static void * svga_create_sampler_state(struct pipe_context *pipe, const struct pipe_sampler_state *sampler) { struct svga_context *svga = svga_context(pipe); struct svga_sampler_state *cso = CALLOC_STRUCT( svga_sampler_state ); cso->mipfilter = translate_mip_filter(sampler->min_mip_filter); cso->magfilter = translate_img_filter( sampler->mag_img_filter ); cso->minfilter = translate_img_filter( sampler->min_img_filter ); cso->aniso_level = MAX2( (unsigned) sampler->max_anisotropy, 1 ); cso->lod_bias = sampler->lod_bias; cso->addressu = translate_wrap_mode(sampler->wrap_s); cso->addressv = translate_wrap_mode(sampler->wrap_t); cso->addressw = translate_wrap_mode(sampler->wrap_r); cso->normalized_coords = sampler->normalized_coords; cso->compare_mode = sampler->compare_mode; cso->compare_func = sampler->compare_func; { ubyte r = float_to_ubyte(sampler->border_color[0]); ubyte g = float_to_ubyte(sampler->border_color[1]); ubyte b = float_to_ubyte(sampler->border_color[2]); ubyte a = float_to_ubyte(sampler->border_color[3]); util_pack_color_ub( r, g, b, a, PIPE_FORMAT_B8G8R8A8_UNORM, &cso->bordercolor ); } /* No SVGA3D support for: * - min/max LOD clamping */ cso->min_lod = 0; cso->view_min_lod = MAX2(sampler->min_lod, 0); cso->view_max_lod = MAX2(sampler->max_lod, 0); /* Use min_mipmap */ if (svga->debug.use_min_mipmap) { if (cso->view_min_lod == cso->view_max_lod) { cso->min_lod = cso->view_min_lod; cso->view_min_lod = 0; cso->view_max_lod = 1000; /* Just a high number */ cso->mipfilter = SVGA3D_TEX_FILTER_NONE; } } SVGA_DBG(DEBUG_VIEWS, "min %u, view(min %u, max %u) lod, mipfilter %s\n", cso->min_lod, cso->view_min_lod, cso->view_max_lod, cso->mipfilter == SVGA3D_TEX_FILTER_NONE ? "SVGA3D_TEX_FILTER_NONE" : "SOMETHING"); return cso; }
static void i915ImportTexObjState( struct gl_texture_object *texObj ) { i915TextureObjectPtr t = (i915TextureObjectPtr)texObj->DriverData; int minFilt = 0, mipFilt = 0, magFilt = 0, shadow = 0; if(INTEL_DEBUG&DEBUG_DRI) fprintf(stderr, "%s\n", __FUNCTION__); switch (texObj->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: break; } if ( texObj->MaxAnisotropy > 1.0 ) { minFilt = FILTER_ANISOTROPIC; magFilt = FILTER_ANISOTROPIC; } else { switch (texObj->MagFilter) { case GL_NEAREST: magFilt = FILTER_NEAREST; break; case GL_LINEAR: magFilt = FILTER_LINEAR; break; default: break; } } if (texObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB && texObj->Target != GL_TEXTURE_3D) { shadow = SS2_SHADOW_ENABLE; shadow |= intel_translate_compare_func( texObj->CompareFunc ); minFilt = FILTER_4X4_FLAT; magFilt = FILTER_4X4_FLAT; } t->Setup[I915_TEXREG_SS2] &= ~(SS2_MIN_FILTER_MASK | SS2_MIP_FILTER_MASK | SS2_MAG_FILTER_MASK | SS2_SHADOW_ENABLE | SS2_SHADOW_FUNC_MASK); t->Setup[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) | (mipFilt << SS2_MIP_FILTER_SHIFT) | (magFilt << SS2_MAG_FILTER_SHIFT) | shadow); { GLuint ss3 = t->Setup[I915_TEXREG_SS3] & ~(SS3_TCX_ADDR_MODE_MASK | SS3_TCY_ADDR_MODE_MASK | SS3_TCZ_ADDR_MODE_MASK); GLenum ws = texObj->WrapS; GLenum wt = texObj->WrapT; GLenum wr = texObj->WrapR; t->refs_border_color = 0; if (texObj->Target == GL_TEXTURE_3D && (texObj->MinFilter != GL_NEAREST || texObj->MagFilter != GL_NEAREST)) { /* Try to mimic GL_CLAMP functionality a little better - * switch to CLAMP_TO_BORDER whenever a non-NEAREST filter is * in use. Only do this for 3D textures at the moment -- * doing it universally would fix the conform texbc.c * failure, though. */ if (ws == GL_CLAMP) ws = GL_CLAMP_TO_BORDER; if (wt == GL_CLAMP) wt = GL_CLAMP_TO_BORDER; if (wr == GL_CLAMP) wr = GL_CLAMP_TO_BORDER; /* 3D textures don't seem to respect the border color. * Fallback if there's ever a danger that they might refer to * it. */ if (ws == GL_CLAMP_TO_BORDER) t->refs_border_color = 1; if (wt == GL_CLAMP_TO_BORDER) t->refs_border_color = 1; if (wr == GL_CLAMP_TO_BORDER) t->refs_border_color = 1; } ss3 |= translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT; ss3 |= translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT; ss3 |= translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT; if (ss3 != t->Setup[I915_TEXREG_SS3]) { t->intel.dirty = I915_UPLOAD_TEX_ALL; t->Setup[I915_TEXREG_SS3] = ss3; } } { const GLubyte *color = texObj->_BorderChan; t->Setup[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(color[0],color[1], color[2],color[3]); } }
/* 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 void * i915_create_sampler_state(struct pipe_context *pipe, const struct pipe_sampler_state *sampler) { struct i915_sampler_state *cso = CALLOC_STRUCT( i915_sampler_state ); const unsigned ws = sampler->wrap_s; const unsigned wt = sampler->wrap_t; const unsigned wr = sampler->wrap_r; unsigned minFilt, magFilt; unsigned mipFilt; cso->templ = *sampler; mipFilt = translate_mip_filter(sampler->min_mip_filter); minFilt = translate_img_filter( sampler->min_img_filter ); magFilt = translate_img_filter( sampler->mag_img_filter ); if (sampler->max_anisotropy > 1) minFilt = magFilt = FILTER_ANISOTROPIC; if (sampler->max_anisotropy > 2) { cso->state[0] |= SS2_MAX_ANISO_4; } { int b = (int) (sampler->lod_bias * 16.0); b = CLAMP(b, -256, 255); cso->state[0] |= ((b << SS2_LOD_BIAS_SHIFT) & SS2_LOD_BIAS_MASK); } /* Shadow: */ if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { cso->state[0] |= (SS2_SHADOW_ENABLE | i915_translate_shadow_compare_func(sampler->compare_func)); minFilt = FILTER_4X4_FLAT; magFilt = FILTER_4X4_FLAT; } cso->state[0] |= ((minFilt << SS2_MIN_FILTER_SHIFT) | (mipFilt << SS2_MIP_FILTER_SHIFT) | (magFilt << SS2_MAG_FILTER_SHIFT)); cso->state[1] |= ((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)); if (sampler->normalized_coords) cso->state[1] |= SS3_NORMALIZED_COORDS; { int minlod = (int) (16.0 * sampler->min_lod); int maxlod = (int) (16.0 * sampler->max_lod); minlod = CLAMP(minlod, 0, 16 * 11); maxlod = CLAMP(maxlod, 0, 16 * 11); if (minlod > maxlod) maxlod = minlod; cso->minlod = minlod; cso->maxlod = maxlod; } { ubyte r = float_to_ubyte(sampler->border_color.f[0]); ubyte g = float_to_ubyte(sampler->border_color.f[1]); ubyte b = float_to_ubyte(sampler->border_color.f[2]); ubyte a = float_to_ubyte(sampler->border_color.f[3]); cso->state[2] = I915PACKCOLOR8888(r, g, b, a); } return cso; }
/* 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; }
/** * Sets the sampler state for a single unit. */ static void gen7_update_sampler_state(struct brw_context *brw, int unit, struct gen7_sampler_state *sampler) { struct intel_context *intel = &brw->intel; struct gl_context *ctx = &intel->ctx; struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; struct gl_texture_object *texObj = texUnit->_Current; struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit); bool using_nearest = false; switch (gl_sampler->MinFilter) { case GL_NEAREST: sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; using_nearest = true; break; case GL_LINEAR: sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; break; case GL_NEAREST_MIPMAP_NEAREST: sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; break; case GL_LINEAR_MIPMAP_NEAREST: sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; break; case GL_NEAREST_MIPMAP_LINEAR: sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; break; case GL_LINEAR_MIPMAP_LINEAR: sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; break; default: break; } /* Set Anisotropy: */ if (gl_sampler->MaxAnisotropy > 1.0) { sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC; sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC; if (gl_sampler->MaxAnisotropy > 2.0) { sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2, BRW_ANISORATIO_16); } } else { switch (gl_sampler->MagFilter) { case GL_NEAREST: sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST; using_nearest = true; break; case GL_LINEAR: sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR; break; default: break; } } sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR, using_nearest); sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS, using_nearest); sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT, using_nearest); /* Cube-maps on 965 and later must use the same wrap mode for all 3 * coordinate dimensions. Futher, only CUBE and CLAMP are valid. */ if (texObj->Target == GL_TEXTURE_CUBE_MAP) { if (ctx->Texture.CubeMapSeamless && (gl_sampler->MinFilter != GL_NEAREST || gl_sampler->MagFilter != GL_NEAREST)) { sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE; sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE; sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE; } else { sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP; sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP; sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP; } } else if (texObj->Target == GL_TEXTURE_1D) { /* There's a bug in 1D texture sampling - it actually pays * attention to the wrap_t value, though it should not. * Override the wrap_t value here to GL_REPEAT to keep * any nonexistent border pixels from floating in. */ sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP; } /* Set shadow function: */ if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { /* Shadowing is "enabled" by emitting a particular sampler * message (sample_c). So need to recompile WM program when * shadow comparison is enabled on each/any texture unit. */ sampler->ss1.shadow_function = intel_translate_shadow_compare_func(gl_sampler->CompareFunc); } /* Set LOD bias: */ sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias + gl_sampler->LodBias, -16, 15), 8); sampler->ss0.lod_preclamp = 1; /* OpenGL mode */ sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */ /* Set BaseMipLevel, MaxLOD, MinLOD: * * XXX: I don't think that using firstLevel, lastLevel works, * because we always setup the surface state as if firstLevel == * level zero. Probably have to subtract firstLevel from each of * these: */ sampler->ss0.base_level = U_FIXED(0, 1); sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8); sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8); upload_default_color(brw, gl_sampler, unit); sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 5; }
static void brw_update_sampler_state( const struct pipe_sampler_state *pipe_sampler, unsigned sdc_gs_offset, struct brw_sampler_state *sampler) { memset(sampler, 0, sizeof(*sampler)); switch (pipe_sampler->min_mip_filter) { case PIPE_TEX_FILTER_NEAREST: sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; break; case PIPE_TEX_FILTER_LINEAR: sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; break; case PIPE_TEX_FILTER_ANISO: sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC; break; default: break; } switch (pipe_sampler->min_mip_filter) { case PIPE_TEX_MIPFILTER_NEAREST: sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; break; case PIPE_TEX_MIPFILTER_LINEAR: sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; break; case PIPE_TEX_MIPFILTER_NONE: sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; break; default: break; } /* Set Anisotropy: */ switch (pipe_sampler->mag_img_filter) { case PIPE_TEX_FILTER_NEAREST: sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST; break; case PIPE_TEX_FILTER_LINEAR: sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR; break; case PIPE_TEX_FILTER_ANISO: sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR; break; default: break; } if (pipe_sampler->max_anisotropy > 2.0) { sampler->ss3.max_aniso = MAX2((pipe_sampler->max_anisotropy - 2) / 2, BRW_ANISORATIO_16); } sampler->ss1.s_wrap_mode = translate_wrap_mode(pipe_sampler->wrap_s); sampler->ss1.r_wrap_mode = translate_wrap_mode(pipe_sampler->wrap_r); sampler->ss1.t_wrap_mode = translate_wrap_mode(pipe_sampler->wrap_t); /* Fulsim complains if I don't do this. Hardware doesn't mind: */ #if 0 if (texObj->Target == GL_TEXTURE_CUBE_MAP_ARB) { sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE; sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE; sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE; } #endif /* Set shadow function: */ if (pipe_sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) { /* Shadowing is "enabled" by emitting a particular sampler * message (sample_c). So need to recompile WM program when * shadow comparison is enabled on each/any texture unit. */ sampler->ss0.shadow_function = intel_translate_shadow_compare_func(pipe_sampler->compare_func); } /* Set LOD bias: */ sampler->ss0.lod_bias = S_FIXED(CLAMP(pipe_sampler->lod_bias, -16, 15), 6); sampler->ss0.lod_preclamp = 1; /* OpenGL mode */ sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */ /* Set BaseMipLevel, MaxLOD, MinLOD: * * XXX: I don't think that using firstLevel, lastLevel works, * because we always setup the surface state as if firstLevel == * level zero. Probably have to subtract firstLevel from each of * these: */ sampler->ss0.base_level = U_FIXED(0, 1); sampler->ss1.max_lod = U_FIXED(MIN2(MAX2(pipe_sampler->max_lod, 0), 13), 6); sampler->ss1.min_lod = U_FIXED(MIN2(MAX2(pipe_sampler->min_lod, 0), 13), 6); sampler->ss2.default_color_pointer = sdc_gs_offset >> 5; }
/** * Sets the sampler state for a single unit. */ static void gen7_update_sampler_state(struct brw_context *brw, int unit, int ss_index, struct gen7_sampler_state *sampler, uint32_t *sdc_offset) { struct gl_context *ctx = &brw->ctx; struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; struct gl_texture_object *texObj = texUnit->_Current; struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit); bool using_nearest = false; /* These don't use samplers at all. */ if (texObj->Target == GL_TEXTURE_BUFFER) return; switch (gl_sampler->MinFilter) { case GL_NEAREST: sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; using_nearest = true; break; case GL_LINEAR: sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; break; case GL_NEAREST_MIPMAP_NEAREST: sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; break; case GL_LINEAR_MIPMAP_NEAREST: sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; break; case GL_NEAREST_MIPMAP_LINEAR: sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; break; case GL_LINEAR_MIPMAP_LINEAR: sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; break; default: break; } /* Set Anisotropy: */ if (gl_sampler->MaxAnisotropy > 1.0) { sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC; sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC; sampler->ss0.aniso_algorithm = 1; if (gl_sampler->MaxAnisotropy > 2.0) { sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2, BRW_ANISORATIO_16); } } else { switch (gl_sampler->MagFilter) { case GL_NEAREST: sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST; using_nearest = true; break; case GL_LINEAR: sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR; break; default: break; } } sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR, using_nearest); sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS, using_nearest); sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT, using_nearest); /* Cube-maps on 965 and later must use the same wrap mode for all 3 * coordinate dimensions. Futher, only CUBE and CLAMP are valid. */ if (texObj->Target == GL_TEXTURE_CUBE_MAP || texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) { if ((ctx->Texture.CubeMapSeamless || gl_sampler->CubeMapSeamless) && (gl_sampler->MinFilter != GL_NEAREST || gl_sampler->MagFilter != GL_NEAREST)) { sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE; sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE; sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE; } else { sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP; sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP; sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP; } } else if (texObj->Target == GL_TEXTURE_1D) { /* There's a bug in 1D texture sampling - it actually pays * attention to the wrap_t value, though it should not. * Override the wrap_t value here to GL_REPEAT to keep * any nonexistent border pixels from floating in. */ sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP; } /* Set shadow function: */ if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { /* Shadowing is "enabled" by emitting a particular sampler * message (sample_c). So need to recompile WM program when * shadow comparison is enabled on each/any texture unit. */ sampler->ss1.shadow_function = intel_translate_shadow_compare_func(gl_sampler->CompareFunc); } /* Set LOD bias: */ sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias + gl_sampler->LodBias, -16, 15), 8); sampler->ss0.lod_preclamp = 1; /* OpenGL mode */ sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */ sampler->ss0.base_level = U_FIXED(0, 1); sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8); sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8); /* The sampler can handle non-normalized texture rectangle coordinates * natively */ if (texObj->Target == GL_TEXTURE_RECTANGLE) { sampler->ss3.non_normalized_coord = 1; } upload_default_color(brw, gl_sampler, unit, sdc_offset); sampler->ss2.default_color_pointer = *sdc_offset >> 5; if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST) sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN | BRW_ADDRESS_ROUNDING_ENABLE_V_MIN | BRW_ADDRESS_ROUNDING_ENABLE_R_MIN; if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST) sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG | BRW_ADDRESS_ROUNDING_ENABLE_V_MAG | BRW_ADDRESS_ROUNDING_ENABLE_R_MAG; }
/* 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; }
/** * Define a vgpu10 sampler state. */ static void define_sampler_state_object(struct svga_context *svga, struct svga_sampler_state *ss, const struct pipe_sampler_state *ps) { uint8_t max_aniso = (uint8_t) 255; /* XXX fix me */ boolean anisotropic; uint8 compare_func; SVGA3dFilter filter; SVGA3dRGBAFloat bcolor; unsigned try; float min_lod, max_lod; assert(svga_have_vgpu10(svga)); anisotropic = ss->aniso_level > 1.0f; filter = translate_filter_mode(ps->min_mip_filter, ps->min_img_filter, ps->mag_img_filter, anisotropic, ss->compare_mode); compare_func = translate_comparison_func(ss->compare_func); COPY_4V(bcolor.value, ps->border_color.f); assert(ps->min_lod <= ps->max_lod); if (ps->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) { /* just use the base level image */ min_lod = max_lod = 0.0f; } else { min_lod = ps->min_lod; max_lod = ps->max_lod; } /* If shadow comparisons are enabled, create two sampler states: one * with the given shadow compare mode, another with shadow comparison off. * We need the later because in some cases, we have to do the shadow * compare in the shader. So, we don't want to do it twice. */ STATIC_ASSERT(PIPE_TEX_COMPARE_NONE == 0); STATIC_ASSERT(PIPE_TEX_COMPARE_R_TO_TEXTURE == 1); ss->id[1] = SVGA3D_INVALID_ID; unsigned i; for (i = 0; i <= ss->compare_mode; i++) { ss->id[i] = util_bitmask_add(svga->sampler_object_id_bm); /* Loop in case command buffer is full and we need to flush and retry */ for (try = 0; try < 2; try++) { enum pipe_error ret = SVGA3D_vgpu10_DefineSamplerState(svga->swc, ss->id[i], filter, ss->addressu, ss->addressv, ss->addressw, ss->lod_bias, /* float */ max_aniso, compare_func, bcolor, min_lod, /* float */ max_lod); /* float */ if (ret == PIPE_OK) break; svga_context_flush(svga, NULL); } /* turn off the shadow compare option for second iteration */ filter &= ~SVGA3D_FILTER_COMPARE; } } static void * svga_create_sampler_state(struct pipe_context *pipe, const struct pipe_sampler_state *sampler) { struct svga_context *svga = svga_context(pipe); struct svga_sampler_state *cso = CALLOC_STRUCT( svga_sampler_state ); if (!cso) return NULL; cso->mipfilter = translate_mip_filter(sampler->min_mip_filter); cso->magfilter = translate_img_filter( sampler->mag_img_filter ); cso->minfilter = translate_img_filter( sampler->min_img_filter ); cso->aniso_level = MAX2( sampler->max_anisotropy, 1 ); if (sampler->max_anisotropy) cso->magfilter = cso->minfilter = SVGA3D_TEX_FILTER_ANISOTROPIC; cso->lod_bias = sampler->lod_bias; cso->addressu = translate_wrap_mode(sampler->wrap_s); cso->addressv = translate_wrap_mode(sampler->wrap_t); cso->addressw = translate_wrap_mode(sampler->wrap_r); cso->normalized_coords = sampler->normalized_coords; cso->compare_mode = sampler->compare_mode; cso->compare_func = sampler->compare_func; { uint32 r = float_to_ubyte(sampler->border_color.f[0]); uint32 g = float_to_ubyte(sampler->border_color.f[1]); uint32 b = float_to_ubyte(sampler->border_color.f[2]); uint32 a = float_to_ubyte(sampler->border_color.f[3]); cso->bordercolor = (a << 24) | (r << 16) | (g << 8) | b; } /* No SVGA3D support for: * - min/max LOD clamping */ cso->min_lod = 0; cso->view_min_lod = MAX2((int) (sampler->min_lod + 0.5), 0); cso->view_max_lod = MAX2((int) (sampler->max_lod + 0.5), 0); /* Use min_mipmap */ if (svga->debug.use_min_mipmap) { if (cso->view_min_lod == cso->view_max_lod) { cso->min_lod = cso->view_min_lod; cso->view_min_lod = 0; cso->view_max_lod = 1000; /* Just a high number */ cso->mipfilter = SVGA3D_TEX_FILTER_NONE; } } if (svga_have_vgpu10(svga)) { define_sampler_state_object(svga, cso, sampler); } SVGA_DBG(DEBUG_SAMPLERS, "New sampler: min %u, view(min %u, max %u) lod, mipfilter %s\n", cso->min_lod, cso->view_min_lod, cso->view_max_lod, cso->mipfilter == SVGA3D_TEX_FILTER_NONE ? "SVGA3D_TEX_FILTER_NONE" : "SOMETHING"); svga->hud.num_sampler_objects++; SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws, SVGA_STATS_COUNT_SAMPLER); return cso; } static void svga_bind_sampler_states(struct pipe_context *pipe, enum pipe_shader_type shader, unsigned start, unsigned num, void **samplers) { struct svga_context *svga = svga_context(pipe); unsigned i; boolean any_change = FALSE; assert(shader < PIPE_SHADER_TYPES); assert(start + num <= PIPE_MAX_SAMPLERS); /* Pre-VGPU10 only supports FS textures */ if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT) return; for (i = 0; i < num; i++) { if (svga->curr.sampler[shader][start + i] != samplers[i]) any_change = TRUE; svga->curr.sampler[shader][start + i] = samplers[i]; } if (!any_change) { return; } /* find highest non-null sampler[] entry */ { unsigned j = MAX2(svga->curr.num_samplers[shader], start + num); while (j > 0 && svga->curr.sampler[shader][j - 1] == NULL) j--; svga->curr.num_samplers[shader] = j; } svga->dirty |= SVGA_NEW_SAMPLER; } static void svga_delete_sampler_state(struct pipe_context *pipe, void *sampler) { struct svga_sampler_state *ss = (struct svga_sampler_state *) sampler; struct svga_context *svga = svga_context(pipe); if (svga_have_vgpu10(svga)) { unsigned i; for (i = 0; i < 2; i++) { enum pipe_error ret; if (ss->id[i] != SVGA3D_INVALID_ID) { svga_hwtnl_flush_retry(svga); ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]); } util_bitmask_clear(svga->sampler_object_id_bm, ss->id[i]); } } } FREE(sampler); svga->hud.num_sampler_objects--; } static struct pipe_sampler_view * svga_create_sampler_view(struct pipe_context *pipe, struct pipe_resource *texture, const struct pipe_sampler_view *templ) { struct svga_context *svga = svga_context(pipe); struct svga_pipe_sampler_view *sv = CALLOC_STRUCT(svga_pipe_sampler_view); if (!sv) { return NULL; } sv->base = *templ; sv->base.reference.count = 1; sv->base.texture = NULL; pipe_resource_reference(&sv->base.texture, texture); sv->base.context = pipe; sv->id = SVGA3D_INVALID_ID; svga->hud.num_samplerview_objects++; SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws, SVGA_STATS_COUNT_SAMPLERVIEW); return &sv->base; } static void svga_sampler_view_destroy(struct pipe_context *pipe, struct pipe_sampler_view *view) { struct svga_context *svga = svga_context(pipe); struct svga_pipe_sampler_view *sv = svga_pipe_sampler_view(view); if (svga_have_vgpu10(svga) && sv->id != SVGA3D_INVALID_ID) { if (view->context != pipe) { /* The SVGA3D device will generate an error (and on Linux, cause * us to abort) if we try to destroy a shader resource view from * a context other than the one it was created with. Skip the * SVGA3D_vgpu10_DestroyShaderResourceView() and leak the sampler * view for now. This should only sometimes happen when a shared * texture is deleted. */ _debug_printf("context mismatch in %s\n", __func__); } else { enum pipe_error ret; svga_hwtnl_flush_retry(svga); /* XXX is this needed? */ ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id); } util_bitmask_clear(svga->sampler_view_id_bm, sv->id); } } pipe_resource_reference(&sv->base.texture, NULL); FREE(sv); svga->hud.num_samplerview_objects--; } static void svga_set_sampler_views(struct pipe_context *pipe, enum pipe_shader_type shader, unsigned start, unsigned num, struct pipe_sampler_view **views) { struct svga_context *svga = svga_context(pipe); unsigned flag_1d = 0; unsigned flag_srgb = 0; uint i; boolean any_change = FALSE; assert(shader < PIPE_SHADER_TYPES); assert(start + num <= ARRAY_SIZE(svga->curr.sampler_views[shader])); /* Pre-VGPU10 only supports FS textures */ if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT) return; SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_SETSAMPLERVIEWS); /* This bit of code works around a quirk in the CSO module. * If start=num=0 it means all sampler views should be released. * Note that the CSO module treats sampler views for fragment shaders * differently than other shader types. */ if (start == 0 && num == 0 && svga->curr.num_sampler_views[shader] > 0) { for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) { pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][i]); } any_change = TRUE; } for (i = 0; i < num; i++) { enum pipe_texture_target target; if (svga->curr.sampler_views[shader][start + i] != views[i]) { /* Note: we're using pipe_sampler_view_release() here to work around * a possible crash when the old view belongs to another context that * was already destroyed. */ pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][start + i]); pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i], views[i]); any_change = TRUE; } if (!views[i]) continue; if (util_format_is_srgb(views[i]->format)) flag_srgb |= 1 << (start + i); target = views[i]->target; if (target == PIPE_TEXTURE_1D) { flag_1d |= 1 << (start + i); } else if (target == PIPE_TEXTURE_RECT) { /* If the size of the bound texture changes, we need to emit new * const buffer values. */ svga->dirty |= SVGA_NEW_TEXTURE_CONSTS; } else if (target == PIPE_BUFFER) { /* If the size of the bound buffer changes, we need to emit new * const buffer values. */ svga->dirty |= SVGA_NEW_TEXTURE_CONSTS; } } if (!any_change) { goto done; } /* find highest non-null sampler_views[] entry */ { unsigned j = MAX2(svga->curr.num_sampler_views[shader], start + num); while (j > 0 && svga->curr.sampler_views[shader][j - 1] == NULL) j--; svga->curr.num_sampler_views[shader] = j; } svga->dirty |= SVGA_NEW_TEXTURE_BINDING; if (flag_srgb != svga->curr.tex_flags.flag_srgb || flag_1d != svga->curr.tex_flags.flag_1d) { svga->dirty |= SVGA_NEW_TEXTURE_FLAGS; svga->curr.tex_flags.flag_1d = flag_1d; svga->curr.tex_flags.flag_srgb = flag_srgb; } /* Check if any of the sampler view resources collide with the framebuffer * color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER * dirty bit so that emit_framebuffer can be invoked to create backed view * for the conflicted surface view. */ if (svga_check_sampler_framebuffer_resource_collision(svga, shader)) { svga->dirty |= SVGA_NEW_FRAME_BUFFER; } done: SVGA_STATS_TIME_POP(svga_sws(svga)); } /** * Clean up sampler, sampler view state at context destruction time */ void svga_cleanup_sampler_state(struct svga_context *svga) { enum pipe_shader_type shader; for (shader = 0; shader <= PIPE_SHADER_GEOMETRY; shader++) { unsigned i; for (i = 0; i < svga->state.hw_draw.num_sampler_views[shader]; i++) { pipe_sampler_view_release(&svga->pipe, &svga->state.hw_draw.sampler_views[shader][i]); } } /* free polygon stipple state */ if (svga->polygon_stipple.sampler) { svga->pipe.delete_sampler_state(&svga->pipe, svga->polygon_stipple.sampler); } if (svga->polygon_stipple.sampler_view) { svga->pipe.sampler_view_destroy(&svga->pipe, &svga->polygon_stipple.sampler_view->base); } pipe_resource_reference(&svga->polygon_stipple.texture, NULL); } void svga_init_sampler_functions( struct svga_context *svga ) { svga->pipe.create_sampler_state = svga_create_sampler_state; svga->pipe.bind_sampler_states = svga_bind_sampler_states; svga->pipe.delete_sampler_state = svga_delete_sampler_state; svga->pipe.set_sampler_views = svga_set_sampler_views; svga->pipe.create_sampler_view = svga_create_sampler_view; svga->pipe.sampler_view_destroy = svga_sampler_view_destroy; }