static void unconvert_teximage_argb8888( struct gl_texture_convert *convert ) { const GLubyte *src = (const GLubyte *)convert->srcImage; GLint texels, i; texels = convert->width * convert->height * convert->depth; switch ( convert->format ) { case GL_RGBA: { GLuint *dst = (GLuint *)convert->dstImage; for ( i = 0 ; i < texels ; i++ ) { *dst++ = PACK_COLOR_8888( src[3], src[0], src[1], src[2] ); src += 4; } break; } case GL_RGB: { GLubyte *dst = (GLubyte *)convert->dstImage; for ( i = 0 ; i < texels ; i++ ) { *dst++ = src[2]; *dst++ = src[1]; *dst++ = src[0]; src += 4; } break; } default: gl_problem(NULL, "texture unconvert error"); } }
static void nv30ClearColor(GLcontext *ctx, const GLfloat color[4]) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLubyte c[4]; UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color); BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1); OUT_RING_CACHE(PACK_COLOR_8888(c[3],c[0],c[1],c[2])); }
static void mgaSetTexBorderColor(mgaTextureObjectPtr t, const GLfloat color[4]) { GLubyte c[4]; CLAMPED_FLOAT_TO_UBYTE(c[0], color[0]); CLAMPED_FLOAT_TO_UBYTE(c[1], color[1]); CLAMPED_FLOAT_TO_UBYTE(c[2], color[2]); CLAMPED_FLOAT_TO_UBYTE(c[3], color[3]); t->setup.texbordercol = PACK_COLOR_8888(c[3], c[0], c[1], c[2] ); }
static void nv30BlendColor(GLcontext *ctx, const GLfloat color[4]) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLubyte cf[4]; CLAMPED_FLOAT_TO_UBYTE(cf[0], color[0]); CLAMPED_FLOAT_TO_UBYTE(cf[1], color[1]); CLAMPED_FLOAT_TO_UBYTE(cf[2], color[2]); CLAMPED_FLOAT_TO_UBYTE(cf[3], color[3]); BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_COLOR, 1); OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0])); }
static void mgaDDTexEnv( GLcontext *ctx, GLenum target, GLenum pname, const GLfloat *param ) { GLuint unit = ctx->Texture.CurrentUnit; struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; mgaContextPtr mmesa = MGA_CONTEXT(ctx); switch( pname ) { case GL_TEXTURE_ENV_COLOR: { GLubyte c[4]; UNCLAMPED_FLOAT_TO_RGBA_CHAN( c, texUnit->EnvColor ); mmesa->envcolor[unit] = PACK_COLOR_8888( c[3], c[0], c[1], c[2] ); break; } } }
/** * Handle a common case of drawing GL_RGBA/GL_UNSIGNED_BYTE into a * MESA_FORMAT_ARGB888 or MESA_FORMAT_xRGB888 renderbuffer. */ static void fast_draw_rgba_ubyte_pixels(struct gl_context *ctx, struct gl_renderbuffer *rb, GLint x, GLint y, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels) { const GLubyte *src = (const GLubyte *) _mesa_image_address2d(unpack, pixels, width, height, GL_RGBA, GL_UNSIGNED_BYTE, 0, 0); const GLint srcRowStride = _mesa_image_row_stride(unpack, width, GL_RGBA, GL_UNSIGNED_BYTE); GLint i, j; GLubyte *dst; GLint dstRowStride; ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height, GL_MAP_WRITE_BIT, &dst, &dstRowStride); if (!dst) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDrawPixels"); return; } if (ctx->Pixel.ZoomY == -1.0f) { dst = dst + (height - 1) * dstRowStride; dstRowStride = -dstRowStride; } for (i = 0; i < height; i++) { GLuint *dst4 = (GLuint *) dst; for (j = 0; j < width; j++) { dst4[j] = PACK_COLOR_8888(src[j*4+3], src[j*4+0], src[j*4+1], src[j*4+2]); } dst += dstRowStride; src += srcRowStride; } ctx->Driver.UnmapRenderbuffer(ctx, rb); }
/** * Use blitting to clear the renderbuffers named by 'flags'. * Note: we can't use the ctx->DrawBuffer->_ColorDrawBufferIndexes field * since that might include software renderbuffers or renderbuffers * which we're clearing with triangles. * \param mask bitmask of BUFFER_BIT_* values indicating buffers to clear */ GLbitfield intelClearWithBlit(struct gl_context *ctx, GLbitfield mask) { struct intel_context *intel = intel_context(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; GLuint clear_depth_value, clear_depth_mask; GLint cx, cy, cw, ch; GLbitfield fail_mask = 0; BATCH_LOCALS; /* Note: we don't use this function on Gen7+ hardware, so we can safely * ignore fast color clear issues. */ assert(intel->gen < 7); /* * Compute values for clearing the buffers. */ clear_depth_value = 0; clear_depth_mask = 0; if (mask & BUFFER_BIT_DEPTH) { clear_depth_value = (GLuint) (fb->_DepthMax * ctx->Depth.Clear); clear_depth_mask = XY_BLT_WRITE_RGB; } if (mask & BUFFER_BIT_STENCIL) { clear_depth_value |= (ctx->Stencil.Clear & 0xff) << 24; clear_depth_mask |= XY_BLT_WRITE_ALPHA; } cx = fb->_Xmin; if (_mesa_is_winsys_fbo(fb)) cy = ctx->DrawBuffer->Height - fb->_Ymax; else cy = fb->_Ymin; cw = fb->_Xmax - fb->_Xmin; ch = fb->_Ymax - fb->_Ymin; if (cw == 0 || ch == 0) return 0; /* Loop over all renderbuffers */ mask &= (1 << BUFFER_COUNT) - 1; while (mask) { GLuint buf = ffs(mask) - 1; bool is_depth_stencil = buf == BUFFER_DEPTH || buf == BUFFER_STENCIL; struct intel_renderbuffer *irb; int x1, y1, x2, y2; uint32_t clear_val; uint32_t BR13, CMD; struct intel_region *region; int pitch, cpp; drm_intel_bo *aper_array[2]; mask &= ~(1 << buf); irb = intel_get_renderbuffer(fb, buf); if (irb && irb->mt) { region = irb->mt->region; assert(region); assert(region->bo); } else { fail_mask |= 1 << buf; continue; } /* OK, clear this renderbuffer */ x1 = cx + irb->draw_x; y1 = cy + irb->draw_y; x2 = cx + cw + irb->draw_x; y2 = cy + ch + irb->draw_y; pitch = region->pitch; cpp = region->cpp; DBG("%s dst:buf(%p)/%d %d,%d sz:%dx%d\n", __FUNCTION__, region->bo, pitch, x1, y1, x2 - x1, y2 - y1); BR13 = 0xf0 << 16; CMD = XY_COLOR_BLT_CMD; /* Setup the blit command */ if (cpp == 4) { if (is_depth_stencil) { CMD |= clear_depth_mask; } else { /* clearing RGBA */ CMD |= XY_BLT_WRITE_ALPHA | XY_BLT_WRITE_RGB; } } assert(region->tiling != I915_TILING_Y); BR13 |= pitch; if (is_depth_stencil) { clear_val = clear_depth_value; } else { uint8_t clear[4]; GLfloat *color = ctx->Color.ClearColor.f; _mesa_unclamped_float_rgba_to_ubyte(clear, color); switch (intel_rb_format(irb)) { case MESA_FORMAT_ARGB8888: case MESA_FORMAT_XRGB8888: clear_val = PACK_COLOR_8888(clear[3], clear[0], clear[1], clear[2]); break; case MESA_FORMAT_RGB565: clear_val = PACK_COLOR_565(clear[0], clear[1], clear[2]); break; case MESA_FORMAT_ARGB4444: clear_val = PACK_COLOR_4444(clear[3], clear[0], clear[1], clear[2]); break; case MESA_FORMAT_ARGB1555: clear_val = PACK_COLOR_1555(clear[3], clear[0], clear[1], clear[2]); break; case MESA_FORMAT_A8: clear_val = PACK_COLOR_8888(clear[3], clear[3], clear[3], clear[3]); break; default: fail_mask |= 1 << buf; continue; } } BR13 |= br13_for_cpp(cpp); assert(x1 < x2); assert(y1 < y2); /* do space check before going any further */ aper_array[0] = intel->batch.bo; aper_array[1] = region->bo; if (drm_intel_bufmgr_check_aperture_space(aper_array, ARRAY_SIZE(aper_array)) != 0) { intel_batchbuffer_flush(intel); } BEGIN_BATCH(6); OUT_BATCH(CMD | (6 - 2)); OUT_BATCH(BR13); OUT_BATCH((y1 << 16) | x1); OUT_BATCH((y2 << 16) | x2); OUT_RELOC_FENCED(region->bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); OUT_BATCH(clear_val); ADVANCE_BATCH(); if (intel->always_flush_cache) intel_batchbuffer_emit_mi_flush(intel); if (buf == BUFFER_DEPTH || buf == BUFFER_STENCIL) mask &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); } return fail_mask; }
/* * Render a bitmap. */ static bool do_blit_bitmap( struct gl_context *ctx, GLint dstx, GLint dsty, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ) { struct intel_context *intel = intel_context(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; struct intel_renderbuffer *irb; GLfloat tmpColor[4]; GLubyte ubcolor[4]; GLuint color; GLsizei bitmap_width = width; GLsizei bitmap_height = height; GLint px, py; GLuint stipple[32]; GLint orig_dstx = dstx; GLint orig_dsty = dsty; /* Update draw buffer bounds */ _mesa_update_state(ctx); if (ctx->Depth.Test) { /* The blit path produces incorrect results when depth testing is on. * It seems the blit Z coord is always 1.0 (the far plane) so fragments * will likely be obscured by other, closer geometry. */ return false; } intel_prepare_render(intel); if (fb->_NumColorDrawBuffers != 1) { perf_debug("accelerated glBitmap() only supports rendering to a " "single color buffer\n"); return false; } irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]); if (_mesa_is_bufferobj(unpack->BufferObj)) { bitmap = map_pbo(ctx, width, height, unpack, bitmap); if (bitmap == NULL) return true; /* even though this is an error, we're done */ } COPY_4V(tmpColor, ctx->Current.RasterColor); if (_mesa_need_secondary_color(ctx)) { ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor); } UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]); UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]); UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]); UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]); switch (irb->mt->format) { case MESA_FORMAT_B8G8R8A8_UNORM: case MESA_FORMAT_B8G8R8X8_UNORM: color = PACK_COLOR_8888(ubcolor[3], ubcolor[0], ubcolor[1], ubcolor[2]); break; case MESA_FORMAT_B5G6R5_UNORM: color = PACK_COLOR_565(ubcolor[0], ubcolor[1], ubcolor[2]); break; default: perf_debug("Unsupported format %s in accelerated glBitmap()\n", _mesa_get_format_name(irb->mt->format)); return false; } if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F)) return false; /* Clip to buffer bounds and scissor. */ if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin, fb->_Xmax, fb->_Ymax, &dstx, &dsty, &width, &height)) goto out; dsty = y_flip(fb, dsty, height); #define DY 32 #define DX 32 /* Chop it all into chunks that can be digested by hardware: */ for (py = 0; py < height; py += DY) { for (px = 0; px < width; px += DX) { int h = MIN2(DY, height - py); int w = MIN2(DX, width - px); GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8; GLenum logic_op = ctx->Color.ColorLogicOpEnabled ? ctx->Color.LogicOp : GL_COPY; assert(sz <= sizeof(stipple)); memset(stipple, 0, sz); /* May need to adjust this when padding has been introduced in * sz above: * * Have to translate destination coordinates back into source * coordinates. */ int count = get_bitmap_rect(bitmap_width, bitmap_height, unpack, bitmap, -orig_dstx + (dstx + px), -orig_dsty + y_flip(fb, dsty + py, h), w, h, (GLubyte *)stipple, 8, _mesa_is_winsys_fbo(fb)); if (count == 0) continue; if (!intelEmitImmediateColorExpandBlit(intel, irb->mt->cpp, (GLubyte *)stipple, sz, color, irb->mt->region->pitch, irb->mt->region->bo, 0, irb->mt->region->tiling, dstx + px, dsty + py, w, h, logic_op)) { return false; } if (ctx->Query.CurrentOcclusionObject) ctx->Query.CurrentOcclusionObject->Result += count; } } out: if (unlikely(INTEL_DEBUG & DEBUG_SYNC)) intel_batchbuffer_flush(intel); if (_mesa_is_bufferobj(unpack->BufferObj)) { /* done with PBO so unmap it now */ ctx->Driver.UnmapBuffer(ctx, unpack->BufferObj, MAP_INTERNAL); } intel_check_front_buffer_rendering(intel); return true; }
static void mgaSetTexBorderColor(mgaTextureObjectPtr t, GLubyte color[4]) { t->setup.texbordercol = PACK_COLOR_8888(color[3], color[0], color[1], color[2] ); }
/* Returns 0 if a software fallback is necessary */ static GLboolean sis_set_texobj_parm( struct gl_context *ctx, struct gl_texture_object *texObj, int hw_unit ) { sisContextPtr smesa = SIS_CONTEXT(ctx); int ok = 1; __GLSiSHardware *prev = &smesa->prev; __GLSiSHardware *current = &smesa->current; sisTexObjPtr t = texObj->DriverData; GLint firstLevel, lastLevel; GLint i; current->texture[hw_unit].hwTextureMip = 0UL; current->texture[hw_unit].hwTextureSet = t->hwformat; if ((texObj->MinFilter == GL_NEAREST) || (texObj->MinFilter == GL_LINEAR)) { firstLevel = lastLevel = texObj->BaseLevel; } else { /* Compute which mipmap levels we really want to send to the hardware. * This depends on the base image size, GL_TEXTURE_MIN_LOD, * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL and GL_TEXTURE_MAX_LEVEL. * Yes, this looks overly complicated, but it's all needed. */ firstLevel = texObj->BaseLevel + (GLint)(texObj->MinLod + 0.5); firstLevel = MAX2(firstLevel, texObj->BaseLevel); lastLevel = texObj->BaseLevel + (GLint)(texObj->MaxLod + 0.5); lastLevel = MAX2(lastLevel, texObj->BaseLevel); lastLevel = MIN2(lastLevel, texObj->BaseLevel + texObj->Image[0][texObj->BaseLevel]->MaxLog2); lastLevel = MIN2(lastLevel, texObj->MaxLevel); lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */ } current->texture[hw_unit].hwTextureSet |= (lastLevel << 8); switch (texObj->MagFilter) { case GL_NEAREST: current->texture[hw_unit].hwTextureMip |= TEXTURE_FILTER_NEAREST; break; case GL_LINEAR: current->texture[hw_unit].hwTextureMip |= (TEXTURE_FILTER_LINEAR << 3); break; } { GLint b; /* The mipmap lod biasing is based on experiment. It seems there's a * limit of around +4/-4 to the bias value; we're being conservative. */ b = (GLint) (ctx->Texture.Unit[hw_unit].LodBias * 32.0); if (b > 127) b = 127; else if (b < -128) b = -128; current->texture[hw_unit].hwTextureMip |= ((b << 4) & MASK_TextureMipmapLodBias); } switch (texObj->MinFilter) { case GL_NEAREST: current->texture[hw_unit].hwTextureMip |= TEXTURE_FILTER_NEAREST; break; case GL_LINEAR: current->texture[hw_unit].hwTextureMip |= TEXTURE_FILTER_LINEAR; break; case GL_NEAREST_MIPMAP_NEAREST: current->texture[hw_unit].hwTextureMip |= TEXTURE_FILTER_NEAREST_MIP_NEAREST; break; case GL_NEAREST_MIPMAP_LINEAR: current->texture[hw_unit].hwTextureMip |= TEXTURE_FILTER_NEAREST_MIP_LINEAR; break; case GL_LINEAR_MIPMAP_NEAREST: current->texture[hw_unit].hwTextureMip |= TEXTURE_FILTER_LINEAR_MIP_NEAREST; break; case GL_LINEAR_MIPMAP_LINEAR: current->texture[hw_unit].hwTextureMip |= TEXTURE_FILTER_LINEAR_MIP_LINEAR; break; } switch (texObj->WrapS) { case GL_REPEAT: current->texture[hw_unit].hwTextureSet |= MASK_TextureWrapU; break; case GL_MIRRORED_REPEAT: current->texture[hw_unit].hwTextureSet |= MASK_TextureMirrorU; break; case GL_CLAMP: current->texture[hw_unit].hwTextureSet |= MASK_TextureClampU; /* XXX: GL_CLAMP isn't conformant, but falling back makes the situation * worse in other programs at the moment. */ /*ok = 0;*/ break; case GL_CLAMP_TO_EDGE: current->texture[hw_unit].hwTextureSet |= MASK_TextureClampU; break; case GL_CLAMP_TO_BORDER: current->texture[hw_unit].hwTextureSet |= MASK_TextureBorderU; break; } switch (texObj->WrapT) { case GL_REPEAT: current->texture[hw_unit].hwTextureSet |= MASK_TextureWrapV; break; case GL_MIRRORED_REPEAT: current->texture[hw_unit].hwTextureSet |= MASK_TextureMirrorV; break; case GL_CLAMP: current->texture[hw_unit].hwTextureSet |= MASK_TextureClampV; /* XXX: GL_CLAMP isn't conformant, but falling back makes the situation * worse in other programs at the moment. */ /*ok = 0;*/ break; case GL_CLAMP_TO_EDGE: current->texture[hw_unit].hwTextureSet |= MASK_TextureClampV; break; case GL_CLAMP_TO_BORDER: current->texture[hw_unit].hwTextureSet |= MASK_TextureBorderV; break; } { GLubyte c[4]; CLAMPED_FLOAT_TO_UBYTE(c[0], texObj->BorderColor.f[0]); CLAMPED_FLOAT_TO_UBYTE(c[1], texObj->BorderColor.f[1]); CLAMPED_FLOAT_TO_UBYTE(c[2], texObj->BorderColor.f[2]); CLAMPED_FLOAT_TO_UBYTE(c[3], texObj->BorderColor.f[3]); current->texture[hw_unit].hwTextureBorderColor = PACK_COLOR_8888(c[3], c[0], c[1], c[2]); } if (current->texture[hw_unit].hwTextureBorderColor != prev->texture[hw_unit].hwTextureBorderColor) { prev->texture[hw_unit].hwTextureBorderColor = current->texture[hw_unit].hwTextureBorderColor; if (hw_unit == 1) smesa->GlobalFlag |= GFLAG_TEXBORDERCOLOR_1; else smesa->GlobalFlag |= GFLAG_TEXBORDERCOLOR; } current->texture[hw_unit].hwTextureSet |= texObj->Image[0][firstLevel]->WidthLog2 << 4; current->texture[hw_unit].hwTextureSet |= texObj->Image[0][firstLevel]->HeightLog2; if (hw_unit == 0) smesa->GlobalFlag |= GFLAG_TEXTUREADDRESS; else smesa->GlobalFlag |= GFLAG_TEXTUREADDRESS_1; for (i = firstLevel; i <= lastLevel; i++) { GLuint texOffset = 0; GLuint texPitch = TransferTexturePitch( t->image[i].pitch ); switch (t->image[i].memType) { case VIDEO_TYPE: texOffset = ((unsigned long)t->image[i].Data - (unsigned long)smesa->FbBase); break; case AGP_TYPE: texOffset = ((unsigned long)t->image[i].Data - (unsigned long)smesa->AGPBase) + (unsigned long) smesa->AGPAddr; current->texture[hw_unit].hwTextureMip |= (MASK_TextureLevel0InSystem << i); break; } switch (i) { case 0: prev->texture[hw_unit].texOffset0 = texOffset; prev->texture[hw_unit].texPitch01 = texPitch << 16; break; case 1: prev->texture[hw_unit].texOffset1 = texOffset; prev->texture[hw_unit].texPitch01 |= texPitch; break; case 2: prev->texture[hw_unit].texOffset2 = texOffset; prev->texture[hw_unit].texPitch23 = texPitch << 16; break; case 3: prev->texture[hw_unit].texOffset3 = texOffset; prev->texture[hw_unit].texPitch23 |= texPitch; break; case 4: prev->texture[hw_unit].texOffset4 = texOffset; prev->texture[hw_unit].texPitch45 = texPitch << 16; break; case 5: prev->texture[hw_unit].texOffset5 = texOffset; prev->texture[hw_unit].texPitch45 |= texPitch; break; case 6: prev->texture[hw_unit].texOffset6 = texOffset; prev->texture[hw_unit].texPitch67 = texPitch << 16; break; case 7: prev->texture[hw_unit].texOffset7 = texOffset; prev->texture[hw_unit].texPitch67 |= texPitch; break; case 8: prev->texture[hw_unit].texOffset8 = texOffset; prev->texture[hw_unit].texPitch89 = texPitch << 16; break; case 9: prev->texture[hw_unit].texOffset9 = texOffset; prev->texture[hw_unit].texPitch89 |= texPitch; break; case 10: prev->texture[hw_unit].texOffset10 = texOffset; prev->texture[hw_unit].texPitch10 = texPitch << 16; break; case 11: prev->texture[hw_unit].texOffset11 = texOffset; prev->texture[hw_unit].texPitch10 |= texPitch; break; } } if (current->texture[hw_unit].hwTextureSet != prev->texture[hw_unit].hwTextureSet) { prev->texture[hw_unit].hwTextureSet = current->texture[hw_unit].hwTextureSet; if (hw_unit == 1) smesa->GlobalFlag |= CFLAG_TEXTURERESET_1; else smesa->GlobalFlag |= CFLAG_TEXTURERESET; } if (current->texture[hw_unit].hwTextureMip != prev->texture[hw_unit].hwTextureMip) { prev->texture[hw_unit].hwTextureMip = current->texture[hw_unit].hwTextureMip; if (hw_unit == 1) smesa->GlobalFlag |= GFLAG_TEXTUREMIPMAP_1; else smesa->GlobalFlag |= GFLAG_TEXTUREMIPMAP; } return ok; }
/* 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 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; }
/** * Use blitting to clear the renderbuffers named by 'flags'. * Note: we can't use the ctx->DrawBuffer->_ColorDrawBufferIndexes field * since that might include software renderbuffers or renderbuffers * which we're clearing with triangles. * \param mask bitmask of BUFFER_BIT_* values indicating buffers to clear */ GLbitfield intelClearWithBlit(struct gl_context *ctx, GLbitfield mask) { struct intel_context *intel = intel_context(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; GLuint clear_depth_value, clear_depth_mask; GLboolean all; GLint cx, cy, cw, ch; GLbitfield fail_mask = 0; BATCH_LOCALS; /* * Compute values for clearing the buffers. */ clear_depth_value = 0; clear_depth_mask = 0; if (mask & BUFFER_BIT_DEPTH) { clear_depth_value = (GLuint) (fb->_DepthMax * ctx->Depth.Clear); clear_depth_mask = XY_BLT_WRITE_RGB; } if (mask & BUFFER_BIT_STENCIL) { clear_depth_value |= (ctx->Stencil.Clear & 0xff) << 24; clear_depth_mask |= XY_BLT_WRITE_ALPHA; } cx = fb->_Xmin; if (fb->Name == 0) cy = ctx->DrawBuffer->Height - fb->_Ymax; else cy = fb->_Ymin; cw = fb->_Xmax - fb->_Xmin; ch = fb->_Ymax - fb->_Ymin; if (cw == 0 || ch == 0) return 0; all = (cw == fb->Width && ch == fb->Height); /* Loop over all renderbuffers */ mask &= (1 << BUFFER_COUNT) - 1; while (mask) { GLuint buf = _mesa_ffs(mask) - 1; GLboolean is_depth_stencil = buf == BUFFER_DEPTH || buf == BUFFER_STENCIL; struct intel_renderbuffer *irb; drm_intel_bo *write_buffer; int x1, y1, x2, y2; uint32_t clear_val; uint32_t BR13, CMD; int pitch, cpp; drm_intel_bo *aper_array[2]; mask &= ~(1 << buf); irb = intel_get_renderbuffer(fb, buf); if (irb == NULL || irb->region == NULL || irb->region->buffer == NULL) { fail_mask |= 1 << buf; continue; } /* OK, clear this renderbuffer */ write_buffer = intel_region_buffer(intel, irb->region, all ? INTEL_WRITE_FULL : INTEL_WRITE_PART); x1 = cx + irb->draw_x; y1 = cy + irb->draw_y; x2 = cx + cw + irb->draw_x; y2 = cy + ch + irb->draw_y; pitch = irb->region->pitch; cpp = irb->region->cpp; DBG("%s dst:buf(%p)/%d %d,%d sz:%dx%d\n", __FUNCTION__, irb->region->buffer, (pitch * cpp), x1, y1, x2 - x1, y2 - y1); BR13 = 0xf0 << 16; CMD = XY_COLOR_BLT_CMD; /* Setup the blit command */ if (cpp == 4) { if (is_depth_stencil) { CMD |= clear_depth_mask; } else { /* clearing RGBA */ CMD |= XY_BLT_WRITE_ALPHA | XY_BLT_WRITE_RGB; } } assert(irb->region->tiling != I915_TILING_Y); #ifndef I915 if (irb->region->tiling != I915_TILING_NONE) { CMD |= XY_DST_TILED; pitch /= 4; } #endif BR13 |= (pitch * cpp); if (is_depth_stencil) { clear_val = clear_depth_value; } else { uint8_t clear[4]; GLclampf *color = ctx->Color.ClearColor; CLAMPED_FLOAT_TO_UBYTE(clear[0], color[0]); CLAMPED_FLOAT_TO_UBYTE(clear[1], color[1]); CLAMPED_FLOAT_TO_UBYTE(clear[2], color[2]); CLAMPED_FLOAT_TO_UBYTE(clear[3], color[3]); switch (irb->Base.Format) { case MESA_FORMAT_ARGB8888: case MESA_FORMAT_XRGB8888: clear_val = PACK_COLOR_8888(clear[3], clear[0], clear[1], clear[2]); break; case MESA_FORMAT_RGB565: clear_val = PACK_COLOR_565(clear[0], clear[1], clear[2]); break; case MESA_FORMAT_ARGB4444: clear_val = PACK_COLOR_4444(clear[3], clear[0], clear[1], clear[2]); break; case MESA_FORMAT_ARGB1555: clear_val = PACK_COLOR_1555(clear[3], clear[0], clear[1], clear[2]); break; case MESA_FORMAT_A8: clear_val = PACK_COLOR_8888(clear[3], clear[3], clear[3], clear[3]); break; default: fail_mask |= 1 << buf; continue; } } BR13 |= br13_for_cpp(cpp); assert(x1 < x2); assert(y1 < y2); /* do space check before going any further */ aper_array[0] = intel->batch.bo; aper_array[1] = write_buffer; if (drm_intel_bufmgr_check_aperture_space(aper_array, ARRAY_SIZE(aper_array)) != 0) { intel_batchbuffer_flush(intel); } BEGIN_BATCH_BLT(6); OUT_BATCH(CMD); OUT_BATCH(BR13); OUT_BATCH((y1 << 16) | x1); OUT_BATCH((y2 << 16) | x2); OUT_RELOC_FENCED(write_buffer, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); OUT_BATCH(clear_val); ADVANCE_BATCH(); if (intel->always_flush_cache) intel_batchbuffer_emit_mi_flush(intel); if (buf == BUFFER_DEPTH || buf == BUFFER_STENCIL) mask &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); } return fail_mask; }