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"
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.
47 /* The brw (and related graphics cores) do not support GL_CLAMP. The
48 * Intel drivers for "other operating systems" implement GL_CLAMP as
49 * GL_CLAMP_TO_EDGE, so the same is done here.
51 static GLuint
translate_wrap_mode( GLenum wrap
)
55 return BRW_TEXCOORDMODE_WRAP
;
57 return BRW_TEXCOORDMODE_CLAMP
;
58 case GL_CLAMP_TO_EDGE
:
59 return BRW_TEXCOORDMODE_CLAMP
; /* conform likes it this way */
60 case GL_CLAMP_TO_BORDER
:
61 return BRW_TEXCOORDMODE_CLAMP_BORDER
;
62 case GL_MIRRORED_REPEAT
:
63 return BRW_TEXCOORDMODE_MIRROR
;
65 return BRW_TEXCOORDMODE_WRAP
;
69 static drm_intel_bo
*upload_default_color( struct brw_context
*brw
,
70 const GLfloat
*color
)
72 struct brw_sampler_default_color sdc
;
74 COPY_4V(sdc
.color
, color
);
76 return brw_cache_data(&brw
->cache
, BRW_SAMPLER_DEFAULT_COLOR
,
77 &sdc
, sizeof(sdc
), NULL
, 0);
81 struct wm_sampler_key
{
84 struct wm_sampler_entry
{
86 GLenum wrap_r
, wrap_s
, wrap_t
;
90 GLenum minfilter
, magfilter
;
91 GLenum comparemode
, comparefunc
;
93 /** If target is cubemap, take context setting.
95 GLboolean seamless_cube_map
;
96 } sampler
[BRW_MAX_TEX_UNIT
];
100 * Sets the sampler state for a single unit based off of the sampler key
103 static void brw_update_sampler_state(struct wm_sampler_entry
*key
,
104 drm_intel_bo
*sdc_bo
,
105 struct brw_sampler_state
*sampler
)
107 memset(sampler
, 0, sizeof(*sampler
));
109 switch (key
->minfilter
) {
111 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
112 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
115 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
116 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
118 case GL_NEAREST_MIPMAP_NEAREST
:
119 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
120 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
122 case GL_LINEAR_MIPMAP_NEAREST
:
123 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
124 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
126 case GL_NEAREST_MIPMAP_LINEAR
:
127 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
128 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
130 case GL_LINEAR_MIPMAP_LINEAR
:
131 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
132 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
140 if (key
->max_aniso
> 1.0) {
141 sampler
->ss0
.min_filter
= BRW_MAPFILTER_ANISOTROPIC
;
142 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_ANISOTROPIC
;
144 if (key
->max_aniso
> 2.0) {
145 sampler
->ss3
.max_aniso
= MIN2((key
->max_aniso
- 2) / 2,
150 switch (key
->magfilter
) {
152 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_NEAREST
;
155 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_LINEAR
;
162 sampler
->ss1
.r_wrap_mode
= translate_wrap_mode(key
->wrap_r
);
163 sampler
->ss1
.s_wrap_mode
= translate_wrap_mode(key
->wrap_s
);
164 sampler
->ss1
.t_wrap_mode
= translate_wrap_mode(key
->wrap_t
);
166 /* Cube-maps on 965 and later must use the same wrap mode for all 3
167 * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
169 if (key
->tex_target
== GL_TEXTURE_CUBE_MAP
) {
170 if (key
->seamless_cube_map
&&
171 (key
->minfilter
!= GL_NEAREST
|| key
->magfilter
!= GL_NEAREST
)) {
172 sampler
->ss1
.r_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
173 sampler
->ss1
.s_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
174 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
176 sampler
->ss1
.r_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
177 sampler
->ss1
.s_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
178 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
180 } else if (key
->tex_target
== GL_TEXTURE_1D
) {
181 /* There's a bug in 1D texture sampling - it actually pays
182 * attention to the wrap_t value, though it should not.
183 * Override the wrap_t value here to GL_REPEAT to keep
184 * any nonexistent border pixels from floating in.
186 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_WRAP
;
190 /* Set shadow function:
192 if (key
->comparemode
== GL_COMPARE_R_TO_TEXTURE_ARB
) {
193 /* Shadowing is "enabled" by emitting a particular sampler
194 * message (sample_c). So need to recompile WM program when
195 * shadow comparison is enabled on each/any texture unit.
197 sampler
->ss0
.shadow_function
=
198 intel_translate_shadow_compare_func(key
->comparefunc
);
203 sampler
->ss0
.lod_bias
= S_FIXED(CLAMP(key
->lod_bias
, -16, 15), 6);
205 sampler
->ss0
.lod_preclamp
= 1; /* OpenGL mode */
206 sampler
->ss0
.default_color_mode
= 0; /* OpenGL/DX10 mode */
208 /* Set BaseMipLevel, MaxLOD, MinLOD:
210 * XXX: I don't think that using firstLevel, lastLevel works,
211 * because we always setup the surface state as if firstLevel ==
212 * level zero. Probably have to subtract firstLevel from each of
215 sampler
->ss0
.base_level
= U_FIXED(0, 1);
217 sampler
->ss1
.max_lod
= U_FIXED(CLAMP(key
->maxlod
, 0, 13), 6);
218 sampler
->ss1
.min_lod
= U_FIXED(CLAMP(key
->minlod
, 0, 13), 6);
220 sampler
->ss2
.default_color_pointer
= sdc_bo
->offset
>> 5; /* reloc */
224 /** Sets up the cache key for sampler state for all texture units */
226 brw_wm_sampler_populate_key(struct brw_context
*brw
,
227 struct wm_sampler_key
*key
)
229 GLcontext
*ctx
= &brw
->intel
.ctx
;
231 char *last_entry_end
= ((char*)&key
->sampler_count
) +
232 sizeof(key
->sampler_count
);
234 key
->sampler_count
= 0;
236 for (unit
= 0; unit
< BRW_MAX_TEX_UNIT
; unit
++) {
237 if (ctx
->Texture
.Unit
[unit
]._ReallyEnabled
) {
238 struct wm_sampler_entry
*entry
= &key
->sampler
[unit
];
239 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
240 struct gl_texture_object
*texObj
= texUnit
->_Current
;
241 struct intel_texture_object
*intelObj
= intel_texture_object(texObj
);
242 struct gl_texture_image
*firstImage
=
243 texObj
->Image
[0][intelObj
->firstLevel
];
245 memset(last_entry_end
, 0,
246 (char*)entry
- last_entry_end
+ sizeof(*entry
));
247 last_entry_end
= ((char*)entry
) + sizeof(*entry
);
249 entry
->tex_target
= texObj
->Target
;
251 entry
->seamless_cube_map
= (texObj
->Target
== GL_TEXTURE_CUBE_MAP
)
252 ? ctx
->Texture
.CubeMapSeamless
: GL_FALSE
;
254 entry
->wrap_r
= texObj
->WrapR
;
255 entry
->wrap_s
= texObj
->WrapS
;
256 entry
->wrap_t
= texObj
->WrapT
;
258 entry
->maxlod
= texObj
->MaxLod
;
259 entry
->minlod
= texObj
->MinLod
;
260 entry
->lod_bias
= texUnit
->LodBias
+ texObj
->LodBias
;
261 entry
->max_aniso
= texObj
->MaxAnisotropy
;
262 entry
->minfilter
= texObj
->MinFilter
;
263 entry
->magfilter
= texObj
->MagFilter
;
264 entry
->comparemode
= texObj
->CompareMode
;
265 entry
->comparefunc
= texObj
->CompareFunc
;
267 drm_intel_bo_unreference(brw
->wm
.sdc_bo
[unit
]);
268 if (firstImage
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
269 float bordercolor
[4] = {
270 texObj
->BorderColor
.f
[0],
271 texObj
->BorderColor
.f
[0],
272 texObj
->BorderColor
.f
[0],
273 texObj
->BorderColor
.f
[0]
275 /* GL specs that border color for depth textures is taken from the
276 * R channel, while the hardware uses A. Spam R into all the
277 * channels for safety.
279 brw
->wm
.sdc_bo
[unit
] = upload_default_color(brw
, bordercolor
);
281 brw
->wm
.sdc_bo
[unit
] = upload_default_color(brw
,
282 texObj
->BorderColor
.f
);
284 key
->sampler_count
= unit
+ 1;
287 struct wm_sampler_entry
*entry
= &key
->sampler
[key
->sampler_count
];
288 memset(last_entry_end
, 0, (char*)entry
- last_entry_end
);
291 /* All samplers must be uploaded in a single contiguous array, which
292 * complicates various things. However, this is still too confusing -
293 * FIXME: simplify all the different new texture state flags.
295 static void upload_wm_samplers( struct brw_context
*brw
)
297 GLcontext
*ctx
= &brw
->intel
.ctx
;
298 struct wm_sampler_key key
;
299 int i
, sampler_key_size
;
301 brw_wm_sampler_populate_key(brw
, &key
);
303 if (brw
->wm
.sampler_count
!= key
.sampler_count
) {
304 brw
->wm
.sampler_count
= key
.sampler_count
;
305 brw
->state
.dirty
.cache
|= CACHE_NEW_SAMPLER
;
308 drm_intel_bo_unreference(brw
->wm
.sampler_bo
);
309 brw
->wm
.sampler_bo
= NULL
;
310 if (brw
->wm
.sampler_count
== 0)
313 /* Only include the populated portion of the key in the search. */
314 sampler_key_size
= offsetof(struct wm_sampler_key
,
315 sampler
[key
.sampler_count
]);
316 brw
->wm
.sampler_bo
= brw_search_cache(&brw
->cache
, BRW_SAMPLER
,
317 &key
, sampler_key_size
,
318 brw
->wm
.sdc_bo
, key
.sampler_count
,
321 /* If we didnt find it in the cache, compute the state and put it in the
324 if (brw
->wm
.sampler_bo
== NULL
) {
325 struct brw_sampler_state sampler
[BRW_MAX_TEX_UNIT
];
327 memset(sampler
, 0, sizeof(sampler
));
328 for (i
= 0; i
< key
.sampler_count
; i
++) {
329 if (brw
->wm
.sdc_bo
[i
] == NULL
)
332 brw_update_sampler_state(&key
.sampler
[i
], brw
->wm
.sdc_bo
[i
],
336 brw
->wm
.sampler_bo
= brw_upload_cache(&brw
->cache
, BRW_SAMPLER
,
337 &key
, sampler_key_size
,
338 brw
->wm
.sdc_bo
, key
.sampler_count
,
339 &sampler
, sizeof(sampler
));
341 /* Emit SDC relocations */
342 for (i
= 0; i
< BRW_MAX_TEX_UNIT
; i
++) {
343 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
346 drm_intel_bo_emit_reloc(brw
->wm
.sampler_bo
,
347 i
* sizeof(struct brw_sampler_state
) +
348 offsetof(struct brw_sampler_state
, ss2
),
349 brw
->wm
.sdc_bo
[i
], 0,
350 I915_GEM_DOMAIN_SAMPLER
, 0);
355 const struct brw_tracked_state brw_wm_samplers
= {
357 .mesa
= _NEW_TEXTURE
,
361 .prepare
= upload_wm_samplers
,