d6689af53f61305a85f223a6892741a9f719b58e
[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
32 #include "intel_mipmap_tree.h"
33 #include "intel_tex.h"
34
35 #include "i915_context.h"
36 #include "i915_reg.h"
37
38
39 static GLuint
40 translate_texture_format(gl_format mesa_format, GLuint internal_format,
41 GLenum DepthMode)
42 {
43 switch (mesa_format) {
44 case MESA_FORMAT_L8:
45 return MAPSURF_8BIT | MT_8BIT_L8;
46 case MESA_FORMAT_I8:
47 return MAPSURF_8BIT | MT_8BIT_I8;
48 case MESA_FORMAT_A8:
49 return MAPSURF_8BIT | MT_8BIT_A8;
50 case MESA_FORMAT_AL88:
51 return MAPSURF_16BIT | MT_16BIT_AY88;
52 case MESA_FORMAT_RGB565:
53 return MAPSURF_16BIT | MT_16BIT_RGB565;
54 case MESA_FORMAT_ARGB1555:
55 return MAPSURF_16BIT | MT_16BIT_ARGB1555;
56 case MESA_FORMAT_ARGB4444:
57 return MAPSURF_16BIT | MT_16BIT_ARGB4444;
58 case MESA_FORMAT_ARGB8888:
59 if (internal_format == GL_RGB)
60 return MAPSURF_32BIT | MT_32BIT_XRGB8888;
61 else
62 return MAPSURF_32BIT | MT_32BIT_ARGB8888;
63 case MESA_FORMAT_XRGB8888:
64 return MAPSURF_32BIT | MT_32BIT_XRGB8888;
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);
72 case MESA_FORMAT_Z16:
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);
77 else
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 if (DepthMode == GL_ALPHA)
88 return (MAPSURF_32BIT | MT_32BIT_x8A24);
89 else if (DepthMode == GL_INTENSITY)
90 return (MAPSURF_32BIT | MT_32BIT_x8I24);
91 else
92 return (MAPSURF_32BIT | MT_32BIT_x8L24);
93 default:
94 fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, mesa_format);
95 abort();
96 return 0;
97 }
98 }
99
100
101
102
103 /* The i915 (and related graphics cores) do not support GL_CLAMP. The
104 * Intel drivers for "other operating systems" implement GL_CLAMP as
105 * GL_CLAMP_TO_EDGE, so the same is done here.
106 */
107 static GLuint
108 translate_wrap_mode(GLenum wrap)
109 {
110 switch (wrap) {
111 case GL_REPEAT:
112 return TEXCOORDMODE_WRAP;
113 case GL_CLAMP:
114 return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
115 case GL_CLAMP_TO_EDGE:
116 return TEXCOORDMODE_CLAMP_EDGE;
117 case GL_CLAMP_TO_BORDER:
118 return TEXCOORDMODE_CLAMP_BORDER;
119 case GL_MIRRORED_REPEAT:
120 return TEXCOORDMODE_MIRROR;
121 default:
122 return TEXCOORDMODE_WRAP;
123 }
124 }
125
126
127
128 /* Recalculate all state from scratch. Perhaps not the most
129 * efficient, but this has gotten complex enough that we need
130 * something which is understandable and reliable.
131 */
132 static GLboolean
133 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
134 {
135 GLcontext *ctx = &intel->ctx;
136 struct i915_context *i915 = i915_context(ctx);
137 struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
138 struct gl_texture_object *tObj = tUnit->_Current;
139 struct intel_texture_object *intelObj = intel_texture_object(tObj);
140 struct gl_texture_image *firstImage;
141 GLuint *state = i915->state.Tex[unit], format, pitch;
142 GLint lodbias, aniso = 0;
143 GLubyte border[4];
144
145 memset(state, 0, sizeof(state));
146
147 /*We need to refcount these. */
148
149 if (i915->state.tex_buffer[unit] != NULL) {
150 dri_bo_unreference(i915->state.tex_buffer[unit]);
151 i915->state.tex_buffer[unit] = NULL;
152 }
153
154 if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit))
155 return GL_FALSE;
156
157 /* Get first image here, since intelObj->firstLevel will get set in
158 * the intel_finalize_mipmap_tree() call above.
159 */
160 firstImage = tObj->Image[0][intelObj->firstLevel];
161
162 if (intelObj->imageOverride) {
163 i915->state.tex_buffer[unit] = NULL;
164 i915->state.tex_offset[unit] = intelObj->textureOffset;
165
166 switch (intelObj->depthOverride) {
167 case 32:
168 format = MAPSURF_32BIT | MT_32BIT_ARGB8888;
169 break;
170 case 24:
171 default:
172 format = MAPSURF_32BIT | MT_32BIT_XRGB8888;
173 break;
174 case 16:
175 format = MAPSURF_16BIT | MT_16BIT_RGB565;
176 break;
177 }
178
179 pitch = intelObj->pitchOverride;
180 } else {
181 GLuint dst_x, dst_y;
182
183 intel_miptree_get_image_offset(intelObj->mt, intelObj->firstLevel, 0, 0,
184 &dst_x, &dst_y);
185
186 dri_bo_reference(intelObj->mt->region->buffer);
187 i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
188 /* XXX: This calculation is probably broken for tiled images with
189 * a non-page-aligned offset.
190 */
191 i915->state.tex_offset[unit] = (dst_x + dst_y * intelObj->mt->pitch) *
192 intelObj->mt->cpp;
193
194 format = translate_texture_format(firstImage->TexFormat,
195 firstImage->InternalFormat,
196 tObj->DepthMode);
197 pitch = intelObj->mt->pitch * intelObj->mt->cpp;
198 }
199
200 state[I915_TEXREG_MS3] =
201 (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
202 ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
203
204 if (intelObj->mt->region->tiling != I915_TILING_NONE) {
205 state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
206 if (intelObj->mt->region->tiling == I915_TILING_Y)
207 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
208 }
209
210 state[I915_TEXREG_MS4] =
211 ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
212 MS4_CUBE_FACE_ENA_MASK |
213 (U_FIXED(CLAMP(tObj->MaxLod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
214 ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
215
216
217 {
218 GLuint minFilt, mipFilt, magFilt;
219
220 switch (tObj->MinFilter) {
221 case GL_NEAREST:
222 minFilt = FILTER_NEAREST;
223 mipFilt = MIPFILTER_NONE;
224 break;
225 case GL_LINEAR:
226 minFilt = FILTER_LINEAR;
227 mipFilt = MIPFILTER_NONE;
228 break;
229 case GL_NEAREST_MIPMAP_NEAREST:
230 minFilt = FILTER_NEAREST;
231 mipFilt = MIPFILTER_NEAREST;
232 break;
233 case GL_LINEAR_MIPMAP_NEAREST:
234 minFilt = FILTER_LINEAR;
235 mipFilt = MIPFILTER_NEAREST;
236 break;
237 case GL_NEAREST_MIPMAP_LINEAR:
238 minFilt = FILTER_NEAREST;
239 mipFilt = MIPFILTER_LINEAR;
240 break;
241 case GL_LINEAR_MIPMAP_LINEAR:
242 minFilt = FILTER_LINEAR;
243 mipFilt = MIPFILTER_LINEAR;
244 break;
245 default:
246 return GL_FALSE;
247 }
248
249 if (tObj->MaxAnisotropy > 1.0) {
250 minFilt = FILTER_ANISOTROPIC;
251 magFilt = FILTER_ANISOTROPIC;
252 if (tObj->MaxAnisotropy > 2.0)
253 aniso = SS2_MAX_ANISO_4;
254 else
255 aniso = SS2_MAX_ANISO_2;
256 }
257 else {
258 switch (tObj->MagFilter) {
259 case GL_NEAREST:
260 magFilt = FILTER_NEAREST;
261 break;
262 case GL_LINEAR:
263 magFilt = FILTER_LINEAR;
264 break;
265 default:
266 return GL_FALSE;
267 }
268 }
269
270 lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0);
271 if (lodbias < -256)
272 lodbias = -256;
273 if (lodbias > 255)
274 lodbias = 255;
275 state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
276 SS2_LOD_BIAS_MASK);
277
278 /* YUV conversion:
279 */
280 if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
281 firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
282 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
283
284 /* Shadow:
285 */
286 if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
287 tObj->Target != GL_TEXTURE_3D) {
288 if (tObj->Target == GL_TEXTURE_1D)
289 return GL_FALSE;
290
291 state[I915_TEXREG_SS2] |=
292 (SS2_SHADOW_ENABLE |
293 intel_translate_shadow_compare_func(tObj->CompareFunc));
294
295 minFilt = FILTER_4X4_FLAT;
296 magFilt = FILTER_4X4_FLAT;
297 }
298
299 state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
300 (mipFilt << SS2_MIP_FILTER_SHIFT) |
301 (magFilt << SS2_MAG_FILTER_SHIFT) |
302 aniso);
303 }
304
305 {
306 GLenum ws = tObj->WrapS;
307 GLenum wt = tObj->WrapT;
308 GLenum wr = tObj->WrapR;
309
310 /* We program 1D textures as 2D textures, so the 2D texcoord could
311 * result in sampling border values if we don't set the T wrap to
312 * repeat.
313 */
314 if (tObj->Target == GL_TEXTURE_1D)
315 wt = GL_REPEAT;
316
317 /* 3D textures don't seem to respect the border color.
318 * Fallback if there's ever a danger that they might refer to
319 * it.
320 *
321 * Effectively this means fallback on 3D clamp or
322 * clamp_to_border.
323 */
324 if (tObj->Target == GL_TEXTURE_3D &&
325 (tObj->MinFilter != GL_NEAREST ||
326 tObj->MagFilter != GL_NEAREST) &&
327 (ws == GL_CLAMP ||
328 wt == GL_CLAMP ||
329 wr == GL_CLAMP ||
330 ws == GL_CLAMP_TO_BORDER ||
331 wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
332 return GL_FALSE;
333
334 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
335 * used) when using cube map texture coordinates
336 */
337 if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
338 (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
339 ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
340 return GL_FALSE;
341
342 state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
343
344 state[I915_TEXREG_SS3] |=
345 ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
346 (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
347 (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
348
349 state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
350 state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(tObj->MinLod, 0.0, 11.0), 4) <<
351 SS3_MIN_LOD_SHIFT);
352
353 }
354
355 /* convert border color from float to ubyte */
356 CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor[0]);
357 CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor[1]);
358 CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor[2]);
359 CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor[3]);
360
361 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
362 /* GL specs that border color for depth textures is taken from the
363 * R channel, while the hardware uses A. Spam R into all the channels
364 * for safety.
365 */
366 state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(border[0],
367 border[0],
368 border[0],
369 border[0]);
370 } else {
371 state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(border[0],
372 border[1],
373 border[2],
374 border[3]);
375 }
376
377
378 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
379 /* memcmp was already disabled, but definitely won't work as the
380 * region might now change and that wouldn't be detected:
381 */
382 I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
383
384
385 #if 0
386 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
387 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
388 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
389 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
390 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
391 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
392 #endif
393
394 return GL_TRUE;
395 }
396
397
398
399
400 void
401 i915UpdateTextureState(struct intel_context *intel)
402 {
403 GLboolean ok = GL_TRUE;
404 GLuint i;
405
406 for (i = 0; i < I915_TEX_UNITS && ok; i++) {
407 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
408 case TEXTURE_1D_BIT:
409 case TEXTURE_2D_BIT:
410 case TEXTURE_CUBE_BIT:
411 case TEXTURE_3D_BIT:
412 ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
413 break;
414 case TEXTURE_RECT_BIT:
415 ok = i915_update_tex_unit(intel, i, 0);
416 break;
417 case 0:{
418 struct i915_context *i915 = i915_context(&intel->ctx);
419 if (i915->state.active & I915_UPLOAD_TEX(i))
420 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
421
422 if (i915->state.tex_buffer[i] != NULL) {
423 dri_bo_unreference(i915->state.tex_buffer[i]);
424 i915->state.tex_buffer[i] = NULL;
425 }
426
427 break;
428 }
429 default:
430 ok = GL_FALSE;
431 break;
432 }
433 }
434
435 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
436 }