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path: root/src/mesa/drivers/dri/i915/i915_texstate.c
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/**************************************************************************
 * 
 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
 * 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, sub license, 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 NON-INFRINGEMENT.
 * IN NO EVENT SHALL TUNGSTEN GRAPHICS 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 "mtypes.h"
#include "enums.h"
#include "texformat.h"

#include "intel_mipmap_tree.h"
#include "intel_tex.h"

#include "i915_context.h"
#include "i915_reg.h"


static GLuint translate_texture_format( GLuint mesa_format )
{
   switch (mesa_format) {
   case MESA_FORMAT_L8:
      return MAPSURF_8BIT | MT_8BIT_L8;
   case MESA_FORMAT_I8:
      return MAPSURF_8BIT | MT_8BIT_I8;
   case MESA_FORMAT_A8:
      return MAPSURF_8BIT | MT_8BIT_A8; 
   case MESA_FORMAT_AL88:
      return MAPSURF_16BIT | MT_16BIT_AY88;
   case MESA_FORMAT_RGB565:
      return MAPSURF_16BIT | MT_16BIT_RGB565;
   case MESA_FORMAT_ARGB1555:
      return MAPSURF_16BIT | MT_16BIT_ARGB1555;
   case MESA_FORMAT_ARGB4444:
      return MAPSURF_16BIT | MT_16BIT_ARGB4444;
   case MESA_FORMAT_ARGB8888:
      return MAPSURF_32BIT | MT_32BIT_ARGB8888;
   case MESA_FORMAT_YCBCR_REV:
      return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
   case MESA_FORMAT_YCBCR:
      return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
   case MESA_FORMAT_RGB_FXT1:
   case MESA_FORMAT_RGBA_FXT1:
      return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
   case MESA_FORMAT_DEPTH_COMPONENT16:
      return (MAPSURF_16BIT | MT_16BIT_L16);
   case MESA_FORMAT_RGBA_DXT1:
   case MESA_FORMAT_RGB_DXT1:
      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
   case MESA_FORMAT_RGBA_DXT3:
      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
   case MESA_FORMAT_RGBA_DXT5:
      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
   default:
      fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__,
	      mesa_format);
      abort();
      return 0;
   }
}




/* The i915 (and related graphics cores) do not support GL_CLAMP.  The
 * Intel drivers for "other operating systems" implement GL_CLAMP as
 * GL_CLAMP_TO_EDGE, so the same is done here.
 */
static GLuint translate_wrap_mode( GLenum wrap )
{
   switch( wrap ) {
   case GL_REPEAT: 
      return TEXCOORDMODE_WRAP;
   case GL_CLAMP:  
      return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
   case GL_CLAMP_TO_EDGE: 
      return TEXCOORDMODE_CLAMP_EDGE;
   case GL_CLAMP_TO_BORDER: 
      return TEXCOORDMODE_CLAMP_BORDER;
   case GL_MIRRORED_REPEAT: 
      return TEXCOORDMODE_MIRROR;
   default: 
      return TEXCOORDMODE_WRAP;
   }
}



/* Recalculate all state from scratch.  Perhaps not the most
 * efficient, but this has gotten complex enough that we need
 * something which is understandable and reliable.
 */
static GLboolean i915_update_tex_unit( struct intel_context *intel,
				       GLuint unit, 
				       GLuint ss3 )
{
   GLcontext *ctx = &intel->ctx;
   struct i915_context *i915 = i915_context(ctx);
   struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
   struct intel_texture_object *intelObj = intel_texture_object(tObj);
   struct gl_texture_image *firstImage = tObj->Image[0][intelObj->firstLevel];
   GLuint *state = i915->state.Tex[unit];

   memset(state, 0, sizeof(state));

   intel_region_release(intel, &i915->state.tex_region[unit]);

   if (!intel_finalize_mipmap_tree(intel, unit))
      return GL_FALSE;   

   intel_region_reference(&i915->state.tex_region[unit],
			  intelObj->mt->region);

   i915->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt, 0,
							     intelObj->firstLevel); 


   state[I915_TEXREG_MS3] = 
      (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
       ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) |
       translate_texture_format( firstImage->TexFormat->MesaFormat ) |
       MS3_USE_FENCE_REGS);

   state[I915_TEXREG_MS4] = 
      (((((intelObj->mt->pitch * intelObj->mt->cpp) / 4) - 1) << MS4_PITCH_SHIFT) | 
       MS4_CUBE_FACE_ENA_MASK |
       ((((intelObj->lastLevel - intelObj->firstLevel) * 4)) << MS4_MAX_LOD_SHIFT) |
       ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));


   {
      GLuint minFilt, mipFilt, magFilt;

      switch (tObj->MinFilter) {
      case GL_NEAREST:
	 minFilt = FILTER_NEAREST;
	 mipFilt = MIPFILTER_NONE;
	 break;
      case GL_LINEAR:
	 minFilt = FILTER_LINEAR;
	 mipFilt = MIPFILTER_NONE;
	 break;
      case GL_NEAREST_MIPMAP_NEAREST:
	 minFilt = FILTER_NEAREST;
	 mipFilt = MIPFILTER_NEAREST;
	 break;
      case GL_LINEAR_MIPMAP_NEAREST:
	 minFilt = FILTER_LINEAR;
	 mipFilt = MIPFILTER_NEAREST;
	 break;
      case GL_NEAREST_MIPMAP_LINEAR:
	 minFilt = FILTER_NEAREST;
	 mipFilt = MIPFILTER_LINEAR;
	 break;
      case GL_LINEAR_MIPMAP_LINEAR:
	 minFilt = FILTER_LINEAR;
	 mipFilt = MIPFILTER_LINEAR;
	 break;
      default:
	 return GL_FALSE;
      }

      if ( tObj->MaxAnisotropy > 1.0 ) {
	 minFilt = FILTER_ANISOTROPIC; 
	 magFilt = FILTER_ANISOTROPIC;
      }
      else {
	 switch (tObj->MagFilter) {
	 case GL_NEAREST:
	    magFilt = FILTER_NEAREST;
	    break;
	 case GL_LINEAR:
	    magFilt = FILTER_LINEAR;
	    break;
	 default:
	    return GL_FALSE;
	 }  
      }

      state[I915_TEXREG_SS2] = i915->lodbias_ss2[unit];

      /* YUV conversion:
       */
      if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR ||
	  firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV)
	 state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;

      /* Shadow:
       */
      if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB && 
	  tObj->Target != GL_TEXTURE_3D) {

	 state[I915_TEXREG_SS2] |= 
	    (SS2_SHADOW_ENABLE |
	     intel_translate_compare_func( tObj->CompareFunc ));
      
	 minFilt = FILTER_4X4_FLAT;
	 magFilt = FILTER_4X4_FLAT;
      }

      state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
				 (mipFilt << SS2_MIP_FILTER_SHIFT) |
				 (magFilt << SS2_MAG_FILTER_SHIFT));
   }

   {
      GLenum ws = tObj->WrapS;
      GLenum wt = tObj->WrapT;
      GLenum wr = tObj->WrapR;
      

      /* 3D textures don't seem to respect the border color.
       * Fallback if there's ever a danger that they might refer to
       * it.  
       * 
       * Effectively this means fallback on 3D clamp or
       * clamp_to_border.
       */
      if (tObj->Target == GL_TEXTURE_3D &&
	  (tObj->MinFilter != GL_NEAREST ||
	   tObj->MagFilter != GL_NEAREST) &&	 
	  (ws == GL_CLAMP ||
	   wt == GL_CLAMP ||
	   wr == GL_CLAMP ||
	   ws == GL_CLAMP_TO_BORDER ||
	   wt == GL_CLAMP_TO_BORDER ||
	   wr == GL_CLAMP_TO_BORDER))
	 return GL_FALSE;
	     

      state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */

      state[I915_TEXREG_SS3] |= ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
				(translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
				(translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));

      state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
   }


   state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0],
						tObj->_BorderChan[1],
						tObj->_BorderChan[2],
						tObj->_BorderChan[3]);
   

   I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE);
   /* memcmp was already disabled, but definitely won't work as the
    * region might now change and that wouldn't be detected:
    */
			  I915_STATECHANGE( i915, I915_UPLOAD_TEX(unit) );


#if 0
   DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
   DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
   DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
   DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
   DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
   DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
#endif

   return GL_TRUE;
}




void i915UpdateTextureState( struct intel_context *intel )
{
   GLboolean ok = GL_TRUE;
   GLuint i;

   for (i = 0 ; i < I915_TEX_UNITS && ok ; i++) {
      switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
      case TEXTURE_1D_BIT:
      case TEXTURE_2D_BIT:
      case TEXTURE_CUBE_BIT:
	 ok = i915_update_tex_unit( intel, i, SS3_NORMALIZED_COORDS );
	 break;
      case TEXTURE_RECT_BIT:
      case TEXTURE_3D_BIT:
	 ok = i915_update_tex_unit( intel, i, 0 );
	 break;
      case 0: {
	 struct i915_context *i915 = i915_context(&intel->ctx);
	 if (i915->state.active & I915_UPLOAD_TEX(i)) 
	    I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE);
	 break;
      }
      default:
	 ok = GL_FALSE;
	 break;
      }
   }

   FALLBACK( intel, I915_FALLBACK_TEXTURE, !ok );
}