
));
389 DBG(TEXTURE
, "state[I915_TEXREG_SS2] = 0x%x\n", state
[I915_TEXREG_SS2
]);
390 DBG(TEXTURE
, "state[I915_TEXREG_SS3] = 0x%x\n", state
[I915_TEXREG_SS3
]);
391 DBG(TEXTURE
, "state[I915_TEXREG_SS4] = 0x%x\n", state
[I915_TEXREG_SS4
]);
392 DBG(TEXTURE
, "state[I915_TEXREG_MS2] = 0x%x\n", state
[I915_TEXREG_MS2
]);
393 DBG(TEXTURE
, "state[I915_TEXREG_MS3] = 0x%x\n", state
[I915_TEXREG_MS3
]);
394 DBG(TEXTURE
, "state[I915_TEXREG_MS4] = 0x%x\n", state
[I915_TEXREG_MS4
]);
404 i915UpdateTextureState(struct intel_context
*intel
)
409 for (i
= 0; i
< I915_TEX_UNITS
&& ok
; i
++) {
410 switch (intel
->ctx
.Texture
.Unit
[i
]._ReallyEnabled
) {
413 case TEXTURE_CUBE_BIT
:
415 ok
= i915_update_tex_unit(intel
, i
, SS3_NORMALIZED_COORDS
);
417 case TEXTURE_RECT_BIT
:
418 ok
= i915_update_tex_unit(intel
, i
, 0);
421 struct i915_context
*i915
= i915_context(&intel
->ctx
);
422 if (i915
->state
.active
& I915_UPLOAD_TEX(i
))
423 I915_ACTIVESTATE(i915
, I915_UPLOAD_TEX(i
), false);
425 if (i915
->state
.tex_buffer
[i
] != NULL
) {
426 drm_intel_bo_unreference(i915
->state
.tex_buffer
[i
]);
427 i915
->state
.tex_buffer
[i
] = NULL
;
438 FALLBACK(intel
, I915_FALLBACK_TEXTURE
, !ok
);