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"
33 #include "intel_mipmap_tree.h"
34 #include "intel_tex.h"
36 #include "i915_context.h"
41 translate_texture_format(gl_format mesa_format
, GLuint internal_format
,
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_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
);
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
);
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
);
90 return (MAPSURF_32BIT
| MT_32BIT_x8L24
);
92 fprintf(stderr
, "%s: bad image format %x\n", __FUNCTION__
, mesa_format
);
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.
106 translate_wrap_mode(GLenum wrap
)
110 return TEXCOORDMODE_WRAP
;
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
;
120 return TEXCOORDMODE_WRAP
;
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.
131 i915_update_tex_unit(struct intel_context
*intel
, GLuint unit
, GLuint ss3
)
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;
144 memset(state
, 0, sizeof(state
));
146 /*We need to refcount these. */
148 if (i915
->state
.tex_buffer
[unit
] != NULL
) {
149 dri_bo_unreference(i915
->state
.tex_buffer
[unit
]);
150 i915
->state
.tex_buffer
[unit
] = NULL
;
153 if (!intel_finalize_mipmap_tree(intel
, unit
))
156 /* Get first image here, since intelObj->firstLevel will get set in
157 * the intel_finalize_mipmap_tree() call above.
159 firstImage
= tObj
->Image
[0][intelObj
->firstLevel
];
161 dri_bo_reference(intelObj
->mt
->region
->buffer
);
162 i915
->state
.tex_buffer
[unit
] = intelObj
->mt
->region
->buffer
;
163 i915
->state
.tex_offset
[unit
] = 0; /* Always the origin of the miptree */
165 format
= translate_texture_format(firstImage
->TexFormat
,
166 firstImage
->InternalFormat
,
168 pitch
= intelObj
->mt
->region
->pitch
* intelObj
->mt
->cpp
;
170 state
[I915_TEXREG_MS3
] =
171 (((firstImage
->Height
- 1) << MS3_HEIGHT_SHIFT
) |
172 ((firstImage
->Width
- 1) << MS3_WIDTH_SHIFT
) | format
);
174 if (intelObj
->mt
->region
->tiling
!= I915_TILING_NONE
) {
175 state
[I915_TEXREG_MS3
] |= MS3_TILED_SURFACE
;
176 if (intelObj
->mt
->region
->tiling
== I915_TILING_Y
)
177 state
[I915_TEXREG_MS3
] |= MS3_TILE_WALK
;
180 /* We get one field with fraction bits for the maximum addressable
181 * (lowest resolution) LOD. Use it to cover both MAX_LEVEL and
184 maxlod
= MIN2(tObj
->MaxLod
, tObj
->_MaxLevel
- tObj
->BaseLevel
);
185 state
[I915_TEXREG_MS4
] =
186 ((((pitch
/ 4) - 1) << MS4_PITCH_SHIFT
) |
187 MS4_CUBE_FACE_ENA_MASK
|
188 (U_FIXED(CLAMP(maxlod
, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT
) |
189 ((firstImage
->Depth
- 1) << MS4_VOLUME_DEPTH_SHIFT
));
193 GLuint minFilt
, mipFilt
, magFilt
;
195 switch (tObj
->MinFilter
) {
197 minFilt
= FILTER_NEAREST
;
198 mipFilt
= MIPFILTER_NONE
;
201 minFilt
= FILTER_LINEAR
;
202 mipFilt
= MIPFILTER_NONE
;
204 case GL_NEAREST_MIPMAP_NEAREST
:
205 minFilt
= FILTER_NEAREST
;
206 mipFilt
= MIPFILTER_NEAREST
;
208 case GL_LINEAR_MIPMAP_NEAREST
:
209 minFilt
= FILTER_LINEAR
;
210 mipFilt
= MIPFILTER_NEAREST
;
212 case GL_NEAREST_MIPMAP_LINEAR
:
213 minFilt
= FILTER_NEAREST
;
214 mipFilt
= MIPFILTER_LINEAR
;
216 case GL_LINEAR_MIPMAP_LINEAR
:
217 minFilt
= FILTER_LINEAR
;
218 mipFilt
= MIPFILTER_LINEAR
;
224 if (tObj
->MaxAnisotropy
> 1.0) {
225 minFilt
= FILTER_ANISOTROPIC
;
226 magFilt
= FILTER_ANISOTROPIC
;
227 if (tObj
->MaxAnisotropy
> 2.0)
228 aniso
= SS2_MAX_ANISO_4
;
230 aniso
= SS2_MAX_ANISO_2
;
233 switch (tObj
->MagFilter
) {
235 magFilt
= FILTER_NEAREST
;
238 magFilt
= FILTER_LINEAR
;
245 lodbias
= (int) ((tUnit
->LodBias
+ tObj
->LodBias
) * 16.0);
250 state
[I915_TEXREG_SS2
] = ((lodbias
<< SS2_LOD_BIAS_SHIFT
) &
255 if (firstImage
->TexFormat
== MESA_FORMAT_YCBCR
||
256 firstImage
->TexFormat
== MESA_FORMAT_YCBCR_REV
)
257 state
[I915_TEXREG_SS2
] |= SS2_COLORSPACE_CONVERSION
;
261 if (tObj
->CompareMode
== GL_COMPARE_R_TO_TEXTURE_ARB
&&
262 tObj
->Target
!= GL_TEXTURE_3D
) {
263 if (tObj
->Target
== GL_TEXTURE_1D
)
266 state
[I915_TEXREG_SS2
] |=
268 intel_translate_shadow_compare_func(tObj
->CompareFunc
));
270 minFilt
= FILTER_4X4_FLAT
;
271 magFilt
= FILTER_4X4_FLAT
;
274 state
[I915_TEXREG_SS2
] |= ((minFilt
<< SS2_MIN_FILTER_SHIFT
) |
275 (mipFilt
<< SS2_MIP_FILTER_SHIFT
) |
276 (magFilt
<< SS2_MAG_FILTER_SHIFT
) |
281 GLenum ws
= tObj
->WrapS
;
282 GLenum wt
= tObj
->WrapT
;
283 GLenum wr
= tObj
->WrapR
;
285 /* We program 1D textures as 2D textures, so the 2D texcoord could
286 * result in sampling border values if we don't set the T wrap to
289 if (tObj
->Target
== GL_TEXTURE_1D
)
292 /* 3D textures don't seem to respect the border color.
293 * Fallback if there's ever a danger that they might refer to
296 * Effectively this means fallback on 3D clamp or
299 if (tObj
->Target
== GL_TEXTURE_3D
&&
300 (tObj
->MinFilter
!= GL_NEAREST
||
301 tObj
->MagFilter
!= GL_NEAREST
) &&
305 ws
== GL_CLAMP_TO_BORDER
||
306 wt
== GL_CLAMP_TO_BORDER
|| wr
== GL_CLAMP_TO_BORDER
))
309 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
310 * used) when using cube map texture coordinates
312 if (tObj
->Target
== GL_TEXTURE_CUBE_MAP_ARB
&&
313 (((ws
!= GL_CLAMP
) && (ws
!= GL_CLAMP_TO_EDGE
)) ||
314 ((wt
!= GL_CLAMP
) && (wt
!= GL_CLAMP_TO_EDGE
))))
317 state
[I915_TEXREG_SS3
] = ss3
; /* SS3_NORMALIZED_COORDS */
319 state
[I915_TEXREG_SS3
] |=
320 ((translate_wrap_mode(ws
) << SS3_TCX_ADDR_MODE_SHIFT
) |
321 (translate_wrap_mode(wt
) << SS3_TCY_ADDR_MODE_SHIFT
) |
322 (translate_wrap_mode(wr
) << SS3_TCZ_ADDR_MODE_SHIFT
));
324 state
[I915_TEXREG_SS3
] |= (unit
<< SS3_TEXTUREMAP_INDEX_SHIFT
);
325 state
[I915_TEXREG_SS3
] |= (U_FIXED(CLAMP(tObj
->MinLod
, 0.0, 11.0), 4) <<
330 /* convert border color from float to ubyte */
331 CLAMPED_FLOAT_TO_UBYTE(border
[0], tObj
->BorderColor
.f
[0]);
332 CLAMPED_FLOAT_TO_UBYTE(border
[1], tObj
->BorderColor
.f
[1]);
333 CLAMPED_FLOAT_TO_UBYTE(border
[2], tObj
->BorderColor
.f
[2]);
334 CLAMPED_FLOAT_TO_UBYTE(border
[3], tObj
->BorderColor
.f
[3]);
336 if (firstImage
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
337 /* GL specs that border color for depth textures is taken from the
338 * R channel, while the hardware uses A. Spam R into all the channels
341 state
[I915_TEXREG_SS4
] = PACK_COLOR_8888(border
[0],
346 state
[I915_TEXREG_SS4
] = PACK_COLOR_8888(border
[3],
353 I915_ACTIVESTATE(i915
, I915_UPLOAD_TEX(unit
), GL_TRUE
);
354 /* memcmp was already disabled, but definitely won't work as the
355 * region might now change and that wouldn't be detected:
357 I915_STATECHANGE(i915
, I915_UPLOAD_TEX(unit
));
361 DBG(TEXTURE
, "state[I915_TEXREG_SS2] = 0x%x\n", state
[I915_TEXREG_SS2
]);
362 DBG(TEXTURE
, "state[I915_TEXREG_SS3] = 0x%x\n", state
[I915_TEXREG_SS3
]);
363 DBG(TEXTURE
, "state[I915_TEXREG_SS4] = 0x%x\n", state
[I915_TEXREG_SS4
]);
364 DBG(TEXTURE
, "state[I915_TEXREG_MS2] = 0x%x\n", state
[I915_TEXREG_MS2
]);
365 DBG(TEXTURE
, "state[I915_TEXREG_MS3] = 0x%x\n", state
[I915_TEXREG_MS3
]);
366 DBG(TEXTURE
, "state[I915_TEXREG_MS4] = 0x%x\n", state
[I915_TEXREG_MS4
]);
376 i915UpdateTextureState(struct intel_context
*intel
)
378 GLboolean ok
= GL_TRUE
;
381 for (i
= 0; i
< I915_TEX_UNITS
&& ok
; i
++) {
382 switch (intel
->ctx
.Texture
.Unit
[i
]._ReallyEnabled
) {
385 case TEXTURE_CUBE_BIT
:
387 ok
= i915_update_tex_unit(intel
, i
, SS3_NORMALIZED_COORDS
);
389 case TEXTURE_RECT_BIT
:
390 ok
= i915_update_tex_unit(intel
, i
, 0);
393 struct i915_context
*i915
= i915_context(&intel
->ctx
);
394 if (i915
->state
.active
& I915_UPLOAD_TEX(i
))
395 I915_ACTIVESTATE(i915
, I915_UPLOAD_TEX(i
), GL_FALSE
);
397 if (i915
->state
.tex_buffer
[i
] != NULL
) {
398 dri_bo_unreference(i915
->state
.tex_buffer
[i
]);
399 i915
->state
.tex_buffer
[i
] = NULL
;
410 FALLBACK(intel
, I915_FALLBACK_TEXTURE
, !ok
);