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 **************************************************************************/
30 #include "texformat.h"
31 #include "dri_bufmgr.h"
33 #include "intel_mipmap_tree.h"
34 #include "intel_tex.h"
36 #include "i915_context.h"
41 translate_texture_format(GLuint mesa_format
, GLenum DepthMode
)
43 switch (mesa_format
) {
45 return MAPSURF_8BIT
| MT_8BIT_L8
;
47 return MAPSURF_8BIT
| MT_8BIT_I8
;
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_YCBCR_REV
:
61 return (MAPSURF_422
| MT_422_YCRCB_NORMAL
);
62 case MESA_FORMAT_YCBCR
:
63 return (MAPSURF_422
| MT_422_YCRCB_SWAPY
);
64 case MESA_FORMAT_RGB_FXT1
:
65 case MESA_FORMAT_RGBA_FXT1
:
66 return (MAPSURF_COMPRESSED
| MT_COMPRESS_FXT1
);
68 return (MAPSURF_16BIT
| (DepthMode
==GL_ALPHA
?MT_16BIT_A16
:MT_16BIT_L16
));
69 case MESA_FORMAT_RGBA_DXT1
:
70 case MESA_FORMAT_RGB_DXT1
:
71 return (MAPSURF_COMPRESSED
| MT_COMPRESS_DXT1
);
72 case MESA_FORMAT_RGBA_DXT3
:
73 return (MAPSURF_COMPRESSED
| MT_COMPRESS_DXT2_3
);
74 case MESA_FORMAT_RGBA_DXT5
:
75 return (MAPSURF_COMPRESSED
| MT_COMPRESS_DXT4_5
);
76 case MESA_FORMAT_Z24_S8
:
77 return (MAPSURF_32BIT
| MT_32BIT_xI824
);
79 fprintf(stderr
, "%s: bad image format %x\n", __FUNCTION__
, mesa_format
);
88 /* The i915 (and related graphics cores) do not support GL_CLAMP. The
89 * Intel drivers for "other operating systems" implement GL_CLAMP as
90 * GL_CLAMP_TO_EDGE, so the same is done here.
93 translate_wrap_mode(GLenum wrap
)
97 return TEXCOORDMODE_WRAP
;
99 return TEXCOORDMODE_CLAMP_EDGE
; /* not quite correct */
100 case GL_CLAMP_TO_EDGE
:
101 return TEXCOORDMODE_CLAMP_EDGE
;
102 case GL_CLAMP_TO_BORDER
:
103 return TEXCOORDMODE_CLAMP_BORDER
;
104 case GL_MIRRORED_REPEAT
:
105 return TEXCOORDMODE_MIRROR
;
107 return TEXCOORDMODE_WRAP
;
113 /* Recalculate all state from scratch. Perhaps not the most
114 * efficient, but this has gotten complex enough that we need
115 * something which is understandable and reliable.
118 i915_update_tex_unit(struct intel_context
*intel
, GLuint unit
, GLuint ss3
)
120 GLcontext
*ctx
= &intel
->ctx
;
121 struct i915_context
*i915
= i915_context(ctx
);
122 struct gl_texture_object
*tObj
= ctx
->Texture
.Unit
[unit
]._Current
;
123 struct intel_texture_object
*intelObj
= intel_texture_object(tObj
);
124 struct gl_texture_image
*firstImage
;
125 GLuint
*state
= i915
->state
.Tex
[unit
], format
, pitch
;
127 memset(state
, 0, sizeof(state
));
129 /*We need to refcount these. */
131 if (i915
->state
.tex_buffer
[unit
] != NULL
) {
132 dri_bo_unreference(i915
->state
.tex_buffer
[unit
]);
133 i915
->state
.tex_buffer
[unit
] = NULL
;
136 if (!intelObj
->imageOverride
&& !intel_finalize_mipmap_tree(intel
, unit
))
139 /* Get first image here, since intelObj->firstLevel will get set in
140 * the intel_finalize_mipmap_tree() call above.
142 firstImage
= tObj
->Image
[0][intelObj
->firstLevel
];
144 if (intelObj
->imageOverride
) {
145 i915
->state
.tex_buffer
[unit
] = NULL
;
146 i915
->state
.tex_offset
[unit
] = intelObj
->textureOffset
;
148 switch (intelObj
->depthOverride
) {
150 format
= MAPSURF_32BIT
| MT_32BIT_ARGB8888
;
154 format
= MAPSURF_32BIT
| MT_32BIT_XRGB8888
;
157 format
= MAPSURF_16BIT
| MT_16BIT_RGB565
;
161 pitch
= intelObj
->pitchOverride
;
163 dri_bo_reference(intelObj
->mt
->region
->buffer
);
164 i915
->state
.tex_buffer
[unit
] = intelObj
->mt
->region
->buffer
;
165 i915
->state
.tex_offset
[unit
] = intel_miptree_image_offset(intelObj
->mt
,
169 format
= translate_texture_format(firstImage
->TexFormat
->MesaFormat
,
171 pitch
= intelObj
->mt
->pitch
* intelObj
->mt
->cpp
;
174 state
[I915_TEXREG_MS3
] =
175 (((firstImage
->Height
- 1) << MS3_HEIGHT_SHIFT
) |
176 ((firstImage
->Width
- 1) << MS3_WIDTH_SHIFT
) | format
|
179 state
[I915_TEXREG_MS4
] =
180 ((((pitch
/ 4) - 1) << MS4_PITCH_SHIFT
) | MS4_CUBE_FACE_ENA_MASK
|
181 ((((intelObj
->lastLevel
- intelObj
->firstLevel
) * 4)) <<
182 MS4_MAX_LOD_SHIFT
) | ((firstImage
->Depth
- 1) <<
183 MS4_VOLUME_DEPTH_SHIFT
));
187 GLuint minFilt
, mipFilt
, magFilt
;
189 switch (tObj
->MinFilter
) {
191 minFilt
= FILTER_NEAREST
;
192 mipFilt
= MIPFILTER_NONE
;
195 minFilt
= FILTER_LINEAR
;
196 mipFilt
= MIPFILTER_NONE
;
198 case GL_NEAREST_MIPMAP_NEAREST
:
199 minFilt
= FILTER_NEAREST
;
200 mipFilt
= MIPFILTER_NEAREST
;
202 case GL_LINEAR_MIPMAP_NEAREST
:
203 minFilt
= FILTER_LINEAR
;
204 mipFilt
= MIPFILTER_NEAREST
;
206 case GL_NEAREST_MIPMAP_LINEAR
:
207 minFilt
= FILTER_NEAREST
;
208 mipFilt
= MIPFILTER_LINEAR
;
210 case GL_LINEAR_MIPMAP_LINEAR
:
211 minFilt
= FILTER_LINEAR
;
212 mipFilt
= MIPFILTER_LINEAR
;
218 if (tObj
->MaxAnisotropy
> 1.0) {
219 minFilt
= FILTER_ANISOTROPIC
;
220 magFilt
= FILTER_ANISOTROPIC
;
223 switch (tObj
->MagFilter
) {
225 magFilt
= FILTER_NEAREST
;
228 magFilt
= FILTER_LINEAR
;
235 state
[I915_TEXREG_SS2
] = i915
->lodbias_ss2
[unit
];
239 if (firstImage
->TexFormat
->MesaFormat
== MESA_FORMAT_YCBCR
||
240 firstImage
->TexFormat
->MesaFormat
== MESA_FORMAT_YCBCR_REV
)
241 state
[I915_TEXREG_SS2
] |= SS2_COLORSPACE_CONVERSION
;
245 if (tObj
->CompareMode
== GL_COMPARE_R_TO_TEXTURE_ARB
&&
246 tObj
->Target
!= GL_TEXTURE_3D
) {
248 state
[I915_TEXREG_SS2
] |=
250 intel_translate_shadow_compare_func(tObj
->CompareFunc
));
252 minFilt
= FILTER_4X4_FLAT
;
253 magFilt
= FILTER_4X4_FLAT
;
256 state
[I915_TEXREG_SS2
] |= ((minFilt
<< SS2_MIN_FILTER_SHIFT
) |
257 (mipFilt
<< SS2_MIP_FILTER_SHIFT
) |
258 (magFilt
<< SS2_MAG_FILTER_SHIFT
));
262 GLenum ws
= tObj
->WrapS
;
263 GLenum wt
= tObj
->WrapT
;
264 GLenum wr
= tObj
->WrapR
;
267 /* 3D textures don't seem to respect the border color.
268 * Fallback if there's ever a danger that they might refer to
271 * Effectively this means fallback on 3D clamp or
274 if (tObj
->Target
== GL_TEXTURE_3D
&&
275 (tObj
->MinFilter
!= GL_NEAREST
||
276 tObj
->MagFilter
!= GL_NEAREST
) &&
280 ws
== GL_CLAMP_TO_BORDER
||
281 wt
== GL_CLAMP_TO_BORDER
|| wr
== GL_CLAMP_TO_BORDER
))
285 state
[I915_TEXREG_SS3
] = ss3
; /* SS3_NORMALIZED_COORDS */
287 state
[I915_TEXREG_SS3
] |=
288 ((translate_wrap_mode(ws
) << SS3_TCX_ADDR_MODE_SHIFT
) |
289 (translate_wrap_mode(wt
) << SS3_TCY_ADDR_MODE_SHIFT
) |
290 (translate_wrap_mode(wr
) << SS3_TCZ_ADDR_MODE_SHIFT
));
292 state
[I915_TEXREG_SS3
] |= (unit
<< SS3_TEXTUREMAP_INDEX_SHIFT
);
296 state
[I915_TEXREG_SS4
] = INTEL_PACKCOLOR8888(tObj
->_BorderChan
[0],
297 tObj
->_BorderChan
[1],
298 tObj
->_BorderChan
[2],
299 tObj
->_BorderChan
[3]);
302 I915_ACTIVESTATE(i915
, I915_UPLOAD_TEX(unit
), GL_TRUE
);
303 /* memcmp was already disabled, but definitely won't work as the
304 * region might now change and that wouldn't be detected:
306 I915_STATECHANGE(i915
, I915_UPLOAD_TEX(unit
));
310 DBG(TEXTURE
, "state[I915_TEXREG_SS2] = 0x%x\n", state
[I915_TEXREG_SS2
]);
311 DBG(TEXTURE
, "state[I915_TEXREG_SS3] = 0x%x\n", state
[I915_TEXREG_SS3
]);
312 DBG(TEXTURE
, "state[I915_TEXREG_SS4] = 0x%x\n", state
[I915_TEXREG_SS4
]);
313 DBG(TEXTURE
, "state[I915_TEXREG_MS2] = 0x%x\n", state
[I915_TEXREG_MS2
]);
314 DBG(TEXTURE
, "state[I915_TEXREG_MS3] = 0x%x\n", state
[I915_TEXREG_MS3
]);
315 DBG(TEXTURE
, "state[I915_TEXREG_MS4] = 0x%x\n", state
[I915_TEXREG_MS4
]);
325 i915UpdateTextureState(struct intel_context
*intel
)
327 GLboolean ok
= GL_TRUE
;
330 for (i
= 0; i
< I915_TEX_UNITS
&& ok
; i
++) {
331 switch (intel
->ctx
.Texture
.Unit
[i
]._ReallyEnabled
) {
334 case TEXTURE_CUBE_BIT
:
336 ok
= i915_update_tex_unit(intel
, i
, SS3_NORMALIZED_COORDS
);
338 case TEXTURE_RECT_BIT
:
339 ok
= i915_update_tex_unit(intel
, i
, 0);
342 struct i915_context
*i915
= i915_context(&intel
->ctx
);
343 if (i915
->state
.active
& I915_UPLOAD_TEX(i
))
344 I915_ACTIVESTATE(i915
, I915_UPLOAD_TEX(i
), GL_FALSE
);
346 if (i915
->state
.tex_buffer
[i
] != NULL
) {
347 dri_bo_unreference(i915
->state
.tex_buffer
[i
]);
348 i915
->state
.tex_buffer
[i
] = NULL
;
359 FALLBACK(intel
, I915_FALLBACK_TEXTURE
, !ok
);