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 if (firstImage
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
93 /* GL specs that border color for depth textures is taken from the
94 * R channel, while the hardware uses A. Spam R into all the
95 * channels for safety.
97 color
[0] = sampler
->BorderColor
.f
[0];
98 color
[1] = sampler
->BorderColor
.f
[0];
99 color
[2] = sampler
->BorderColor
.f
[0];
100 color
[3] = sampler
->BorderColor
.f
[0];
102 color
[0] = sampler
->BorderColor
.f
[0];
103 color
[1] = sampler
->BorderColor
.f
[1];
104 color
[2] = sampler
->BorderColor
.f
[2];
105 color
[3] = sampler
->BorderColor
.f
[3];
108 if (intel
->gen
== 5 || intel
->gen
== 6) {
109 struct gen5_sampler_default_color
*sdc
;
111 sdc
= brw_state_batch(brw
, AUB_TRACE_SAMPLER_DEFAULT_COLOR
,
112 sizeof(*sdc
), 32, &brw
->wm
.sdc_offset
[ss_index
]);
114 memset(sdc
, 0, sizeof(*sdc
));
116 UNCLAMPED_FLOAT_TO_UBYTE(sdc
->ub
[0], color
[0]);
117 UNCLAMPED_FLOAT_TO_UBYTE(sdc
->ub
[1], color
[1]);
118 UNCLAMPED_FLOAT_TO_UBYTE(sdc
->ub
[2], color
[2]);
119 UNCLAMPED_FLOAT_TO_UBYTE(sdc
->ub
[3], color
[3]);
121 UNCLAMPED_FLOAT_TO_USHORT(sdc
->us
[0], color
[0]);
122 UNCLAMPED_FLOAT_TO_USHORT(sdc
->us
[1], color
[1]);
123 UNCLAMPED_FLOAT_TO_USHORT(sdc
->us
[2], color
[2]);
124 UNCLAMPED_FLOAT_TO_USHORT(sdc
->us
[3], color
[3]);
126 UNCLAMPED_FLOAT_TO_SHORT(sdc
->s
[0], color
[0]);
127 UNCLAMPED_FLOAT_TO_SHORT(sdc
->s
[1], color
[1]);
128 UNCLAMPED_FLOAT_TO_SHORT(sdc
->s
[2], color
[2]);
129 UNCLAMPED_FLOAT_TO_SHORT(sdc
->s
[3], color
[3]);
131 sdc
->hf
[0] = _mesa_float_to_half(color
[0]);
132 sdc
->hf
[1] = _mesa_float_to_half(color
[1]);
133 sdc
->hf
[2] = _mesa_float_to_half(color
[2]);
134 sdc
->hf
[3] = _mesa_float_to_half(color
[3]);
136 sdc
->b
[0] = sdc
->s
[0] >> 8;
137 sdc
->b
[1] = sdc
->s
[1] >> 8;
138 sdc
->b
[2] = sdc
->s
[2] >> 8;
139 sdc
->b
[3] = sdc
->s
[3] >> 8;
141 sdc
->f
[0] = color
[0];
142 sdc
->f
[1] = color
[1];
143 sdc
->f
[2] = color
[2];
144 sdc
->f
[3] = color
[3];
146 struct brw_sampler_default_color
*sdc
;
148 sdc
= brw_state_batch(brw
, AUB_TRACE_SAMPLER_DEFAULT_COLOR
,
149 sizeof(*sdc
), 32, &brw
->wm
.sdc_offset
[ss_index
]);
151 COPY_4V(sdc
->color
, color
);
156 * Sets the sampler state for a single unit based off of the sampler key
159 static void brw_update_sampler_state(struct brw_context
*brw
,
162 struct brw_sampler_state
*sampler
)
164 struct intel_context
*intel
= &brw
->intel
;
165 struct gl_context
*ctx
= &intel
->ctx
;
166 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
167 struct gl_texture_object
*texObj
= texUnit
->_Current
;
168 struct gl_sampler_object
*gl_sampler
= _mesa_get_samplerobj(ctx
, unit
);
169 bool using_nearest
= false;
171 /* These don't use samplers at all. */
172 if (texObj
->Target
== GL_TEXTURE_BUFFER
)
175 switch (gl_sampler
->MinFilter
) {
177 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
178 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
179 using_nearest
= true;
182 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
183 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
185 case GL_NEAREST_MIPMAP_NEAREST
:
186 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
187 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
189 case GL_LINEAR_MIPMAP_NEAREST
:
190 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
191 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
193 case GL_NEAREST_MIPMAP_LINEAR
:
194 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
195 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
197 case GL_LINEAR_MIPMAP_LINEAR
:
198 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
199 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
207 if (gl_sampler
->MaxAnisotropy
> 1.0) {
208 sampler
->ss0
.min_filter
= BRW_MAPFILTER_ANISOTROPIC
;
209 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_ANISOTROPIC
;
211 if (gl_sampler
->MaxAnisotropy
> 2.0) {
212 sampler
->ss3
.max_aniso
= MIN2((gl_sampler
->MaxAnisotropy
- 2) / 2,
217 switch (gl_sampler
->MagFilter
) {
219 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_NEAREST
;
220 using_nearest
= true;
223 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_LINEAR
;
230 sampler
->ss1
.r_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapR
,
232 sampler
->ss1
.s_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapS
,
234 sampler
->ss1
.t_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapT
,
237 if (intel
->gen
>= 6 &&
238 sampler
->ss0
.min_filter
!= sampler
->ss0
.mag_filter
)
239 sampler
->ss0
.min_mag_neq
= 1;
241 /* Cube-maps on 965 and later must use the same wrap mode for all 3
242 * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
244 if (texObj
->Target
== GL_TEXTURE_CUBE_MAP
) {
245 if (ctx
->Texture
.CubeMapSeamless
&&
246 (gl_sampler
->MinFilter
!= GL_NEAREST
||
247 gl_sampler
->MagFilter
!= GL_NEAREST
)) {
248 sampler
->ss1
.r_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
249 sampler
->ss1
.s_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
250 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
252 sampler
->ss1
.r_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
253 sampler
->ss1
.s_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
254 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
256 } else if (texObj
->Target
== GL_TEXTURE_1D
) {
257 /* There's a bug in 1D texture sampling - it actually pays
258 * attention to the wrap_t value, though it should not.
259 * Override the wrap_t value here to GL_REPEAT to keep
260 * any nonexistent border pixels from floating in.
262 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_WRAP
;
266 /* Set shadow function:
268 if (gl_sampler
->CompareMode
== GL_COMPARE_R_TO_TEXTURE_ARB
) {
269 /* Shadowing is "enabled" by emitting a particular sampler
270 * message (sample_c). So need to recompile WM program when
271 * shadow comparison is enabled on each/any texture unit.
273 sampler
->ss0
.shadow_function
=
274 intel_translate_shadow_compare_func(gl_sampler
->CompareFunc
);
279 sampler
->ss0
.lod_bias
= S_FIXED(CLAMP(texUnit
->LodBias
+
280 gl_sampler
->LodBias
, -16, 15), 6);
282 sampler
->ss0
.lod_preclamp
= 1; /* OpenGL mode */
283 sampler
->ss0
.default_color_mode
= 0; /* OpenGL/DX10 mode */
285 /* Set BaseMipLevel, MaxLOD, MinLOD:
287 * XXX: I don't think that using firstLevel, lastLevel works,
288 * because we always setup the surface state as if firstLevel ==
289 * level zero. Probably have to subtract firstLevel from each of
292 sampler
->ss0
.base_level
= U_FIXED(0, 1);
294 sampler
->ss1
.max_lod
= U_FIXED(CLAMP(gl_sampler
->MaxLod
, 0, 13), 6);
295 sampler
->ss1
.min_lod
= U_FIXED(CLAMP(gl_sampler
->MinLod
, 0, 13), 6);
297 /* On Gen6+, the sampler can handle non-normalized texture
298 * rectangle coordinates natively
300 if (intel
->gen
>= 6 && texObj
->Target
== GL_TEXTURE_RECTANGLE
) {
301 sampler
->ss3
.non_normalized_coord
= 1;
304 upload_default_color(brw
, gl_sampler
, unit
, ss_index
);
306 if (intel
->gen
>= 6) {
307 sampler
->ss2
.default_color_pointer
= brw
->wm
.sdc_offset
[ss_index
] >> 5;
310 sampler
->ss2
.default_color_pointer
= (intel
->batch
.bo
->offset
+
311 brw
->wm
.sdc_offset
[ss_index
]) >> 5;
313 drm_intel_bo_emit_reloc(intel
->batch
.bo
,
314 brw
->sampler
.offset
+
315 ss_index
* sizeof(struct brw_sampler_state
) +
316 offsetof(struct brw_sampler_state
, ss2
),
317 intel
->batch
.bo
, brw
->wm
.sdc_offset
[ss_index
],
318 I915_GEM_DOMAIN_SAMPLER
, 0);
321 if (sampler
->ss0
.min_filter
!= BRW_MAPFILTER_NEAREST
)
322 sampler
->ss3
.address_round
|= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN
|
323 BRW_ADDRESS_ROUNDING_ENABLE_V_MIN
|
324 BRW_ADDRESS_ROUNDING_ENABLE_R_MIN
;
325 if (sampler
->ss0
.mag_filter
!= BRW_MAPFILTER_NEAREST
)
326 sampler
->ss3
.address_round
|= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG
|
327 BRW_ADDRESS_ROUNDING_ENABLE_V_MAG
|
328 BRW_ADDRESS_ROUNDING_ENABLE_R_MAG
;
333 brw_upload_samplers(struct brw_context
*brw
)
335 struct gl_context
*ctx
= &brw
->intel
.ctx
;
336 struct brw_sampler_state
*samplers
;
339 brw
->sampler
.count
= 0;
340 for (i
= 0; i
< BRW_MAX_TEX_UNIT
; i
++) {
341 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
342 brw
->sampler
.count
= i
+ 1;
345 if (brw
->sampler
.count
== 0)
348 samplers
= brw_state_batch(brw
, AUB_TRACE_SAMPLER_STATE
,
349 brw
->sampler
.count
* sizeof(*samplers
),
350 32, &brw
->sampler
.offset
);
351 memset(samplers
, 0, brw
->sampler
.count
* sizeof(*samplers
));
353 for (i
= 0; i
< brw
->sampler
.count
; i
++) {
354 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
355 brw_update_sampler_state(brw
, i
, i
, &samplers
[i
]);
358 brw
->state
.dirty
.cache
|= CACHE_NEW_SAMPLER
;
361 const struct brw_tracked_state brw_samplers
= {
363 .mesa
= _NEW_TEXTURE
,
364 .brw
= BRW_NEW_BATCH
,
367 .emit
= brw_upload_samplers
,