i965: fix bugs in projective texture coordinates
[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
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 /* 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.
50 */
51 static GLuint translate_wrap_mode( GLenum wrap )
52 {
53 switch( wrap ) {
54 case GL_REPEAT:
55 return BRW_TEXCOORDMODE_WRAP;
56 case GL_CLAMP:
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;
64 default:
65 return BRW_TEXCOORDMODE_WRAP;
66 }
67 }
68
69
70 static GLuint U_FIXED(GLfloat value, GLuint frac_bits)
71 {
72 value *= (1<<frac_bits);
73 return value < 0 ? 0 : value;
74 }
75
76 static GLint S_FIXED(GLfloat value, GLuint frac_bits)
77 {
78 return value * (1<<frac_bits);
79 }
80
81
82 static dri_bo *upload_default_color( struct brw_context *brw,
83 const GLfloat *color )
84 {
85 struct brw_sampler_default_color sdc;
86
87 COPY_4V(sdc.color, color);
88
89 return brw_cache_data( &brw->cache, BRW_SAMPLER_DEFAULT_COLOR, &sdc,
90 NULL, 0 );
91 }
92
93
94 struct wm_sampler_key {
95 int sampler_count;
96
97 struct wm_sampler_entry {
98 GLenum tex_target;
99 GLenum wrap_r, wrap_s, wrap_t;
100 float maxlod, minlod;
101 float lod_bias;
102 float max_aniso;
103 GLenum minfilter, magfilter;
104 GLenum comparemode, comparefunc;
105 dri_bo *sdc_bo;
106 } sampler[BRW_MAX_TEX_UNIT];
107 };
108
109 /**
110 * Sets the sampler state for a single unit based off of the sampler key
111 * entry.
112 */
113 static void brw_update_sampler_state(struct wm_sampler_entry *key,
114 dri_bo *sdc_bo,
115 struct brw_sampler_state *sampler)
116 {
117 _mesa_memset(sampler, 0, sizeof(*sampler));
118
119 switch (key->minfilter) {
120 case GL_NEAREST:
121 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
122 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
123 break;
124 case GL_LINEAR:
125 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
126 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
127 break;
128 case GL_NEAREST_MIPMAP_NEAREST:
129 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
130 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
131 break;
132 case GL_LINEAR_MIPMAP_NEAREST:
133 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
134 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
135 break;
136 case GL_NEAREST_MIPMAP_LINEAR:
137 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
138 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
139 break;
140 case GL_LINEAR_MIPMAP_LINEAR:
141 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
142 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
143 break;
144 default:
145 break;
146 }
147
148 /* Set Anisotropy:
149 */
150 if (key->max_aniso > 1.0) {
151 sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
152 sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
153
154 if (key->max_aniso > 2.0) {
155 sampler->ss3.max_aniso = MIN2((key->max_aniso - 2) / 2,
156 BRW_ANISORATIO_16);
157 }
158 }
159 else {
160 switch (key->magfilter) {
161 case GL_NEAREST:
162 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
163 break;
164 case GL_LINEAR:
165 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
166 break;
167 default:
168 break;
169 }
170 }
171
172 if (key->tex_target == GL_TEXTURE_CUBE_MAP &&
173 (key->minfilter != GL_NEAREST || key->magfilter != GL_NEAREST)) {
174 /* If we're using anything but nearest sampling for a cube map, we
175 * need to set this wrap mode to avoid GPU lock-ups.
176 */
177 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
178 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
179 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
180 }
181 else {
182 sampler->ss1.r_wrap_mode = translate_wrap_mode(key->wrap_r);
183 sampler->ss1.s_wrap_mode = translate_wrap_mode(key->wrap_s);
184 sampler->ss1.t_wrap_mode = translate_wrap_mode(key->wrap_t);
185 }
186
187 /* Set shadow function:
188 */
189 if (key->comparemode == GL_COMPARE_R_TO_TEXTURE_ARB) {
190 /* Shadowing is "enabled" by emitting a particular sampler
191 * message (sample_c). So need to recompile WM program when
192 * shadow comparison is enabled on each/any texture unit.
193 */
194 sampler->ss0.shadow_function =
195 intel_translate_shadow_compare_func(key->comparefunc);
196 }
197
198 /* Set LOD bias:
199 */
200 sampler->ss0.lod_bias = S_FIXED(CLAMP(key->lod_bias, -16, 15), 6);
201
202 sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
203 sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
204
205 /* Set BaseMipLevel, MaxLOD, MinLOD:
206 *
207 * XXX: I don't think that using firstLevel, lastLevel works,
208 * because we always setup the surface state as if firstLevel ==
209 * level zero. Probably have to subtract firstLevel from each of
210 * these:
211 */
212 sampler->ss0.base_level = U_FIXED(0, 1);
213
214 sampler->ss1.max_lod = U_FIXED(MIN2(MAX2(key->maxlod, 0), 13), 6);
215 sampler->ss1.min_lod = U_FIXED(MIN2(MAX2(key->minlod, 0), 13), 6);
216
217 sampler->ss2.default_color_pointer = sdc_bo->offset >> 5; /* reloc */
218 }
219
220
221 /** Sets up the cache key for sampler state for all texture units */
222 static void
223 brw_wm_sampler_populate_key(struct brw_context *brw,
224 struct wm_sampler_key *key)
225 {
226 GLcontext *ctx = &brw->intel.ctx;
227 int unit;
228
229 memset(key, 0, sizeof(*key));
230
231 for (unit = 0; unit < BRW_MAX_TEX_UNIT; unit++) {
232 if (ctx->Texture.Unit[unit]._ReallyEnabled) {
233 struct wm_sampler_entry *entry = &key->sampler[unit];
234 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
235 struct gl_texture_object *texObj = texUnit->_Current;
236 struct intel_texture_object *intelObj = intel_texture_object(texObj);
237 struct gl_texture_image *firstImage =
238 texObj->Image[0][intelObj->firstLevel];
239
240 entry->tex_target = texObj->Target;
241
242 entry->wrap_r = texObj->WrapR;
243 entry->wrap_s = texObj->WrapS;
244 entry->wrap_t = texObj->WrapT;
245
246 entry->maxlod = texObj->MaxLod;
247 entry->minlod = texObj->MinLod;
248 entry->lod_bias = texUnit->LodBias + texObj->LodBias;
249 entry->max_aniso = texObj->MaxAnisotropy;
250 entry->minfilter = texObj->MinFilter;
251 entry->magfilter = texObj->MagFilter;
252 entry->comparemode = texObj->CompareMode;
253 entry->comparefunc = texObj->CompareFunc;
254
255 dri_bo_unreference(brw->wm.sdc_bo[unit]);
256 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
257 float bordercolor[4] = {
258 texObj->BorderColor[0],
259 texObj->BorderColor[0],
260 texObj->BorderColor[0],
261 texObj->BorderColor[0]
262 };
263 /* GL specs that border color for depth textures is taken from the
264 * R channel, while the hardware uses A. Spam R into all the
265 * channels for safety.
266 */
267 brw->wm.sdc_bo[unit] = upload_default_color(brw, bordercolor);
268 } else {
269 brw->wm.sdc_bo[unit] = upload_default_color(brw,
270 texObj->BorderColor);
271 }
272 key->sampler_count = unit + 1;
273 }
274 }
275 }
276
277 /* All samplers must be uploaded in a single contiguous array, which
278 * complicates various things. However, this is still too confusing -
279 * FIXME: simplify all the different new texture state flags.
280 */
281 static void upload_wm_samplers( struct brw_context *brw )
282 {
283 GLcontext *ctx = &brw->intel.ctx;
284 struct wm_sampler_key key;
285 int i;
286
287 brw_wm_sampler_populate_key(brw, &key);
288
289 if (brw->wm.sampler_count != key.sampler_count) {
290 brw->wm.sampler_count = key.sampler_count;
291 brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
292 }
293
294 dri_bo_unreference(brw->wm.sampler_bo);
295 brw->wm.sampler_bo = NULL;
296 if (brw->wm.sampler_count == 0)
297 return;
298
299 brw->wm.sampler_bo = brw_search_cache(&brw->cache, BRW_SAMPLER,
300 &key, sizeof(key),
301 brw->wm.sdc_bo, key.sampler_count,
302 NULL);
303
304 /* If we didnt find it in the cache, compute the state and put it in the
305 * cache.
306 */
307 if (brw->wm.sampler_bo == NULL) {
308 struct brw_sampler_state sampler[BRW_MAX_TEX_UNIT];
309
310 memset(sampler, 0, sizeof(sampler));
311 for (i = 0; i < key.sampler_count; i++) {
312 if (brw->wm.sdc_bo[i] == NULL)
313 continue;
314
315 brw_update_sampler_state(&key.sampler[i], brw->wm.sdc_bo[i],
316 &sampler[i]);
317 }
318
319 brw->wm.sampler_bo = brw_upload_cache(&brw->cache, BRW_SAMPLER,
320 &key, sizeof(key),
321 brw->wm.sdc_bo, key.sampler_count,
322 &sampler, sizeof(sampler),
323 NULL, NULL);
324
325 /* Emit SDC relocations */
326 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
327 if (!ctx->Texture.Unit[i]._ReallyEnabled)
328 continue;
329
330 dri_bo_emit_reloc(brw->wm.sampler_bo,
331 I915_GEM_DOMAIN_SAMPLER, 0,
332 0,
333 i * sizeof(struct brw_sampler_state) +
334 offsetof(struct brw_sampler_state, ss2),
335 brw->wm.sdc_bo[i]);
336 }
337 }
338 }
339
340 const struct brw_tracked_state brw_wm_samplers = {
341 .dirty = {
342 .mesa = _NEW_TEXTURE,
343 .brw = 0,
344 .cache = 0
345 },
346 .prepare = upload_wm_samplers,
347 };
348
349