#include "nouveau_context.h"
#include "nouveau_gldefs.h"
#include "nouveau_texture.h"
-#include "nouveau_class.h"
+#include "nv20_3d.xml.h"
#include "nouveau_util.h"
#include "nv20_driver.h"
-
-#define TX_GEN_MODE(i, j) (NV20TCL_TX_GEN_MODE_S(i) + 4 * (j))
-#define TX_GEN_COEFF(i, j) (NV20TCL_TX_GEN_COEFF_S_A(i) + 16 * (j))
-#define TX_MATRIX(i) (NV20TCL_TX0_MATRIX(0) + 64 * (i))
+#include "main/samplerobj.h"
void
-nv20_emit_tex_gen(GLcontext *ctx, int emit)
+nv20_emit_tex_gen(struct gl_context *ctx, int emit)
{
const int i = emit - NOUVEAU_STATE_TEX_GEN0;
struct nouveau_context *nctx = to_nouveau_context(ctx);
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
- struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
+ struct nouveau_pushbuf *push = context_push(ctx);
+ struct gl_fixedfunc_texture_unit *unit =
+ &ctx->Texture.FixedFuncUnit[i];
int j;
for (j = 0; j < 4; j++) {
float *k = get_texgen_coeff(coord);
if (k) {
- BEGIN_RING(chan, kelvin, TX_GEN_COEFF(i, j), 4);
- OUT_RINGp(chan, k, 4);
+ BEGIN_NV04(push, NV20_3D(TEX_GEN_COEFF(i, j)), 4);
+ PUSH_DATAp(push, k, 4);
}
- BEGIN_RING(chan, kelvin, TX_GEN_MODE(i, j), 1);
- OUT_RING(chan, nvgl_texgen_mode(coord->Mode));
+ BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
+ PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
} else {
- BEGIN_RING(chan, kelvin, TX_GEN_MODE(i, j), 1);
- OUT_RING(chan, 0);
+ BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
+ PUSH_DATA (push, 0);
}
}
}
void
-nv20_emit_tex_mat(GLcontext *ctx, int emit)
+nv20_emit_tex_mat(struct gl_context *ctx, int emit)
{
const int i = emit - NOUVEAU_STATE_TEX_MAT0;
struct nouveau_context *nctx = to_nouveau_context(ctx);
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
if (nctx->fallback == HWTNL &&
(ctx->Texture._TexMatEnabled & 1 << i)) {
- BEGIN_RING(chan, kelvin, NV20TCL_TX_MATRIX_ENABLE(i), 1);
- OUT_RING(chan, 1);
+ BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
+ PUSH_DATA (push, 1);
- BEGIN_RING(chan, kelvin, TX_MATRIX(i), 16);
- OUT_RINGm(chan, ctx->TextureMatrixStack[i].Top->m);
+ BEGIN_NV04(push, NV20_3D(TEX_MATRIX(i,0)), 16);
+ PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
} else {
- BEGIN_RING(chan, kelvin, NV20TCL_TX_MATRIX_ENABLE(i), 1);
- OUT_RING(chan, 0);
+ BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
+ PUSH_DATA (push, 0);
}
}
get_tex_format_pot(struct gl_texture_image *ti)
{
switch (ti->TexFormat) {
- case MESA_FORMAT_ARGB8888:
- return NV20TCL_TX_FORMAT_FORMAT_A8R8G8B8;
+ case MESA_FORMAT_B8G8R8A8_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
+
+ case MESA_FORMAT_B5G5R5A1_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
+
+ case MESA_FORMAT_B4G4R4A4_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
- case MESA_FORMAT_ARGB1555:
- return NV20TCL_TX_FORMAT_FORMAT_A1R5G5B5;
+ case MESA_FORMAT_B8G8R8X8_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
- case MESA_FORMAT_ARGB4444:
- return NV20TCL_TX_FORMAT_FORMAT_A4R4G4B4;
+ case MESA_FORMAT_B5G6R5_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5;
- case MESA_FORMAT_XRGB8888:
- return NV20TCL_TX_FORMAT_FORMAT_X8R8G8B8;
+ case MESA_FORMAT_A_UNORM8:
+ case MESA_FORMAT_I_UNORM8:
+ return NV20_3D_TEX_FORMAT_FORMAT_I8;
- case MESA_FORMAT_RGB565:
- return NV20TCL_TX_FORMAT_FORMAT_R5G6B5;
+ case MESA_FORMAT_L_UNORM8:
+ return NV20_3D_TEX_FORMAT_FORMAT_L8;
- case MESA_FORMAT_A8:
- case MESA_FORMAT_I8:
- return NV20TCL_TX_FORMAT_FORMAT_A8;
+ case MESA_FORMAT_RGB_DXT1:
+ case MESA_FORMAT_RGBA_DXT1:
+ return NV20_3D_TEX_FORMAT_FORMAT_DXT1;
- case MESA_FORMAT_L8:
- return NV20TCL_TX_FORMAT_FORMAT_L8;
+ case MESA_FORMAT_RGBA_DXT3:
+ return NV20_3D_TEX_FORMAT_FORMAT_DXT3;
- case MESA_FORMAT_CI8:
- return NV20TCL_TX_FORMAT_FORMAT_INDEX8;
+ case MESA_FORMAT_RGBA_DXT5:
+ return NV20_3D_TEX_FORMAT_FORMAT_DXT5;
default:
assert(0);
get_tex_format_rect(struct gl_texture_image *ti)
{
switch (ti->TexFormat) {
- case MESA_FORMAT_ARGB8888:
- return NV20TCL_TX_FORMAT_FORMAT_A8R8G8B8_RECT;
+ case MESA_FORMAT_B8G8R8A8_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
- case MESA_FORMAT_ARGB1555:
- return NV20TCL_TX_FORMAT_FORMAT_A1R5G5B5_RECT;
+ case MESA_FORMAT_B5G5R5A1_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
- case MESA_FORMAT_ARGB4444:
- return NV20TCL_TX_FORMAT_FORMAT_A4R4G4B4_RECT;
+ case MESA_FORMAT_B4G4R4A4_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT;
- case MESA_FORMAT_XRGB8888:
- return NV20TCL_TX_FORMAT_FORMAT_R8G8B8_RECT;
+ case MESA_FORMAT_B8G8R8X8_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT;
- case MESA_FORMAT_RGB565:
- return NV20TCL_TX_FORMAT_FORMAT_R5G6B5_RECT;
+ case MESA_FORMAT_B5G6R5_UNORM:
+ return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
- case MESA_FORMAT_L8:
- return NV20TCL_TX_FORMAT_FORMAT_L8_RECT;
+ case MESA_FORMAT_L_UNORM8:
+ return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT;
- case MESA_FORMAT_A8:
- case MESA_FORMAT_I8:
- return NV20TCL_TX_FORMAT_FORMAT_A8_RECT;
+ case MESA_FORMAT_A_UNORM8:
+ case MESA_FORMAT_I_UNORM8:
+ return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT;
default:
assert(0);
}
void
-nv20_emit_tex_obj(GLcontext *ctx, int emit)
+nv20_emit_tex_obj(struct gl_context *ctx, int emit)
{
const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
- struct nouveau_bo_context *bctx = context_bctx_i(ctx, TEXTURE, i);
+ struct nouveau_pushbuf *push = context_push(ctx);
const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
struct gl_texture_object *t;
struct nouveau_surface *s;
struct gl_texture_image *ti;
- uint32_t tx_format, tx_filter, tx_wrap, tx_enable;
+ const struct gl_sampler_object *sa;
+ uint8_t r, g, b, a;
+ uint32_t tx_format, tx_filter, tx_wrap, tx_bcolor, tx_enable;
- if (!ctx->Texture.Unit[i]._ReallyEnabled) {
- BEGIN_RING(chan, kelvin, NV20TCL_TX_ENABLE(i), 1);
- OUT_RING(chan, 0);
+ PUSH_RESET(push, BUFCTX_TEX(i));
+
+ if (!ctx->Texture.Unit[i]._Current) {
+ BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
+ PUSH_DATA (push, 0);
context_dirty(ctx, TEX_SHADER);
return;
t = ctx->Texture.Unit[i]._Current;
s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
ti = t->Image[0][t->BaseLevel];
+ sa = _mesa_get_samplerobj(ctx, i);
if (!nouveau_texture_validate(ctx, t))
return;
tx_format = ti->DepthLog2 << 28
| ti->HeightLog2 << 24
| ti->WidthLog2 << 20
- | NV20TCL_TX_FORMAT_DIMS_2D
- | NV20TCL_TX_FORMAT_NO_BORDER
+ | NV20_3D_TEX_FORMAT_DIMS_2D
+ | NV20_3D_TEX_FORMAT_NO_BORDER
| 1 << 16;
- tx_wrap = nvgl_wrap_mode(t->WrapR) << 16
- | nvgl_wrap_mode(t->WrapT) << 8
- | nvgl_wrap_mode(t->WrapS) << 0;
+ switch (t->Target) {
+ case GL_TEXTURE_1D:
+ tx_wrap = NV20_3D_TEX_WRAP_R_CLAMP_TO_EDGE
+ | NV20_3D_TEX_WRAP_T_CLAMP_TO_EDGE
+ | nvgl_wrap_mode_nv20(sa->WrapS) << 0;
+ break;
- tx_filter = nvgl_filter_mode(t->MagFilter) << 24
- | nvgl_filter_mode(t->MinFilter) << 16;
+ default:
+ tx_wrap = nvgl_wrap_mode_nv20(sa->WrapR) << 16
+ | nvgl_wrap_mode_nv20(sa->WrapT) << 8
+ | nvgl_wrap_mode_nv20(sa->WrapS) << 0;
+ break;
+ }
+
+ tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
+ | nvgl_filter_mode(sa->MinFilter) << 16
+ | 2 << 12;
+
+ r = FLOAT_TO_UBYTE(sa->BorderColor.f[0]);
+ g = FLOAT_TO_UBYTE(sa->BorderColor.f[1]);
+ b = FLOAT_TO_UBYTE(sa->BorderColor.f[2]);
+ a = FLOAT_TO_UBYTE(sa->BorderColor.f[3]);
+ switch (ti->_BaseFormat) {
+ case GL_LUMINANCE:
+ a = 0xff;
+ /* fallthrough */
+ case GL_LUMINANCE_ALPHA:
+ g = b = r;
+ break;
+ case GL_RGB:
+ a = 0xff;
+ break;
+ case GL_INTENSITY:
+ g = b = a = r;
+ break;
+ case GL_ALPHA:
+ r = g = b = 0;
+ break;
+ }
+ tx_bcolor = b << 0 | g << 8 | r << 16 | a << 24;
- tx_enable = NV20TCL_TX_ENABLE_ENABLE
- | log2i(t->MaxAnisotropy) << 4;
+ tx_enable = NV20_3D_TEX_ENABLE_ENABLE
+ | log2i(sa->MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
- BEGIN_RING(chan, kelvin, NV20TCL_TX_NPOT_PITCH(i), 1);
- OUT_RING(chan, s->pitch << 16);
- BEGIN_RING(chan, kelvin, NV20TCL_TX_NPOT_SIZE(i), 1);
- OUT_RING(chan, s->width << 16 | s->height);
+ BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1);
+ PUSH_DATA (push, s->pitch << 16);
+ BEGIN_NV04(push, NV20_3D(TEX_NPOT_SIZE(i)), 1);
+ PUSH_DATA (push, s->width << 16 | s->height);
tx_format |= get_tex_format_rect(ti);
} else {
tx_format |= get_tex_format_pot(ti);
}
- if (t->MinFilter != GL_NEAREST &&
- t->MinFilter != GL_LINEAR) {
- int lod_min = t->MinLod;
- int lod_max = MIN2(t->MaxLod, t->_MaxLambda);
- int lod_bias = t->LodBias
+ if (sa->MinFilter != GL_NEAREST &&
+ sa->MinFilter != GL_LINEAR) {
+ int lod_min = sa->MinLod;
+ int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
+ int lod_bias = sa->LodBias
+ ctx->Texture.Unit[i].LodBias;
lod_max = CLAMP(lod_max, 0, 15);
lod_min = CLAMP(lod_min, 0, 15);
lod_bias = CLAMP(lod_bias, 0, 15);
- tx_format |= NV20TCL_TX_FORMAT_MIPMAP;
+ tx_format |= NV20_3D_TEX_FORMAT_MIPMAP;
tx_filter |= lod_bias << 8;
tx_enable |= lod_min << 26
| lod_max << 14;
}
/* Write it to the hardware. */
- nouveau_bo_mark(bctx, kelvin, NV20TCL_TX_FORMAT(i),
- s->bo, tx_format, 0,
- NV20TCL_TX_FORMAT_DMA0,
- NV20TCL_TX_FORMAT_DMA1,
- bo_flags | NOUVEAU_BO_OR);
+ BEGIN_NV04(push, NV20_3D(TEX_FORMAT(i)), 1);
+ PUSH_MTHD (push, NV20_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
+ s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
+ NV20_3D_TEX_FORMAT_DMA0,
+ NV20_3D_TEX_FORMAT_DMA1);
+
+ BEGIN_NV04(push, NV20_3D(TEX_OFFSET(i)), 1);
+ PUSH_MTHDl(push, NV20_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
+ s->bo, s->offset, bo_flags);
- nouveau_bo_markl(bctx, kelvin, NV20TCL_TX_OFFSET(i),
- s->bo, 0, bo_flags);
+ BEGIN_NV04(push, NV20_3D(TEX_WRAP(i)), 1);
+ PUSH_DATA (push, tx_wrap);
- BEGIN_RING(chan, kelvin, NV20TCL_TX_WRAP(i), 1);
- OUT_RING(chan, tx_wrap);
+ BEGIN_NV04(push, NV20_3D(TEX_FILTER(i)), 1);
+ PUSH_DATA (push, tx_filter);
- BEGIN_RING(chan, kelvin, NV20TCL_TX_FILTER(i), 1);
- OUT_RING(chan, tx_filter);
+ BEGIN_NV04(push, NV20_3D(TEX_BORDER_COLOR(i)), 1);
+ PUSH_DATA (push, tx_bcolor);
- BEGIN_RING(chan, kelvin, NV20TCL_TX_ENABLE(i), 1);
- OUT_RING(chan, tx_enable);
+ BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
+ PUSH_DATA (push, tx_enable);
context_dirty(ctx, TEX_SHADER);
}
void
-nv20_emit_tex_shader(GLcontext *ctx, int emit)
+nv20_emit_tex_shader(struct gl_context *ctx, int emit)
{
- struct nouveau_channel *chan = context_chan(ctx);
- struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_pushbuf *push = context_push(ctx);
uint32_t tx_shader_op = 0;
int i;
for (i = 0; i < NV20_TEXTURE_UNITS; i++) {
- if (!ctx->Texture.Unit[i]._ReallyEnabled)
+ if (!ctx->Texture.Unit[i]._Current)
continue;
- tx_shader_op |= NV20TCL_TX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
+ tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
}
- BEGIN_RING(chan, kelvin, NV20TCL_TX_SHADER_OP, 1);
- OUT_RING(chan, tx_shader_op);
+ BEGIN_NV04(push, NV20_3D(TEX_SHADER_OP), 1);
+ PUSH_DATA (push, tx_shader_op);
}