/* * Copyright (C) 2009 Francisco Jerez. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial * portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * */ #include "nouveau_driver.h" #include "nouveau_context.h" #include "nouveau_gldefs.h" #include "nouveau_texture.h" #include "nv10_3d.xml.h" #include "nouveau_util.h" #include "nv10_driver.h" #include "main/samplerobj.h" void nv10_emit_tex_gen(struct gl_context *ctx, int emit) { const int i = emit - NOUVEAU_STATE_TEX_GEN0; struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(ctx); struct gl_texture_unit *unit = &ctx->Texture.Unit[i]; int j; for (j = 0; j < 4; j++) { if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) { struct gl_texgen *coord = get_texgen_coord(unit, j); float *k = get_texgen_coeff(coord); if (k) { BEGIN_NV04(push, NV10_3D(TEX_GEN_COEFF(i, j)), 4); PUSH_DATAp(push, k, 4); } BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1); PUSH_DATA (push, nvgl_texgen_mode(coord->Mode)); } else { BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1); PUSH_DATA (push, 0); } } context_dirty_i(ctx, TEX_MAT, i); } void nv10_emit_tex_mat(struct gl_context *ctx, int emit) { const int i = emit - NOUVEAU_STATE_TEX_MAT0; struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(ctx); if (nctx->fallback == HWTNL && ((ctx->Texture._TexMatEnabled & 1 << i) || ctx->Texture.Unit[i]._GenFlags)) { BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1); PUSH_DATA (push, 1); BEGIN_NV04(push, NV10_3D(TEX_MATRIX(i, 0)), 16); PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m); } else { BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1); PUSH_DATA (push, 0); } } static uint32_t get_tex_format_pot(struct gl_texture_image *ti) { switch (ti->TexFormat) { case MESA_FORMAT_ARGB8888: return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8; case MESA_FORMAT_XRGB8888: return NV10_3D_TEX_FORMAT_FORMAT_X8R8G8B8; case MESA_FORMAT_ARGB1555: return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5; case MESA_FORMAT_ARGB4444: return NV10_3D_TEX_FORMAT_FORMAT_A4R4G4B4; case MESA_FORMAT_RGB565: return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5; case MESA_FORMAT_A8: case MESA_FORMAT_I8: return NV10_3D_TEX_FORMAT_FORMAT_I8; case MESA_FORMAT_L8: return NV10_3D_TEX_FORMAT_FORMAT_L8; case MESA_FORMAT_RGB_DXT1: case MESA_FORMAT_RGBA_DXT1: return NV10_3D_TEX_FORMAT_FORMAT_DXT1; case MESA_FORMAT_RGBA_DXT3: return NV10_3D_TEX_FORMAT_FORMAT_DXT3; case MESA_FORMAT_RGBA_DXT5: return NV10_3D_TEX_FORMAT_FORMAT_DXT5; default: assert(0); } } static uint32_t get_tex_format_rect(struct gl_texture_image *ti) { switch (ti->TexFormat) { case MESA_FORMAT_ARGB1555: return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT; case MESA_FORMAT_RGB565: return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT; case MESA_FORMAT_ARGB8888: case MESA_FORMAT_XRGB8888: return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT; case MESA_FORMAT_A8: case MESA_FORMAT_L8: case MESA_FORMAT_I8: return NV10_3D_TEX_FORMAT_FORMAT_I8_RECT; default: assert(0); } } void nv10_emit_tex_obj(struct gl_context *ctx, int emit) { const int i = emit - NOUVEAU_STATE_TEX_OBJ0; struct nouveau_pushbuf *push = context_push(ctx); const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM; struct gl_texture_object *t; struct nouveau_surface *s; struct gl_texture_image *ti; const struct gl_sampler_object *sa; uint32_t tx_format, tx_filter, tx_enable; PUSH_RESET(push, BUFCTX_TEX(i)); if (!ctx->Texture.Unit[i]._ReallyEnabled) { BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1); PUSH_DATA (push, 0); return; } t = ctx->Texture.Unit[i]._Current; s = &to_nouveau_texture(t)->surfaces[t->BaseLevel]; ti = t->Image[0][t->BaseLevel]; sa = _mesa_get_samplerobj(ctx, i); if (!nouveau_texture_validate(ctx, t)) return; /* Recompute the texturing registers. */ tx_format = nvgl_wrap_mode(sa->WrapT) << 28 | nvgl_wrap_mode(sa->WrapS) << 24 | ti->HeightLog2 << 20 | ti->WidthLog2 << 16 | 5 << 4 | 1 << 12; tx_filter = nvgl_filter_mode(sa->MagFilter) << 28 | nvgl_filter_mode(sa->MinFilter) << 24; tx_enable = NV10_3D_TEX_ENABLE_ENABLE | log2i(sa->MaxAnisotropy) << 4; if (t->Target == GL_TEXTURE_RECTANGLE) { BEGIN_NV04(push, NV10_3D(TEX_NPOT_PITCH(i)), 1); PUSH_DATA (push, s->pitch << 16); BEGIN_NV04(push, NV10_3D(TEX_NPOT_SIZE(i)), 1); PUSH_DATA (push, align(s->width, 2) << 16 | s->height); tx_format |= get_tex_format_rect(ti); } else { tx_format |= get_tex_format_pot(ti); } if (sa->MinFilter != GL_NEAREST && sa->MinFilter != GL_LINEAR) { int lod_min = sa->MinLod; int lod_max = MIN2(sa->MaxLod, t->_MaxLambda); int lod_bias = sa->LodBias + ctx->Texture.Unit[i].LodBias; lod_max = CLAMP(lod_max, 0, 15); lod_min = CLAMP(lod_min, 0, 15); lod_bias = CLAMP(lod_bias, 0, 15); tx_format |= NV10_3D_TEX_FORMAT_MIPMAP; tx_filter |= lod_bias << 8; tx_enable |= lod_min << 26 | lod_max << 14; } /* Write it to the hardware. */ BEGIN_NV04(push, NV10_3D(TEX_FORMAT(i)), 1); PUSH_MTHD (push, NV10_3D(TEX_FORMAT(i)), BUFCTX_TEX(i), s->bo, tx_format, bo_flags | NOUVEAU_BO_OR, NV10_3D_TEX_FORMAT_DMA0, NV10_3D_TEX_FORMAT_DMA1); BEGIN_NV04(push, NV10_3D(TEX_OFFSET(i)), 1); PUSH_MTHDl(push, NV10_3D(TEX_OFFSET(i)), BUFCTX_TEX(i), s->bo, s->offset, bo_flags); BEGIN_NV04(push, NV10_3D(TEX_FILTER(i)), 1); PUSH_DATA (push, tx_filter); BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1); PUSH_DATA (push, tx_enable); }