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"
34 #include "main/samplerobj.h"
37 nv20_emit_tex_gen(struct gl_context
*ctx
, int emit
)
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
];
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
);
52 BEGIN_NV04(push
, NV20_3D(TEX_GEN_COEFF(i
, j
)), 4);
53 PUSH_DATAp(push
, k
, 4);
56 BEGIN_NV04(push
, NV20_3D(TEX_GEN_MODE(i
, j
)), 1);
57 PUSH_DATA (push
, nvgl_texgen_mode(coord
->Mode
));
60 BEGIN_NV04(push
, 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_pushbuf
*push
= context_push(ctx
);
73 if (nctx
->fallback
== HWTNL
&&
74 (ctx
->Texture
._TexMatEnabled
& 1 << i
)) {
75 BEGIN_NV04(push
, NV20_3D(TEX_MATRIX_ENABLE(i
)), 1);
78 BEGIN_NV04(push
, NV20_3D(TEX_MATRIX(i
,0)), 16);
79 PUSH_DATAm(push
, ctx
->TextureMatrixStack
[i
].Top
->m
);
82 BEGIN_NV04(push
, NV20_3D(TEX_MATRIX_ENABLE(i
)), 1);
88 get_tex_format_pot(struct gl_texture_image
*ti
)
90 switch (ti
->TexFormat
) {
91 case MESA_FORMAT_B8G8R8A8_UNORM
:
92 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8
;
94 case MESA_FORMAT_B5G5R5A1_UNORM
:
95 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5
;
97 case MESA_FORMAT_B4G4R4A4_UNORM
:
98 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4
;
100 case MESA_FORMAT_B8G8R8X8_UNORM
:
101 return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8
;
103 case MESA_FORMAT_B5G6R5_UNORM
:
104 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5
;
106 case MESA_FORMAT_A_UNORM8
:
107 case MESA_FORMAT_I_UNORM8
:
108 return NV20_3D_TEX_FORMAT_FORMAT_I8
;
110 case MESA_FORMAT_L_UNORM8
:
111 return NV20_3D_TEX_FORMAT_FORMAT_L8
;
113 case MESA_FORMAT_RGB_DXT1
:
114 case MESA_FORMAT_RGBA_DXT1
:
115 return NV20_3D_TEX_FORMAT_FORMAT_DXT1
;
117 case MESA_FORMAT_RGBA_DXT3
:
118 return NV20_3D_TEX_FORMAT_FORMAT_DXT3
;
120 case MESA_FORMAT_RGBA_DXT5
:
121 return NV20_3D_TEX_FORMAT_FORMAT_DXT5
;
129 get_tex_format_rect(struct gl_texture_image
*ti
)
131 switch (ti
->TexFormat
) {
132 case MESA_FORMAT_B8G8R8A8_UNORM
:
133 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT
;
135 case MESA_FORMAT_B5G5R5A1_UNORM
:
136 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT
;
138 case MESA_FORMAT_B4G4R4A4_UNORM
:
139 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT
;
141 case MESA_FORMAT_B8G8R8X8_UNORM
:
142 return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT
;
144 case MESA_FORMAT_B5G6R5_UNORM
:
145 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT
;
147 case MESA_FORMAT_L_UNORM8
:
148 return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT
;
150 case MESA_FORMAT_A_UNORM8
:
151 case MESA_FORMAT_I_UNORM8
:
152 return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT
;
160 nv20_emit_tex_obj(struct gl_context
*ctx
, int emit
)
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
;
170 uint32_t tx_format
, tx_filter
, tx_wrap
, tx_bcolor
, tx_enable
;
172 PUSH_RESET(push
, BUFCTX_TEX(i
));
174 if (!ctx
->Texture
.Unit
[i
]._Current
) {
175 BEGIN_NV04(push
, NV20_3D(TEX_ENABLE(i
)), 1);
178 context_dirty(ctx
, TEX_SHADER
);
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
);
187 if (!nouveau_texture_validate(ctx
, t
))
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
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;
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;
212 tx_filter
= nvgl_filter_mode(sa
->MagFilter
) << 24
213 | nvgl_filter_mode(sa
->MinFilter
) << 16
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
) {
224 case GL_LUMINANCE_ALPHA
:
237 tx_bcolor
= b
<< 0 | g
<< 8 | r
<< 16 | a
<< 24;
239 tx_enable
= NV20_3D_TEX_ENABLE_ENABLE
240 | log2i(sa
->MaxAnisotropy
) << 4;
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
);
248 tx_format
|= get_tex_format_rect(ti
);
250 tx_format
|= get_tex_format_pot(ti
);
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
;
260 lod_max
= CLAMP(lod_max
, 0, 15);
261 lod_min
= CLAMP(lod_min
, 0, 15);
262 lod_bias
= CLAMP(lod_bias
, 0, 15);
264 tx_format
|= NV20_3D_TEX_FORMAT_MIPMAP
;
265 tx_filter
|= lod_bias
<< 8;
266 tx_enable
|= lod_min
<< 26
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
);
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
);
281 BEGIN_NV04(push
, NV20_3D(TEX_WRAP(i
)), 1);
282 PUSH_DATA (push
, tx_wrap
);
284 BEGIN_NV04(push
, NV20_3D(TEX_FILTER(i
)), 1);
285 PUSH_DATA (push
, tx_filter
);
287 BEGIN_NV04(push
, NV20_3D(TEX_BORDER_COLOR(i
)), 1);
288 PUSH_DATA (push
, tx_bcolor
);
290 BEGIN_NV04(push
, NV20_3D(TEX_ENABLE(i
)), 1);
291 PUSH_DATA (push
, tx_enable
);
293 context_dirty(ctx
, TEX_SHADER
);
297 nv20_emit_tex_shader(struct gl_context
*ctx
, int emit
)
299 struct nouveau_pushbuf
*push
= context_push(ctx
);
300 uint32_t tx_shader_op
= 0;
303 for (i
= 0; i
< NV20_TEXTURE_UNITS
; i
++) {
304 if (!ctx
->Texture
.Unit
[i
]._Current
)
307 tx_shader_op
|= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D
<< 5 * i
;
310 BEGIN_NV04(push
, NV20_3D(TEX_SHADER_OP
), 1);
311 PUSH_DATA (push
, tx_shader_op
);