/* * Copyright (C) 2009 Francisco Jerez. * All Rights Reserved. * * 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 COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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 "nouveau_driver.h" #include "nouveau_context.h" #include "nouveau_gldefs.h" #include "nouveau_texture.h" #include "nv20_3d.xml.h" #include "nouveau_util.h" #include "nv20_driver.h" void nv20_emit_tex_gen(struct gl_context *ctx, int emit) { const int i = emit - NOUVEAU_STATE_TEX_GEN0; struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct gl_texture_unit *unit = &ctx->Texture.Unit[i]; int j; for (j = 0; j < 4; j++) { if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) { struct gl_texgen *coord = get_texgen_coord(unit, j); float *k = get_texgen_coeff(coord); if (k) { BEGIN_RING(chan, kelvin, NV20_3D_TEX_GEN_COEFF(i, j), 4); OUT_RINGp(chan, k, 4); } BEGIN_RING(chan, kelvin, NV20_3D_TEX_GEN_MODE(i, j), 1); OUT_RING(chan, nvgl_texgen_mode(coord->Mode)); } else { BEGIN_RING(chan, kelvin, NV20_3D_TEX_GEN_MODE(i, j), 1); OUT_RING(chan, 0); } } } void nv20_emit_tex_mat(struct gl_context *ctx, int emit) { const int i = emit - NOUVEAU_STATE_TEX_MAT0; struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); if (nctx->fallback == HWTNL && (ctx->Texture._TexMatEnabled & 1 << i)) { BEGIN_RING(chan, kelvin, NV20_3D_TEX_MATRIX_ENABLE(i), 1); OUT_RING(chan, 1); BEGIN_RING(chan, kelvin, NV20_3D_TEX_MATRIX(i,0), 16); OUT_RINGm(chan, ctx->TextureMatrixStack[i].Top->m); } else { BEGIN_RING(chan, kelvin, NV20_3D_TEX_MATRIX_ENABLE(i), 1); OUT_RING(chan, 0); } } static uint32_t get_tex_format_pot(struct gl_texture_image *ti) { switch (ti->TexFormat) { case MESA_FORMAT_ARGB8888: return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8; case MESA_FORMAT_ARGB1555: return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5; case MESA_FORMAT_ARGB4444: return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4; case MESA_FORMAT_XRGB8888: return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8; case MESA_FORMAT_RGB565: return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5; case MESA_FORMAT_A8: case MESA_FORMAT_I8: return NV20_3D_TEX_FORMAT_FORMAT_I8; case MESA_FORMAT_L8: return NV20_3D_TEX_FORMAT_FORMAT_L8; default: assert(0); } } static uint32_t get_tex_format_rect(struct gl_texture_image *ti) { switch (ti->TexFormat) { case MESA_FORMAT_ARGB8888: return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT; case MESA_FORMAT_ARGB1555: return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT; case MESA_FORMAT_ARGB4444: return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT; case MESA_FORMAT_XRGB8888: return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT; case MESA_FORMAT_RGB565: return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT; case MESA_FORMAT_L8: return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT; case MESA_FORMAT_A8: case MESA_FORMAT_I8: return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT; default: assert(0); } } void nv20_emit_tex_obj(struct gl_context *ctx, int emit) { const int i = emit - NOUVEAU_STATE_TEX_OBJ0; struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct nouveau_bo_context *bctx = context_bctx_i(ctx, TEXTURE, i); const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM; struct gl_texture_object *t; struct nouveau_surface *s; struct gl_texture_image *ti; uint32_t tx_format, tx_filter, tx_wrap, tx_enable; if (!ctx->Texture.Unit[i]._ReallyEnabled) { BEGIN_RING(chan, kelvin, NV20_3D_TEX_ENABLE(i), 1); OUT_RING(chan, 0); context_dirty(ctx, TEX_SHADER); return; } t = ctx->Texture.Unit[i]._Current; s = &to_nouveau_texture(t)->surfaces[t->BaseLevel]; ti = t->Image[0][t->BaseLevel]; if (!nouveau_texture_validate(ctx, t)) return; /* Recompute the texturing registers. */ tx_format = ti->DepthLog2 << 28 | ti->HeightLog2 << 24 | ti->WidthLog2 << 20 | NV20_3D_TEX_FORMAT_DIMS_2D | NV20_3D_TEX_FORMAT_NO_BORDER | 1 << 16; tx_wrap = nvgl_wrap_mode(t->Sampler.WrapR) << 16 | nvgl_wrap_mode(t->Sampler.WrapT) << 8 | nvgl_wrap_mode(t->Sampler.WrapS) << 0; tx_filter = nvgl_filter_mode(t->Sampler.MagFilter) << 24 | nvgl_filter_mode(t->Sampler.MinFilter) << 16 | 2 << 12; tx_enable = NV20_3D_TEX_ENABLE_ENABLE | log2i(t->Sampler.MaxAnisotropy) << 4; if (t->Target == GL_TEXTURE_RECTANGLE) { BEGIN_RING(chan, kelvin, NV20_3D_TEX_NPOT_PITCH(i), 1); OUT_RING(chan, s->pitch << 16); BEGIN_RING(chan, kelvin, NV20_3D_TEX_NPOT_SIZE(i), 1); OUT_RING(chan, s->width << 16 | s->height); tx_format |= get_tex_format_rect(ti); } else { tx_format |= get_tex_format_pot(ti); } if (t->Sampler.MinFilter != GL_NEAREST && t->Sampler.MinFilter != GL_LINEAR) { int lod_min = t->Sampler.MinLod; int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda); int lod_bias = t->Sampler.LodBias + ctx->Texture.Unit[i].LodBias; lod_max = CLAMP(lod_max, 0, 15); lod_min = CLAMP(lod_min, 0, 15); lod_bias = CLAMP(lod_bias, 0, 15); tx_format |= NV20_3D_TEX_FORMAT_MIPMAP; tx_filter |= lod_bias << 8; tx_enable |= lod_min << 26 | lod_max << 14; } /* Write it to the hardware. */ nouveau_bo_mark(bctx, kelvin, NV20_3D_TEX_FORMAT(i), s->bo, tx_format, 0, NV20_3D_TEX_FORMAT_DMA0, NV20_3D_TEX_FORMAT_DMA1, bo_flags | NOUVEAU_BO_OR); nouveau_bo_markl(bctx, kelvin, NV20_3D_TEX_OFFSET(i), s->bo, s->offset, bo_flags); BEGIN_RING(chan, kelvin, NV20_3D_TEX_WRAP(i), 1); OUT_RING(chan, tx_wrap); BEGIN_RING(chan, kelvin, NV20_3D_TEX_FILTER(i), 1); OUT_RING(chan, tx_filter); BEGIN_RING(chan, kelvin, NV20_3D_TEX_ENABLE(i), 1); OUT_RING(chan, tx_enable); context_dirty(ctx, TEX_SHADER); } void nv20_emit_tex_shader(struct gl_context *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); uint32_t tx_shader_op = 0; int i; for (i = 0; i < NV20_TEXTURE_UNITS; i++) { if (!ctx->Texture.Unit[i]._ReallyEnabled) continue; tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i; } BEGIN_RING(chan, kelvin, NV20_3D_TEX_SHADER_OP, 1); OUT_RING(chan, tx_shader_op); }