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
;
70 static GLuint
U_FIXED(GLfloat value
, GLuint frac_bits
)
72 value
*= (1<<frac_bits
);
73 return value
< 0 ? 0 : value
;
76 static GLint
S_FIXED(GLfloat value
, GLuint frac_bits
)
78 return value
* (1<<frac_bits
);
82 static dri_bo
*upload_default_color( struct brw_context
*brw
,
83 const GLfloat
*color
)
85 struct brw_sampler_default_color sdc
;
87 COPY_4V(sdc
.color
, color
);
89 return brw_cache_data( &brw
->cache
, BRW_SAMPLER_DEFAULT_COLOR
, &sdc
,
94 struct wm_sampler_key
{
97 struct wm_sampler_entry
{
98 GLenum wrap_r
, wrap_s
, wrap_t
;
102 GLenum minfilter
, magfilter
;
103 GLenum comparemode
, comparefunc
;
105 } sampler
[BRW_MAX_TEX_UNIT
];
109 * Sets the sampler state for a single unit based off of the sampler key
112 static void brw_update_sampler_state(struct wm_sampler_entry
*key
,
114 struct brw_sampler_state
*sampler
)
116 _mesa_memset(sampler
, 0, sizeof(*sampler
));
118 switch (key
->minfilter
) {
120 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
121 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
124 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
125 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
127 case GL_NEAREST_MIPMAP_NEAREST
:
128 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
129 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
131 case GL_LINEAR_MIPMAP_NEAREST
:
132 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
133 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
135 case GL_NEAREST_MIPMAP_LINEAR
:
136 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
137 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
139 case GL_LINEAR_MIPMAP_LINEAR
:
140 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
141 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
149 if (key
->max_aniso
> 1.0) {
150 sampler
->ss0
.min_filter
= BRW_MAPFILTER_ANISOTROPIC
;
151 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_ANISOTROPIC
;
153 if (key
->max_aniso
> 2.0) {
154 sampler
->ss3
.max_aniso
= MAX2((key
->max_aniso
- 2) / 2,
159 switch (key
->magfilter
) {
161 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_NEAREST
;
164 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_LINEAR
;
171 sampler
->ss1
.r_wrap_mode
= translate_wrap_mode(key
->wrap_r
);
172 sampler
->ss1
.s_wrap_mode
= translate_wrap_mode(key
->wrap_s
);
173 sampler
->ss1
.t_wrap_mode
= translate_wrap_mode(key
->wrap_t
);
175 /* Fulsim complains if I don't do this. Hardware doesn't mind:
178 if (texObj
->Target
== GL_TEXTURE_CUBE_MAP_ARB
) {
179 sampler
->ss1
.r_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
180 sampler
->ss1
.s_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
181 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
185 /* Set shadow function:
187 if (key
->comparemode
== GL_COMPARE_R_TO_TEXTURE_ARB
) {
188 /* Shadowing is "enabled" by emitting a particular sampler
189 * message (sample_c). So need to recompile WM program when
190 * shadow comparison is enabled on each/any texture unit.
192 sampler
->ss0
.shadow_function
=
193 intel_translate_shadow_compare_func(key
->comparefunc
);
198 sampler
->ss0
.lod_bias
= S_FIXED(CLAMP(key
->lod_bias
, -16, 15), 6);
200 sampler
->ss0
.lod_preclamp
= 1; /* OpenGL mode */
201 sampler
->ss0
.default_color_mode
= 0; /* OpenGL/DX10 mode */
203 /* Set BaseMipLevel, MaxLOD, MinLOD:
205 * XXX: I don't think that using firstLevel, lastLevel works,
206 * because we always setup the surface state as if firstLevel ==
207 * level zero. Probably have to subtract firstLevel from each of
210 sampler
->ss0
.base_level
= U_FIXED(0, 1);
212 sampler
->ss1
.max_lod
= U_FIXED(MIN2(MAX2(key
->maxlod
, 0), 13), 6);
213 sampler
->ss1
.min_lod
= U_FIXED(MIN2(MAX2(key
->minlod
, 0), 13), 6);
215 sampler
->ss2
.default_color_pointer
= sdc_bo
->offset
>> 5; /* reloc */
218 /** Sets up the cache key for sampler state for all texture units */
220 brw_wm_sampler_populate_key(struct brw_context
*brw
,
221 struct wm_sampler_key
*key
)
225 memset(key
, 0, sizeof(*key
));
227 for (unit
= 0; unit
< BRW_MAX_TEX_UNIT
; unit
++) {
228 if (brw
->attribs
.Texture
->Unit
[unit
]._ReallyEnabled
) {
229 struct wm_sampler_entry
*entry
= &key
->sampler
[unit
];
230 struct gl_texture_unit
*texUnit
= &brw
->attribs
.Texture
->Unit
[unit
];
231 struct gl_texture_object
*texObj
= texUnit
->_Current
;
232 struct intel_texture_object
*intelObj
= intel_texture_object(texObj
);
233 struct gl_texture_image
*firstImage
=
234 texObj
->Image
[0][intelObj
->firstLevel
];
236 entry
->wrap_r
= texObj
->WrapR
;
237 entry
->wrap_s
= texObj
->WrapS
;
238 entry
->wrap_t
= texObj
->WrapT
;
240 entry
->maxlod
= texObj
->MaxLod
;
241 entry
->minlod
= texObj
->MinLod
;
242 entry
->lod_bias
= texUnit
->LodBias
+ texObj
->LodBias
;
243 entry
->max_aniso
= texObj
->MaxAnisotropy
;
244 entry
->minfilter
= texObj
->MinFilter
;
245 entry
->magfilter
= texObj
->MagFilter
;
246 entry
->comparemode
= texObj
->CompareMode
;
247 entry
->comparefunc
= texObj
->CompareFunc
;
249 dri_bo_unreference(brw
->wm
.sdc_bo
[unit
]);
250 if (firstImage
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
251 float bordercolor
[4] = {
252 texObj
->BorderColor
[0],
253 texObj
->BorderColor
[0],
254 texObj
->BorderColor
[0],
255 texObj
->BorderColor
[0]
257 /* GL specs that border color for depth textures is taken from the
258 * R channel, while the hardware uses A. Spam R into all the
259 * channels for safety.
261 brw
->wm
.sdc_bo
[unit
] = upload_default_color(brw
, bordercolor
);
263 brw
->wm
.sdc_bo
[unit
] = upload_default_color(brw
,
264 texObj
->BorderColor
);
266 key
->sampler_count
= unit
+ 1;
271 /* All samplers must be uploaded in a single contiguous array, which
272 * complicates various things. However, this is still too confusing -
273 * FIXME: simplify all the different new texture state flags.
275 static void upload_wm_samplers( struct brw_context
*brw
)
277 struct wm_sampler_key key
;
280 brw_wm_sampler_populate_key(brw
, &key
);
282 if (brw
->wm
.sampler_count
!= key
.sampler_count
) {
283 brw
->wm
.sampler_count
= key
.sampler_count
;
284 brw
->state
.dirty
.cache
|= CACHE_NEW_SAMPLER
;
287 dri_bo_unreference(brw
->wm
.sampler_bo
);
288 brw
->wm
.sampler_bo
= NULL
;
289 if (brw
->wm
.sampler_count
== 0)
292 brw
->wm
.sampler_bo
= brw_search_cache(&brw
->cache
, BRW_SAMPLER
,
294 brw
->wm
.sdc_bo
, key
.sampler_count
,
297 /* If we didnt find it in the cache, compute the state and put it in the
300 if (brw
->wm
.sampler_bo
== NULL
) {
301 struct brw_sampler_state sampler
[BRW_MAX_TEX_UNIT
];
303 memset(sampler
, 0, sizeof(sampler
));
304 for (i
= 0; i
< key
.sampler_count
; i
++) {
305 if (brw
->wm
.sdc_bo
[i
] == NULL
)
308 brw_update_sampler_state(&key
.sampler
[i
], brw
->wm
.sdc_bo
[i
],
312 brw
->wm
.sampler_bo
= brw_upload_cache(&brw
->cache
, BRW_SAMPLER
,
314 brw
->wm
.sdc_bo
, key
.sampler_count
,
315 &sampler
, sizeof(sampler
),
318 /* Emit SDC relocations */
319 for (i
= 0; i
< BRW_MAX_TEX_UNIT
; i
++) {
320 if (!brw
->attribs
.Texture
->Unit
[i
]._ReallyEnabled
)
323 dri_bo_emit_reloc(brw
->wm
.sampler_bo
,
324 I915_GEM_DOMAIN_SAMPLER
, 0,
326 i
* sizeof(struct brw_sampler_state
) +
327 offsetof(struct brw_sampler_state
, ss2
),
333 const struct brw_tracked_state brw_wm_samplers
= {
335 .mesa
= _NEW_TEXTURE
,
339 .prepare
= upload_wm_samplers
,