#include "nv20_3d.xml.h"
#include "nouveau_util.h"
#include "nv20_driver.h"
+#include "main/samplerobj.h"
void
nv20_emit_tex_gen(struct gl_context *ctx, int emit)
get_tex_format_pot(struct gl_texture_image *ti)
{
switch (ti->TexFormat) {
- case MESA_FORMAT_ARGB8888:
+ case MESA_FORMAT_B8G8R8A8_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
- case MESA_FORMAT_ARGB1555:
+ case MESA_FORMAT_B5G5R5A1_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
- case MESA_FORMAT_ARGB4444:
+ case MESA_FORMAT_B4G4R4A4_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
- case MESA_FORMAT_XRGB8888:
+ case MESA_FORMAT_B8G8R8X8_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
- case MESA_FORMAT_RGB565:
+ case MESA_FORMAT_B5G6R5_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5;
- case MESA_FORMAT_A8:
- case MESA_FORMAT_I8:
+ case MESA_FORMAT_A_UNORM8:
+ case MESA_FORMAT_I_UNORM8:
return NV20_3D_TEX_FORMAT_FORMAT_I8;
- case MESA_FORMAT_L8:
+ case MESA_FORMAT_L_UNORM8:
return NV20_3D_TEX_FORMAT_FORMAT_L8;
+ case MESA_FORMAT_RGB_DXT1:
+ case MESA_FORMAT_RGBA_DXT1:
+ return NV20_3D_TEX_FORMAT_FORMAT_DXT1;
+
+ case MESA_FORMAT_RGBA_DXT3:
+ return NV20_3D_TEX_FORMAT_FORMAT_DXT3;
+
+ 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:
+ case MESA_FORMAT_B8G8R8A8_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
- case MESA_FORMAT_ARGB1555:
+ case MESA_FORMAT_B5G5R5A1_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
- case MESA_FORMAT_ARGB4444:
+ case MESA_FORMAT_B4G4R4A4_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT;
- case MESA_FORMAT_XRGB8888:
+ case MESA_FORMAT_B8G8R8X8_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT;
- case MESA_FORMAT_RGB565:
+ case MESA_FORMAT_B5G6R5_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
- case MESA_FORMAT_L8:
+ case MESA_FORMAT_L_UNORM8:
return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT;
- case MESA_FORMAT_A8:
- case MESA_FORMAT_I8:
+ case MESA_FORMAT_A_UNORM8:
+ case MESA_FORMAT_I_UNORM8:
return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT;
default:
struct gl_texture_object *t;
struct nouveau_surface *s;
struct gl_texture_image *ti;
+ const struct gl_sampler_object *sa;
uint32_t tx_format, tx_filter, tx_wrap, tx_enable;
PUSH_RESET(push, BUFCTX_TEX(i));
- if (!ctx->Texture.Unit[i]._ReallyEnabled) {
+ if (!ctx->Texture.Unit[i]._Current) {
BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
PUSH_DATA (push, 0);
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;
| NV20_3D_TEX_FORMAT_NO_BORDER
| 1 << 16;
- tx_wrap = nvgl_wrap_mode(t->Sampler.WrapR) << 16
- | nvgl_wrap_mode(t->Sampler.WrapT) << 8
- | nvgl_wrap_mode(t->Sampler.WrapS) << 0;
+ tx_wrap = nvgl_wrap_mode(sa->WrapR) << 16
+ | nvgl_wrap_mode(sa->WrapT) << 8
+ | nvgl_wrap_mode(sa->WrapS) << 0;
- tx_filter = nvgl_filter_mode(t->Sampler.MagFilter) << 24
- | nvgl_filter_mode(t->Sampler.MinFilter) << 16
+ tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
+ | nvgl_filter_mode(sa->MinFilter) << 16
| 2 << 12;
tx_enable = NV20_3D_TEX_ENABLE_ENABLE
- | log2i(t->Sampler.MaxAnisotropy) << 4;
+ | log2i(sa->MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1);
tx_format |= get_tex_format_pot(ti);
}
- if (t->Sampler.MinFilter != GL_NEAREST &&
- t->Sampler.MinFilter != GL_LINEAR) {
- int lod_min = t->Sampler.MinLod;
- int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda);
- int lod_bias = t->Sampler.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);
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 |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;