2 * Copyright (C) 2009 Francisco Jerez.
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial
15 * portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 #include "nouveau_driver.h"
28 #include "nouveau_context.h"
29 #include "nouveau_gldefs.h"
30 #include "nouveau_texture.h"
31 #include "nv20_3d.xml.h"
32 #include "nouveau_util.h"
33 #include "nv20_driver.h"
36 nv20_emit_tex_gen(struct gl_context
*ctx
, int emit
)
38 const int i
= emit
- NOUVEAU_STATE_TEX_GEN0
;
39 struct nouveau_context
*nctx
= to_nouveau_context(ctx
);
40 struct nouveau_channel
*chan
= context_chan(ctx
);
41 struct nouveau_grobj
*kelvin
= context_eng3d(ctx
);
42 struct gl_texture_unit
*unit
= &ctx
->Texture
.Unit
[i
];
45 for (j
= 0; j
< 4; j
++) {
46 if (nctx
->fallback
== HWTNL
&& (unit
->TexGenEnabled
& 1 << j
)) {
47 struct gl_texgen
*coord
= get_texgen_coord(unit
, j
);
48 float *k
= get_texgen_coeff(coord
);
51 BEGIN_RING(chan
, kelvin
,
52 NV20_3D_TEX_GEN_COEFF(i
, j
), 4);
53 OUT_RINGp(chan
, k
, 4);
56 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_GEN_MODE(i
, j
), 1);
57 OUT_RING(chan
, nvgl_texgen_mode(coord
->Mode
));
60 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_GEN_MODE(i
, j
), 1);
67 nv20_emit_tex_mat(struct gl_context
*ctx
, int emit
)
69 const int i
= emit
- NOUVEAU_STATE_TEX_MAT0
;
70 struct nouveau_context
*nctx
= to_nouveau_context(ctx
);
71 struct nouveau_channel
*chan
= context_chan(ctx
);
72 struct nouveau_grobj
*kelvin
= context_eng3d(ctx
);
74 if (nctx
->fallback
== HWTNL
&&
75 (ctx
->Texture
._TexMatEnabled
& 1 << i
)) {
76 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_MATRIX_ENABLE(i
), 1);
79 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_MATRIX(i
,0), 16);
80 OUT_RINGm(chan
, ctx
->TextureMatrixStack
[i
].Top
->m
);
83 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_MATRIX_ENABLE(i
), 1);
89 get_tex_format_pot(struct gl_texture_image
*ti
)
91 switch (ti
->TexFormat
) {
92 case MESA_FORMAT_ARGB8888
:
93 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8
;
95 case MESA_FORMAT_ARGB1555
:
96 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5
;
98 case MESA_FORMAT_ARGB4444
:
99 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4
;
101 case MESA_FORMAT_XRGB8888
:
102 return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8
;
104 case MESA_FORMAT_RGB565
:
105 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5
;
109 return NV20_3D_TEX_FORMAT_FORMAT_I8
;
112 return NV20_3D_TEX_FORMAT_FORMAT_L8
;
120 get_tex_format_rect(struct gl_texture_image
*ti
)
122 switch (ti
->TexFormat
) {
123 case MESA_FORMAT_ARGB8888
:
124 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT
;
126 case MESA_FORMAT_ARGB1555
:
127 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT
;
129 case MESA_FORMAT_ARGB4444
:
130 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT
;
132 case MESA_FORMAT_XRGB8888
:
133 return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT
;
135 case MESA_FORMAT_RGB565
:
136 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT
;
139 return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT
;
143 return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT
;
151 nv20_emit_tex_obj(struct gl_context
*ctx
, int emit
)
153 const int i
= emit
- NOUVEAU_STATE_TEX_OBJ0
;
154 struct nouveau_channel
*chan
= context_chan(ctx
);
155 struct nouveau_grobj
*kelvin
= context_eng3d(ctx
);
156 struct nouveau_bo_context
*bctx
= context_bctx_i(ctx
, TEXTURE
, i
);
157 const int bo_flags
= NOUVEAU_BO_RD
| NOUVEAU_BO_GART
| NOUVEAU_BO_VRAM
;
158 struct gl_texture_object
*t
;
159 struct nouveau_surface
*s
;
160 struct gl_texture_image
*ti
;
161 uint32_t tx_format
, tx_filter
, tx_wrap
, tx_enable
;
163 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
) {
164 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_ENABLE(i
), 1);
167 context_dirty(ctx
, TEX_SHADER
);
171 t
= ctx
->Texture
.Unit
[i
]._Current
;
172 s
= &to_nouveau_texture(t
)->surfaces
[t
->BaseLevel
];
173 ti
= t
->Image
[0][t
->BaseLevel
];
175 if (!nouveau_texture_validate(ctx
, t
))
178 /* Recompute the texturing registers. */
179 tx_format
= ti
->DepthLog2
<< 28
180 | ti
->HeightLog2
<< 24
181 | ti
->WidthLog2
<< 20
182 | NV20_3D_TEX_FORMAT_DIMS_2D
183 | NV20_3D_TEX_FORMAT_NO_BORDER
186 tx_wrap
= nvgl_wrap_mode(t
->Sampler
.WrapR
) << 16
187 | nvgl_wrap_mode(t
->Sampler
.WrapT
) << 8
188 | nvgl_wrap_mode(t
->Sampler
.WrapS
) << 0;
190 tx_filter
= nvgl_filter_mode(t
->Sampler
.MagFilter
) << 24
191 | nvgl_filter_mode(t
->Sampler
.MinFilter
) << 16
194 tx_enable
= NV20_3D_TEX_ENABLE_ENABLE
195 | log2i(t
->Sampler
.MaxAnisotropy
) << 4;
197 if (t
->Target
== GL_TEXTURE_RECTANGLE
) {
198 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_NPOT_PITCH(i
), 1);
199 OUT_RING(chan
, s
->pitch
<< 16);
200 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_NPOT_SIZE(i
), 1);
201 OUT_RING(chan
, s
->width
<< 16 | s
->height
);
203 tx_format
|= get_tex_format_rect(ti
);
205 tx_format
|= get_tex_format_pot(ti
);
208 if (t
->Sampler
.MinFilter
!= GL_NEAREST
&&
209 t
->Sampler
.MinFilter
!= GL_LINEAR
) {
210 int lod_min
= t
->Sampler
.MinLod
;
211 int lod_max
= MIN2(t
->Sampler
.MaxLod
, t
->_MaxLambda
);
212 int lod_bias
= t
->Sampler
.LodBias
213 + ctx
->Texture
.Unit
[i
].LodBias
;
215 lod_max
= CLAMP(lod_max
, 0, 15);
216 lod_min
= CLAMP(lod_min
, 0, 15);
217 lod_bias
= CLAMP(lod_bias
, 0, 15);
219 tx_format
|= NV20_3D_TEX_FORMAT_MIPMAP
;
220 tx_filter
|= lod_bias
<< 8;
221 tx_enable
|= lod_min
<< 26
225 /* Write it to the hardware. */
226 nouveau_bo_mark(bctx
, kelvin
, NV20_3D_TEX_FORMAT(i
),
228 NV20_3D_TEX_FORMAT_DMA0
,
229 NV20_3D_TEX_FORMAT_DMA1
,
230 bo_flags
| NOUVEAU_BO_OR
);
232 nouveau_bo_markl(bctx
, kelvin
, NV20_3D_TEX_OFFSET(i
),
233 s
->bo
, s
->offset
, bo_flags
);
235 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_WRAP(i
), 1);
236 OUT_RING(chan
, tx_wrap
);
238 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_FILTER(i
), 1);
239 OUT_RING(chan
, tx_filter
);
241 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_ENABLE(i
), 1);
242 OUT_RING(chan
, tx_enable
);
244 context_dirty(ctx
, TEX_SHADER
);
248 nv20_emit_tex_shader(struct gl_context
*ctx
, int emit
)
250 struct nouveau_channel
*chan
= context_chan(ctx
);
251 struct nouveau_grobj
*kelvin
= context_eng3d(ctx
);
252 uint32_t tx_shader_op
= 0;
255 for (i
= 0; i
< NV20_TEXTURE_UNITS
; i
++) {
256 if (!ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
259 tx_shader_op
|= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D
<< 5 * i
;
262 BEGIN_RING(chan
, kelvin
, NV20_3D_TEX_SHADER_OP
, 1);
263 OUT_RING(chan
, tx_shader_op
);