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_texture.h"
30 #include "nouveau_util.h"
31 #include "nouveau_gldefs.h"
32 #include "nv_object.xml.h"
33 #include "nv04_3d.xml.h"
34 #include "nv04_driver.h"
35 #include "main/samplerobj.h"
36 
37 static uint32_t
get_tex_format(struct gl_texture_image * ti)38 get_tex_format(struct gl_texture_image *ti)
39 {
40 	switch (ti->TexFormat) {
41 	case MESA_FORMAT_A_UNORM8:
42 	case MESA_FORMAT_L_UNORM8:
43 	case MESA_FORMAT_I_UNORM8:
44 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_Y8;
45 	case MESA_FORMAT_B5G5R5A1_UNORM:
46 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A1R5G5B5;
47 	case MESA_FORMAT_B4G4R4A4_UNORM:
48 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A4R4G4B4;
49 	case MESA_FORMAT_B5G6R5_UNORM:
50 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_R5G6B5;
51 	case MESA_FORMAT_B8G8R8A8_UNORM:
52 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;
53 	case MESA_FORMAT_B8G8R8X8_UNORM:
54 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_X8R8G8B8;
55 	default:
56 		assert(0);
57 	}
58 }
59 
60 void
nv04_emit_tex_obj(struct gl_context * ctx,int emit)61 nv04_emit_tex_obj(struct gl_context *ctx, int emit)
62 {
63 	struct nv04_context *nv04 = to_nv04_context(ctx);
64 	const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
65 	struct nouveau_surface *s;
66 	uint32_t format = 0xa0, filter = 0x1010;
67 
68 	if (ctx->Texture.Unit[i]._Current) {
69 		struct gl_texture_object *t = ctx->Texture.Unit[i]._Current;
70 		struct gl_texture_image *ti = t->Image[0][t->Attrib.BaseLevel];
71 		const struct gl_sampler_object *sa = _mesa_get_samplerobj(ctx, i);
72 		int lod_max = 1, lod_bias = 0;
73 
74 		if (!nouveau_texture_validate(ctx, t))
75 			return;
76 
77 		s = &to_nouveau_texture(t)->surfaces[t->Attrib.BaseLevel];
78 
79 		if (sa->Attrib.MinFilter != GL_NEAREST &&
80 		    sa->Attrib.MinFilter != GL_LINEAR) {
81 			lod_max = CLAMP(MIN2(sa->Attrib.MaxLod, t->_MaxLambda),
82 					0, 15) + 1;
83 
84 			lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias +
85 					 sa->Attrib.LodBias, -16, 15) * 8;
86 		}
87 
88 		format |= nvgl_wrap_mode(sa->Attrib.WrapT) << 28 |
89 			nvgl_wrap_mode(sa->Attrib.WrapS) << 24 |
90 			ti->HeightLog2 << 20 |
91 			ti->WidthLog2 << 16 |
92 			lod_max << 12 |
93 			get_tex_format(ti);
94 
95 		filter |= log2i(sa->Attrib.MaxAnisotropy) << 31 |
96 			nvgl_filter_mode(sa->Attrib.MagFilter) << 28 |
97 			log2i(sa->Attrib.MaxAnisotropy) << 27 |
98 			nvgl_filter_mode(sa->Attrib.MinFilter) << 24 |
99 			(lod_bias & 0xff) << 16;
100 
101 	} else {
102 		s = &to_nv04_context(ctx)->dummy_texture;
103 
104 		format |= NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSU_REPEAT |
105 			NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSV_REPEAT |
106 			1 << 12 |
107 			NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;
108 
109 		filter |= NV04_TEXTURED_TRIANGLE_FILTER_MINIFY_NEAREST |
110 			NV04_TEXTURED_TRIANGLE_FILTER_MAGNIFY_NEAREST;
111 	}
112 
113 	nv04->texture[i] = s;
114 	nv04->format[i] = format;
115 	nv04->filter[i] = filter;
116 }
117