+++ /dev/null
-/*
- * Copyright © 2011 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- */
-
-#include "brw_context.h"
-#include "brw_state.h"
-#include "brw_defines.h"
-#include "intel_batchbuffer.h"
-#include "intel_mipmap_tree.h"
-
-#include "main/macros.h"
-#include "main/samplerobj.h"
-
-/**
- * Sets the sampler state for a single unit.
- */
-void
-gen7_update_sampler_state(struct brw_context *brw, int unit,
- struct gen7_sampler_state *sampler)
-{
- struct gl_context *ctx = &brw->ctx;
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- struct gl_texture_object *texObj = texUnit->_Current;
- struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
- bool using_nearest = false;
-
- /* These don't use samplers at all. */
- if (texObj->Target == GL_TEXTURE_BUFFER)
- return;
-
- switch (gl_sampler->MinFilter) {
- case GL_NEAREST:
- sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
- sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
- using_nearest = true;
- break;
- case GL_LINEAR:
- sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
- sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
- sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
- sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
- sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
- sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
- break;
- default:
- break;
- }
-
- /* Set Anisotropy: */
- if (gl_sampler->MaxAnisotropy > 1.0) {
- sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
- sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
- sampler->ss0.aniso_algorithm = 1;
-
- if (gl_sampler->MaxAnisotropy > 2.0) {
- sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
- BRW_ANISORATIO_16);
- }
- }
- else {
- switch (gl_sampler->MagFilter) {
- case GL_NEAREST:
- sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
- using_nearest = true;
- break;
- case GL_LINEAR:
- sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
- break;
- default:
- break;
- }
- }
-
- sampler->ss3.r_wrap_mode = translate_wrap_mode(brw, gl_sampler->WrapR,
- using_nearest);
- sampler->ss3.s_wrap_mode = translate_wrap_mode(brw, gl_sampler->WrapS,
- using_nearest);
- sampler->ss3.t_wrap_mode = translate_wrap_mode(brw, gl_sampler->WrapT,
- using_nearest);
-
- /* Cube-maps on 965 and later must use the same wrap mode for all 3
- * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
- */
- if (texObj->Target == GL_TEXTURE_CUBE_MAP ||
- texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
- if ((ctx->Texture.CubeMapSeamless || gl_sampler->CubeMapSeamless) &&
- (gl_sampler->MinFilter != GL_NEAREST ||
- gl_sampler->MagFilter != GL_NEAREST)) {
- sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
- sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
- sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
- } else {
- sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
- sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
- sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
- }
- } else if (texObj->Target == GL_TEXTURE_1D) {
- /* There's a bug in 1D texture sampling - it actually pays
- * attention to the wrap_t value, though it should not.
- * Override the wrap_t value here to GL_REPEAT to keep
- * any nonexistent border pixels from floating in.
- */
- sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
- }
-
- /* Set shadow function: */
- if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
- /* Shadowing is "enabled" by emitting a particular sampler
- * message (sample_c). So need to recompile WM program when
- * shadow comparison is enabled on each/any texture unit.
- */
- sampler->ss1.shadow_function =
- intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
- }
-
- /* Set LOD bias: */
- sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
- gl_sampler->LodBias, -16, 15), 8);
-
- sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
- sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
-
- sampler->ss0.base_level = U_FIXED(0, 1);
-
- sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8);
- sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8);
-
- /* The sampler can handle non-normalized texture rectangle coordinates
- * natively
- */
- if (texObj->Target == GL_TEXTURE_RECTANGLE) {
- sampler->ss3.non_normalized_coord = 1;
- }
-
- uint32_t sdc_offset;
- upload_default_color(brw, gl_sampler, unit, &sdc_offset);
-
- sampler->ss2.default_color_pointer = sdc_offset >> 5;
-
- if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
- sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
- BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
- BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
- if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
- sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
- BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
- BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
-}