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
;
106 } sampler
[BRW_MAX_TEX_UNIT
];
110 * Sets the sampler state for a single unit based off of the sampler key
113 static void brw_update_sampler_state(struct wm_sampler_entry
*key
,
115 struct brw_sampler_state
*sampler
)
117 _mesa_memset(sampler
, 0, sizeof(*sampler
));
119 switch (key
->minfilter
) {
121 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
122 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
125 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
126 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
128 case GL_NEAREST_MIPMAP_NEAREST
:
129 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
130 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
132 case GL_LINEAR_MIPMAP_NEAREST
:
133 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
134 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
136 case GL_NEAREST_MIPMAP_LINEAR
:
137 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
138 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
140 case GL_LINEAR_MIPMAP_LINEAR
:
141 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
142 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
150 if (key
->max_aniso
> 1.0) {
151 sampler
->ss0
.min_filter
= BRW_MAPFILTER_ANISOTROPIC
;
152 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_ANISOTROPIC
;
154 if (key
->max_aniso
> 2.0) {
155 sampler
->ss3
.max_aniso
= MIN2((key
->max_aniso
- 2) / 2,
160 switch (key
->magfilter
) {
162 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_NEAREST
;
165 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_LINEAR
;
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.
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
;
181 else if (key
->tex_target
== GL_TEXTURE_1D
) {
182 /* There's a bug in 1D texture sampling - it actually pays
183 * attention to the wrap_t value, though it should not.
184 * Override the wrap_t value here to GL_REPEAT to keep
185 * any nonexistent border pixels from floating in.
187 sampler
->ss1
.r_wrap_mode
= translate_wrap_mode(key
->wrap_r
);
188 sampler
->ss1
.s_wrap_mode
= translate_wrap_mode(key
->wrap_s
);
189 sampler
->ss1
.t_wrap_mode
= BRW_TEXCOORDMODE_WRAP
;
192 sampler
->ss1
.r_wrap_mode
= translate_wrap_mode(key
->wrap_r
);
193 sampler
->ss1
.s_wrap_mode
= translate_wrap_mode(key
->wrap_s
);
194 sampler
->ss1
.t_wrap_mode
= translate_wrap_mode(key
->wrap_t
);
197 /* Set shadow function:
199 if (key
->comparemode
== GL_COMPARE_R_TO_TEXTURE_ARB
) {
200 /* Shadowing is "enabled" by emitting a particular sampler
201 * message (sample_c). So need to recompile WM program when
202 * shadow comparison is enabled on each/any texture unit.
204 sampler
->ss0
.shadow_function
=
205 intel_translate_shadow_compare_func(key
->comparefunc
);
210 sampler
->ss0
.lod_bias
= S_FIXED(CLAMP(key
->lod_bias
, -16, 15), 6);
212 sampler
->ss0
.lod_preclamp
= 1; /* OpenGL mode */
213 sampler
->ss0
.default_color_mode
= 0; /* OpenGL/DX10 mode */
215 /* Set BaseMipLevel, MaxLOD, MinLOD:
217 * XXX: I don't think that using firstLevel, lastLevel works,
218 * because we always setup the surface state as if firstLevel ==
219 * level zero. Probably have to subtract firstLevel from each of
222 sampler
->ss0
.base_level
= U_FIXED(0, 1);
224 sampler
->ss1
.max_lod
= U_FIXED(MIN2(MAX2(key
->maxlod
, 0), 13), 6);
225 sampler
->ss1
.min_lod
= U_FIXED(MIN2(MAX2(key
->minlod
, 0), 13), 6);
227 sampler
->ss2
.default_color_pointer
= sdc_bo
->offset
>> 5; /* reloc */
231 /** Sets up the cache key for sampler state for all texture units */
233 brw_wm_sampler_populate_key(struct brw_context
*brw
,
234 struct wm_sampler_key
*key
)
236 GLcontext
*ctx
= &brw
->intel
.ctx
;
239 memset(key
, 0, sizeof(*key
));
241 for (unit
= 0; unit
< BRW_MAX_TEX_UNIT
; unit
++) {
242 if (ctx
->Texture
.Unit
[unit
]._ReallyEnabled
) {
243 struct wm_sampler_entry
*entry
= &key
->sampler
[unit
];
244 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
245 struct gl_texture_object
*texObj
= texUnit
->_Current
;
246 struct intel_texture_object
*intelObj
= intel_texture_object(texObj
);
247 struct gl_texture_image
*firstImage
=
248 texObj
->Image
[0][intelObj
->firstLevel
];
250 entry
->tex_target
= texObj
->Target
;
252 entry
->wrap_r
= texObj
->WrapR
;
253 entry
->wrap_s
= texObj
->WrapS
;
254 entry
->wrap_t
= texObj
->WrapT
;
256 entry
->maxlod
= texObj
->MaxLod
;
257 entry
->minlod
= texObj
->MinLod
;
258 entry
->lod_bias
= texUnit
->LodBias
+ texObj
->LodBias
;
259 entry
->max_aniso
= texObj
->MaxAnisotropy
;
260 entry
->minfilter
= texObj
->MinFilter
;
261 entry
->magfilter
= texObj
->MagFilter
;
262 entry
->comparemode
= texObj
->CompareMode
;
263 entry
->comparefunc
= texObj
->CompareFunc
;
265 dri_bo_unreference(brw
->wm
.sdc_bo
[unit
]);
266 if (firstImage
->_BaseFormat
== GL_DEPTH_COMPONENT
) {
267 float bordercolor
[4] = {
268 texObj
->BorderColor
[0],
269 texObj
->BorderColor
[0],
270 texObj
->BorderColor
[0],
271 texObj
->BorderColor
[0]
273 /* GL specs that border color for depth textures is taken from the
274 * R channel, while the hardware uses A. Spam R into all the
275 * channels for safety.
277 brw
->wm
.sdc_bo
[unit
] = upload_default_color(brw
, bordercolor
);
279 brw
->wm
.sdc_bo
[unit
] = upload_default_color(brw
,
280 texObj
->BorderColor
);
282 key
->sampler_count
= unit
+ 1;
287 /* All samplers must be uploaded in a single contiguous array, which
288 * complicates various things. However, this is still too confusing -
289 * FIXME: simplify all the different new texture state flags.
291 static void upload_wm_samplers( struct brw_context
*brw
)
293 GLcontext
*ctx
= &brw
->intel
.ctx
;
294 struct wm_sampler_key key
;
297 brw_wm_sampler_populate_key(brw
, &key
);
299 if (brw
->wm
.sampler_count
!= key
.sampler_count
) {
300 brw
->wm
.sampler_count
= key
.sampler_count
;
301 brw
->state
.dirty
.cache
|= CACHE_NEW_SAMPLER
;
304 dri_bo_unreference(brw
->wm
.sampler_bo
);
305 brw
->wm
.sampler_bo
= NULL
;
306 if (brw
->wm
.sampler_count
== 0)
309 brw
->wm
.sampler_bo
= brw_search_cache(&brw
->cache
, BRW_SAMPLER
,
311 brw
->wm
.sdc_bo
, key
.sampler_count
,
314 /* If we didnt find it in the cache, compute the state and put it in the
317 if (brw
->wm
.sampler_bo
== NULL
) {
318 struct brw_sampler_state sampler
[BRW_MAX_TEX_UNIT
];
320 memset(sampler
, 0, sizeof(sampler
));
321 for (i
= 0; i
< key
.sampler_count
; i
++) {
322 if (brw
->wm
.sdc_bo
[i
] == NULL
)
325 brw_update_sampler_state(&key
.sampler
[i
], brw
->wm
.sdc_bo
[i
],
329 brw
->wm
.sampler_bo
= brw_upload_cache(&brw
->cache
, BRW_SAMPLER
,
331 brw
->wm
.sdc_bo
, key
.sampler_count
,
332 &sampler
, sizeof(sampler
),
335 /* Emit SDC relocations */
336 for (i
= 0; i
< BRW_MAX_TEX_UNIT
; i
++) {
337 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
340 dri_bo_emit_reloc(brw
->wm
.sampler_bo
,
341 I915_GEM_DOMAIN_SAMPLER
, 0,
343 i
* sizeof(struct brw_sampler_state
) +
344 offsetof(struct brw_sampler_state
, ss2
),
350 const struct brw_tracked_state brw_wm_samplers
= {
352 .mesa
= _NEW_TEXTURE
,
356 .prepare
= upload_wm_samplers
,