1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
|
/**************************************************************************
*
* Copyright 2003 VMware, Inc.
* 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, sub license, 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE 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 "main/mtypes.h"
#include "main/enums.h"
#include "main/macros.h"
#include "main/colormac.h"
#include "main/samplerobj.h"
#include "intel_mipmap_tree.h"
#include "intel_tex.h"
#include "i915_context.h"
#include "i915_reg.h"
static GLuint
translate_texture_format(mesa_format mesa_format, GLenum DepthMode)
{
switch (mesa_format) {
case MESA_FORMAT_L_UNORM8:
return MAPSURF_8BIT | MT_8BIT_L8;
case MESA_FORMAT_I_UNORM8:
return MAPSURF_8BIT | MT_8BIT_I8;
case MESA_FORMAT_A_UNORM8:
return MAPSURF_8BIT | MT_8BIT_A8;
case MESA_FORMAT_L8A8_UNORM:
return MAPSURF_16BIT | MT_16BIT_AY88;
case MESA_FORMAT_B5G6R5_UNORM:
return MAPSURF_16BIT | MT_16BIT_RGB565;
case MESA_FORMAT_B5G5R5A1_UNORM:
return MAPSURF_16BIT | MT_16BIT_ARGB1555;
case MESA_FORMAT_B4G4R4A4_UNORM:
return MAPSURF_16BIT | MT_16BIT_ARGB4444;
case MESA_FORMAT_B8G8R8A8_SRGB:
case MESA_FORMAT_B8G8R8A8_UNORM:
return MAPSURF_32BIT | MT_32BIT_ARGB8888;
case MESA_FORMAT_B8G8R8X8_UNORM:
return MAPSURF_32BIT | MT_32BIT_XRGB8888;
case MESA_FORMAT_R8G8B8A8_UNORM:
return MAPSURF_32BIT | MT_32BIT_ABGR8888;
case MESA_FORMAT_YCBCR_REV:
return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
case MESA_FORMAT_YCBCR:
return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
case MESA_FORMAT_RGB_FXT1:
case MESA_FORMAT_RGBA_FXT1:
return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
case MESA_FORMAT_Z_UNORM16:
if (DepthMode == GL_ALPHA)
return (MAPSURF_16BIT | MT_16BIT_A16);
else if (DepthMode == GL_INTENSITY)
return (MAPSURF_16BIT | MT_16BIT_I16);
else
return (MAPSURF_16BIT | MT_16BIT_L16);
case MESA_FORMAT_RGBA_DXT1:
case MESA_FORMAT_RGB_DXT1:
case MESA_FORMAT_SRGB_DXT1:
case MESA_FORMAT_SRGBA_DXT1:
return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
case MESA_FORMAT_RGBA_DXT3:
case MESA_FORMAT_SRGBA_DXT3:
return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
case MESA_FORMAT_RGBA_DXT5:
case MESA_FORMAT_SRGBA_DXT5:
return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
case MESA_FORMAT_Z24_UNORM_S8_UINT:
case MESA_FORMAT_Z24_UNORM_X8_UINT:
if (DepthMode == GL_ALPHA)
return (MAPSURF_32BIT | MT_32BIT_x8A24);
else if (DepthMode == GL_INTENSITY)
return (MAPSURF_32BIT | MT_32BIT_x8I24);
else
return (MAPSURF_32BIT | MT_32BIT_x8L24);
default:
fprintf(stderr, "%s: bad image format %s\n", __FUNCTION__,
_mesa_get_format_name(mesa_format));
abort();
return 0;
}
}
/* The i915 (and related graphics cores) do not support GL_CLAMP. The
* Intel drivers for "other operating systems" implement GL_CLAMP as
* GL_CLAMP_TO_EDGE, so the same is done here.
*/
static GLuint
translate_wrap_mode(GLenum wrap)
{
switch (wrap) {
case GL_REPEAT:
return TEXCOORDMODE_WRAP;
case GL_CLAMP:
return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */
case GL_CLAMP_TO_EDGE:
return TEXCOORDMODE_CLAMP_EDGE;
case GL_CLAMP_TO_BORDER:
return TEXCOORDMODE_CLAMP_BORDER;
case GL_MIRRORED_REPEAT:
return TEXCOORDMODE_MIRROR;
default:
return TEXCOORDMODE_WRAP;
}
}
/* 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;
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);
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] =
((((intelObj->mt->region->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);
}
if (sampler->sRGBDecode == GL_DECODE_EXT &&
(_mesa_get_srgb_format_linear(firstImage->TexFormat) !=
firstImage->TexFormat)) {
state[I915_TEXREG_SS2] |= SS2_REVERSE_GAMMA_ENABLE;
}
/* 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;
}
void
i915UpdateTextureState(struct intel_context *intel)
{
bool ok = true;
GLuint i;
for (i = 0; i < I915_TEX_UNITS && ok; i++) {
if (intel->ctx.Texture.Unit[i]._Current) {
switch (intel->ctx.Texture.Unit[i]._Current->Target) {
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_3D:
ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
break;
case GL_TEXTURE_RECTANGLE:
ok = i915_update_tex_unit(intel, i, 0);
break;
default:
ok = false;
break;
}
} else {
struct i915_context *i915 = i915_context(&intel->ctx);
if (i915->state.active & I915_UPLOAD_TEX(i))
I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), false);
if (i915->state.tex_buffer[i] != NULL) {
drm_intel_bo_unreference(i915->state.tex_buffer[i]);
i915->state.tex_buffer[i] = NULL;
}
}
}
FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
}
|