f52ff2bcc4ab61ee3a611726f59c13d24e0f55f0
[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 return MAPSURF_32BIT | MT_32BIT_ARGB8888;
60 case MESA_FORMAT_XRGB8888:
61 return MAPSURF_32BIT | MT_32BIT_XRGB8888;
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);
69 case MESA_FORMAT_Z16:
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);
74 else
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 if (DepthMode == GL_ALPHA)
85 return (MAPSURF_32BIT | MT_32BIT_x8A24);
86 else if (DepthMode == GL_INTENSITY)
87 return (MAPSURF_32BIT | MT_32BIT_x8I24);
88 else
89 return (MAPSURF_32BIT | MT_32BIT_x8L24);
90 default:
91 fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, mesa_format);
92 abort();
93 return 0;
94 }
95 }
96
97
98
99
100 /* The i915 (and related graphics cores) do not support GL_CLAMP. The
101 * Intel drivers for "other operating systems" implement GL_CLAMP as
102 * GL_CLAMP_TO_EDGE, so the same is done here.
103 */
104 static GLuint
105 translate_wrap_mode(GLenum wrap)
106 {
107 switch (wrap) {
108 case GL_REPEAT:
109 return TEXCOORDMODE_WRAP;
110 case GL_CLAMP:
111 return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
112 case GL_CLAMP_TO_EDGE:
113 return TEXCOORDMODE_CLAMP_EDGE;
114 case GL_CLAMP_TO_BORDER:
115 return TEXCOORDMODE_CLAMP_BORDER;
116 case GL_MIRRORED_REPEAT:
117 return TEXCOORDMODE_MIRROR;
118 default:
119 return TEXCOORDMODE_WRAP;
120 }
121 }
122
123
124
125 /* Recalculate all state from scratch. Perhaps not the most
126 * efficient, but this has gotten complex enough that we need
127 * something which is understandable and reliable.
128 */
129 static GLboolean
130 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
131 {
132 GLcontext *ctx = &intel->ctx;
133 struct i915_context *i915 = i915_context(ctx);
134 struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
135 struct gl_texture_object *tObj = tUnit->_Current;
136 struct intel_texture_object *intelObj = intel_texture_object(tObj);
137 struct gl_texture_image *firstImage;
138 GLuint *state = i915->state.Tex[unit], format, pitch;
139 GLint lodbias, aniso = 0;
140 GLubyte border[4];
141
142 memset(state, 0, sizeof(state));
143
144 /*We need to refcount these. */
145
146 if (i915->state.tex_buffer[unit] != NULL) {
147 dri_bo_unreference(i915->state.tex_buffer[unit]);
148 i915->state.tex_buffer[unit] = NULL;
149 }
150
151 if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit))
152 return GL_FALSE;
153
154 /* Get first image here, since intelObj->firstLevel will get set in
155 * the intel_finalize_mipmap_tree() call above.
156 */
157 firstImage = tObj->Image[0][intelObj->firstLevel];
158
159 if (intelObj->imageOverride) {
160 i915->state.tex_buffer[unit] = NULL;
161 i915->state.tex_offset[unit] = intelObj->textureOffset;
162
163 switch (intelObj->depthOverride) {
164 case 32:
165 format = MAPSURF_32BIT | MT_32BIT_ARGB8888;
166 break;
167 case 24:
168 default:
169 format = MAPSURF_32BIT | MT_32BIT_XRGB8888;
170 break;
171 case 16:
172 format = MAPSURF_16BIT | MT_16BIT_RGB565;
173 break;
174 }
175
176 pitch = intelObj->pitchOverride;
177 } else {
178 GLuint dst_x, dst_y;
179
180 intel_miptree_get_image_offset(intelObj->mt, intelObj->firstLevel, 0, 0,
181 &dst_x, &dst_y);
182
183 dri_bo_reference(intelObj->mt->region->buffer);
184 i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
185 /* XXX: This calculation is probably broken for tiled images with
186 * a non-page-aligned offset.
187 */
188 i915->state.tex_offset[unit] = (dst_x + dst_y * intelObj->mt->pitch) *
189 intelObj->mt->cpp;
190
191 format = translate_texture_format(firstImage->TexFormat,
192 firstImage->InternalFormat,
193 tObj->DepthMode);
194 pitch = intelObj->mt->pitch * intelObj->mt->cpp;
195 }
196
197 state[I915_TEXREG_MS3] =
198 (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
199 ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
200
201 if (intelObj->mt->region->tiling != I915_TILING_NONE) {
202 state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
203 if (intelObj->mt->region->tiling == I915_TILING_Y)
204 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
205 }
206
207 state[I915_TEXREG_MS4] =
208 ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
209 MS4_CUBE_FACE_ENA_MASK |
210 (U_FIXED(CLAMP(tObj->MaxLod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
211 ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
212
213
214 {
215 GLuint minFilt, mipFilt, magFilt;
216
217 switch (tObj->MinFilter) {
218 case GL_NEAREST:
219 minFilt = FILTER_NEAREST;
220 mipFilt = MIPFILTER_NONE;
221 break;
222 case GL_LINEAR:
223 minFilt = FILTER_LINEAR;
224 mipFilt = MIPFILTER_NONE;
225 break;
226 case GL_NEAREST_MIPMAP_NEAREST:
227 minFilt = FILTER_NEAREST;
228 mipFilt = MIPFILTER_NEAREST;
229 break;
230 case GL_LINEAR_MIPMAP_NEAREST:
231 minFilt = FILTER_LINEAR;
232 mipFilt = MIPFILTER_NEAREST;
233 break;
234 case GL_NEAREST_MIPMAP_LINEAR:
235 minFilt = FILTER_NEAREST;
236 mipFilt = MIPFILTER_LINEAR;
237 break;
238 case GL_LINEAR_MIPMAP_LINEAR:
239 minFilt = FILTER_LINEAR;
240 mipFilt = MIPFILTER_LINEAR;
241 break;
242 default:
243 return GL_FALSE;
244 }
245
246 if (tObj->MaxAnisotropy > 1.0) {
247 minFilt = FILTER_ANISOTROPIC;
248 magFilt = FILTER_ANISOTROPIC;
249 if (tObj->MaxAnisotropy > 2.0)
250 aniso = SS2_MAX_ANISO_4;
251 else
252 aniso = SS2_MAX_ANISO_2;
253 }
254 else {
255 switch (tObj->MagFilter) {
256 case GL_NEAREST:
257 magFilt = FILTER_NEAREST;
258 break;
259 case GL_LINEAR:
260 magFilt = FILTER_LINEAR;
261 break;
262 default:
263 return GL_FALSE;
264 }
265 }
266
267 lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0);
268 if (lodbias < -256)
269 lodbias = -256;
270 if (lodbias > 255)
271 lodbias = 255;
272 state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
273 SS2_LOD_BIAS_MASK);
274
275 /* YUV conversion:
276 */
277 if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
278 firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
279 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
280
281 /* Shadow:
282 */
283 if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
284 tObj->Target != GL_TEXTURE_3D) {
285 if (tObj->Target == GL_TEXTURE_1D)
286 return GL_FALSE;
287
288 state[I915_TEXREG_SS2] |=
289 (SS2_SHADOW_ENABLE |
290 intel_translate_shadow_compare_func(tObj->CompareFunc));
291
292 minFilt = FILTER_4X4_FLAT;
293 magFilt = FILTER_4X4_FLAT;
294 }
295
296 state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
297 (mipFilt << SS2_MIP_FILTER_SHIFT) |
298 (magFilt << SS2_MAG_FILTER_SHIFT) |
299 aniso);
300 }
301
302 {
303 GLenum ws = tObj->WrapS;
304 GLenum wt = tObj->WrapT;
305 GLenum wr = tObj->WrapR;
306
307 /* We program 1D textures as 2D textures, so the 2D texcoord could
308 * result in sampling border values if we don't set the T wrap to
309 * repeat.
310 */
311 if (tObj->Target == GL_TEXTURE_1D)
312 wt = GL_REPEAT;
313
314 /* 3D textures don't seem to respect the border color.
315 * Fallback if there's ever a danger that they might refer to
316 * it.
317 *
318 * Effectively this means fallback on 3D clamp or
319 * clamp_to_border.
320 */
321 if (tObj->Target == GL_TEXTURE_3D &&
322 (tObj->MinFilter != GL_NEAREST ||
323 tObj->MagFilter != GL_NEAREST) &&
324 (ws == GL_CLAMP ||
325 wt == GL_CLAMP ||
326 wr == GL_CLAMP ||
327 ws == GL_CLAMP_TO_BORDER ||
328 wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
329 return GL_FALSE;
330
331 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
332 * used) when using cube map texture coordinates
333 */
334 if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
335 (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
336 ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
337 return GL_FALSE;
338
339 state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
340
341 state[I915_TEXREG_SS3] |=
342 ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
343 (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
344 (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
345
346 state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
347 state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(tObj->MinLod, 0.0, 11.0), 4) <<
348 SS3_MIN_LOD_SHIFT);
349
350 }
351
352 /* convert border color from float to ubyte */
353 CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor[0]);
354 CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor[1]);
355 CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor[2]);
356 CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor[3]);
357
358 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
359 /* GL specs that border color for depth textures is taken from the
360 * R channel, while the hardware uses A. Spam R into all the channels
361 * for safety.
362 */
363 state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(border[0],
364 border[0],
365 border[0],
366 border[0]);
367 } else {
368 state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(border[0],
369 border[1],
370 border[2],
371 border[3]);
372 }
373
374
375 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
376 /* memcmp was already disabled, but definitely won't work as the
377 * region might now change and that wouldn't be detected:
378 */
379 I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
380
381
382 #if 0
383 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
384 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
385 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
386 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
387 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
388 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
389 #endif
390
391 return GL_TRUE;
392 }
393
394
395
396
397 void
398 i915UpdateTextureState(struct intel_context *intel)
399 {
400 GLboolean ok = GL_TRUE;
401 GLuint i;
402
403 for (i = 0; i < I915_TEX_UNITS && ok; i++) {
404 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
405 case TEXTURE_1D_BIT:
406 case TEXTURE_2D_BIT:
407 case TEXTURE_CUBE_BIT:
408 case TEXTURE_3D_BIT:
409 ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
410 break;
411 case TEXTURE_RECT_BIT:
412 ok = i915_update_tex_unit(intel, i, 0);
413 break;
414 case 0:{
415 struct i915_context *i915 = i915_context(&intel->ctx);
416 if (i915->state.active & I915_UPLOAD_TEX(i))
417 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
418
419 if (i915->state.tex_buffer[i] != NULL) {
420 dri_bo_unreference(i915->state.tex_buffer[i]);
421 i915->state.tex_buffer[i] = NULL;
422 }
423
424 break;
425 }
426 default:
427 ok = GL_FALSE;
428 break;
429 }
430 }
431
432 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
433 }