Merge branch 'gallium-polygon-stipple'
[mesa.git] / src / mesa / drivers / dri / i965 / gen7_sampler_state.c
1 /*
2 * Copyright © 2011 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "brw_context.h"
25 #include "brw_state.h"
26 #include "brw_defines.h"
27 #include "intel_batchbuffer.h"
28
29 #include "main/macros.h"
30 #include "main/samplerobj.h"
31
32 /**
33 * Sets the sampler state for a single unit.
34 */
35 static void
36 gen7_update_sampler_state(struct brw_context *brw, int unit,
37 struct gen7_sampler_state *sampler)
38 {
39 struct intel_context *intel = &brw->intel;
40 struct gl_context *ctx = &intel->ctx;
41 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
42 struct gl_texture_object *texObj = texUnit->_Current;
43 struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
44 bool using_nearest = false;
45
46 switch (gl_sampler->MinFilter) {
47 case GL_NEAREST:
48 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
49 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
50 using_nearest = true;
51 break;
52 case GL_LINEAR:
53 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
54 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
55 break;
56 case GL_NEAREST_MIPMAP_NEAREST:
57 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
58 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
59 break;
60 case GL_LINEAR_MIPMAP_NEAREST:
61 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
62 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
63 break;
64 case GL_NEAREST_MIPMAP_LINEAR:
65 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
66 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
67 break;
68 case GL_LINEAR_MIPMAP_LINEAR:
69 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
70 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
71 break;
72 default:
73 break;
74 }
75
76 /* Set Anisotropy: */
77 if (gl_sampler->MaxAnisotropy > 1.0) {
78 sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
79 sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
80
81 if (gl_sampler->MaxAnisotropy > 2.0) {
82 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
83 BRW_ANISORATIO_16);
84 }
85 }
86 else {
87 switch (gl_sampler->MagFilter) {
88 case GL_NEAREST:
89 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
90 using_nearest = true;
91 break;
92 case GL_LINEAR:
93 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
94 break;
95 default:
96 break;
97 }
98 }
99
100 sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
101 using_nearest);
102 sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
103 using_nearest);
104 sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
105 using_nearest);
106
107 /* Cube-maps on 965 and later must use the same wrap mode for all 3
108 * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
109 */
110 if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
111 if (ctx->Texture.CubeMapSeamless &&
112 (gl_sampler->MinFilter != GL_NEAREST ||
113 gl_sampler->MagFilter != GL_NEAREST)) {
114 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
115 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
116 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
117 } else {
118 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
119 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
120 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
121 }
122 } else if (texObj->Target == GL_TEXTURE_1D) {
123 /* There's a bug in 1D texture sampling - it actually pays
124 * attention to the wrap_t value, though it should not.
125 * Override the wrap_t value here to GL_REPEAT to keep
126 * any nonexistent border pixels from floating in.
127 */
128 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
129 }
130
131 /* Set shadow function: */
132 if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
133 /* Shadowing is "enabled" by emitting a particular sampler
134 * message (sample_c). So need to recompile WM program when
135 * shadow comparison is enabled on each/any texture unit.
136 */
137 sampler->ss1.shadow_function =
138 intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
139 }
140
141 /* Set LOD bias: */
142 sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
143 gl_sampler->LodBias, -16, 15), 8);
144
145 sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
146 sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
147
148 /* Set BaseMipLevel, MaxLOD, MinLOD:
149 *
150 * XXX: I don't think that using firstLevel, lastLevel works,
151 * because we always setup the surface state as if firstLevel ==
152 * level zero. Probably have to subtract firstLevel from each of
153 * these:
154 */
155 sampler->ss0.base_level = U_FIXED(0, 1);
156
157 sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8);
158 sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8);
159
160 upload_default_color(brw, gl_sampler, unit);
161
162 sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 5;
163 }
164
165
166 /* All samplers must be uploaded in a single contiguous array, which
167 * complicates various things. However, this is still too confusing -
168 * FIXME: simplify all the different new texture state flags.
169 */
170 static void
171 gen7_prepare_samplers(struct brw_context *brw)
172 {
173 struct gl_context *ctx = &brw->intel.ctx;
174 struct gen7_sampler_state *samplers;
175 int i;
176
177 brw->wm.sampler_count = 0;
178 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
179 if (ctx->Texture.Unit[i]._ReallyEnabled)
180 brw->wm.sampler_count = i + 1;
181 }
182
183 if (brw->wm.sampler_count == 0)
184 return;
185
186 samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
187 brw->wm.sampler_count * sizeof(*samplers),
188 32, &brw->wm.sampler_offset);
189 memset(samplers, 0, brw->wm.sampler_count * sizeof(*samplers));
190
191 for (i = 0; i < brw->wm.sampler_count; i++) {
192 if (ctx->Texture.Unit[i]._ReallyEnabled)
193 gen7_update_sampler_state(brw, i, &samplers[i]);
194 }
195
196 brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
197 }
198
199 const struct brw_tracked_state gen7_samplers = {
200 .dirty = {
201 .mesa = _NEW_TEXTURE,
202 .brw = BRW_NEW_BATCH,
203 .cache = 0
204 },
205 .prepare = gen7_prepare_samplers,
206 };