Added few more stubs so that control reaches to DestroyDevice().
[mesa.git] / src / mesa / drivers / dri / nouveau / nv20_state_tex.c
1 /*
2 * Copyright (C) 2009 Francisco Jerez.
3 * All Rights Reserved.
4 *
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:
12 *
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.
16 *
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.
24 *
25 */
26
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"
34 #include "main/samplerobj.h"
35
36 void
37 nv20_emit_tex_gen(struct gl_context *ctx, int emit)
38 {
39 const int i = emit - NOUVEAU_STATE_TEX_GEN0;
40 struct nouveau_context *nctx = to_nouveau_context(ctx);
41 struct nouveau_pushbuf *push = context_push(ctx);
42 struct gl_fixedfunc_texture_unit *unit =
43 &ctx->Texture.FixedFuncUnit[i];
44 int j;
45
46 for (j = 0; j < 4; j++) {
47 if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
48 struct gl_texgen *coord = get_texgen_coord(unit, j);
49 float *k = get_texgen_coeff(coord);
50
51 if (k) {
52 BEGIN_NV04(push, NV20_3D(TEX_GEN_COEFF(i, j)), 4);
53 PUSH_DATAp(push, k, 4);
54 }
55
56 BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
57 PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
58
59 } else {
60 BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
61 PUSH_DATA (push, 0);
62 }
63 }
64 }
65
66 void
67 nv20_emit_tex_mat(struct gl_context *ctx, int emit)
68 {
69 const int i = emit - NOUVEAU_STATE_TEX_MAT0;
70 struct nouveau_context *nctx = to_nouveau_context(ctx);
71 struct nouveau_pushbuf *push = context_push(ctx);
72
73 if (nctx->fallback == HWTNL &&
74 (ctx->Texture._TexMatEnabled & 1 << i)) {
75 BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
76 PUSH_DATA (push, 1);
77
78 BEGIN_NV04(push, NV20_3D(TEX_MATRIX(i,0)), 16);
79 PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
80
81 } else {
82 BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
83 PUSH_DATA (push, 0);
84 }
85 }
86
87 static uint32_t
88 get_tex_format_pot(struct gl_texture_image *ti)
89 {
90 switch (ti->TexFormat) {
91 case MESA_FORMAT_B8G8R8A8_UNORM:
92 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
93
94 case MESA_FORMAT_B5G5R5A1_UNORM:
95 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
96
97 case MESA_FORMAT_B4G4R4A4_UNORM:
98 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
99
100 case MESA_FORMAT_B8G8R8X8_UNORM:
101 return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
102
103 case MESA_FORMAT_B5G6R5_UNORM:
104 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5;
105
106 case MESA_FORMAT_A_UNORM8:
107 case MESA_FORMAT_I_UNORM8:
108 return NV20_3D_TEX_FORMAT_FORMAT_I8;
109
110 case MESA_FORMAT_L_UNORM8:
111 return NV20_3D_TEX_FORMAT_FORMAT_L8;
112
113 case MESA_FORMAT_RGB_DXT1:
114 case MESA_FORMAT_RGBA_DXT1:
115 return NV20_3D_TEX_FORMAT_FORMAT_DXT1;
116
117 case MESA_FORMAT_RGBA_DXT3:
118 return NV20_3D_TEX_FORMAT_FORMAT_DXT3;
119
120 case MESA_FORMAT_RGBA_DXT5:
121 return NV20_3D_TEX_FORMAT_FORMAT_DXT5;
122
123 default:
124 assert(0);
125 }
126 }
127
128 static uint32_t
129 get_tex_format_rect(struct gl_texture_image *ti)
130 {
131 switch (ti->TexFormat) {
132 case MESA_FORMAT_B8G8R8A8_UNORM:
133 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
134
135 case MESA_FORMAT_B5G5R5A1_UNORM:
136 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
137
138 case MESA_FORMAT_B4G4R4A4_UNORM:
139 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT;
140
141 case MESA_FORMAT_B8G8R8X8_UNORM:
142 return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT;
143
144 case MESA_FORMAT_B5G6R5_UNORM:
145 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
146
147 case MESA_FORMAT_L_UNORM8:
148 return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT;
149
150 case MESA_FORMAT_A_UNORM8:
151 case MESA_FORMAT_I_UNORM8:
152 return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT;
153
154 default:
155 assert(0);
156 }
157 }
158
159 void
160 nv20_emit_tex_obj(struct gl_context *ctx, int emit)
161 {
162 const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
163 struct nouveau_pushbuf *push = context_push(ctx);
164 const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
165 struct gl_texture_object *t;
166 struct nouveau_surface *s;
167 struct gl_texture_image *ti;
168 const struct gl_sampler_object *sa;
169 uint8_t r, g, b, a;
170 uint32_t tx_format, tx_filter, tx_wrap, tx_bcolor, tx_enable;
171
172 PUSH_RESET(push, BUFCTX_TEX(i));
173
174 if (!ctx->Texture.Unit[i]._Current) {
175 BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
176 PUSH_DATA (push, 0);
177
178 context_dirty(ctx, TEX_SHADER);
179 return;
180 }
181
182 t = ctx->Texture.Unit[i]._Current;
183 s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
184 ti = t->Image[0][t->BaseLevel];
185 sa = _mesa_get_samplerobj(ctx, i);
186
187 if (!nouveau_texture_validate(ctx, t))
188 return;
189
190 /* Recompute the texturing registers. */
191 tx_format = ti->DepthLog2 << 28
192 | ti->HeightLog2 << 24
193 | ti->WidthLog2 << 20
194 | NV20_3D_TEX_FORMAT_DIMS_2D
195 | NV20_3D_TEX_FORMAT_NO_BORDER
196 | 1 << 16;
197
198 switch (t->Target) {
199 case GL_TEXTURE_1D:
200 tx_wrap = NV20_3D_TEX_WRAP_R_CLAMP_TO_EDGE
201 | NV20_3D_TEX_WRAP_T_CLAMP_TO_EDGE
202 | nvgl_wrap_mode_nv20(sa->WrapS) << 0;
203 break;
204
205 default:
206 tx_wrap = nvgl_wrap_mode_nv20(sa->WrapR) << 16
207 | nvgl_wrap_mode_nv20(sa->WrapT) << 8
208 | nvgl_wrap_mode_nv20(sa->WrapS) << 0;
209 break;
210 }
211
212 tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
213 | nvgl_filter_mode(sa->MinFilter) << 16
214 | 2 << 12;
215
216 r = FLOAT_TO_UBYTE(sa->BorderColor.f[0]);
217 g = FLOAT_TO_UBYTE(sa->BorderColor.f[1]);
218 b = FLOAT_TO_UBYTE(sa->BorderColor.f[2]);
219 a = FLOAT_TO_UBYTE(sa->BorderColor.f[3]);
220 switch (ti->_BaseFormat) {
221 case GL_LUMINANCE:
222 a = 0xff;
223 /* fallthrough */
224 case GL_LUMINANCE_ALPHA:
225 g = b = r;
226 break;
227 case GL_RGB:
228 a = 0xff;
229 break;
230 case GL_INTENSITY:
231 g = b = a = r;
232 break;
233 case GL_ALPHA:
234 r = g = b = 0;
235 break;
236 }
237 tx_bcolor = b << 0 | g << 8 | r << 16 | a << 24;
238
239 tx_enable = NV20_3D_TEX_ENABLE_ENABLE
240 | log2i(sa->MaxAnisotropy) << 4;
241
242 if (t->Target == GL_TEXTURE_RECTANGLE) {
243 BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1);
244 PUSH_DATA (push, s->pitch << 16);
245 BEGIN_NV04(push, NV20_3D(TEX_NPOT_SIZE(i)), 1);
246 PUSH_DATA (push, s->width << 16 | s->height);
247
248 tx_format |= get_tex_format_rect(ti);
249 } else {
250 tx_format |= get_tex_format_pot(ti);
251 }
252
253 if (sa->MinFilter != GL_NEAREST &&
254 sa->MinFilter != GL_LINEAR) {
255 int lod_min = sa->MinLod;
256 int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
257 int lod_bias = sa->LodBias
258 + ctx->Texture.Unit[i].LodBias;
259
260 lod_max = CLAMP(lod_max, 0, 15);
261 lod_min = CLAMP(lod_min, 0, 15);
262 lod_bias = CLAMP(lod_bias, 0, 15);
263
264 tx_format |= NV20_3D_TEX_FORMAT_MIPMAP;
265 tx_filter |= lod_bias << 8;
266 tx_enable |= lod_min << 26
267 | lod_max << 14;
268 }
269
270 /* Write it to the hardware. */
271 BEGIN_NV04(push, NV20_3D(TEX_FORMAT(i)), 1);
272 PUSH_MTHD (push, NV20_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
273 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
274 NV20_3D_TEX_FORMAT_DMA0,
275 NV20_3D_TEX_FORMAT_DMA1);
276
277 BEGIN_NV04(push, NV20_3D(TEX_OFFSET(i)), 1);
278 PUSH_MTHDl(push, NV20_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
279 s->bo, s->offset, bo_flags);
280
281 BEGIN_NV04(push, NV20_3D(TEX_WRAP(i)), 1);
282 PUSH_DATA (push, tx_wrap);
283
284 BEGIN_NV04(push, NV20_3D(TEX_FILTER(i)), 1);
285 PUSH_DATA (push, tx_filter);
286
287 BEGIN_NV04(push, NV20_3D(TEX_BORDER_COLOR(i)), 1);
288 PUSH_DATA (push, tx_bcolor);
289
290 BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
291 PUSH_DATA (push, tx_enable);
292
293 context_dirty(ctx, TEX_SHADER);
294 }
295
296 void
297 nv20_emit_tex_shader(struct gl_context *ctx, int emit)
298 {
299 struct nouveau_pushbuf *push = context_push(ctx);
300 uint32_t tx_shader_op = 0;
301 int i;
302
303 for (i = 0; i < NV20_TEXTURE_UNITS; i++) {
304 if (!ctx->Texture.Unit[i]._Current)
305 continue;
306
307 tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
308 }
309
310 BEGIN_NV04(push, NV20_3D(TEX_SHADER_OP), 1);
311 PUSH_DATA (push, tx_shader_op);
312 }