Merge branch 'lp-offset-twoside'
[mesa.git] / src / mesa / drivers / dri / nouveau / nv20_state_tex.c
1 /*
2 * Copyright (C) 2009 Francisco Jerez.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial
15 * portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 */
26
27 #include "nouveau_driver.h"
28 #include "nouveau_context.h"
29 #include "nouveau_gldefs.h"
30 #include "nouveau_texture.h"
31 #include "nv20_3d.xml.h"
32 #include "nouveau_util.h"
33 #include "nv20_driver.h"
34
35 void
36 nv20_emit_tex_gen(struct gl_context *ctx, int emit)
37 {
38 const int i = emit - NOUVEAU_STATE_TEX_GEN0;
39 struct nouveau_context *nctx = to_nouveau_context(ctx);
40 struct nouveau_channel *chan = context_chan(ctx);
41 struct nouveau_grobj *kelvin = context_eng3d(ctx);
42 struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
43 int j;
44
45 for (j = 0; j < 4; j++) {
46 if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
47 struct gl_texgen *coord = get_texgen_coord(unit, j);
48 float *k = get_texgen_coeff(coord);
49
50 if (k) {
51 BEGIN_RING(chan, kelvin,
52 NV20_3D_TEX_GEN_COEFF(i, j), 4);
53 OUT_RINGp(chan, k, 4);
54 }
55
56 BEGIN_RING(chan, kelvin, NV20_3D_TEX_GEN_MODE(i, j), 1);
57 OUT_RING(chan, nvgl_texgen_mode(coord->Mode));
58
59 } else {
60 BEGIN_RING(chan, kelvin, NV20_3D_TEX_GEN_MODE(i, j), 1);
61 OUT_RING(chan, 0);
62 }
63 }
64 }
65
66 void
67 nv20_emit_tex_mat(struct gl_context *ctx, int emit)
68 {
69 const int i = emit - NOUVEAU_STATE_TEX_MAT0;
70 struct nouveau_context *nctx = to_nouveau_context(ctx);
71 struct nouveau_channel *chan = context_chan(ctx);
72 struct nouveau_grobj *kelvin = context_eng3d(ctx);
73
74 if (nctx->fallback == HWTNL &&
75 (ctx->Texture._TexMatEnabled & 1 << i)) {
76 BEGIN_RING(chan, kelvin, NV20_3D_TEX_MATRIX_ENABLE(i), 1);
77 OUT_RING(chan, 1);
78
79 BEGIN_RING(chan, kelvin, NV20_3D_TEX_MATRIX(i,0), 16);
80 OUT_RINGm(chan, ctx->TextureMatrixStack[i].Top->m);
81
82 } else {
83 BEGIN_RING(chan, kelvin, NV20_3D_TEX_MATRIX_ENABLE(i), 1);
84 OUT_RING(chan, 0);
85 }
86 }
87
88 static uint32_t
89 get_tex_format_pot(struct gl_texture_image *ti)
90 {
91 switch (ti->TexFormat) {
92 case MESA_FORMAT_ARGB8888:
93 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
94
95 case MESA_FORMAT_ARGB1555:
96 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
97
98 case MESA_FORMAT_ARGB4444:
99 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
100
101 case MESA_FORMAT_XRGB8888:
102 return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
103
104 case MESA_FORMAT_RGB565:
105 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5;
106
107 case MESA_FORMAT_A8:
108 case MESA_FORMAT_I8:
109 return NV20_3D_TEX_FORMAT_FORMAT_I8;
110
111 case MESA_FORMAT_L8:
112 return NV20_3D_TEX_FORMAT_FORMAT_L8;
113
114 case MESA_FORMAT_CI8:
115 return NV20_3D_TEX_FORMAT_FORMAT_INDEX8;
116
117 default:
118 assert(0);
119 }
120 }
121
122 static uint32_t
123 get_tex_format_rect(struct gl_texture_image *ti)
124 {
125 switch (ti->TexFormat) {
126 case MESA_FORMAT_ARGB8888:
127 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
128
129 case MESA_FORMAT_ARGB1555:
130 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
131
132 case MESA_FORMAT_ARGB4444:
133 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT;
134
135 case MESA_FORMAT_XRGB8888:
136 return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT;
137
138 case MESA_FORMAT_RGB565:
139 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
140
141 case MESA_FORMAT_L8:
142 return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT;
143
144 case MESA_FORMAT_A8:
145 case MESA_FORMAT_I8:
146 return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT;
147
148 default:
149 assert(0);
150 }
151 }
152
153 void
154 nv20_emit_tex_obj(struct gl_context *ctx, int emit)
155 {
156 const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
157 struct nouveau_channel *chan = context_chan(ctx);
158 struct nouveau_grobj *kelvin = context_eng3d(ctx);
159 struct nouveau_bo_context *bctx = context_bctx_i(ctx, TEXTURE, i);
160 const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
161 struct gl_texture_object *t;
162 struct nouveau_surface *s;
163 struct gl_texture_image *ti;
164 uint32_t tx_format, tx_filter, tx_wrap, tx_enable;
165
166 if (!ctx->Texture.Unit[i]._ReallyEnabled) {
167 BEGIN_RING(chan, kelvin, NV20_3D_TEX_ENABLE(i), 1);
168 OUT_RING(chan, 0);
169
170 context_dirty(ctx, TEX_SHADER);
171 return;
172 }
173
174 t = ctx->Texture.Unit[i]._Current;
175 s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
176 ti = t->Image[0][t->BaseLevel];
177
178 if (!nouveau_texture_validate(ctx, t))
179 return;
180
181 /* Recompute the texturing registers. */
182 tx_format = ti->DepthLog2 << 28
183 | ti->HeightLog2 << 24
184 | ti->WidthLog2 << 20
185 | NV20_3D_TEX_FORMAT_DIMS_2D
186 | NV20_3D_TEX_FORMAT_NO_BORDER
187 | 1 << 16;
188
189 tx_wrap = nvgl_wrap_mode(t->WrapR) << 16
190 | nvgl_wrap_mode(t->WrapT) << 8
191 | nvgl_wrap_mode(t->WrapS) << 0;
192
193 tx_filter = nvgl_filter_mode(t->MagFilter) << 24
194 | nvgl_filter_mode(t->MinFilter) << 16
195 | 2 << 12;
196
197 tx_enable = NV20_3D_TEX_ENABLE_ENABLE
198 | log2i(t->MaxAnisotropy) << 4;
199
200 if (t->Target == GL_TEXTURE_RECTANGLE) {
201 BEGIN_RING(chan, kelvin, NV20_3D_TEX_NPOT_PITCH(i), 1);
202 OUT_RING(chan, s->pitch << 16);
203 BEGIN_RING(chan, kelvin, NV20_3D_TEX_NPOT_SIZE(i), 1);
204 OUT_RING(chan, s->width << 16 | s->height);
205
206 tx_format |= get_tex_format_rect(ti);
207 } else {
208 tx_format |= get_tex_format_pot(ti);
209 }
210
211 if (t->MinFilter != GL_NEAREST &&
212 t->MinFilter != GL_LINEAR) {
213 int lod_min = t->MinLod;
214 int lod_max = MIN2(t->MaxLod, t->_MaxLambda);
215 int lod_bias = t->LodBias
216 + ctx->Texture.Unit[i].LodBias;
217
218 lod_max = CLAMP(lod_max, 0, 15);
219 lod_min = CLAMP(lod_min, 0, 15);
220 lod_bias = CLAMP(lod_bias, 0, 15);
221
222 tx_format |= NV20_3D_TEX_FORMAT_MIPMAP;
223 tx_filter |= lod_bias << 8;
224 tx_enable |= lod_min << 26
225 | lod_max << 14;
226 }
227
228 /* Write it to the hardware. */
229 nouveau_bo_mark(bctx, kelvin, NV20_3D_TEX_FORMAT(i),
230 s->bo, tx_format, 0,
231 NV20_3D_TEX_FORMAT_DMA0,
232 NV20_3D_TEX_FORMAT_DMA1,
233 bo_flags | NOUVEAU_BO_OR);
234
235 nouveau_bo_markl(bctx, kelvin, NV20_3D_TEX_OFFSET(i),
236 s->bo, s->offset, bo_flags);
237
238 BEGIN_RING(chan, kelvin, NV20_3D_TEX_WRAP(i), 1);
239 OUT_RING(chan, tx_wrap);
240
241 BEGIN_RING(chan, kelvin, NV20_3D_TEX_FILTER(i), 1);
242 OUT_RING(chan, tx_filter);
243
244 BEGIN_RING(chan, kelvin, NV20_3D_TEX_ENABLE(i), 1);
245 OUT_RING(chan, tx_enable);
246
247 context_dirty(ctx, TEX_SHADER);
248 }
249
250 void
251 nv20_emit_tex_shader(struct gl_context *ctx, int emit)
252 {
253 struct nouveau_channel *chan = context_chan(ctx);
254 struct nouveau_grobj *kelvin = context_eng3d(ctx);
255 uint32_t tx_shader_op = 0;
256 int i;
257
258 for (i = 0; i < NV20_TEXTURE_UNITS; i++) {
259 if (!ctx->Texture.Unit[i]._ReallyEnabled)
260 continue;
261
262 tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
263 }
264
265 BEGIN_RING(chan, kelvin, NV20_3D_TEX_SHADER_OP, 1);
266 OUT_RING(chan, tx_shader_op);
267 }