1 /**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
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 VMWARE 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 #include "main/samplerobj.h"
33
34 #include "intel_mipmap_tree.h"
35 #include "intel_tex.h"
36
37 #include "i915_context.h"
38 #include "i915_reg.h"
39
40
41 static GLuint
translate_texture_format(mesa_format mesa_format,GLenum DepthMode)42 translate_texture_format(mesa_format mesa_format, GLenum DepthMode)
43 {
44 switch (mesa_format) {
45 case MESA_FORMAT_L_UNORM8:
46 return MAPSURF_8BIT | MT_8BIT_L8;
47 case MESA_FORMAT_I_UNORM8:
48 return MAPSURF_8BIT | MT_8BIT_I8;
49 case MESA_FORMAT_A_UNORM8:
50 return MAPSURF_8BIT | MT_8BIT_A8;
51 case MESA_FORMAT_LA_UNORM8:
52 return MAPSURF_16BIT | MT_16BIT_AY88;
53 case MESA_FORMAT_B5G6R5_UNORM:
54 return MAPSURF_16BIT | MT_16BIT_RGB565;
55 case MESA_FORMAT_B5G5R5A1_UNORM:
56 return MAPSURF_16BIT | MT_16BIT_ARGB1555;
57 case MESA_FORMAT_B4G4R4A4_UNORM:
58 return MAPSURF_16BIT | MT_16BIT_ARGB4444;
59 case MESA_FORMAT_B8G8R8A8_SRGB:
60 case MESA_FORMAT_B8G8R8A8_UNORM:
61 return MAPSURF_32BIT | MT_32BIT_ARGB8888;
62 case MESA_FORMAT_B8G8R8X8_UNORM:
63 return MAPSURF_32BIT | MT_32BIT_XRGB8888;
64 case MESA_FORMAT_R8G8B8A8_UNORM:
65 return MAPSURF_32BIT | MT_32BIT_ABGR8888;
66 case MESA_FORMAT_YCBCR_REV:
67 return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
68 case MESA_FORMAT_YCBCR:
69 return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
70 case MESA_FORMAT_RGB_FXT1:
71 case MESA_FORMAT_RGBA_FXT1:
72 return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
73 case MESA_FORMAT_Z_UNORM16:
74 if (DepthMode == GL_ALPHA)
75 return (MAPSURF_16BIT | MT_16BIT_A16);
76 else if (DepthMode == GL_INTENSITY)
77 return (MAPSURF_16BIT | MT_16BIT_I16);
78 else
79 return (MAPSURF_16BIT | MT_16BIT_L16);
80 case MESA_FORMAT_RGBA_DXT1:
81 case MESA_FORMAT_RGB_DXT1:
82 case MESA_FORMAT_SRGB_DXT1:
83 case MESA_FORMAT_SRGBA_DXT1:
84 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
85 case MESA_FORMAT_RGBA_DXT3:
86 case MESA_FORMAT_SRGBA_DXT3:
87 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
88 case MESA_FORMAT_RGBA_DXT5:
89 case MESA_FORMAT_SRGBA_DXT5:
90 return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
91 case MESA_FORMAT_Z24_UNORM_S8_UINT:
92 case MESA_FORMAT_Z24_UNORM_X8_UINT:
93 if (DepthMode == GL_ALPHA)
94 return (MAPSURF_32BIT | MT_32BIT_x8A24);
95 else if (DepthMode == GL_INTENSITY)
96 return (MAPSURF_32BIT | MT_32BIT_x8I24);
97 else
98 return (MAPSURF_32BIT | MT_32BIT_x8L24);
99 default:
100 fprintf(stderr, "%s: bad image format %s\n", __func__,
101 _mesa_get_format_name(mesa_format));
102 abort();
103 return 0;
104 }
105 }
106
107
108
109
110 /* The i915 (and related graphics cores) do not support GL_CLAMP. The
111 * Intel drivers for "other operating systems" implement GL_CLAMP as
112 * GL_CLAMP_TO_EDGE, so the same is done here.
113 */
114 static GLuint
translate_wrap_mode(GLenum wrap)115 translate_wrap_mode(GLenum wrap)
116 {
117 switch (wrap) {
118 case GL_REPEAT:
119 return TEXCOORDMODE_WRAP;
120 case GL_CLAMP:
121 return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
122 case GL_CLAMP_TO_EDGE:
123 return TEXCOORDMODE_CLAMP_EDGE;
124 case GL_CLAMP_TO_BORDER:
125 return TEXCOORDMODE_CLAMP_BORDER;
126 case GL_MIRRORED_REPEAT:
127 return TEXCOORDMODE_MIRROR;
128 default:
129 return TEXCOORDMODE_WRAP;
130 }
131 }
132
133
134
135 /* Recalculate all state from scratch. Perhaps not the most
136 * efficient, but this has gotten complex enough that we need
137 * something which is understandable and reliable.
138 */
139 static bool
i915_update_tex_unit(struct intel_context * intel,GLuint unit,GLuint ss3)140 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
141 {
142 struct gl_context *ctx = &intel->ctx;
143 struct i915_context *i915 = i915_context(ctx);
144 struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
145 struct gl_texture_object *tObj = tUnit->_Current;
146 struct intel_texture_object *intelObj = intel_texture_object(tObj);
147 struct gl_texture_image *firstImage;
148 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
149 GLuint *state = i915->state.Tex[unit], format;
150 GLint lodbias, aniso = 0;
151 GLubyte border[4];
152 GLfloat maxlod;
153
154 memset(state, 0, sizeof(*state));
155
156 /*We need to refcount these. */
157
158 if (i915->state.tex_buffer[unit] != NULL) {
159 drm_intel_bo_unreference(i915->state.tex_buffer[unit]);
160 i915->state.tex_buffer[unit] = NULL;
161 }
162
163 if (!intel_finalize_mipmap_tree(intel, unit))
164 return false;
165
166 /* Get first image here, since intelObj->firstLevel will get set in
167 * the intel_finalize_mipmap_tree() call above.
168 */
169 firstImage = tObj->Image[0][tObj->Attrib.BaseLevel];
170
171 drm_intel_bo_reference(intelObj->mt->region->bo);
172 i915->state.tex_buffer[unit] = intelObj->mt->region->bo;
173 i915->state.tex_offset[unit] = intelObj->mt->offset;
174
175 format = translate_texture_format(firstImage->TexFormat,
176 tObj->Attrib.DepthMode);
177
178 state[I915_TEXREG_MS3] =
179 (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
180 ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
181
182 if (intelObj->mt->region->tiling != I915_TILING_NONE) {
183 state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
184 if (intelObj->mt->region->tiling == I915_TILING_Y)
185 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
186 }
187
188 /* We get one field with fraction bits for the maximum addressable
189 * (lowest resolution) LOD. Use it to cover both MAX_LEVEL and
190 * MAX_LOD.
191 */
192 maxlod = MIN2(sampler->Attrib.MaxLod, tObj->_MaxLevel - tObj->Attrib.BaseLevel);
193 state[I915_TEXREG_MS4] =
194 ((((intelObj->mt->region->pitch / 4) - 1) << MS4_PITCH_SHIFT) |
195 MS4_CUBE_FACE_ENA_MASK |
196 (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
197 ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
198
199
200 {
201 GLuint minFilt, mipFilt, magFilt;
202
203 switch (sampler->Attrib.MinFilter) {
204 case GL_NEAREST:
205 minFilt = FILTER_NEAREST;
206 mipFilt = MIPFILTER_NONE;
207 break;
208 case GL_LINEAR:
209 minFilt = FILTER_LINEAR;
210 mipFilt = MIPFILTER_NONE;
211 break;
212 case GL_NEAREST_MIPMAP_NEAREST:
213 minFilt = FILTER_NEAREST;
214 mipFilt = MIPFILTER_NEAREST;
215 break;
216 case GL_LINEAR_MIPMAP_NEAREST:
217 minFilt = FILTER_LINEAR;
218 mipFilt = MIPFILTER_NEAREST;
219 break;
220 case GL_NEAREST_MIPMAP_LINEAR:
221 minFilt = FILTER_NEAREST;
222 mipFilt = MIPFILTER_LINEAR;
223 break;
224 case GL_LINEAR_MIPMAP_LINEAR:
225 minFilt = FILTER_LINEAR;
226 mipFilt = MIPFILTER_LINEAR;
227 break;
228 default:
229 return false;
230 }
231
232 if (sampler->Attrib.MaxAnisotropy > 1.0) {
233 minFilt = FILTER_ANISOTROPIC;
234 magFilt = FILTER_ANISOTROPIC;
235 if (sampler->Attrib.MaxAnisotropy > 2.0)
236 aniso = SS2_MAX_ANISO_4;
237 else
238 aniso = SS2_MAX_ANISO_2;
239 }
240 else {
241 switch (sampler->Attrib.MagFilter) {
242 case GL_NEAREST:
243 magFilt = FILTER_NEAREST;
244 break;
245 case GL_LINEAR:
246 magFilt = FILTER_LINEAR;
247 break;
248 default:
249 return false;
250 }
251 }
252
253 lodbias = (int) ((tUnit->LodBias + sampler->Attrib.LodBias) * 16.0);
254 if (lodbias < -256)
255 lodbias = -256;
256 if (lodbias > 255)
257 lodbias = 255;
258 state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
259 SS2_LOD_BIAS_MASK);
260
261 /* YUV conversion:
262 */
263 if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
264 firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
265 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
266
267 /* Shadow:
268 */
269 if (sampler->Attrib.CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
270 tObj->Target != GL_TEXTURE_3D) {
271 if (tObj->Target == GL_TEXTURE_1D)
272 return false;
273
274 state[I915_TEXREG_SS2] |=
275 (SS2_SHADOW_ENABLE |
276 intel_translate_shadow_compare_func(sampler->Attrib.CompareFunc));
277
278 minFilt = FILTER_4X4_FLAT;
279 magFilt = FILTER_4X4_FLAT;
280 }
281
282 state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
283 (mipFilt << SS2_MIP_FILTER_SHIFT) |
284 (magFilt << SS2_MAG_FILTER_SHIFT) |
285 aniso);
286 }
287
288 {
289 GLenum ws = sampler->Attrib.WrapS;
290 GLenum wt = sampler->Attrib.WrapT;
291 GLenum wr = sampler->Attrib.WrapR;
292 float minlod;
293
294 /* We program 1D textures as 2D textures, so the 2D texcoord could
295 * result in sampling border values if we don't set the T wrap to
296 * repeat.
297 */
298 if (tObj->Target == GL_TEXTURE_1D)
299 wt = GL_REPEAT;
300
301 /* 3D textures don't seem to respect the border color.
302 * Fallback if there's ever a danger that they might refer to
303 * it.
304 *
305 * Effectively this means fallback on 3D clamp or
306 * clamp_to_border.
307 */
308 if (tObj->Target == GL_TEXTURE_3D &&
309 (sampler->Attrib.MinFilter != GL_NEAREST ||
310 sampler->Attrib.MagFilter != GL_NEAREST) &&
311 (ws == GL_CLAMP ||
312 wt == GL_CLAMP ||
313 wr == GL_CLAMP ||
314 ws == GL_CLAMP_TO_BORDER ||
315 wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
316 return false;
317
318 /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
319 * used) when using cube map texture coordinates
320 */
321 if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
322 (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
323 ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
324 return false;
325
326 /*
327 * According to 3DSTATE_MAP_STATE at page of 104 in Bspec
328 * Vol3d 3D Instructions:
329 * [DevGDG and DevAlv]: Must be a power of 2 for cube maps.
330 * [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps
331 * must have all faces enabled.
332 *
333 * But, as I tested on pineview(DevBLB derived), the rendering is
334 * bad(you will find the color isn't samplered right in some
335 * fragments). After checking, it seems that the texture layout is
336 * wrong: making the width and height align of 4(although this
337 * doesn't make much sense) will fix this issue and also broke some
338 * others. Well, Bspec mentioned nothing about the layout alignment
339 * and layout for NPOT cube map. I guess the Bspec just assume it's
340 * a POT cube map.
341 *
342 * Thus, I guess we need do this for other platforms as well.
343 */
344 if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
345 !util_is_power_of_two_or_zero(firstImage->Height))
346 return false;
347
348 state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */
349
350 state[I915_TEXREG_SS3] |=
351 ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
352 (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
353 (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
354
355 minlod = MIN2(sampler->Attrib.MinLod, tObj->_MaxLevel - tObj->Attrib.BaseLevel);
356 state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
357 state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
358 SS3_MIN_LOD_SHIFT);
359
360 }
361
362 if (sampler->Attrib.sRGBDecode == GL_DECODE_EXT &&
363 (_mesa_get_srgb_format_linear(firstImage->TexFormat) !=
364 firstImage->TexFormat)) {
365 state[I915_TEXREG_SS2] |= SS2_REVERSE_GAMMA_ENABLE;
366 }
367
368 /* convert border color from float to ubyte */
369 CLAMPED_FLOAT_TO_UBYTE(border[0], sampler->Attrib.state.border_color.f[0]);
370 CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->Attrib.state.border_color.f[1]);
371 CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->Attrib.state.border_color.f[2]);
372 CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->Attrib.state.border_color.f[3]);
373
374 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
375 /* GL specs that border color for depth textures is taken from the
376 * R channel, while the hardware uses A. Spam R into all the channels
377 * for safety.
378 */
379 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
380 border[0],
381 border[0],
382 border[0]);
383 } else {
384 state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
385 border[0],
386 border[1],
387 border[2]);
388 }
389
390
391 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), true);
392 /* memcmp was already disabled, but definitely won't work as the
393 * region might now change and that wouldn't be detected:
394 */
395 I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
396
397
398 #if 0
399 DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
400 DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
401 DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
402 DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
403 DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
404 DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
405 #endif
406
407 return true;
408 }
409
410
411
412
413 void
i915UpdateTextureState(struct intel_context * intel)414 i915UpdateTextureState(struct intel_context *intel)
415 {
416 bool ok = true;
417 GLuint i;
418
419 for (i = 0; i < I915_TEX_UNITS && ok; i++) {
420 if (intel->ctx.Texture.Unit[i]._Current) {
421 switch (intel->ctx.Texture.Unit[i]._Current->Target) {
422 case GL_TEXTURE_1D:
423 case GL_TEXTURE_2D:
424 case GL_TEXTURE_CUBE_MAP:
425 case GL_TEXTURE_3D:
426 ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
427 break;
428 case GL_TEXTURE_RECTANGLE:
429 ok = i915_update_tex_unit(intel, i, 0);
430 break;
431 default:
432 ok = false;
433 break;
434 }
435 } else {
436 struct i915_context *i915 = i915_context(&intel->ctx);
437 if (i915->state.active & I915_UPLOAD_TEX(i))
438 I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), false);
439
440 if (i915->state.tex_buffer[i] != NULL) {
441 drm_intel_bo_unreference(i915->state.tex_buffer[i]);
442 i915->state.tex_buffer[i] = NULL;
443 }
444 }
445 }
446
447 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
448 }
449