Merge branch 'mesa_7_7_branch'
[mesa.git] / src / mesa / drivers / dri / i915 / i915_texstate.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include "main/mtypes.h"
29 #include "main/enums.h"
30 #include "main/macros.h"
31 #include "main/colormac.h"
32
33 #include "intel_mipmap_tree.h"
34 #include "intel_tex.h"
35
36 #include "i915_context.h"
37 #include "i915_reg.h"
38
39
40 static GLuint
41 translate_texture_format(gl_format mesa_format, GLuint internal_format,
42 GLenum DepthMode)
43 {
44 switch (mesa_format) {
45 case MESA_FORMAT_L8:
46 return MAPSURF_8BIT | MT_8BIT_L8;
47 case MESA_FORMAT_I8:
48 return MAPSURF_8BIT | MT_8BIT_I8;
49 case MESA_FORMAT_A8:
50 return MAPSURF_8BIT | MT_8BIT_A8;
51 case MESA_FORMAT_AL88:
52 return MAPSURF_16BIT | MT_16BIT_AY88;
53 case MESA_FORMAT_RGB565:
54 return MAPSURF_16BIT | MT_16BIT_RGB565;
55 case MESA_FORMAT_ARGB1555:
56 return MAPSURF_16BIT | MT_16BIT_ARGB1555;
57 case MESA_FORMAT_ARGB4444:
58 return MAPSURF_16BIT | MT_16BIT_ARGB4444;
59 case MESA_FORMAT_ARGB8888:
60 return MAPSURF_32BIT | MT_32BIT_ARGB8888;
61 case MESA_FORMAT_XRGB8888:
62 return MAPSURF_32BIT | MT_32BIT_XRGB8888;
63 case MESA_FORMAT_YCBCR_REV:
64 return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
65 case MESA_FORMAT_YCBCR:
66 return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
67 case MESA_FORMAT_RGB_FXT1:
68 case MESA_FORMAT_RGBA_FXT1:
69 return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
70 case MESA_FORMAT_Z16:
71 if (DepthMode == GL_ALPHA)
72 return (MAPSURF_16BIT | MT_16BIT_A16);
73 else if (DepthMode == GL_INTENSITY)
74 return (MAPSURF_16BIT | MT_16BIT_I16);
75 else
76 return (MAPSURF_16BIT | MT_16BIT_L16);
77 case MESA_FORMAT_RGBA_DXT1:
78 case MESA_FORMAT_RGB_DXT1:
79 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
80 case MESA_FORMAT_RGBA_DXT3:
81 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
82 case MESA_FORMAT_RGBA_DXT5:
83 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
84 case MESA_FORMAT_S8_Z24:
85 if (DepthMode == GL_ALPHA)
86 return (MAPSURF_32BIT | MT_32BIT_x8A24);
87 else if (DepthMode == GL_INTENSITY)
88 return (MAPSURF_32BIT | MT_32BIT_x8I24);
89 else
90 return (MAPSURF_32BIT | MT_32BIT_x8L24);
91 default:
92 fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, mesa_format);
93 abort();
94 return 0;
95 }
96 }
97
98
99
100
101 /* The i915 (and related graphics cores) do not support GL_CLAMP. The
102 * Intel drivers for "other operating systems" implement GL_CLAMP as
103 * GL_CLAMP_TO_EDGE, so the same is done here.
104 */
105 static GLuint
106 translate_wrap_mode(GLenum wrap)
107 {
108 switch (wrap) {
109 case GL_REPEAT:
110 return TEXCOORDMODE_WRAP;
111 case GL_CLAMP:
112 return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
113 case GL_CLAMP_TO_EDGE:
114 return TEXCOORDMODE_CLAMP_EDGE;
115 case GL_CLAMP_TO_BORDER:
116 return TEXCOORDMODE_CLAMP_BORDER;
117 case GL_MIRRORED_REPEAT:
118 return TEXCOORDMODE_MIRROR;
119 default:
120 return TEXCOORDMODE_WRAP;
121 }
122 }
123
124
125
126 /* Recalculate all state from scratch. Perhaps not the most
127 * efficient, but this has gotten complex enough that we need
128 * something which is understandable and reliable.
129 */
130 static GLboolean
131 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
132 {
133 GLcontext *ctx = &intel->ctx;
134 struct i915_context *i915 = i915_context(ctx);
135 struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
136 struct gl_texture_object *tObj = tUnit->_Current;
137 struct intel_texture_object *intelObj = intel_texture_object(tObj);
138 struct gl_texture_image *firstImage;
139 GLuint *state = i915->state.Tex[unit], format, pitch;
140 GLint lodbias, aniso = 0;
141 GLubyte border[4];
142 GLfloat maxlod;
143
144 memset(state, 0, sizeof(state));
145
146 /*We need to refcount these. */
147
148 if (i915->state.tex_buffer[unit] != NULL) {
149 dri_bo_unreference(i915->state.tex_buffer[unit]);
150 i915->state.tex_buffer[unit] = NULL;
151 }
152
153 if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit))
154 return GL_FALSE;
155
156 /* Get first image here, since intelObj->firstLevel will get set in
157 * the intel_finalize_mipmap_tree() call above.
158 */
159 firstImage = tObj->Image[0][intelObj->firstLevel];
160
161 if (intelObj->imageOverride) {
162 i915->state.tex_buffer[unit] = NULL;
163 i915->state.tex_offset[unit] = intelObj->textureOffset;
164
165 switch (intelObj->depthOverride) {
166 case 32:
167 format = MAPSURF_32BIT | MT_32BIT_ARGB8888;
168 break;
169 case 24:
170 default:
171 format = MAPSURF_32BIT | MT_32BIT_XRGB8888;
172 break;
173 case 16:
174 format = MAPSURF_16BIT | MT_16BIT_RGB565;
175 break;
176 }
177
178 pitch = intelObj->pitchOverride;
179 } else {
180 dri_bo_reference(intelObj->mt->region->buffer);
181 i915->state.tex_buffer[unit] = intelObj->mt->region->buffer;
182 i915->state.tex_offset[unit] = 0; /* Always the origin of the miptree */
183
184 format = translate_texture_format(firstImage->TexFormat,
185 firstImage->InternalFormat,
186 tObj->DepthMode);
187 pitch = intelObj->mt->pitch * intelObj->mt->cpp;
188 }
189
190 state[I915_TEXREG_MS3] =
191 (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
192 ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
193
194 if (intelObj->mt->region->tiling != I915_TILING_NONE) {
195 state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
196 if (intelObj->mt->region->tiling == I915_TILING_Y)
197 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
198 }
199
200 /* We get one field with fraction bits for the maximum addressable
201 * (lowest resolution) LOD. Use it to cover both MAX_LEVEL and
202 * MAX_LOD.
203 */
204 maxlod = MIN2(tObj->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
205 state[I915_TEXREG_MS4] =
206 ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
207 MS4_CUBE_FACE_ENA_MASK |
208 (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
209 ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
210
211
212 {
213 GLuint minFilt, mipFilt, magFilt;
214
215 switch (tObj->MinFilter) {
216 case GL_NEAREST:
217 minFilt = FILTER_NEAREST;
218 mipFilt = MIPFILTER_NONE;
219 break;
220 case GL_LINEAR:
221 minFilt = FILTER_LINEAR;
222 mipFilt = MIPFILTER_NONE;
223 break;
224 case GL_NEAREST_MIPMAP_NEAREST:
225 minFilt = FILTER_NEAREST;
226 mipFilt = MIPFILTER_NEAREST;
227 break;
228 case GL_LINEAR_MIPMAP_NEAREST:
229 minFilt = FILTER_LINEAR;
230 mipFilt = MIPFILTER_NEAREST;
231 break;
232 case GL_NEAREST_MIPMAP_LINEAR:
233 minFilt = FILTER_NEAREST;
234 mipFilt = MIPFILTER_LINEAR;
235 break;
236 case GL_LINEAR_MIPMAP_LINEAR:
237 minFilt = FILTER_LINEAR;
238 mipFilt = MIPFILTER_LINEAR;
239 break;
240 default:
241 return GL_FALSE;
242 }
243
244 if (tObj->MaxAnisotropy > 1.0) {
245 minFilt = FILTER_ANISOTROPIC;
246 magFilt = FILTER_ANISOTROPIC;
247 if (tObj->MaxAnisotropy > 2.0)
248 aniso = SS2_MAX_ANISO_4;
249 else
250 aniso = SS2_MAX_ANISO_2;
251 }
252 else {
253 switch (tObj->MagFilter) {
254 case GL_NEAREST:
255 magFilt = FILTER_NEAREST;
256 break;
257 case GL_LINEAR:
258 magFilt = FILTER_LINEAR;
259 break;
260 default:
261 return GL_FALSE;
262 }
263 }
264
265 lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0);
266 if (lodbias < -256)
267 lodbias = -256;
268 if (lodbias > 255)
269 lodbias = 255;
270 state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
271 SS2_LOD_BIAS_MASK);
272
273 /* YUV conversion:
274 */
275 if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
276 firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
277 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
278
279 /* Shadow:
280 */
281 if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
282 tObj->Target != GL_TEXTURE_3D) {
283 if (tObj->Target == GL_TEXTURE_1D)
284 return GL_FALSE;
285
286 state[I915_TEXREG_SS2] |=
287 (SS2_SHADOW_ENABLE |
288 intel_translate_shadow_compare_func(tObj->CompareFunc));
289
290 minFilt = FILTER_4X4_FLAT;
291 magFilt = FILTER_4X4_FLAT;
292 }
293
294 state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
295 (mipFilt << SS2_MIP_FILTER_SHIFT) |
296 (magFilt << SS2_MAG_FILTER_SHIFT) |
297 aniso);
298 }
299
300 {
301 GLenum ws = tObj->WrapS;
302 GLenum wt = tObj->WrapT;
303 GLenum wr = tObj->WrapR;
304
305 /* We program 1D textures as 2D textures, so the 2D texcoord could
306 * result in sampling border values if we don't set the T wrap to
307 * repeat.
308 */
309 if (tObj->Target == GL_TEXTURE_1D)
310 wt = GL_REPEAT;
311
312 /* 3D textures don't seem to respect the border color.
313 * Fallback if there's ever a danger that they might refer to
314 * it.
315 *
316 * Effectively this means fallback on 3D clamp or
317 * clamp_to_border.
318 */
319 if (tObj->Target == GL_TEXTURE_3D &&
320 (tObj->MinFilter != GL_NEAREST ||
321 tObj->MagFilter != GL_NEAREST) &&
322 (ws == GL_CLAMP ||
323 wt == GL_CLAMP ||
324 wr == GL_CLAMP ||
325 ws == GL_CLAMP_TO_BORDER ||
326 wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
327 return GL_FALSE;
328
329 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
330 * used) when using cube map texture coordinates
331 */
332 if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
333 (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
334 ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
335 return GL_FALSE;
336
337 state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
338
339 state[I915_TEXREG_SS3] |=
340 ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
341 (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
342 (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
343
344 state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
345 state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(tObj->MinLod, 0.0, 11.0), 4) <<
346 SS3_MIN_LOD_SHIFT);
347
348 }
349
350 /* convert border color from float to ubyte */
351 CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor.f[0]);
352 CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor.f[1]);
353 CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor.f[2]);
354 CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor.f[3]);
355
356 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
357 /* GL specs that border color for depth textures is taken from the
358 * R channel, while the hardware uses A. Spam R into all the channels
359 * for safety.
360 */
361 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
362 border[0],
363 border[0],
364 border[0]);
365 } else {
366 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
367 border[0],
368 border[1],
369 border[2]);
370 }
371
372
373 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
374 /* memcmp was already disabled, but definitely won't work as the
375 * region might now change and that wouldn't be detected:
376 */
377 I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
378
379
380 #if 0
381 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
382 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
383 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
384 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
385 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
386 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
387 #endif
388
389 return GL_TRUE;
390 }
391
392
393
394
395 void
396 i915UpdateTextureState(struct intel_context *intel)
397 {
398 GLboolean ok = GL_TRUE;
399 GLuint i;
400
401 for (i = 0; i < I915_TEX_UNITS && ok; i++) {
402 switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
403 case TEXTURE_1D_BIT:
404 case TEXTURE_2D_BIT:
405 case TEXTURE_CUBE_BIT:
406 case TEXTURE_3D_BIT:
407 ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
408 break;
409 case TEXTURE_RECT_BIT:
410 ok = i915_update_tex_unit(intel, i, 0);
411 break;
412 case 0:{
413 struct i915_context *i915 = i915_context(&intel->ctx);
414 if (i915->state.active & I915_UPLOAD_TEX(i))
415 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
416
417 if (i915->state.tex_buffer[i] != NULL) {
418 dri_bo_unreference(i915->state.tex_buffer[i]);
419 i915->state.tex_buffer[i] = NULL;
420 }
421
422 break;
423 }
424 default:
425 ok = GL_FALSE;
426 break;
427 }
428 }
429
430 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
431 }