Merge commit 'origin/7.8'
[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 static dri_bo *upload_default_color( struct brw_context *brw,
70 const GLfloat *color )
71 {
72 struct brw_sampler_default_color sdc;
73
74 COPY_4V(sdc.color, color);
75
76 return brw_cache_data(&brw->cache, BRW_SAMPLER_DEFAULT_COLOR,
77 &sdc, sizeof(sdc), NULL, 0);
78 }
79
80
81 struct wm_sampler_key {
82 int sampler_count;
83
84 struct wm_sampler_entry {
85 GLenum tex_target;
86 GLenum wrap_r, wrap_s, wrap_t;
87 float maxlod, minlod;
88 float lod_bias;
89 float max_aniso;
90 GLenum minfilter, magfilter;
91 GLenum comparemode, comparefunc;
92
93 /** If target is cubemap, take context setting.
94 */
95 GLboolean seamless_cube_map;
96 } sampler[BRW_MAX_TEX_UNIT];
97 };
98
99 /**
100 * Sets the sampler state for a single unit based off of the sampler key
101 * entry.
102 */
103 static void brw_update_sampler_state(struct wm_sampler_entry *key,
104 dri_bo *sdc_bo,
105 struct brw_sampler_state *sampler)
106 {
107 memset(sampler, 0, sizeof(*sampler));
108
109 switch (key->minfilter) {
110 case GL_NEAREST:
111 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
112 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
113 break;
114 case GL_LINEAR:
115 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
116 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
117 break;
118 case GL_NEAREST_MIPMAP_NEAREST:
119 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
120 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
121 break;
122 case GL_LINEAR_MIPMAP_NEAREST:
123 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
124 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
125 break;
126 case GL_NEAREST_MIPMAP_LINEAR:
127 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
128 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
129 break;
130 case GL_LINEAR_MIPMAP_LINEAR:
131 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
132 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
133 break;
134 default:
135 break;
136 }
137
138 /* Set Anisotropy:
139 */
140 if (key->max_aniso > 1.0) {
141 sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
142 sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
143
144 if (key->max_aniso > 2.0) {
145 sampler->ss3.max_aniso = MIN2((key->max_aniso - 2) / 2,
146 BRW_ANISORATIO_16);
147 }
148 }
149 else {
150 switch (key->magfilter) {
151 case GL_NEAREST:
152 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
153 break;
154 case GL_LINEAR:
155 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
156 break;
157 default:
158 break;
159 }
160 }
161
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);
165
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.
168 */
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;
175 } else {
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;
179 }
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.
185 */
186 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
187 }
188
189
190 /* Set shadow function:
191 */
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.
196 */
197 sampler->ss0.shadow_function =
198 intel_translate_shadow_compare_func(key->comparefunc);
199 }
200
201 /* Set LOD bias:
202 */
203 sampler->ss0.lod_bias = S_FIXED(CLAMP(key->lod_bias, -16, 15), 6);
204
205 sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
206 sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
207
208 /* Set BaseMipLevel, MaxLOD, MinLOD:
209 *
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
213 * these:
214 */
215 sampler->ss0.base_level = U_FIXED(0, 1);
216
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);
219
220 sampler->ss2.default_color_pointer = sdc_bo->offset >> 5; /* reloc */
221 }
222
223
224 /** Sets up the cache key for sampler state for all texture units */
225 static void
226 brw_wm_sampler_populate_key(struct brw_context *brw,
227 struct wm_sampler_key *key)
228 {
229 GLcontext *ctx = &brw->intel.ctx;
230 int unit;
231
232 key->sampler_count = 0;
233
234 for (unit = 0; unit < BRW_MAX_TEX_UNIT; unit++) {
235 if (ctx->Texture.Unit[unit]._ReallyEnabled) {
236 struct wm_sampler_entry *entry = &key->sampler[unit];
237 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
238 struct gl_texture_object *texObj = texUnit->_Current;
239 struct intel_texture_object *intelObj = intel_texture_object(texObj);
240 struct gl_texture_image *firstImage =
241 texObj->Image[0][intelObj->firstLevel];
242
243 memset(entry, 0, sizeof(*entry));
244
245 entry->tex_target = texObj->Target;
246
247 entry->seamless_cube_map = (texObj->Target == GL_TEXTURE_CUBE_MAP)
248 ? ctx->Texture.CubeMapSeamless : GL_FALSE;
249
250 entry->wrap_r = texObj->WrapR;
251 entry->wrap_s = texObj->WrapS;
252 entry->wrap_t = texObj->WrapT;
253
254 entry->maxlod = texObj->MaxLod;
255 entry->minlod = texObj->MinLod;
256 entry->lod_bias = texUnit->LodBias + texObj->LodBias;
257 entry->max_aniso = texObj->MaxAnisotropy;
258 entry->minfilter = texObj->MinFilter;
259 entry->magfilter = texObj->MagFilter;
260 entry->comparemode = texObj->CompareMode;
261 entry->comparefunc = texObj->CompareFunc;
262
263 dri_bo_unreference(brw->wm.sdc_bo[unit]);
264 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
265 float bordercolor[4] = {
266 texObj->BorderColor.f[0],
267 texObj->BorderColor.f[0],
268 texObj->BorderColor.f[0],
269 texObj->BorderColor.f[0]
270 };
271 /* GL specs that border color for depth textures is taken from the
272 * R channel, while the hardware uses A. Spam R into all the
273 * channels for safety.
274 */
275 brw->wm.sdc_bo[unit] = upload_default_color(brw, bordercolor);
276 } else {
277 brw->wm.sdc_bo[unit] = upload_default_color(brw,
278 texObj->BorderColor.f);
279 }
280 key->sampler_count = unit + 1;
281 }
282 }
283 }
284
285 /* All samplers must be uploaded in a single contiguous array, which
286 * complicates various things. However, this is still too confusing -
287 * FIXME: simplify all the different new texture state flags.
288 */
289 static void upload_wm_samplers( struct brw_context *brw )
290 {
291 GLcontext *ctx = &brw->intel.ctx;
292 struct wm_sampler_key key;
293 int i, sampler_key_size;
294
295 brw_wm_sampler_populate_key(brw, &key);
296
297 if (brw->wm.sampler_count != key.sampler_count) {
298 brw->wm.sampler_count = key.sampler_count;
299 brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
300 }
301
302 dri_bo_unreference(brw->wm.sampler_bo);
303 brw->wm.sampler_bo = NULL;
304 if (brw->wm.sampler_count == 0)
305 return;
306
307 /* Only include the populated portion of the key in the search. */
308 sampler_key_size = offsetof(struct wm_sampler_key,
309 sampler[key.sampler_count]);
310 brw->wm.sampler_bo = brw_search_cache(&brw->cache, BRW_SAMPLER,
311 &key, sampler_key_size,
312 brw->wm.sdc_bo, key.sampler_count,
313 NULL);
314
315 /* If we didnt find it in the cache, compute the state and put it in the
316 * cache.
317 */
318 if (brw->wm.sampler_bo == NULL) {
319 struct brw_sampler_state sampler[BRW_MAX_TEX_UNIT];
320
321 memset(sampler, 0, sizeof(sampler));
322 for (i = 0; i < key.sampler_count; i++) {
323 if (brw->wm.sdc_bo[i] == NULL)
324 continue;
325
326 brw_update_sampler_state(&key.sampler[i], brw->wm.sdc_bo[i],
327 &sampler[i]);
328 }
329
330 brw->wm.sampler_bo = brw_upload_cache(&brw->cache, BRW_SAMPLER,
331 &key, sampler_key_size,
332 brw->wm.sdc_bo, key.sampler_count,
333 &sampler, sizeof(sampler));
334
335 /* Emit SDC relocations */
336 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
337 if (!ctx->Texture.Unit[i]._ReallyEnabled)
338 continue;
339
340 dri_bo_emit_reloc(brw->wm.sampler_bo,
341 I915_GEM_DOMAIN_SAMPLER, 0,
342 0,
343 i * sizeof(struct brw_sampler_state) +
344 offsetof(struct brw_sampler_state, ss2),
345 brw->wm.sdc_bo[i]);
346 }
347 }
348 }
349
350 const struct brw_tracked_state brw_wm_samplers = {
351 .dirty = {
352 .mesa = _NEW_TEXTURE,
353 .brw = 0,
354 .cache = 0
355 },
356 .prepare = upload_wm_samplers,
357 };
358
359