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
{
99 GLenum wrap_r
, wrap_s
, wrap_t
;
100 float maxlod
, minlod
;
103 GLenum minfilter
, magfilter
;
104 GLenum comparemode
, comparefunc
;
107 /** If target is cubemap, take context setting.
109 GLboolean seamless_cube_map
;
110 } sampler
[BRW_MAX_TEX_UNIT
];
114 * Sets the sampler state for a single unit based off of the sampler key
117 static void brw_update_sampler_state(struct wm_sampler_entry
*key
,
119 struct brw_sampler_state
*sampler
)
121 _mesa_memset(sampler
, 0, sizeof(*sampler
));
123 switch (key
->minfilter
) {
125 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
126 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
129 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
130 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
132 case GL_NEAREST_MIPMAP_NEAREST
:
133 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
134 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
136 case GL_LINEAR_MIPMAP_NEAREST
:
137 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
138 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
140 case GL_NEAREST_MIPMAP_LINEAR
:
141 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
142 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
144 case GL_LINEAR_MIPMAP_LINEAR
:
145 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
146 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
154 if (key
->max_aniso
> 1.0) {
155 sampler
->ss0
.min_filter
= BRW_MAPFILTER_ANISOTROPIC
;
156 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_ANISOTROPIC
;
158 if (key
->max_aniso
> 2.0) {
159 sampler
->ss3
.max_aniso
= MIN2((key
->max_aniso
- 2) / 2,
164 switch (key
->magfilter
) {
166 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_NEAREST
;
169 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_LINEAR
;
176 sampler
->ss1
.r_wrap_mode
= translate_wrap_mode(key
->wrap_r
);
177 sampler
->ss1
.s_wrap_mode
= translate_wrap_mode(key
->wrap_s
);
178 sampler
->ss1
.t_wrap_mode
= translate_wrap_mode(key
->wrap_t
);
180 /* Cube-maps on 965 and later must use the same wrap mode for all 3
181 * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
183 if (key
->tex_target
== GL_TEXTURE_CUBE_MAP
) {
184 if (key
->seamless_cube_map
&&
185 (key
->minfilter
!= GL_NEAREST
|| key
->magfilter
!= GL_NEAREST
)) {
186 sampler
->ss1
.r_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
187 sampler
->ss1
.s_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
188 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
190 sampler
->ss1
.r_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
191 sampler
->ss1
.s_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
192 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
194 } else if (key
->tex_target
== GL_TEXTURE_1D
) {
195 /* There's a bug in 1D texture sampling - it actually pays
196 * attention to the wrap_t value, though it should not.
197 * Override the wrap_t value here to GL_REPEAT to keep
198 * any nonexistent border pixels from floating in.
200 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_WRAP
;
204 /* Set shadow function:
206 if (key
->comparemode
== GL_COMPARE_R_TO_TEXTURE_ARB
) {
207 /* Shadowing is "enabled" by emitting a particular sampler
208 * message (sample_c). So need to recompile WM program when
209 * shadow comparison is enabled on each/any texture unit.
211 sampler
->ss0
.shadow_function
=
212 intel_translate_shadow_compare_func(key
->comparefunc
);
217 sampler
->ss0
.lod_bias
= S_FIXED(CLAMP(key
->lod_bias
, -16, 15), 6);
219 sampler
->ss0
.lod_preclamp
= 1; /* OpenGL mode */
220 sampler
->ss0
.default_color_mode
= 0; /* OpenGL/DX10 mode */
222 /* Set BaseMipLevel, MaxLOD, MinLOD:
224 * XXX: I don't think that using firstLevel, lastLevel works,
225 * because we always setup the surface state as if firstLevel ==
226 * level zero. Probably have to subtract firstLevel from each of
229 sampler
->ss0
.base_level
= U_FIXED(0, 1);
231 sampler
->ss1
.max_lod
= U_FIXED(CLAMP(key
->maxlod
, 0, 13), 6);
232 sampler
->ss1
.min_lod
= U_FIXED(CLAMP(key
->minlod
, 0, 13), 6);
234 sampler
->ss2
.default_color_pointer
= sdc_bo
->offset
>> 5; /* reloc */
238 /** Sets up the cache key for sampler state for all texture units */
240 brw_wm_sampler_populate_key(struct brw_context
*brw
,
241 struct wm_sampler_key
*key
)
243 GLcontext
*ctx
= &brw
->intel
.ctx
;
246 memset(key
, 0, sizeof(*key
));
248 for (unit
= 0; unit
< BRW_MAX_TEX_UNIT
; unit
++) {
249 if (ctx
->Texture
.Unit
[unit
]._ReallyEnabled
) {
250 struct wm_sampler_entry
*entry
= &key
->sampler
[unit
];
251 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
252 struct gl_texture_object
*texObj
= texUnit
->_Current
;
253 struct intel_texture_object
*intelObj
= intel_texture_object(texObj
);
254 struct gl_texture_image
*firstImage
=
255 texObj
->Image
[0][intelObj
->firstLevel
];
257 entry
->tex_target
= texObj
->Target
;
259 entry
->seamless_cube_map
= (texObj
->Target
== GL_TEXTURE_CUBE_MAP
)
260 ? ctx
->Texture
.CubeMapSeamless
: GL_FALSE
;
262 entry
->wrap_r
= texObj
->WrapR
;
263 entry
->wrap_s
= texObj
->WrapS
;
264 entry
->wrap_t
= texObj
->WrapT
;
266 entry
->maxlod
= texObj
->MaxLod
;
267 entry
->minlod
= texObj
->MinLod
;
268 entry
->lod_bias
= texUnit
->LodBias
+ texObj
->LodBias
;
269 entry
->max_aniso
= texObj
->MaxAnisotropy
;
270 entry
->minfilter
= texObj
->MinFilter
;
271 entry
->magfilter
= texObj
->MagFilter
;
272 entry
->comparemode
= texObj
->CompareMode
;
273 entry
->comparefunc
= texObj
->CompareFunc
;
275 dri_bo_unreference(brw
->wm
.sdc_bo
[unit
]);
276 if (firstImage
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
277 float bordercolor
[4] = {
278 texObj
->BorderColor
[0],
279 texObj
->BorderColor
[0],
280 texObj
->BorderColor
[0],
281 texObj
->BorderColor
[0]
283 /* GL specs that border color for depth textures is taken from the
284 * R channel, while the hardware uses A. Spam R into all the
285 * channels for safety.
287 brw
->wm
.sdc_bo
[unit
] = upload_default_color(brw
, bordercolor
);
289 brw
->wm
.sdc_bo
[unit
] = upload_default_color(brw
,
290 texObj
->BorderColor
);
292 key
->sampler_count
= unit
+ 1;
297 /* All samplers must be uploaded in a single contiguous array, which
298 * complicates various things. However, this is still too confusing -
299 * FIXME: simplify all the different new texture state flags.
301 static void upload_wm_samplers( struct brw_context
*brw
)
303 GLcontext
*ctx
= &brw
->intel
.ctx
;
304 struct wm_sampler_key key
;
307 brw_wm_sampler_populate_key(brw
, &key
);
309 if (brw
->wm
.sampler_count
!= key
.sampler_count
) {
310 brw
->wm
.sampler_count
= key
.sampler_count
;
311 brw
->state
.dirty
.cache
|= CACHE_NEW_SAMPLER
;
314 dri_bo_unreference(brw
->wm
.sampler_bo
);
315 brw
->wm
.sampler_bo
= NULL
;
316 if (brw
->wm
.sampler_count
== 0)
319 brw
->wm
.sampler_bo
= brw_search_cache(&brw
->cache
, BRW_SAMPLER
,
321 brw
->wm
.sdc_bo
, key
.sampler_count
,
324 /* If we didnt find it in the cache, compute the state and put it in the
327 if (brw
->wm
.sampler_bo
== NULL
) {
328 struct brw_sampler_state sampler
[BRW_MAX_TEX_UNIT
];
330 memset(sampler
, 0, sizeof(sampler
));
331 for (i
= 0; i
< key
.sampler_count
; i
++) {
332 if (brw
->wm
.sdc_bo
[i
] == NULL
)
335 brw_update_sampler_state(&key
.sampler
[i
], brw
->wm
.sdc_bo
[i
],
339 brw
->wm
.sampler_bo
= brw_upload_cache(&brw
->cache
, BRW_SAMPLER
,
341 brw
->wm
.sdc_bo
, key
.sampler_count
,
342 &sampler
, sizeof(sampler
),
345 /* Emit SDC relocations */
346 for (i
= 0; i
< BRW_MAX_TEX_UNIT
; i
++) {
347 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
350 dri_bo_emit_reloc(brw
->wm
.sampler_bo
,
351 I915_GEM_DOMAIN_SAMPLER
, 0,
353 i
* sizeof(struct brw_sampler_state
) +
354 offsetof(struct brw_sampler_state
, ss2
),
360 const struct brw_tracked_state brw_wm_samplers
= {
362 .mesa
= _NEW_TEXTURE
,
366 .prepare
= upload_wm_samplers
,