2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
6 Permission is hereby granted, free of charge, to any person obtaining
7 a 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, sublicense, 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
16 portions of the Software.
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **********************************************************************/
29 * Keith Whitwell <keith@tungstengraphics.com>
33 #include "brw_context.h"
34 #include "brw_state.h"
35 #include "brw_defines.h"
37 #include "main/macros.h"
38 #include "main/samplerobj.h"
41 /* Samplers aren't strictly wm state from the hardware's perspective,
42 * but that is the only situation in which we use them in this driver.
48 translate_wrap_mode(GLenum wrap
, bool using_nearest
)
52 return BRW_TEXCOORDMODE_WRAP
;
54 /* GL_CLAMP is the weird mode where coordinates are clamped to
55 * [0.0, 1.0], so linear filtering of coordinates outside of
56 * [0.0, 1.0] give you half edge texel value and half border
57 * color. The fragment shader will clamp the coordinates, and
58 * we set clamp_border here, which gets the result desired. We
59 * just use clamp(_to_edge) for nearest, because for nearest
60 * clamping to 1.0 gives border color instead of the desired
64 return BRW_TEXCOORDMODE_CLAMP
;
66 return BRW_TEXCOORDMODE_CLAMP_BORDER
;
67 case GL_CLAMP_TO_EDGE
:
68 return BRW_TEXCOORDMODE_CLAMP
;
69 case GL_CLAMP_TO_BORDER
:
70 return BRW_TEXCOORDMODE_CLAMP_BORDER
;
71 case GL_MIRRORED_REPEAT
:
72 return BRW_TEXCOORDMODE_MIRROR
;
74 return BRW_TEXCOORDMODE_WRAP
;
79 * Upload SAMPLER_BORDER_COLOR_STATE.
82 upload_default_color(struct brw_context
*brw
, struct gl_sampler_object
*sampler
,
83 int unit
, int ss_index
)
85 struct intel_context
*intel
= &brw
->intel
;
86 struct gl_context
*ctx
= &intel
->ctx
;
87 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
88 struct gl_texture_object
*texObj
= texUnit
->_Current
;
89 struct gl_texture_image
*firstImage
= texObj
->Image
[0][texObj
->BaseLevel
];
92 switch (firstImage
->_BaseFormat
) {
93 case GL_DEPTH_COMPONENT
:
94 /* GL specs that border color for depth textures is taken from the
95 * R channel, while the hardware uses A. Spam R into all the
96 * channels for safety.
98 color
[0] = sampler
->BorderColor
.f
[0];
99 color
[1] = sampler
->BorderColor
.f
[0];
100 color
[2] = sampler
->BorderColor
.f
[0];
101 color
[3] = sampler
->BorderColor
.f
[0];
107 color
[3] = sampler
->BorderColor
.f
[3];
110 color
[0] = sampler
->BorderColor
.f
[0];
111 color
[1] = sampler
->BorderColor
.f
[0];
112 color
[2] = sampler
->BorderColor
.f
[0];
113 color
[3] = sampler
->BorderColor
.f
[0];
116 color
[0] = sampler
->BorderColor
.f
[0];
117 color
[1] = sampler
->BorderColor
.f
[0];
118 color
[2] = sampler
->BorderColor
.f
[0];
121 case GL_LUMINANCE_ALPHA
:
122 color
[0] = sampler
->BorderColor
.f
[0];
123 color
[1] = sampler
->BorderColor
.f
[0];
124 color
[2] = sampler
->BorderColor
.f
[0];
125 color
[3] = sampler
->BorderColor
.f
[3];
128 color
[0] = sampler
->BorderColor
.f
[0];
129 color
[1] = sampler
->BorderColor
.f
[1];
130 color
[2] = sampler
->BorderColor
.f
[2];
131 color
[3] = sampler
->BorderColor
.f
[3];
135 /* In some cases we use an RGBA surface format for GL RGB textures,
136 * where we've initialized the A channel to 1.0. We also have to set
137 * the border color alpha to 1.0 in that case.
139 if (firstImage
->_BaseFormat
== GL_RGB
)
142 if (intel
->gen
== 5 || intel
->gen
== 6) {
143 struct gen5_sampler_default_color
*sdc
;
145 sdc
= brw_state_batch(brw
, AUB_TRACE_SAMPLER_DEFAULT_COLOR
,
146 sizeof(*sdc
), 32, &brw
->wm
.sdc_offset
[ss_index
]);
148 memset(sdc
, 0, sizeof(*sdc
));
150 UNCLAMPED_FLOAT_TO_UBYTE(sdc
->ub
[0], color
[0]);
151 UNCLAMPED_FLOAT_TO_UBYTE(sdc
->ub
[1], color
[1]);
152 UNCLAMPED_FLOAT_TO_UBYTE(sdc
->ub
[2], color
[2]);
153 UNCLAMPED_FLOAT_TO_UBYTE(sdc
->ub
[3], color
[3]);
155 UNCLAMPED_FLOAT_TO_USHORT(sdc
->us
[0], color
[0]);
156 UNCLAMPED_FLOAT_TO_USHORT(sdc
->us
[1], color
[1]);
157 UNCLAMPED_FLOAT_TO_USHORT(sdc
->us
[2], color
[2]);
158 UNCLAMPED_FLOAT_TO_USHORT(sdc
->us
[3], color
[3]);
160 UNCLAMPED_FLOAT_TO_SHORT(sdc
->s
[0], color
[0]);
161 UNCLAMPED_FLOAT_TO_SHORT(sdc
->s
[1], color
[1]);
162 UNCLAMPED_FLOAT_TO_SHORT(sdc
->s
[2], color
[2]);
163 UNCLAMPED_FLOAT_TO_SHORT(sdc
->s
[3], color
[3]);
165 sdc
->hf
[0] = _mesa_float_to_half(color
[0]);
166 sdc
->hf
[1] = _mesa_float_to_half(color
[1]);
167 sdc
->hf
[2] = _mesa_float_to_half(color
[2]);
168 sdc
->hf
[3] = _mesa_float_to_half(color
[3]);
170 sdc
->b
[0] = sdc
->s
[0] >> 8;
171 sdc
->b
[1] = sdc
->s
[1] >> 8;
172 sdc
->b
[2] = sdc
->s
[2] >> 8;
173 sdc
->b
[3] = sdc
->s
[3] >> 8;
175 sdc
->f
[0] = color
[0];
176 sdc
->f
[1] = color
[1];
177 sdc
->f
[2] = color
[2];
178 sdc
->f
[3] = color
[3];
180 struct brw_sampler_default_color
*sdc
;
182 sdc
= brw_state_batch(brw
, AUB_TRACE_SAMPLER_DEFAULT_COLOR
,
183 sizeof(*sdc
), 32, &brw
->wm
.sdc_offset
[ss_index
]);
185 COPY_4V(sdc
->color
, color
);
190 * Sets the sampler state for a single unit based off of the sampler key
193 static void brw_update_sampler_state(struct brw_context
*brw
,
196 struct brw_sampler_state
*sampler
)
198 struct intel_context
*intel
= &brw
->intel
;
199 struct gl_context
*ctx
= &intel
->ctx
;
200 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
201 struct gl_texture_object
*texObj
= texUnit
->_Current
;
202 struct gl_sampler_object
*gl_sampler
= _mesa_get_samplerobj(ctx
, unit
);
203 bool using_nearest
= false;
205 /* These don't use samplers at all. */
206 if (texObj
->Target
== GL_TEXTURE_BUFFER
)
209 switch (gl_sampler
->MinFilter
) {
211 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
212 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
213 using_nearest
= true;
216 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
217 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
219 case GL_NEAREST_MIPMAP_NEAREST
:
220 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
221 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
223 case GL_LINEAR_MIPMAP_NEAREST
:
224 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
225 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
227 case GL_NEAREST_MIPMAP_LINEAR
:
228 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
229 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
231 case GL_LINEAR_MIPMAP_LINEAR
:
232 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
233 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
241 if (gl_sampler
->MaxAnisotropy
> 1.0) {
242 sampler
->ss0
.min_filter
= BRW_MAPFILTER_ANISOTROPIC
;
243 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_ANISOTROPIC
;
245 if (gl_sampler
->MaxAnisotropy
> 2.0) {
246 sampler
->ss3
.max_aniso
= MIN2((gl_sampler
->MaxAnisotropy
- 2) / 2,
251 switch (gl_sampler
->MagFilter
) {
253 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_NEAREST
;
254 using_nearest
= true;
257 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_LINEAR
;
264 sampler
->ss1
.r_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapR
,
266 sampler
->ss1
.s_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapS
,
268 sampler
->ss1
.t_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapT
,
271 if (intel
->gen
>= 6 &&
272 sampler
->ss0
.min_filter
!= sampler
->ss0
.mag_filter
)
273 sampler
->ss0
.min_mag_neq
= 1;
275 /* Cube-maps on 965 and later must use the same wrap mode for all 3
276 * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
278 if (texObj
->Target
== GL_TEXTURE_CUBE_MAP
||
279 texObj
->Target
== GL_TEXTURE_CUBE_MAP_ARRAY
) {
280 if (ctx
->Texture
.CubeMapSeamless
&&
281 (gl_sampler
->MinFilter
!= GL_NEAREST
||
282 gl_sampler
->MagFilter
!= GL_NEAREST
)) {
283 sampler
->ss1
.r_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
284 sampler
->ss1
.s_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
285 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
287 sampler
->ss1
.r_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
288 sampler
->ss1
.s_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
289 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
291 } else if (texObj
->Target
== GL_TEXTURE_1D
) {
292 /* There's a bug in 1D texture sampling - it actually pays
293 * attention to the wrap_t value, though it should not.
294 * Override the wrap_t value here to GL_REPEAT to keep
295 * any nonexistent border pixels from floating in.
297 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_WRAP
;
301 /* Set shadow function:
303 if (gl_sampler
->CompareMode
== GL_COMPARE_R_TO_TEXTURE_ARB
) {
304 /* Shadowing is "enabled" by emitting a particular sampler
305 * message (sample_c). So need to recompile WM program when
306 * shadow comparison is enabled on each/any texture unit.
308 sampler
->ss0
.shadow_function
=
309 intel_translate_shadow_compare_func(gl_sampler
->CompareFunc
);
314 sampler
->ss0
.lod_bias
= S_FIXED(CLAMP(texUnit
->LodBias
+
315 gl_sampler
->LodBias
, -16, 15), 6);
317 sampler
->ss0
.lod_preclamp
= 1; /* OpenGL mode */
318 sampler
->ss0
.default_color_mode
= 0; /* OpenGL/DX10 mode */
320 /* Set BaseMipLevel, MaxLOD, MinLOD:
322 * XXX: I don't think that using firstLevel, lastLevel works,
323 * because we always setup the surface state as if firstLevel ==
324 * level zero. Probably have to subtract firstLevel from each of
327 sampler
->ss0
.base_level
= U_FIXED(0, 1);
329 sampler
->ss1
.max_lod
= U_FIXED(CLAMP(gl_sampler
->MaxLod
, 0, 13), 6);
330 sampler
->ss1
.min_lod
= U_FIXED(CLAMP(gl_sampler
->MinLod
, 0, 13), 6);
332 /* On Gen6+, the sampler can handle non-normalized texture
333 * rectangle coordinates natively
335 if (intel
->gen
>= 6 && texObj
->Target
== GL_TEXTURE_RECTANGLE
) {
336 sampler
->ss3
.non_normalized_coord
= 1;
339 upload_default_color(brw
, gl_sampler
, unit
, ss_index
);
341 if (intel
->gen
>= 6) {
342 sampler
->ss2
.default_color_pointer
= brw
->wm
.sdc_offset
[ss_index
] >> 5;
345 sampler
->ss2
.default_color_pointer
= (intel
->batch
.bo
->offset
+
346 brw
->wm
.sdc_offset
[ss_index
]) >> 5;
348 drm_intel_bo_emit_reloc(intel
->batch
.bo
,
349 brw
->sampler
.offset
+
350 ss_index
* sizeof(struct brw_sampler_state
) +
351 offsetof(struct brw_sampler_state
, ss2
),
352 intel
->batch
.bo
, brw
->wm
.sdc_offset
[ss_index
],
353 I915_GEM_DOMAIN_SAMPLER
, 0);
356 if (sampler
->ss0
.min_filter
!= BRW_MAPFILTER_NEAREST
)
357 sampler
->ss3
.address_round
|= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN
|
358 BRW_ADDRESS_ROUNDING_ENABLE_V_MIN
|
359 BRW_ADDRESS_ROUNDING_ENABLE_R_MIN
;
360 if (sampler
->ss0
.mag_filter
!= BRW_MAPFILTER_NEAREST
)
361 sampler
->ss3
.address_round
|= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG
|
362 BRW_ADDRESS_ROUNDING_ENABLE_V_MAG
|
363 BRW_ADDRESS_ROUNDING_ENABLE_R_MAG
;
368 brw_upload_samplers(struct brw_context
*brw
)
370 struct gl_context
*ctx
= &brw
->intel
.ctx
;
371 struct brw_sampler_state
*samplers
;
373 /* BRW_NEW_VERTEX_PROGRAM and BRW_NEW_FRAGMENT_PROGRAM */
374 struct gl_program
*vs
= (struct gl_program
*) brw
->vertex_program
;
375 struct gl_program
*fs
= (struct gl_program
*) brw
->fragment_program
;
377 GLbitfield SamplersUsed
= vs
->SamplersUsed
| fs
->SamplersUsed
;
379 /* ARB programs use the texture unit number as the sampler index, so we
380 * need to find the highest unit used. A bit-count will not work.
382 brw
->sampler
.count
= _mesa_fls(SamplersUsed
);
384 if (brw
->sampler
.count
== 0)
387 samplers
= brw_state_batch(brw
, AUB_TRACE_SAMPLER_STATE
,
388 brw
->sampler
.count
* sizeof(*samplers
),
389 32, &brw
->sampler
.offset
);
390 memset(samplers
, 0, brw
->sampler
.count
* sizeof(*samplers
));
392 for (unsigned s
= 0; s
< brw
->sampler
.count
; s
++) {
393 if (SamplersUsed
& (1 << s
)) {
394 const unsigned unit
= (fs
->SamplersUsed
& (1 << s
)) ?
395 fs
->SamplerUnits
[s
] : vs
->SamplerUnits
[s
];
396 if (ctx
->Texture
.Unit
[unit
]._ReallyEnabled
)
397 brw_update_sampler_state(brw
, unit
, s
, &samplers
[s
]);
401 brw
->state
.dirty
.cache
|= CACHE_NEW_SAMPLER
;
404 const struct brw_tracked_state brw_samplers
= {
406 .mesa
= _NEW_TEXTURE
,
407 .brw
= BRW_NEW_BATCH
|
408 BRW_NEW_VERTEX_PROGRAM
|
409 BRW_NEW_FRAGMENT_PROGRAM
,
412 .emit
= brw_upload_samplers
,