i965: Delete intel_context entirely.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_wm_sampler_state.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
5
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:
13
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.
17
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.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keith@tungstengraphics.com>
30 */
31
32
33 #include "brw_context.h"
34 #include "brw_state.h"
35 #include "brw_defines.h"
36
37 #include "main/macros.h"
38 #include "main/samplerobj.h"
39
40
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.
43 */
44
45
46
47 uint32_t
48 translate_wrap_mode(GLenum wrap, bool using_nearest)
49 {
50 switch( wrap ) {
51 case GL_REPEAT:
52 return BRW_TEXCOORDMODE_WRAP;
53 case GL_CLAMP:
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
61 * edge texels.
62 */
63 if (using_nearest)
64 return BRW_TEXCOORDMODE_CLAMP;
65 else
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;
73 default:
74 return BRW_TEXCOORDMODE_WRAP;
75 }
76 }
77
78 /**
79 * Upload SAMPLER_BORDER_COLOR_STATE.
80 */
81 void
82 upload_default_color(struct brw_context *brw, struct gl_sampler_object *sampler,
83 int unit, int ss_index)
84 {
85 struct gl_context *ctx = &brw->ctx;
86 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
87 struct gl_texture_object *texObj = texUnit->_Current;
88 struct gl_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel];
89 float color[4];
90
91 switch (firstImage->_BaseFormat) {
92 case 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.
96 */
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];
101 break;
102 case GL_ALPHA:
103 color[0] = 0.0;
104 color[1] = 0.0;
105 color[2] = 0.0;
106 color[3] = sampler->BorderColor.f[3];
107 break;
108 case GL_INTENSITY:
109 color[0] = sampler->BorderColor.f[0];
110 color[1] = sampler->BorderColor.f[0];
111 color[2] = sampler->BorderColor.f[0];
112 color[3] = sampler->BorderColor.f[0];
113 break;
114 case GL_LUMINANCE:
115 color[0] = sampler->BorderColor.f[0];
116 color[1] = sampler->BorderColor.f[0];
117 color[2] = sampler->BorderColor.f[0];
118 color[3] = 1.0;
119 break;
120 case GL_LUMINANCE_ALPHA:
121 color[0] = sampler->BorderColor.f[0];
122 color[1] = sampler->BorderColor.f[0];
123 color[2] = sampler->BorderColor.f[0];
124 color[3] = sampler->BorderColor.f[3];
125 break;
126 default:
127 color[0] = sampler->BorderColor.f[0];
128 color[1] = sampler->BorderColor.f[1];
129 color[2] = sampler->BorderColor.f[2];
130 color[3] = sampler->BorderColor.f[3];
131 break;
132 }
133
134 /* In some cases we use an RGBA surface format for GL RGB textures,
135 * where we've initialized the A channel to 1.0. We also have to set
136 * the border color alpha to 1.0 in that case.
137 */
138 if (firstImage->_BaseFormat == GL_RGB)
139 color[3] = 1.0;
140
141 if (brw->gen == 5 || brw->gen == 6) {
142 struct gen5_sampler_default_color *sdc;
143
144 sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
145 sizeof(*sdc), 32, &brw->wm.sdc_offset[ss_index]);
146
147 memset(sdc, 0, sizeof(*sdc));
148
149 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[0], color[0]);
150 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[1], color[1]);
151 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[2], color[2]);
152 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[3], color[3]);
153
154 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[0], color[0]);
155 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[1], color[1]);
156 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[2], color[2]);
157 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[3], color[3]);
158
159 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[0], color[0]);
160 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[1], color[1]);
161 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[2], color[2]);
162 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[3], color[3]);
163
164 sdc->hf[0] = _mesa_float_to_half(color[0]);
165 sdc->hf[1] = _mesa_float_to_half(color[1]);
166 sdc->hf[2] = _mesa_float_to_half(color[2]);
167 sdc->hf[3] = _mesa_float_to_half(color[3]);
168
169 sdc->b[0] = sdc->s[0] >> 8;
170 sdc->b[1] = sdc->s[1] >> 8;
171 sdc->b[2] = sdc->s[2] >> 8;
172 sdc->b[3] = sdc->s[3] >> 8;
173
174 sdc->f[0] = color[0];
175 sdc->f[1] = color[1];
176 sdc->f[2] = color[2];
177 sdc->f[3] = color[3];
178 } else {
179 struct brw_sampler_default_color *sdc;
180
181 sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
182 sizeof(*sdc), 32, &brw->wm.sdc_offset[ss_index]);
183
184 COPY_4V(sdc->color, color);
185 }
186 }
187
188 /**
189 * Sets the sampler state for a single unit based off of the sampler key
190 * entry.
191 */
192 static void brw_update_sampler_state(struct brw_context *brw,
193 int unit,
194 int ss_index,
195 struct brw_sampler_state *sampler)
196 {
197 struct gl_context *ctx = &brw->ctx;
198 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
199 struct gl_texture_object *texObj = texUnit->_Current;
200 struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
201 bool using_nearest = false;
202
203 /* These don't use samplers at all. */
204 if (texObj->Target == GL_TEXTURE_BUFFER)
205 return;
206
207 switch (gl_sampler->MinFilter) {
208 case GL_NEAREST:
209 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
210 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
211 using_nearest = true;
212 break;
213 case GL_LINEAR:
214 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
215 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
216 break;
217 case GL_NEAREST_MIPMAP_NEAREST:
218 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
219 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
220 break;
221 case GL_LINEAR_MIPMAP_NEAREST:
222 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
223 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
224 break;
225 case GL_NEAREST_MIPMAP_LINEAR:
226 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
227 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
228 break;
229 case GL_LINEAR_MIPMAP_LINEAR:
230 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
231 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
232 break;
233 default:
234 break;
235 }
236
237 /* Set Anisotropy:
238 */
239 if (gl_sampler->MaxAnisotropy > 1.0) {
240 sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
241 sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
242
243 if (gl_sampler->MaxAnisotropy > 2.0) {
244 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
245 BRW_ANISORATIO_16);
246 }
247 }
248 else {
249 switch (gl_sampler->MagFilter) {
250 case GL_NEAREST:
251 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
252 using_nearest = true;
253 break;
254 case GL_LINEAR:
255 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
256 break;
257 default:
258 break;
259 }
260 }
261
262 sampler->ss1.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
263 using_nearest);
264 sampler->ss1.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
265 using_nearest);
266 sampler->ss1.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
267 using_nearest);
268
269 if (brw->gen >= 6 &&
270 sampler->ss0.min_filter != sampler->ss0.mag_filter)
271 sampler->ss0.min_mag_neq = 1;
272
273 /* Cube-maps on 965 and later must use the same wrap mode for all 3
274 * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
275 */
276 if (texObj->Target == GL_TEXTURE_CUBE_MAP ||
277 texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
278 if (ctx->Texture.CubeMapSeamless &&
279 (gl_sampler->MinFilter != GL_NEAREST ||
280 gl_sampler->MagFilter != GL_NEAREST)) {
281 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
282 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
283 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
284 } else {
285 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
286 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
287 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
288 }
289 } else if (texObj->Target == GL_TEXTURE_1D) {
290 /* There's a bug in 1D texture sampling - it actually pays
291 * attention to the wrap_t value, though it should not.
292 * Override the wrap_t value here to GL_REPEAT to keep
293 * any nonexistent border pixels from floating in.
294 */
295 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
296 }
297
298
299 /* Set shadow function:
300 */
301 if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
302 /* Shadowing is "enabled" by emitting a particular sampler
303 * message (sample_c). So need to recompile WM program when
304 * shadow comparison is enabled on each/any texture unit.
305 */
306 sampler->ss0.shadow_function =
307 intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
308 }
309
310 /* Set LOD bias:
311 */
312 sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
313 gl_sampler->LodBias, -16, 15), 6);
314
315 sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
316 sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
317
318 /* Set BaseMipLevel, MaxLOD, MinLOD:
319 *
320 * XXX: I don't think that using firstLevel, lastLevel works,
321 * because we always setup the surface state as if firstLevel ==
322 * level zero. Probably have to subtract firstLevel from each of
323 * these:
324 */
325 sampler->ss0.base_level = U_FIXED(0, 1);
326
327 sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 6);
328 sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6);
329
330 /* On Gen6+, the sampler can handle non-normalized texture
331 * rectangle coordinates natively
332 */
333 if (brw->gen >= 6 && texObj->Target == GL_TEXTURE_RECTANGLE) {
334 sampler->ss3.non_normalized_coord = 1;
335 }
336
337 upload_default_color(brw, gl_sampler, unit, ss_index);
338
339 if (brw->gen >= 6) {
340 sampler->ss2.default_color_pointer = brw->wm.sdc_offset[ss_index] >> 5;
341 } else {
342 /* reloc */
343 sampler->ss2.default_color_pointer = (brw->batch.bo->offset +
344 brw->wm.sdc_offset[ss_index]) >> 5;
345
346 drm_intel_bo_emit_reloc(brw->batch.bo,
347 brw->sampler.offset +
348 ss_index * sizeof(struct brw_sampler_state) +
349 offsetof(struct brw_sampler_state, ss2),
350 brw->batch.bo, brw->wm.sdc_offset[ss_index],
351 I915_GEM_DOMAIN_SAMPLER, 0);
352 }
353
354 if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
355 sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
356 BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
357 BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
358 if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
359 sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
360 BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
361 BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
362 }
363
364
365 static void
366 brw_upload_samplers(struct brw_context *brw)
367 {
368 struct gl_context *ctx = &brw->ctx;
369 struct brw_sampler_state *samplers;
370
371 /* BRW_NEW_VERTEX_PROGRAM and BRW_NEW_FRAGMENT_PROGRAM */
372 struct gl_program *vs = (struct gl_program *) brw->vertex_program;
373 struct gl_program *fs = (struct gl_program *) brw->fragment_program;
374
375 GLbitfield SamplersUsed = vs->SamplersUsed | fs->SamplersUsed;
376
377 /* ARB programs use the texture unit number as the sampler index, so we
378 * need to find the highest unit used. A bit-count will not work.
379 */
380 brw->sampler.count = _mesa_fls(SamplersUsed);
381
382 if (brw->sampler.count == 0)
383 return;
384
385 samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
386 brw->sampler.count * sizeof(*samplers),
387 32, &brw->sampler.offset);
388 memset(samplers, 0, brw->sampler.count * sizeof(*samplers));
389
390 for (unsigned s = 0; s < brw->sampler.count; s++) {
391 if (SamplersUsed & (1 << s)) {
392 const unsigned unit = (fs->SamplersUsed & (1 << s)) ?
393 fs->SamplerUnits[s] : vs->SamplerUnits[s];
394 if (ctx->Texture.Unit[unit]._ReallyEnabled)
395 brw_update_sampler_state(brw, unit, s, &samplers[s]);
396 }
397 }
398
399 brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
400 }
401
402 const struct brw_tracked_state brw_samplers = {
403 .dirty = {
404 .mesa = _NEW_TEXTURE,
405 .brw = BRW_NEW_BATCH |
406 BRW_NEW_VERTEX_PROGRAM |
407 BRW_NEW_FRAGMENT_PROGRAM,
408 .cache = 0
409 },
410 .emit = brw_upload_samplers,
411 };
412
413