2 * Copyright © 2011 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
24 #include "brw_context.h"
25 #include "brw_state.h"
26 #include "brw_defines.h"
27 #include "intel_batchbuffer.h"
29 #include "main/macros.h"
30 #include "main/samplerobj.h"
33 * Sets the sampler state for a single unit.
36 gen7_update_sampler_state(struct brw_context
*brw
, int unit
,
37 struct gen7_sampler_state
*sampler
)
39 struct intel_context
*intel
= &brw
->intel
;
40 struct gl_context
*ctx
= &intel
->ctx
;
41 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
42 struct gl_texture_object
*texObj
= texUnit
->_Current
;
43 struct gl_sampler_object
*gl_sampler
= _mesa_get_samplerobj(ctx
, unit
);
44 bool using_nearest
= false;
46 /* These don't use samplers at all. */
47 if (texObj
->Target
== GL_TEXTURE_BUFFER
)
50 switch (gl_sampler
->MinFilter
) {
52 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
53 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
57 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
58 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NONE
;
60 case GL_NEAREST_MIPMAP_NEAREST
:
61 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
62 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
64 case GL_LINEAR_MIPMAP_NEAREST
:
65 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
66 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_NEAREST
;
68 case GL_NEAREST_MIPMAP_LINEAR
:
69 sampler
->ss0
.min_filter
= BRW_MAPFILTER_NEAREST
;
70 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
72 case GL_LINEAR_MIPMAP_LINEAR
:
73 sampler
->ss0
.min_filter
= BRW_MAPFILTER_LINEAR
;
74 sampler
->ss0
.mip_filter
= BRW_MIPFILTER_LINEAR
;
81 if (gl_sampler
->MaxAnisotropy
> 1.0) {
82 sampler
->ss0
.min_filter
= BRW_MAPFILTER_ANISOTROPIC
;
83 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_ANISOTROPIC
;
85 if (gl_sampler
->MaxAnisotropy
> 2.0) {
86 sampler
->ss3
.max_aniso
= MIN2((gl_sampler
->MaxAnisotropy
- 2) / 2,
91 switch (gl_sampler
->MagFilter
) {
93 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_NEAREST
;
97 sampler
->ss0
.mag_filter
= BRW_MAPFILTER_LINEAR
;
104 sampler
->ss3
.r_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapR
,
106 sampler
->ss3
.s_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapS
,
108 sampler
->ss3
.t_wrap_mode
= translate_wrap_mode(gl_sampler
->WrapT
,
111 /* Cube-maps on 965 and later must use the same wrap mode for all 3
112 * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
114 if (texObj
->Target
== GL_TEXTURE_CUBE_MAP
) {
115 if (ctx
->Texture
.CubeMapSeamless
&&
116 (gl_sampler
->MinFilter
!= GL_NEAREST
||
117 gl_sampler
->MagFilter
!= GL_NEAREST
)) {
118 sampler
->ss3
.r_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
119 sampler
->ss3
.s_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
120 sampler
->ss3
.t_wrap_mode
= BRW_TEXCOORDMODE_CUBE
;
122 sampler
->ss3
.r_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
123 sampler
->ss3
.s_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
124 sampler
->ss3
.t_wrap_mode
= BRW_TEXCOORDMODE_CLAMP
;
126 } else if (texObj
->Target
== GL_TEXTURE_1D
) {
127 /* There's a bug in 1D texture sampling - it actually pays
128 * attention to the wrap_t value, though it should not.
129 * Override the wrap_t value here to GL_REPEAT to keep
130 * any nonexistent border pixels from floating in.
132 sampler
->ss3
.t_wrap_mode
= BRW_TEXCOORDMODE_WRAP
;
135 /* Set shadow function: */
136 if (gl_sampler
->CompareMode
== GL_COMPARE_R_TO_TEXTURE_ARB
) {
137 /* Shadowing is "enabled" by emitting a particular sampler
138 * message (sample_c). So need to recompile WM program when
139 * shadow comparison is enabled on each/any texture unit.
141 sampler
->ss1
.shadow_function
=
142 intel_translate_shadow_compare_func(gl_sampler
->CompareFunc
);
146 sampler
->ss0
.lod_bias
= S_FIXED(CLAMP(texUnit
->LodBias
+
147 gl_sampler
->LodBias
, -16, 15), 8);
149 sampler
->ss0
.lod_preclamp
= 1; /* OpenGL mode */
150 sampler
->ss0
.default_color_mode
= 0; /* OpenGL/DX10 mode */
152 /* Set BaseMipLevel, MaxLOD, MinLOD:
154 * XXX: I don't think that using firstLevel, lastLevel works,
155 * because we always setup the surface state as if firstLevel ==
156 * level zero. Probably have to subtract firstLevel from each of
159 sampler
->ss0
.base_level
= U_FIXED(0, 1);
161 sampler
->ss1
.max_lod
= U_FIXED(CLAMP(gl_sampler
->MaxLod
, 0, 13), 8);
162 sampler
->ss1
.min_lod
= U_FIXED(CLAMP(gl_sampler
->MinLod
, 0, 13), 8);
164 /* The sampler can handle non-normalized texture rectangle coordinates
167 if (texObj
->Target
== GL_TEXTURE_RECTANGLE
) {
168 sampler
->ss3
.non_normalized_coord
= 1;
171 upload_default_color(brw
, gl_sampler
, unit
);
173 sampler
->ss2
.default_color_pointer
= brw
->wm
.sdc_offset
[unit
] >> 5;
175 if (sampler
->ss0
.min_filter
!= BRW_MAPFILTER_NEAREST
)
176 sampler
->ss3
.address_round
|= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN
|
177 BRW_ADDRESS_ROUNDING_ENABLE_V_MIN
|
178 BRW_ADDRESS_ROUNDING_ENABLE_R_MIN
;
179 if (sampler
->ss0
.mag_filter
!= BRW_MAPFILTER_NEAREST
)
180 sampler
->ss3
.address_round
|= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG
|
181 BRW_ADDRESS_ROUNDING_ENABLE_V_MAG
|
182 BRW_ADDRESS_ROUNDING_ENABLE_R_MAG
;
186 /* All samplers must be uploaded in a single contiguous array, which
187 * complicates various things. However, this is still too confusing -
188 * FIXME: simplify all the different new texture state flags.
191 gen7_upload_samplers(struct brw_context
*brw
)
193 struct gl_context
*ctx
= &brw
->intel
.ctx
;
194 struct gen7_sampler_state
*samplers
;
197 brw
->sampler
.count
= 0;
198 for (i
= 0; i
< BRW_MAX_TEX_UNIT
; i
++) {
199 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
200 brw
->sampler
.count
= i
+ 1;
203 if (brw
->sampler
.count
== 0)
206 samplers
= brw_state_batch(brw
, AUB_TRACE_SAMPLER_STATE
,
207 brw
->sampler
.count
* sizeof(*samplers
),
208 32, &brw
->sampler
.offset
);
209 memset(samplers
, 0, brw
->sampler
.count
* sizeof(*samplers
));
211 for (i
= 0; i
< brw
->sampler
.count
; i
++) {
212 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
213 gen7_update_sampler_state(brw
, i
, &samplers
[i
]);
216 brw
->state
.dirty
.cache
|= CACHE_NEW_SAMPLER
;
219 const struct brw_tracked_state gen7_samplers
= {
221 .mesa
= _NEW_TEXTURE
,
222 .brw
= BRW_NEW_BATCH
,
225 .emit
= gen7_upload_samplers
,