static struct pipe_sampler_view *etna_pipe_create_sampler_view(struct pipe_context *pipe, struct pipe_resource *texture, const struct pipe_sampler_view *templat) { struct etna_pipe_context *priv = etna_pipe_context(pipe); struct etna_sampler_view *sv = CALLOC_STRUCT(etna_sampler_view); sv->base = *templat; sv->base.context = pipe; sv->base.texture = 0; pipe_resource_reference(&sv->base.texture, texture); sv->base.texture = texture; assert(sv->base.texture); struct compiled_sampler_view *cs = CALLOC_STRUCT(compiled_sampler_view); struct etna_resource *res = etna_resource(sv->base.texture); assert(res != NULL); cs->TE_SAMPLER_CONFIG0 = VIVS_TE_SAMPLER_CONFIG0_TYPE(translate_texture_target(res->base.target, false)) | VIVS_TE_SAMPLER_CONFIG0_FORMAT(translate_texture_format(sv->base.format, false)); /* merged with sampler state */ cs->TE_SAMPLER_CONFIG0_MASK = 0xffffffff; cs->TE_SAMPLER_CONFIG1 = VIVS_TE_SAMPLER_CONFIG1_SWIZZLE_R(templat->swizzle_r) | VIVS_TE_SAMPLER_CONFIG1_SWIZZLE_G(templat->swizzle_g) | VIVS_TE_SAMPLER_CONFIG1_SWIZZLE_B(templat->swizzle_b) | VIVS_TE_SAMPLER_CONFIG1_SWIZZLE_A(templat->swizzle_a) | VIVS_TE_SAMPLER_CONFIG1_HALIGN(res->halign); cs->TE_SAMPLER_SIZE = VIVS_TE_SAMPLER_SIZE_WIDTH(res->base.width0)| VIVS_TE_SAMPLER_SIZE_HEIGHT(res->base.height0); cs->TE_SAMPLER_LOG_SIZE = VIVS_TE_SAMPLER_LOG_SIZE_WIDTH(etna_log2_fixp55(res->base.width0)) | VIVS_TE_SAMPLER_LOG_SIZE_HEIGHT(etna_log2_fixp55(res->base.height0)); /* Set up levels-of-detail */ for(int lod=0; lod<=res->base.last_level; ++lod) { cs->TE_SAMPLER_LOD_ADDR[lod] = etna_bo_gpu_address(res->bo) + res->levels[lod].offset; } cs->min_lod = sv->base.u.tex.first_level << 5; cs->max_lod = MIN2(sv->base.u.tex.last_level, res->base.last_level) << 5; /* Workaround for npot textures -- it appears that only CLAMP_TO_EDGE is supported when the * appropriate capability is not set. */ if(!priv->specs.npot_tex_any_wrap && (!util_is_power_of_two(res->base.width0) || !util_is_power_of_two(res->base.height0))) { cs->TE_SAMPLER_CONFIG0_MASK = ~(VIVS_TE_SAMPLER_CONFIG0_UWRAP__MASK | VIVS_TE_SAMPLER_CONFIG0_VWRAP__MASK); cs->TE_SAMPLER_CONFIG0 |= VIVS_TE_SAMPLER_CONFIG0_UWRAP(TEXTURE_WRAPMODE_CLAMP_TO_EDGE) | VIVS_TE_SAMPLER_CONFIG0_VWRAP(TEXTURE_WRAPMODE_CLAMP_TO_EDGE); } sv->internal = cs; pipe_reference_init(&sv->base.reference, 1); return &sv->base; }
static struct pipe_sampler_view *etna_pipe_create_sampler_view(struct pipe_context *pipe, struct pipe_resource *texture, const struct pipe_sampler_view *templat) { //struct etna_pipe_context *priv = etna_pipe_context(pipe); struct etna_sampler_view *sv = CALLOC_STRUCT(etna_sampler_view); sv->base = *templat; sv->base.context = pipe; sv->base.texture = 0; pipe_resource_reference(&sv->base.texture, texture); sv->base.texture = texture; assert(sv->base.texture); struct compiled_sampler_view *cs = CALLOC_STRUCT(compiled_sampler_view); struct etna_resource *res = etna_resource(sv->base.texture); assert(res != NULL); cs->TE_SAMPLER_CONFIG0 = VIVS_TE_SAMPLER_CONFIG0_TYPE(translate_texture_target(res->base.target, false)) | VIVS_TE_SAMPLER_CONFIG0_FORMAT(translate_texture_format(sv->base.format, false)); /* merged with sampler state */ cs->TE_SAMPLER_CONFIG1 = VIVS_TE_SAMPLER_CONFIG1_SWIZZLE_R(templat->swizzle_r) | VIVS_TE_SAMPLER_CONFIG1_SWIZZLE_G(templat->swizzle_g) | VIVS_TE_SAMPLER_CONFIG1_SWIZZLE_B(templat->swizzle_b) | VIVS_TE_SAMPLER_CONFIG1_SWIZZLE_A(templat->swizzle_a) | VIVS_TE_SAMPLER_CONFIG1_HALIGN(res->halign); cs->TE_SAMPLER_SIZE = VIVS_TE_SAMPLER_SIZE_WIDTH(res->base.width0)| VIVS_TE_SAMPLER_SIZE_HEIGHT(res->base.height0); cs->TE_SAMPLER_LOG_SIZE = VIVS_TE_SAMPLER_LOG_SIZE_WIDTH(log2_fixp55(res->base.width0)) | VIVS_TE_SAMPLER_LOG_SIZE_HEIGHT(log2_fixp55(res->base.height0)); /* XXX in principle we only have to define lods sv->first_level .. sv->last_level */ for(int lod=0; lod<=res->base.last_level; ++lod) { cs->TE_SAMPLER_LOD_ADDR[lod] = res->levels[lod].address; } cs->min_lod = sv->base.u.tex.first_level << 5; cs->max_lod = MIN2(sv->base.u.tex.last_level, res->base.last_level) << 5; sv->internal = cs; pipe_reference_init(&sv->base.reference, 1); return &sv->base; }
static boolean etna_screen_is_format_supported(struct pipe_screen *pscreen, enum pipe_format format, enum pipe_texture_target target, unsigned sample_count, unsigned usage) { struct etna_screen *screen = etna_screen(pscreen); unsigned allowed = 0; if (target != PIPE_BUFFER && target != PIPE_TEXTURE_1D && target != PIPE_TEXTURE_2D && target != PIPE_TEXTURE_3D && target != PIPE_TEXTURE_CUBE && target != PIPE_TEXTURE_RECT) return FALSE; if (usage & PIPE_BIND_RENDER_TARGET) { /* If render target, must be RS-supported format that is not rb swapped. * Exposing rb swapped (or other swizzled) formats for rendering would * involve swizzing in the pixel shader. */ if (translate_rs_format(format) != ETNA_NO_MATCH && !translate_rs_format_rb_swap(format)) { /* Validate MSAA; number of samples must be allowed, and render target * must have MSAA'able format. */ if (sample_count > 1) { if (translate_samples_to_xyscale(sample_count, NULL, NULL, NULL) && translate_msaa_format(format) != ETNA_NO_MATCH) { allowed |= PIPE_BIND_RENDER_TARGET; } } else { allowed |= PIPE_BIND_RENDER_TARGET; } } } if (usage & PIPE_BIND_DEPTH_STENCIL) { if (translate_depth_format(format) != ETNA_NO_MATCH) allowed |= PIPE_BIND_DEPTH_STENCIL; } if (usage & PIPE_BIND_SAMPLER_VIEW) { uint32_t fmt = translate_texture_format(format); if (!gpu_supports_texure_format(screen, fmt)) fmt = ETNA_NO_MATCH; if (sample_count < 2 && fmt != ETNA_NO_MATCH) allowed |= PIPE_BIND_SAMPLER_VIEW; } if (usage & PIPE_BIND_VERTEX_BUFFER) { if (translate_vertex_format_type(format) != ETNA_NO_MATCH) allowed |= PIPE_BIND_VERTEX_BUFFER; } if (usage & PIPE_BIND_INDEX_BUFFER) { /* must be supported index format */ if (format == PIPE_FORMAT_I8_UINT || format == PIPE_FORMAT_I16_UINT || (format == PIPE_FORMAT_I32_UINT && VIV_FEATURE(screen, chipFeatures, 32_BIT_INDICES))) { allowed |= PIPE_BIND_INDEX_BUFFER; } } /* Always allowed */ allowed |= usage & (PIPE_BIND_DISPLAY_TARGET | PIPE_BIND_SCANOUT | PIPE_BIND_SHARED); if (usage != allowed) { DBG("not supported: format=%s, target=%d, sample_count=%d, " "usage=%x, allowed=%x", util_format_name(format), target, sample_count, usage, allowed); } return usage == allowed; }
/* 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 i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3) { GLcontext *ctx = &intel->ctx; struct i830_context *i830 = i830_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; GLuint *state = i830->state.Tex[unit], format, pitch; memset(state, 0, sizeof(state)); /*We need to refcount these. */ if (i830->state.tex_buffer[unit] != NULL) { dri_bo_unreference(i830->state.tex_buffer[unit]); i830->state.tex_buffer[unit] = NULL; } if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit)) return GL_FALSE; /* Get first image here, since intelObj->firstLevel will get set in * the intel_finalize_mipmap_tree() call above. */ firstImage = tObj->Image[0][intelObj->firstLevel]; if (intelObj->imageOverride) { i830->state.tex_buffer[unit] = NULL; i830->state.tex_offset[unit] = intelObj->textureOffset; switch (intelObj->depthOverride) { case 32: format = MAPSURF_32BIT | MT_32BIT_ARGB8888; break; case 24: default: format = MAPSURF_32BIT | MT_32BIT_XRGB8888; break; case 16: format = MAPSURF_16BIT | MT_16BIT_RGB565; break; } pitch = intelObj->pitchOverride; } else { dri_bo_reference(intelObj->mt->region->buffer); i830->state.tex_buffer[unit] = intelObj->mt->region->buffer; i830->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt, 0, intelObj-> firstLevel); format = translate_texture_format(firstImage->TexFormat->MesaFormat); pitch = intelObj->mt->pitch * intelObj->mt->cpp; } state[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 | (LOAD_TEXTURE_MAP0 << unit) | 4); /* state[I830_TEXREG_TM0S0] = (TM0S0_USE_FENCE | */ /* t->intel.TextureOffset); */ state[I830_TEXREG_TM0S1] = (((firstImage->Height - 1) << TM0S1_HEIGHT_SHIFT) | ((firstImage->Width - 1) << TM0S1_WIDTH_SHIFT) | format); state[I830_TEXREG_TM0S2] = ((((pitch / 4) - 1) << TM0S2_PITCH_SHIFT) | TM0S2_CUBE_FACE_ENA_MASK); { if (tObj->Target == GL_TEXTURE_CUBE_MAP) state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit) | CUBE_NEGX_ENABLE | CUBE_POSX_ENABLE | CUBE_NEGY_ENABLE | CUBE_POSY_ENABLE | CUBE_NEGZ_ENABLE | CUBE_POSZ_ENABLE); else state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit)); } { 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[I830_TEXREG_TM0S3] = i830->lodbias_tm0s3[unit]; #if 0 /* YUV conversion: */ if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR || firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV) state[I830_TEXREG_TM0S3] |= SS2_COLORSPACE_CONVERSION; #endif state[I830_TEXREG_TM0S3] |= ((intelObj->lastLevel - intelObj->firstLevel) * 4) << TM0S3_MIN_MIP_SHIFT; state[I830_TEXREG_TM0S3] |= ((minFilt << TM0S3_MIN_FILTER_SHIFT) | (mipFilt << TM0S3_MIP_FILTER_SHIFT) | (magFilt << TM0S3_MAG_FILTER_SHIFT)); } { GLenum ws = tObj->WrapS; GLenum wt = tObj->WrapT; /* 3D textures not available on i830 */ if (tObj->Target == GL_TEXTURE_3D) return GL_FALSE; state[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD | MAP_UNIT(unit) | ENABLE_TEXCOORD_PARAMS | ss3 | ENABLE_ADDR_V_CNTL | TEXCOORD_ADDR_V_MODE(translate_wrap_mode(wt)) | ENABLE_ADDR_U_CNTL | TEXCOORD_ADDR_U_MODE(translate_wrap_mode (ws))); } state[I830_TEXREG_TM0S4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0], tObj->_BorderChan[1], tObj->_BorderChan[2], tObj->_BorderChan[3]); I830_ACTIVESTATE(i830, I830_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: */ I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit)); return GL_TRUE; }
static struct pipe_sampler_view * etna_create_sampler_view(struct pipe_context *pctx, struct pipe_resource *prsc, const struct pipe_sampler_view *so) { struct etna_sampler_view *sv = CALLOC_STRUCT(etna_sampler_view); struct etna_resource *res = etna_resource(prsc); struct etna_context *ctx = etna_context(pctx); const uint32_t format = translate_texture_format(so->format); const bool ext = !!(format & EXT_FORMAT); const uint32_t swiz = get_texture_swiz(so->format, so->swizzle_r, so->swizzle_g, so->swizzle_b, so->swizzle_a); if (!sv) return NULL; if (!etna_resource_sampler_compatible(res)) { /* The original resource is not compatible with the sampler. * Allocate an appropriately tiled texture. */ if (!res->texture) { struct pipe_resource templat = *prsc; templat.bind &= ~(PIPE_BIND_DEPTH_STENCIL | PIPE_BIND_RENDER_TARGET | PIPE_BIND_BLENDABLE); res->texture = etna_resource_alloc(pctx->screen, ETNA_LAYOUT_TILED, DRM_FORMAT_MOD_LINEAR, &templat); } if (!res->texture) { free(sv); return NULL; } res = etna_resource(res->texture); } sv->base = *so; pipe_reference_init(&sv->base.reference, 1); sv->base.texture = NULL; pipe_resource_reference(&sv->base.texture, prsc); sv->base.context = pctx; /* merged with sampler state */ sv->TE_SAMPLER_CONFIG0 = COND(!ext, VIVS_TE_SAMPLER_CONFIG0_FORMAT(format)); sv->TE_SAMPLER_CONFIG0_MASK = 0xffffffff; switch (sv->base.target) { case PIPE_TEXTURE_1D: /* For 1D textures, we will have a height of 1, so we can use 2D * but set T wrap to repeat */ sv->TE_SAMPLER_CONFIG0_MASK = ~VIVS_TE_SAMPLER_CONFIG0_VWRAP__MASK; sv->TE_SAMPLER_CONFIG0 |= VIVS_TE_SAMPLER_CONFIG0_VWRAP(TEXTURE_WRAPMODE_REPEAT); /* fallthrough */ case PIPE_TEXTURE_2D: case PIPE_TEXTURE_RECT: sv->TE_SAMPLER_CONFIG0 |= VIVS_TE_SAMPLER_CONFIG0_TYPE(TEXTURE_TYPE_2D); break; case PIPE_TEXTURE_CUBE: sv->TE_SAMPLER_CONFIG0 |= VIVS_TE_SAMPLER_CONFIG0_TYPE(TEXTURE_TYPE_CUBE_MAP); break; default: BUG("Unhandled texture target"); free(sv); return NULL; } sv->TE_SAMPLER_CONFIG1 = COND(ext, VIVS_TE_SAMPLER_CONFIG1_FORMAT_EXT(format)) | VIVS_TE_SAMPLER_CONFIG1_HALIGN(res->halign) | swiz; sv->TE_SAMPLER_SIZE = VIVS_TE_SAMPLER_SIZE_WIDTH(res->base.width0) | VIVS_TE_SAMPLER_SIZE_HEIGHT(res->base.height0); sv->TE_SAMPLER_LOG_SIZE = VIVS_TE_SAMPLER_LOG_SIZE_WIDTH(etna_log2_fixp55(res->base.width0)) | VIVS_TE_SAMPLER_LOG_SIZE_HEIGHT(etna_log2_fixp55(res->base.height0)); /* Set up levels-of-detail */ for (int lod = 0; lod <= res->base.last_level; ++lod) { sv->TE_SAMPLER_LOD_ADDR[lod].bo = res->bo; sv->TE_SAMPLER_LOD_ADDR[lod].offset = res->levels[lod].offset; sv->TE_SAMPLER_LOD_ADDR[lod].flags = ETNA_RELOC_READ; } sv->min_lod = sv->base.u.tex.first_level << 5; sv->max_lod = MIN2(sv->base.u.tex.last_level, res->base.last_level) << 5; /* Workaround for npot textures -- it appears that only CLAMP_TO_EDGE is * supported when the appropriate capability is not set. */ if (!ctx->specs.npot_tex_any_wrap && (!util_is_power_of_two(res->base.width0) || !util_is_power_of_two(res->base.height0))) { sv->TE_SAMPLER_CONFIG0_MASK = ~(VIVS_TE_SAMPLER_CONFIG0_UWRAP__MASK | VIVS_TE_SAMPLER_CONFIG0_VWRAP__MASK); sv->TE_SAMPLER_CONFIG0 |= VIVS_TE_SAMPLER_CONFIG0_UWRAP(TEXTURE_WRAPMODE_CLAMP_TO_EDGE) | VIVS_TE_SAMPLER_CONFIG0_VWRAP(TEXTURE_WRAPMODE_CLAMP_TO_EDGE); } return &sv->base; }
static boolean etna_screen_is_format_supported( struct pipe_screen *screen, enum pipe_format format, enum pipe_texture_target target, unsigned sample_count, unsigned usage) { struct etna_screen *priv = etna_screen(screen); unsigned allowed = 0; if (target >= PIPE_MAX_TEXTURE_TYPES) { return FALSE; } if (usage & PIPE_BIND_RENDER_TARGET) { /* if render target, must be RS-supported format */ if(translate_rt_format(format, true) != ETNA_NO_MATCH) { /* Validate MSAA; number of samples must be allowed, and render target must have * MSAA'able format. */ if(sample_count > 1) { if(translate_samples_to_xyscale(sample_count, NULL, NULL, NULL) && translate_msaa_format(format, true) != ETNA_NO_MATCH) { allowed |= PIPE_BIND_RENDER_TARGET; } } else { allowed |= PIPE_BIND_RENDER_TARGET; } } } if (usage & PIPE_BIND_DEPTH_STENCIL) { /* must be supported depth format */ if(translate_depth_format(format, true) != ETNA_NO_MATCH) { allowed |= PIPE_BIND_DEPTH_STENCIL; } } if (usage & PIPE_BIND_SAMPLER_VIEW) { /* must be supported texture format */ if(sample_count < 2 && translate_texture_format(format, true) != ETNA_NO_MATCH) { allowed |= PIPE_BIND_SAMPLER_VIEW; } } if (usage & PIPE_BIND_VERTEX_BUFFER) { /* must be supported vertex format */ if(translate_vertex_format_type(format, true) == ETNA_NO_MATCH) { allowed |= PIPE_BIND_VERTEX_BUFFER; } } if (usage & PIPE_BIND_INDEX_BUFFER) { /* must be supported index format */ if(format == PIPE_FORMAT_I8_UINT || format == PIPE_FORMAT_I16_UINT || (format == PIPE_FORMAT_I32_UINT && VIV_FEATURE(priv->dev, chipFeatures, 32_BIT_INDICES))) { allowed |= PIPE_BIND_INDEX_BUFFER; } } /* Always allowed */ allowed |= usage & (PIPE_BIND_DISPLAY_TARGET | PIPE_BIND_SCANOUT | PIPE_BIND_SHARED | PIPE_BIND_TRANSFER_READ | PIPE_BIND_TRANSFER_WRITE); return usage == allowed; }
/* 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) { struct gl_context *ctx = &intel->ctx; struct i915_context *i915 = i915_context(ctx); struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit]; struct gl_texture_object *tObj = tUnit->_Current; struct intel_texture_object *intelObj = intel_texture_object(tObj); struct gl_texture_image *firstImage; GLuint *state = i915->state.Tex[unit], format, pitch; GLint lodbias, aniso = 0; GLubyte border[4]; GLfloat maxlod; memset(state, 0, sizeof(state)); /*We need to refcount these. */ if (i915->state.tex_buffer[unit] != NULL) { drm_intel_bo_unreference(i915->state.tex_buffer[unit]); i915->state.tex_buffer[unit] = NULL; } if (!intel_finalize_mipmap_tree(intel, unit)) return GL_FALSE; /* Get first image here, since intelObj->firstLevel will get set in * the intel_finalize_mipmap_tree() call above. */ firstImage = tObj->Image[0][intelObj->firstLevel]; drm_intel_bo_reference(intelObj->mt->region->buffer); i915->state.tex_buffer[unit] = intelObj->mt->region->buffer; i915->state.tex_offset[unit] = 0; /* Always the origin of the miptree */ format = translate_texture_format(firstImage->TexFormat, firstImage->InternalFormat, tObj->DepthMode); pitch = intelObj->mt->region->pitch * intelObj->mt->cpp; state[I915_TEXREG_MS3] = (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) | ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format); if (intelObj->mt->region->tiling != I915_TILING_NONE) { state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE; if (intelObj->mt->region->tiling == I915_TILING_Y) state[I915_TEXREG_MS3] |= MS3_TILE_WALK; } /* We get one field with fraction bits for the maximum addressable * (lowest resolution) LOD. Use it to cover both MAX_LEVEL and * MAX_LOD. */ maxlod = MIN2(tObj->MaxLod, tObj->_MaxLevel - tObj->BaseLevel); state[I915_TEXREG_MS4] = ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) | MS4_CUBE_FACE_ENA_MASK | (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << 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; if (tObj->MaxAnisotropy > 2.0) aniso = SS2_MAX_ANISO_4; else aniso = SS2_MAX_ANISO_2; } else { switch (tObj->MagFilter) { case GL_NEAREST: magFilt = FILTER_NEAREST; break; case GL_LINEAR: magFilt = FILTER_LINEAR; break; default: return GL_FALSE; } } lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0); if (lodbias < -256) lodbias = -256; if (lodbias > 255) lodbias = 255; state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) & SS2_LOD_BIAS_MASK); /* YUV conversion: */ if (firstImage->TexFormat == MESA_FORMAT_YCBCR || firstImage->TexFormat == 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) { if (tObj->Target == GL_TEXTURE_1D) return GL_FALSE; state[I915_TEXREG_SS2] |= (SS2_SHADOW_ENABLE | intel_translate_shadow_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) | aniso); } { GLenum ws = tObj->WrapS; GLenum wt = tObj->WrapT; GLenum wr = tObj->WrapR; float minlod; /* We program 1D textures as 2D textures, so the 2D texcoord could * result in sampling border values if we don't set the T wrap to * repeat. */ if (tObj->Target == GL_TEXTURE_1D) wt = GL_REPEAT; /* 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; /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not * used) when using cube map texture coordinates */ if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB && (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) || ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE)))) 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)); minlod = MIN2(tObj->MinLod, tObj->_MaxLevel - tObj->BaseLevel); state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT); state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) << SS3_MIN_LOD_SHIFT); } /* convert border color from float to ubyte */ CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor.f[0]); CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor.f[1]); CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor.f[2]); CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor.f[3]); if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) { /* GL specs that border color for depth textures is taken from the * R channel, while the hardware uses A. Spam R into all the channels * for safety. */ state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0], border[0], border[0], border[0]); } else { state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3], border[0], border[1], border[2]); } 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; }
/* 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 bool i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3) { struct gl_context *ctx = &intel->ctx; struct i830_context *i830 = i830_context(ctx); struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit]; struct gl_texture_object *tObj = tUnit->_Current; struct intel_texture_object *intelObj = intel_texture_object(tObj); struct gl_texture_image *firstImage; struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit); GLuint *state = i830->state.Tex[unit], format, pitch; GLint lodbias; GLubyte border[4]; GLuint dst_x, dst_y; memset(state, 0, sizeof(*state)); /*We need to refcount these. */ if (i830->state.tex_buffer[unit] != NULL) { drm_intel_bo_unreference(i830->state.tex_buffer[unit]); i830->state.tex_buffer[unit] = NULL; } if (!intel_finalize_mipmap_tree(intel, unit)) return false; /* Get first image here, since intelObj->firstLevel will get set in * the intel_finalize_mipmap_tree() call above. */ firstImage = tObj->Image[0][tObj->BaseLevel]; intel_miptree_get_image_offset(intelObj->mt, tObj->BaseLevel, 0, &dst_x, &dst_y); drm_intel_bo_reference(intelObj->mt->region->bo); i830->state.tex_buffer[unit] = intelObj->mt->region->bo; pitch = intelObj->mt->region->pitch; /* XXX: This calculation is probably broken for tiled images with * a non-page-aligned offset. */ i830->state.tex_offset[unit] = dst_x * intelObj->mt->cpp + dst_y * pitch; format = translate_texture_format(firstImage->TexFormat); state[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 | (LOAD_TEXTURE_MAP0 << unit) | 4); state[I830_TEXREG_TM0S1] = (((firstImage->Height - 1) << TM0S1_HEIGHT_SHIFT) | ((firstImage->Width - 1) << TM0S1_WIDTH_SHIFT) | format); if (intelObj->mt->region->tiling != I915_TILING_NONE) { state[I830_TEXREG_TM0S1] |= TM0S1_TILED_SURFACE; if (intelObj->mt->region->tiling == I915_TILING_Y) state[I830_TEXREG_TM0S1] |= TM0S1_TILE_WALK; } state[I830_TEXREG_TM0S2] = ((((pitch / 4) - 1) << TM0S2_PITCH_SHIFT) | TM0S2_CUBE_FACE_ENA_MASK); { if (tObj->Target == GL_TEXTURE_CUBE_MAP) state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit) | CUBE_NEGX_ENABLE | CUBE_POSX_ENABLE | CUBE_NEGY_ENABLE | CUBE_POSY_ENABLE | CUBE_NEGZ_ENABLE | CUBE_POSZ_ENABLE); else state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit)); } { GLuint minFilt, mipFilt, magFilt; float maxlod; uint32_t minlod_fixed, maxlod_fixed; switch (sampler->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 false; } if (sampler->MaxAnisotropy > 1.0) { minFilt = FILTER_ANISOTROPIC; magFilt = FILTER_ANISOTROPIC; } else { switch (sampler->MagFilter) { case GL_NEAREST: magFilt = FILTER_NEAREST; break; case GL_LINEAR: magFilt = FILTER_LINEAR; break; default: return false; } } lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0); if (lodbias < -64) lodbias = -64; if (lodbias > 63) lodbias = 63; state[I830_TEXREG_TM0S3] = ((lodbias << TM0S3_LOD_BIAS_SHIFT) & TM0S3_LOD_BIAS_MASK); #if 0 /* YUV conversion: */ if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR || firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV) state[I830_TEXREG_TM0S3] |= SS2_COLORSPACE_CONVERSION; #endif /* We get one field with fraction bits for the maximum * addressable (smallest resolution) LOD. Use it to cover both * MAX_LEVEL and MAX_LOD. */ minlod_fixed = U_FIXED(CLAMP(sampler->MinLod, 0.0, 11), 4); maxlod = MIN2(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel); if (intel->intelScreen->deviceID == PCI_CHIP_I855_GM || intel->intelScreen->deviceID == PCI_CHIP_I865_G) { maxlod_fixed = U_FIXED(CLAMP(maxlod, 0.0, 11.75), 2); maxlod_fixed = MAX2(maxlod_fixed, (minlod_fixed + 3) >> 2); state[I830_TEXREG_TM0S3] |= maxlod_fixed << TM0S3_MIN_MIP_SHIFT; state[I830_TEXREG_TM0S2] |= TM0S2_LOD_PRECLAMP; } else {
/* 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 bool i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3) { struct gl_context *ctx = &intel->ctx; struct i915_context *i915 = i915_context(ctx); struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit]; struct gl_texture_object *tObj = tUnit->_Current; struct intel_texture_object *intelObj = intel_texture_object(tObj); struct gl_texture_image *firstImage; struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit); GLuint *state = i915->state.Tex[unit], format, pitch; GLint lodbias, aniso = 0; GLubyte border[4]; GLfloat maxlod; memset(state, 0, sizeof(state)); /*We need to refcount these. */ if (i915->state.tex_buffer[unit] != NULL) { drm_intel_bo_unreference(i915->state.tex_buffer[unit]); i915->state.tex_buffer[unit] = NULL; } if (!intel_finalize_mipmap_tree(intel, unit)) return false; /* Get first image here, since intelObj->firstLevel will get set in * the intel_finalize_mipmap_tree() call above. */ firstImage = tObj->Image[0][tObj->BaseLevel]; drm_intel_bo_reference(intelObj->mt->region->bo); i915->state.tex_buffer[unit] = intelObj->mt->region->bo; i915->state.tex_offset[unit] = intelObj->mt->offset; format = translate_texture_format(firstImage->TexFormat, tObj->DepthMode); pitch = intelObj->mt->region->pitch * intelObj->mt->cpp; state[I915_TEXREG_MS3] = (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) | ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format); if (intelObj->mt->region->tiling != I915_TILING_NONE) { state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE; if (intelObj->mt->region->tiling == I915_TILING_Y) state[I915_TEXREG_MS3] |= MS3_TILE_WALK; } /* We get one field with fraction bits for the maximum addressable * (lowest resolution) LOD. Use it to cover both MAX_LEVEL and * MAX_LOD. */ maxlod = MIN2(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel); state[I915_TEXREG_MS4] = ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) | MS4_CUBE_FACE_ENA_MASK | (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) | ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT)); { GLuint minFilt, mipFilt, magFilt; switch (sampler->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 false; } if (sampler->MaxAnisotropy > 1.0) { minFilt = FILTER_ANISOTROPIC; magFilt = FILTER_ANISOTROPIC; if (sampler->MaxAnisotropy > 2.0) aniso = SS2_MAX_ANISO_4; else aniso = SS2_MAX_ANISO_2; } else { switch (sampler->MagFilter) { case GL_NEAREST: magFilt = FILTER_NEAREST; break; case GL_LINEAR: magFilt = FILTER_LINEAR; break; default: return false; } } lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0); if (lodbias < -256) lodbias = -256; if (lodbias > 255) lodbias = 255; state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) & SS2_LOD_BIAS_MASK); /* YUV conversion: */ if (firstImage->TexFormat == MESA_FORMAT_YCBCR || firstImage->TexFormat == MESA_FORMAT_YCBCR_REV) state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION; /* Shadow: */ if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB && tObj->Target != GL_TEXTURE_3D) { if (tObj->Target == GL_TEXTURE_1D) return false; state[I915_TEXREG_SS2] |= (SS2_SHADOW_ENABLE | intel_translate_shadow_compare_func(sampler->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) | aniso); } { GLenum ws = sampler->WrapS; GLenum wt = sampler->WrapT; GLenum wr = sampler->WrapR; float minlod; /* We program 1D textures as 2D textures, so the 2D texcoord could * result in sampling border values if we don't set the T wrap to * repeat. */ if (tObj->Target == GL_TEXTURE_1D) wt = GL_REPEAT; /* 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 && (sampler->MinFilter != GL_NEAREST || sampler->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 false; /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not * used) when using cube map texture coordinates */ if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB && (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) || ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE)))) return false; /* * According to 3DSTATE_MAP_STATE at page of 104 in Bspec * Vol3d 3D Instructions: * [DevGDG and DevAlv]: Must be a power of 2 for cube maps. * [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps * must have all faces enabled. * * But, as I tested on pineview(DevBLB derived), the rendering is * bad(you will find the color isn't samplered right in some * fragments). After checking, it seems that the texture layout is * wrong: making the width and height align of 4(although this * doesn't make much sense) will fix this issue and also broke some * others. Well, Bspec mentioned nothing about the layout alignment * and layout for NPOT cube map. I guess the Bspec just assume it's * a POT cube map. * * Thus, I guess we need do this for other platforms as well. */ if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB && !is_power_of_two(firstImage->Height)) return 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)); minlod = MIN2(sampler->MinLod, tObj->_MaxLevel - tObj->BaseLevel); state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT); state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) << SS3_MIN_LOD_SHIFT); } /* convert border color from float to ubyte */ CLAMPED_FLOAT_TO_UBYTE(border[0], sampler->BorderColor.f[0]); CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->BorderColor.f[1]); CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->BorderColor.f[2]); CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->BorderColor.f[3]); if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) { /* GL specs that border color for depth textures is taken from the * R channel, while the hardware uses A. Spam R into all the channels * for safety. */ state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0], border[0], border[0], border[0]); } else { state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3], border[0], border[1], border[2]); } I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), 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 true; }
/* 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 i830_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3) { GLcontext *ctx = &intel->ctx; struct i830_context *i830 = i830_context(ctx); struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit]; struct gl_texture_object *tObj = tUnit->_Current; struct intel_texture_object *intelObj = intel_texture_object(tObj); struct gl_texture_image *firstImage; GLuint *state = i830->state.Tex[unit], format, pitch; GLint lodbias; GLubyte border[4]; GLuint dst_x, dst_y; memset(state, 0, sizeof(state)); /*We need to refcount these. */ if (i830->state.tex_buffer[unit] != NULL) { drm_intel_bo_unreference(i830->state.tex_buffer[unit]); i830->state.tex_buffer[unit] = NULL; } if (!intel_finalize_mipmap_tree(intel, unit)) return GL_FALSE; /* Get first image here, since intelObj->firstLevel will get set in * the intel_finalize_mipmap_tree() call above. */ firstImage = tObj->Image[0][intelObj->firstLevel]; intel_miptree_get_image_offset(intelObj->mt, intelObj->firstLevel, 0, 0, &dst_x, &dst_y); drm_intel_bo_reference(intelObj->mt->region->buffer); i830->state.tex_buffer[unit] = intelObj->mt->region->buffer; pitch = intelObj->mt->region->pitch * intelObj->mt->cpp; /* XXX: This calculation is probably broken for tiled images with * a non-page-aligned offset. */ i830->state.tex_offset[unit] = dst_x * intelObj->mt->cpp + dst_y * pitch; format = translate_texture_format(firstImage->TexFormat, firstImage->InternalFormat); state[I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 | (LOAD_TEXTURE_MAP0 << unit) | 4); state[I830_TEXREG_TM0S1] = (((firstImage->Height - 1) << TM0S1_HEIGHT_SHIFT) | ((firstImage->Width - 1) << TM0S1_WIDTH_SHIFT) | format); if (intelObj->mt->region->tiling != I915_TILING_NONE) { state[I830_TEXREG_TM0S1] |= TM0S1_TILED_SURFACE; if (intelObj->mt->region->tiling == I915_TILING_Y) state[I830_TEXREG_TM0S1] |= TM0S1_TILE_WALK; } state[I830_TEXREG_TM0S2] = ((((pitch / 4) - 1) << TM0S2_PITCH_SHIFT) | TM0S2_CUBE_FACE_ENA_MASK); { if (tObj->Target == GL_TEXTURE_CUBE_MAP) state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit) | CUBE_NEGX_ENABLE | CUBE_POSX_ENABLE | CUBE_NEGY_ENABLE | CUBE_POSY_ENABLE | CUBE_NEGZ_ENABLE | CUBE_POSZ_ENABLE); else state[I830_TEXREG_CUBE] = (_3DSTATE_MAP_CUBE | MAP_UNIT(unit)); } { 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; } } lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0); if (lodbias < -64) lodbias = -64; if (lodbias > 63) lodbias = 63; state[I830_TEXREG_TM0S3] = ((lodbias << TM0S3_LOD_BIAS_SHIFT) & TM0S3_LOD_BIAS_MASK); #if 0 /* YUV conversion: */ if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR || firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV) state[I830_TEXREG_TM0S3] |= SS2_COLORSPACE_CONVERSION; #endif state[I830_TEXREG_TM0S3] |= ((intelObj->lastLevel - intelObj->firstLevel) * 4) << TM0S3_MIN_MIP_SHIFT; state[I830_TEXREG_TM0S3] |= ((minFilt << TM0S3_MIN_FILTER_SHIFT) | (mipFilt << TM0S3_MIP_FILTER_SHIFT) | (magFilt << TM0S3_MAG_FILTER_SHIFT)); } { GLenum ws = tObj->WrapS; GLenum wt = tObj->WrapT; /* 3D textures not available on i830 */ if (tObj->Target == GL_TEXTURE_3D) return GL_FALSE; state[I830_TEXREG_MCS] = (_3DSTATE_MAP_COORD_SET_CMD | MAP_UNIT(unit) | ENABLE_TEXCOORD_PARAMS | ss3 | ENABLE_ADDR_V_CNTL | TEXCOORD_ADDR_V_MODE(translate_wrap_mode(wt)) | ENABLE_ADDR_U_CNTL | TEXCOORD_ADDR_U_MODE(translate_wrap_mode (ws))); } /* convert border color from float to ubyte */ CLAMPED_FLOAT_TO_UBYTE(border[0], tObj->BorderColor.f[0]); CLAMPED_FLOAT_TO_UBYTE(border[1], tObj->BorderColor.f[1]); CLAMPED_FLOAT_TO_UBYTE(border[2], tObj->BorderColor.f[2]); CLAMPED_FLOAT_TO_UBYTE(border[3], tObj->BorderColor.f[3]); state[I830_TEXREG_TM0S4] = PACK_COLOR_8888(border[3], border[0], border[1], border[2]); I830_ACTIVESTATE(i830, I830_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: */ I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit)); return GL_TRUE; }
BOOL WINAPI wglBindTexImageARB(HPBUFFERARB hPbuffer, int iBuffer) { HDC prevDrawable = stw_get_current_dc(); HDC prevReadable = stw_get_current_read_dc(); HDC dc; struct stw_context *curctx = stw_current_context(); struct stw_framebuffer *fb; GLenum texFormat, srcBuffer, target; boolean retVal; int pixelFormatSave; /* * Implementation notes: * Ideally, we'd implement this function with the * st_context_iface::teximage() function which replaces a specific * texture image with a different resource (the pbuffer). * The main problem however, is the pbuffer image is upside down relative * to the texture image. * Window system drawing surfaces (windows & pbuffers) are "top to bottom" * while OpenGL texture images are "bottom to top". One possible solution * to this is to invert rendering to pbuffers (as we do for renderbuffers) * but that could lead to other issues (and would require extensive * testing). * * The simple alternative is to use a copy-based approach which copies the * pbuffer image into the texture via glCopyTex[Sub]Image. That's what * we do here. */ if (!curctx) { debug_printf("No rendering context in wglBindTexImageARB()\n"); SetLastError(ERROR_INVALID_OPERATION); return FALSE; } fb = stw_framebuffer_from_HPBUFFERARB(hPbuffer); if (!fb) { debug_printf("Invalid pbuffer handle in wglBindTexImageARB()\n"); SetLastError(ERROR_INVALID_HANDLE); return FALSE; } srcBuffer = translate_ibuffer(iBuffer); if (srcBuffer == GL_NONE) { debug_printf("Invalid buffer 0x%x in wglBindTexImageARB()\n", iBuffer); SetLastError(ERROR_INVALID_DATA); return FALSE; } target = translate_target(fb->textureTarget); if (target == GL_NONE) { debug_printf("no texture target in wglBindTexImageARB()\n"); return FALSE; } texFormat = translate_texture_format(fb->textureFormat); if (texFormat == GL_NONE) { debug_printf("no texture format in wglBindTexImageARB()\n"); return FALSE; } /* * Bind the pbuffer surface so we can read/copy from it. * * Before we can call stw_make_current() we have to temporarily * change the pbuffer's pixel format to match the context to avoid * an error condition. After the stw_make_current() we restore the * buffer's pixel format. */ pixelFormatSave = fb->iPixelFormat; fb->iPixelFormat = curctx->iPixelFormat; dc = wglGetPbufferDCARB(hPbuffer); retVal = stw_make_current(dc, dc, curctx->dhglrc); fb->iPixelFormat = pixelFormatSave; if (!retVal) { debug_printf("stw_make_current(#1) failed in wglBindTexImageARB()\n"); wglReleasePbufferDCARB(hPbuffer, dc); return FALSE; } st_copy_framebuffer_to_texture(srcBuffer, fb->width, fb->height, target, fb->textureLevel, fb->textureFace, texFormat); /* rebind previous drawing surface */ retVal = stw_make_current(prevDrawable, prevReadable, curctx->dhglrc); if (!retVal) { debug_printf("stw_make_current(#2) failed in wglBindTexImageARB()\n"); } wglReleasePbufferDCARB(hPbuffer, dc); return retVal; }