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 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
];
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.
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];
106 color
[3] = sampler
->BorderColor
.f
[3];
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];
115 color
[0] = sampler
->BorderColor
.f
[0];
116 color
[1] = sampler
->BorderColor
.f
[0];
117 color
[2] = sampler
->BorderColor
.f
[0];
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];
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];
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.
138 if (firstImage
->_BaseFormat
== GL_RGB
)
141 if (brw
->gen
== 5 || brw
->gen
== 6) {
142 struct gen5_sampler_default_color
*sdc
;
144 sdc
= brw_state_batch(brw
, AUB_TRACE_SAMPLER_DEFAULT_COLOR
,
145 sizeof(*sdc
), 32, &brw
->wm
.sdc_offset
[ss_index
]);
147 memset(sdc
, 0, sizeof(*sdc
));
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]);
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]);
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]);
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]);
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;
174 sdc
->f
[0] = color
[0];
175 sdc
->f
[1] = color
[1];
176 sdc
->f
[2] = color
[2];
177 sdc
->f
[3] = color
[3];
179 struct brw_sampler_default_color
*sdc
;
181 sdc
= brw_state_batch(brw
, AUB_TRACE_SAMPLER_DEFAULT_COLOR
,
182 sizeof(*sdc
), 32, &brw
->wm
.sdc_offset
[ss_index
]);
184 COPY_4V(sdc
->color
, color
);
189 * Sets the sampler state for a single unit based off of the sampler key
192 static void brw_update_sampler_state(struct brw_context
*brw
,
195 struct brw_sampler_state
*sampler
)
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;
203 /* These don't use samplers at all. */
204 if (texObj
->Target
== GL_TEXTURE_BUFFER
)
207 switch (gl_sampler
->MinFilter
) {
209 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
210 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
211 using_nearest
= true;
214 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
215 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
217 case GL_NEAREST_MIPMAP_NEAREST
:
218 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
219 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
221 case GL_LINEAR_MIPMAP_NEAREST
:
222 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
223 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
225 case GL_NEAREST_MIPMAP_LINEAR
:
226 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
227 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
229 case GL_LINEAR_MIPMAP_LINEAR
:
230 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
231 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
239 if (gl_sampler
->MaxAnisotropy
> 1.0) {
240 sampler
->ss0
.min_filter
= BRW_MAPFILTER_ANISOTROPIC
;
241 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_ANISOTROPIC
;
243 if (gl_sampler
->MaxAnisotropy
> 2.0) {
244 sampler
->ss3
.max_aniso
= MIN2((gl_sampler
->MaxAnisotropy
- 2) / 2,
249 switch (gl_sampler
->MagFilter
) {
251 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_NEAREST
;
252 using_nearest
= true;
255 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_LINEAR
;
262 sampler
->ss1
.r_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapR
,
264 sampler
->ss1
.s_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapS
,
266 sampler
->ss1
.t_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapT
,
270 sampler
->ss0
.min_filter
!= sampler
->ss0
.mag_filter
)
271 sampler
->ss0
.min_mag_neq
= 1;
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.
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
;
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
;
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.
295 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_WRAP
;
299 /* Set shadow function:
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.
306 sampler
->ss0
.shadow_function
=
307 intel_translate_shadow_compare_func(gl_sampler
->CompareFunc
);
312 sampler
->ss0
.lod_bias
= S_FIXED(CLAMP(texUnit
->LodBias
+
313 gl_sampler
->LodBias
, -16, 15), 6);
315 sampler
->ss0
.lod_preclamp
= 1; /* OpenGL mode */
316 sampler
->ss0
.default_color_mode
= 0; /* OpenGL/DX10 mode */
318 /* Set BaseMipLevel, MaxLOD, MinLOD:
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
325 sampler
->ss0
.base_level
= U_FIXED(0, 1);
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);
330 /* On Gen6+, the sampler can handle non-normalized texture
331 * rectangle coordinates natively
333 if (brw
->gen
>= 6 && texObj
->Target
== GL_TEXTURE_RECTANGLE
) {
334 sampler
->ss3
.non_normalized_coord
= 1;
337 upload_default_color(brw
, gl_sampler
, unit
, ss_index
);
340 sampler
->ss2
.default_color_pointer
= brw
->wm
.sdc_offset
[ss_index
] >> 5;
343 sampler
->ss2
.default_color_pointer
= (brw
->batch
.bo
->offset
+
344 brw
->wm
.sdc_offset
[ss_index
]) >> 5;
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);
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
;
366 brw_upload_samplers(struct brw_context
*brw
)
368 struct gl_context
*ctx
= &brw
->ctx
;
369 struct brw_sampler_state
*samplers
;
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
;
375 GLbitfield SamplersUsed
= vs
->SamplersUsed
| fs
->SamplersUsed
;
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.
380 brw
->sampler
.count
= _mesa_fls(SamplersUsed
);
382 if (brw
->sampler
.count
== 0)
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
));
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
]);
399 brw
->state
.dirty
.cache
|= CACHE_NEW_SAMPLER
;
402 const struct brw_tracked_state brw_samplers
= {
404 .mesa
= _NEW_TEXTURE
,
405 .brw
= BRW_NEW_BATCH
|
406 BRW_NEW_VERTEX_PROGRAM
|
407 BRW_NEW_FRAGMENT_PROGRAM
,
410 .emit
= brw_upload_samplers
,