/* 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; }
/** * 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; }
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; }
/* 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; }