#include "main/enums.h"
#include "main/macros.h"
#include "main/colormac.h"
+#include "main/samplerobj.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
static GLuint
-translate_texture_format(gl_format mesa_format, GLuint internal_format,
- GLenum DepthMode)
+translate_texture_format(gl_format mesa_format, GLenum DepthMode)
{
switch (mesa_format) {
case MESA_FORMAT_L8:
return MAPSURF_16BIT | MT_16BIT_ARGB1555;
case MESA_FORMAT_ARGB4444:
return MAPSURF_16BIT | MT_16BIT_ARGB4444;
+ case MESA_FORMAT_SARGB8:
case MESA_FORMAT_ARGB8888:
return MAPSURF_32BIT | MT_32BIT_ARGB8888;
case MESA_FORMAT_XRGB8888:
return MAPSURF_32BIT | MT_32BIT_XRGB8888;
+ case MESA_FORMAT_RGBA8888_REV:
+ return MAPSURF_32BIT | MT_32BIT_ABGR8888;
case MESA_FORMAT_YCBCR_REV:
return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
case MESA_FORMAT_YCBCR:
return (MAPSURF_16BIT | MT_16BIT_L16);
case MESA_FORMAT_RGBA_DXT1:
case MESA_FORMAT_RGB_DXT1:
+ case MESA_FORMAT_SRGB_DXT1:
+ case MESA_FORMAT_SRGBA_DXT1:
return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
case MESA_FORMAT_RGBA_DXT3:
+ case MESA_FORMAT_SRGBA_DXT3:
return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
case MESA_FORMAT_RGBA_DXT5:
+ case MESA_FORMAT_SRGBA_DXT5:
return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
case MESA_FORMAT_S8_Z24:
+ case MESA_FORMAT_X8_Z24:
if (DepthMode == GL_ALPHA)
return (MAPSURF_32BIT | MT_32BIT_x8A24);
else if (DepthMode == GL_INTENSITY)
else
return (MAPSURF_32BIT | MT_32BIT_x8L24);
default:
- fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, mesa_format);
+ fprintf(stderr, "%s: bad image format %s\n", __FUNCTION__,
+ _mesa_get_format_name(mesa_format));
abort();
return 0;
}
* efficient, but this has gotten complex enough that we need
* something which is understandable and reliable.
*/
-static GLboolean
+static bool
i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
{
struct gl_context *ctx = &intel->ctx;
struct gl_texture_object *tObj = tUnit->_Current;
struct intel_texture_object *intelObj = intel_texture_object(tObj);
struct gl_texture_image *firstImage;
- GLuint *state = i915->state.Tex[unit], format, pitch;
+ struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
+ GLuint *state = i915->state.Tex[unit], format;
GLint lodbias, aniso = 0;
GLubyte border[4];
GLfloat maxlod;
- memset(state, 0, sizeof(state));
+ memset(state, 0, sizeof(*state));
/*We need to refcount these. */
}
if (!intel_finalize_mipmap_tree(intel, unit))
- return GL_FALSE;
+ return false;
/* Get first image here, since intelObj->firstLevel will get set in
* the intel_finalize_mipmap_tree() call above.
*/
- firstImage = tObj->Image[0][intelObj->firstLevel];
+ firstImage = tObj->Image[0][tObj->BaseLevel];
- drm_intel_bo_reference(intelObj->mt->region->buffer);
- i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
- i915->state.tex_offset[unit] = 0; /* Always the origin of the miptree */
+ drm_intel_bo_reference(intelObj->mt->region->bo);
+ i915->state.tex_buffer[unit] = intelObj->mt->region->bo;
+ i915->state.tex_offset[unit] = intelObj->mt->offset;
format = translate_texture_format(firstImage->TexFormat,
- firstImage->InternalFormat,
tObj->DepthMode);
- pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;
state[I915_TEXREG_MS3] =
(((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
* (lowest resolution) LOD. Use it to cover both MAX_LEVEL and
* MAX_LOD.
*/
- maxlod = MIN2(tObj->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
+ maxlod = MIN2(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
state[I915_TEXREG_MS4] =
- ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
+ ((((intelObj->mt->region->pitch / 4) - 1) << MS4_PITCH_SHIFT) |
MS4_CUBE_FACE_ENA_MASK |
(U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
{
GLuint minFilt, mipFilt, magFilt;
- switch (tObj->MinFilter) {
+ switch (sampler->MinFilter) {
case GL_NEAREST:
minFilt = FILTER_NEAREST;
mipFilt = MIPFILTER_NONE;
mipFilt = MIPFILTER_LINEAR;
break;
default:
- return GL_FALSE;
+ return false;
}
- if (tObj->MaxAnisotropy > 1.0) {
+ if (sampler->MaxAnisotropy > 1.0) {
minFilt = FILTER_ANISOTROPIC;
magFilt = FILTER_ANISOTROPIC;
- if (tObj->MaxAnisotropy > 2.0)
+ if (sampler->MaxAnisotropy > 2.0)
aniso = SS2_MAX_ANISO_4;
else
aniso = SS2_MAX_ANISO_2;
}
else {
- switch (tObj->MagFilter) {
+ switch (sampler->MagFilter) {
case GL_NEAREST:
magFilt = FILTER_NEAREST;
break;
magFilt = FILTER_LINEAR;
break;
default:
- return GL_FALSE;
+ return false;
}
}
- lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0);
+ lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0);
if (lodbias < -256)
lodbias = -256;
if (lodbias > 255)
/* Shadow:
*/
- if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
+ if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
tObj->Target != GL_TEXTURE_3D) {
if (tObj->Target == GL_TEXTURE_1D)
- return GL_FALSE;
+ return false;
state[I915_TEXREG_SS2] |=
(SS2_SHADOW_ENABLE |
- intel_translate_shadow_compare_func(tObj->CompareFunc));
+ intel_translate_shadow_compare_func(sampler->CompareFunc));
minFilt = FILTER_4X4_FLAT;
magFilt = FILTER_4X4_FLAT;
}
{
- GLenum ws = tObj->WrapS;
- GLenum wt = tObj->WrapT;
- GLenum wr = tObj->WrapR;
+ GLenum ws = sampler->WrapS;
+ GLenum wt = sampler->WrapT;
+ GLenum wr = sampler->WrapR;
float minlod;
/* We program 1D textures as 2D textures, so the 2D texcoord could
* clamp_to_border.
*/
if (tObj->Target == GL_TEXTURE_3D &&
- (tObj->MinFilter != GL_NEAREST ||
- tObj->MagFilter != GL_NEAREST) &&
+ (sampler->MinFilter != GL_NEAREST ||
+ sampler->MagFilter != GL_NEAREST) &&
(ws == GL_CLAMP ||
wt == GL_CLAMP ||
wr == GL_CLAMP ||
ws == GL_CLAMP_TO_BORDER ||
wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
- return GL_FALSE;
+ return false;
/* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
* used) when using cube map texture coordinates
if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
(((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
- return GL_FALSE;
+ return false;
+
+ /*
+ * According to 3DSTATE_MAP_STATE at page of 104 in Bspec
+ * Vol3d 3D Instructions:
+ * [DevGDG and DevAlv]: Must be a power of 2 for cube maps.
+ * [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps
+ * must have all faces enabled.
+ *
+ * But, as I tested on pineview(DevBLB derived), the rendering is
+ * bad(you will find the color isn't samplered right in some
+ * fragments). After checking, it seems that the texture layout is
+ * wrong: making the width and height align of 4(although this
+ * doesn't make much sense) will fix this issue and also broke some
+ * others. Well, Bspec mentioned nothing about the layout alignment
+ * and layout for NPOT cube map. I guess the Bspec just assume it's
+ * a POT cube map.
+ *
+ * Thus, I guess we need do this for other platforms as well.
+ */
+ if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
+ !is_power_of_two(firstImage->Height))
+ return false;
state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
(translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
(translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
- minlod = MIN2(tObj->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
+ minlod = MIN2(sampler->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
SS3_MIN_LOD_SHIFT);
}
+ if (sampler->sRGBDecode == GL_DECODE_EXT &&
+ (_mesa_get_srgb_format_linear(firstImage->TexFormat) !=
+ firstImage->TexFormat)) {
+ state[I915_TEXREG_SS2] |= SS2_REVERSE_GAMMA_ENABLE;
+ }
+
/* convert border color from float to ubyte */
- CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor.f[0]);
- CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor.f[1]);
- CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor.f[2]);
- CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor.f[3]);
+ CLAMPED_FLOAT_TO_UBYTE(border[0], sampler->BorderColor.f[0]);
+ CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->BorderColor.f[1]);
+ CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->BorderColor.f[2]);
+ CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->BorderColor.f[3]);
if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
/* GL specs that border color for depth textures is taken from the
}
- I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
+ I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), true);
/* memcmp was already disabled, but definitely won't work as the
* region might now change and that wouldn't be detected:
*/
DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
#endif
- return GL_TRUE;
+ return true;
}
void
i915UpdateTextureState(struct intel_context *intel)
{
- GLboolean ok = GL_TRUE;
+ bool ok = true;
GLuint i;
for (i = 0; i < I915_TEX_UNITS && ok; i++) {
case 0:{
struct i915_context *i915 = i915_context(&intel->ctx);
if (i915->state.active & I915_UPLOAD_TEX(i))
- I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
+ I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), false);
if (i915->state.tex_buffer[i] != NULL) {
drm_intel_bo_unreference(i915->state.tex_buffer[i]);
break;
}
default:
- ok = GL_FALSE;
+ ok = false;
break;
}
}