e0ecdfde24a21aabc6ed1283c118e67d317966f8
[mesa.git] / src / mesa / drivers / dri / i915tex / 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 "mtypes.h"
29 #include "enums.h"
30 #include "texformat.h"
31 #include "dri_bufmgr.h"
32
33 #include "intel_mipmap_tree.h"
34 #include "intel_tex.h"
35
36 #include "i915_context.h"
37 #include "i915_reg.h"
38
39
40 static GLuint
41 translate_texture_format(GLuint mesa_format)
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_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);
67 case MESA_FORMAT_Z16:
68 return (MAPSURF_16BIT | 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_xL824);
78 default:
79 fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, mesa_format);
80 abort();
81 return 0;
82 }
83 }
84
85
86
87
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.
91 */
92 static GLuint
93 translate_wrap_mode(GLenum wrap)
94 {
95 switch (wrap) {
96 case GL_REPEAT:
97 return TEXCOORDMODE_WRAP;
98 case GL_CLAMP:
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;
106 default:
107 return TEXCOORDMODE_WRAP;
108 }
109 }
110
111
112
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.
116 */
117 static GLboolean
118 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
119 {
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];
126
127 memset(state, 0, sizeof(state));
128
129 /*We need to refcount these. */
130
131 if (i915->state.tex_buffer[unit] != NULL) {
132 driBOUnReference(i915->state.tex_buffer[unit]);
133 i915->state.tex_buffer[unit] = NULL;
134 }
135
136 if (!intel_finalize_mipmap_tree(intel, unit))
137 return GL_FALSE;
138
139 /* Get first image here, since intelObj->firstLevel will get set in
140 * the intel_finalize_mipmap_tree() call above.
141 */
142 firstImage = tObj->Image[0][intelObj->firstLevel];
143
144 i915->state.tex_buffer[unit] = driBOReference(intelObj->mt->region->buffer);
145 i915->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt, 0,
146 intelObj->
147 firstLevel);
148
149 state[I915_TEXREG_MS3] =
150 (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
151 ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) |
152 translate_texture_format(firstImage->TexFormat->MesaFormat) |
153 MS3_USE_FENCE_REGS);
154
155 state[I915_TEXREG_MS4] =
156 (((((intelObj->mt->pitch * intelObj->mt->cpp) / 4) -
157 1) << MS4_PITCH_SHIFT) | MS4_CUBE_FACE_ENA_MASK |
158 ((((intelObj->lastLevel -
159 intelObj->firstLevel) *
160 4)) << MS4_MAX_LOD_SHIFT) | ((firstImage->Depth -
161 1) << MS4_VOLUME_DEPTH_SHIFT));
162
163
164 {
165 GLuint minFilt, mipFilt, magFilt;
166
167 switch (tObj->MinFilter) {
168 case GL_NEAREST:
169 minFilt = FILTER_NEAREST;
170 mipFilt = MIPFILTER_NONE;
171 break;
172 case GL_LINEAR:
173 minFilt = FILTER_LINEAR;
174 mipFilt = MIPFILTER_NONE;
175 break;
176 case GL_NEAREST_MIPMAP_NEAREST:
177 minFilt = FILTER_NEAREST;
178 mipFilt = MIPFILTER_NEAREST;
179 break;
180 case GL_LINEAR_MIPMAP_NEAREST:
181 minFilt = FILTER_LINEAR;
182 mipFilt = MIPFILTER_NEAREST;
183 break;
184 case GL_NEAREST_MIPMAP_LINEAR:
185 minFilt = FILTER_NEAREST;
186 mipFilt = MIPFILTER_LINEAR;
187 break;
188 case GL_LINEAR_MIPMAP_LINEAR:
189 minFilt = FILTER_LINEAR;
190 mipFilt = MIPFILTER_LINEAR;
191 break;
192 default:
193 return GL_FALSE;
194 }
195
196 if (tObj->MaxAnisotropy > 1.0) {
197 minFilt = FILTER_ANISOTROPIC;
198 magFilt = FILTER_ANISOTROPIC;
199 }
200 else {
201 switch (tObj->MagFilter) {
202 case GL_NEAREST:
203 magFilt = FILTER_NEAREST;
204 break;
205 case GL_LINEAR:
206 magFilt = FILTER_LINEAR;
207 break;
208 default:
209 return GL_FALSE;
210 }
211 }
212
213 state[I915_TEXREG_SS2] = i915->lodbias_ss2[unit];
214
215 /* YUV conversion:
216 */
217 if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR ||
218 firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV)
219 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
220
221 /* Shadow:
222 */
223 if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
224 tObj->Target != GL_TEXTURE_3D) {
225
226 state[I915_TEXREG_SS2] |=
227 (SS2_SHADOW_ENABLE |
228 intel_translate_compare_func(tObj->CompareFunc));
229
230 minFilt = FILTER_4X4_FLAT;
231 magFilt = FILTER_4X4_FLAT;
232 }
233
234 state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
235 (mipFilt << SS2_MIP_FILTER_SHIFT) |
236 (magFilt << SS2_MAG_FILTER_SHIFT));
237 }
238
239 {
240 GLenum ws = tObj->WrapS;
241 GLenum wt = tObj->WrapT;
242 GLenum wr = tObj->WrapR;
243
244
245 /* 3D textures don't seem to respect the border color.
246 * Fallback if there's ever a danger that they might refer to
247 * it.
248 *
249 * Effectively this means fallback on 3D clamp or
250 * clamp_to_border.
251 */
252 if (tObj->Target == GL_TEXTURE_3D &&
253 (tObj->MinFilter != GL_NEAREST ||
254 tObj->MagFilter != GL_NEAREST) &&
255 (ws == GL_CLAMP ||
256 wt == GL_CLAMP ||
257 wr == GL_CLAMP ||
258 ws == GL_CLAMP_TO_BORDER ||
259 wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
260 return GL_FALSE;
261
262
263 state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
264
265 state[I915_TEXREG_SS3] |=
266 ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
267 (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
268 (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
269
270 state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
271 }
272
273
274 state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0],
275 tObj->_BorderChan[1],
276 tObj->_BorderChan[2],
277 tObj->_BorderChan[3]);
278
279
280 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
281 /* memcmp was already disabled, but definitely won't work as the
282 * region might now change and that wouldn't be detected:
283 */
284 I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
285
286
287 #if 0
288 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
289 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
290 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
291 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
292 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
293 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
294 #endif
295
296 return GL_TRUE;
297 }
298
299
300
301
302 void
303 i915UpdateTextureState(struct intel_context *intel)
304 {
305 GLboolean ok = GL_TRUE;
306 GLuint i;
307
308 for (i = 0; i < I915_TEX_UNITS && ok; i++) {
309 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
310 case TEXTURE_1D_BIT:
311 case TEXTURE_2D_BIT:
312 case TEXTURE_CUBE_BIT:
313 case TEXTURE_3D_BIT:
314 ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
315 break;
316 case TEXTURE_RECT_BIT:
317 ok = i915_update_tex_unit(intel, i, 0);
318 break;
319 case 0:{
320 struct i915_context *i915 = i915_context(&intel->ctx);
321 if (i915->state.active & I915_UPLOAD_TEX(i))
322 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
323
324 if (i915->state.tex_buffer[i] != NULL) {
325 driBOUnReference(i915->state.tex_buffer[i]);
326 i915->state.tex_buffer[i] = NULL;
327 }
328
329 break;
330 }
331 default:
332 ok = GL_FALSE;
333 break;
334 }
335 }
336
337 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
338 }