/* * Copyright © 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "brw_context.h" #include "brw_state.h" #include "brw_defines.h" #include "intel_batchbuffer.h" #include "intel_mipmap_tree.h" #include "main/macros.h" #include "main/samplerobj.h" /** * 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 gen7_upload_sampler_state_table(struct brw_context *brw, struct gl_program *prog, struct brw_stage_state *stage_state) { struct gl_context *ctx = &brw->ctx; struct gen7_sampler_state *samplers; uint32_t sampler_count = stage_state->sampler_count; static const uint16_t packet_headers[] = { [MESA_SHADER_VERTEX] = _3DSTATE_SAMPLER_STATE_POINTERS_VS, [MESA_SHADER_GEOMETRY] = _3DSTATE_SAMPLER_STATE_POINTERS_GS, [MESA_SHADER_FRAGMENT] = _3DSTATE_SAMPLER_STATE_POINTERS_PS, }; GLbitfield SamplersUsed = prog->SamplersUsed; if (sampler_count == 0) return; samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE, sampler_count * sizeof(*samplers), 32, &stage_state->sampler_offset); memset(samplers, 0, sampler_count * sizeof(*samplers)); for (unsigned s = 0; s < sampler_count; s++) { if (SamplersUsed & (1 << s)) { const unsigned unit = prog->SamplerUnits[s]; if (ctx->Texture.Unit[unit]._Current) gen7_update_sampler_state(brw, unit, s, &samplers[s], &stage_state->sdc_offset[s]); } } if (brw->gen == 7 && !brw->is_haswell && stage_state->stage == MESA_SHADER_VERTEX) { gen7_emit_vs_workaround_flush(brw); } BEGIN_BATCH(2); OUT_BATCH(packet_headers[stage_state->stage] << 16 | (2 - 2)); OUT_BATCH(stage_state->sampler_offset); ADVANCE_BATCH(); } void gen7_init_vtable_sampler_functions(struct brw_context *brw) { brw->vtbl.upload_sampler_state_table = gen7_upload_sampler_state_table; }