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-rw-r--r--src/gallium/drivers/nv50/nv50_screen.c10
-rw-r--r--src/gallium/drivers/nv50/nv50_state.c30
-rw-r--r--src/gallium/drivers/nvc0/nvc0_screen.c5
3 files changed, 44 insertions, 1 deletions
diff --git a/src/gallium/drivers/nv50/nv50_screen.c b/src/gallium/drivers/nv50/nv50_screen.c
index a2f13e3d703..4dad8599870 100644
--- a/src/gallium/drivers/nv50/nv50_screen.c
+++ b/src/gallium/drivers/nv50/nv50_screen.c
@@ -89,7 +89,10 @@ nv50_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_TEXTURE_SHADOW_MAP:
case PIPE_CAP_NPOT_TEXTURES:
case PIPE_CAP_ANISOTROPIC_FILTER:
- return 1;
+ case PIPE_CAP_SEAMLESS_CUBE_MAP:
+ return nv50_screen(pscreen)->tesla->grclass >= NVA0_3D;
+ case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
+ return 0;
case PIPE_CAP_TWO_SIDED_STENCIL:
case PIPE_CAP_DEPTH_CLAMP:
case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE:
@@ -417,6 +420,11 @@ nv50_screen_create(struct pipe_winsys *ws, struct nouveau_device *dev)
BEGIN_RING(chan, RING_3D(BLEND_SEPARATE_ALPHA), 1);
OUT_RING (chan, 1);
+ if (tesla_class >= NVA0_3D) {
+ BEGIN_RING(chan, RING_3D_(NVA0_3D_TEX_MISC), 1);
+ OUT_RING (chan, NVA0_3D_TEX_MISC_SEAMLESS_CUBE_MAP);
+ }
+
BEGIN_RING(chan, RING_3D(SCREEN_Y_CONTROL), 1);
OUT_RING (chan, 0);
BEGIN_RING(chan, RING_3D(WINDOW_OFFSET_X), 2);
diff --git a/src/gallium/drivers/nv50/nv50_state.c b/src/gallium/drivers/nv50/nv50_state.c
index 799f49619d2..8d75dd07c4d 100644
--- a/src/gallium/drivers/nv50/nv50_state.c
+++ b/src/gallium/drivers/nv50/nv50_state.c
@@ -34,6 +34,36 @@
#include "nouveau/nouveau_gldefs.h"
+/* Caveats:
+ * ! pipe_sampler_state.normalized_coords is ignored - rectangle textures will
+ * use non-normalized coordinates, everything else won't
+ * (The relevant bit is in the TIC entry and not the TSC entry.)
+ *
+ * ! pipe_sampler_state.seamless_cube_map is ignored - seamless filtering is
+ * always activated on NVA0 +
+ * (Give me the global bit, otherwise it's not worth the CPU work.)
+ *
+ * ! pipe_sampler_state.border_color is not swizzled according to the texture
+ * swizzle in pipe_sampler_view
+ * (This will be ugly with indirect independent texture/sampler access,
+ * we'd have to emulate the logic in the shader. GL doesn't have that,
+ * D3D doesn't have swizzle, if we knew what we were implementing we'd be
+ * good.)
+ *
+ * ! pipe_rasterizer_state.line_last_pixel is ignored - it is never drawn
+ *
+ * ! pipe_rasterizer_state.flatshade_first also applies to QUADS
+ * (There's a GL query for that, forcing an exception is just ridiculous.)
+ *
+ * ! pipe_rasterizer_state.gl_rasterization_rules is ignored - pixel centers
+ * are always at half integer coordinates and the top-left rule applies
+ * (There does not seem to be a hardware switch for this.)
+ *
+ * ! pipe_rasterizer_state.sprite_coord_enable is masked with 0xff on NVC0
+ * (The hardware only has 8 slots meant for TexCoord and we have to assign
+ * in advance to maintain elegant separate shader objects.)
+ */
+
static INLINE uint32_t
nv50_colormask(unsigned mask)
{
diff --git a/src/gallium/drivers/nvc0/nvc0_screen.c b/src/gallium/drivers/nvc0/nvc0_screen.c
index ca0691d2aee..34bf0f0a2ad 100644
--- a/src/gallium/drivers/nvc0/nvc0_screen.c
+++ b/src/gallium/drivers/nvc0/nvc0_screen.c
@@ -74,7 +74,10 @@ nvc0_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_TEXTURE_SHADOW_MAP:
case PIPE_CAP_NPOT_TEXTURES:
case PIPE_CAP_ANISOTROPIC_FILTER:
+ case PIPE_CAP_SEAMLESS_CUBE_MAP:
return 1;
+ case PIPE_CAP_SEAMLESS_CUBE_MAP_PER_TEXTURE:
+ return 0;
case PIPE_CAP_TWO_SIDED_STENCIL:
case PIPE_CAP_DEPTH_CLAMP:
case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE:
@@ -441,6 +444,8 @@ nvc0_screen_create(struct pipe_winsys *ws, struct nouveau_device *dev)
OUT_RING (chan, 1);
BEGIN_RING(chan, RING_3D(BLEND_ENABLE_COMMON), 1);
OUT_RING (chan, 0);
+ BEGIN_RING(chan, RING_3D(TEX_MISC), 1);
+ OUT_RING (chan, NVC0_3D_TEX_MISC_SEAMLESS_CUBE_MAP);
nvc0_magic_3d_init(chan);