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/*
Copyright (C) Intel Corp. 2006. All Rights Reserved.
Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
develop this 3D driver.
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.
**********************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "brw_context.h"
#include "brw_state.h"
#include "brw_defines.h"
#include "main/macros.h"
#include "main/samplerobj.h"
/* Samplers aren't strictly wm state from the hardware's perspective,
* but that is the only situation in which we use them in this driver.
*/
uint32_t
translate_wrap_mode(GLenum wrap, bool using_nearest)
{
switch( wrap ) {
case GL_REPEAT:
return BRW_TEXCOORDMODE_WRAP;
case GL_CLAMP:
/* GL_CLAMP is the weird mode where coordinates are clamped to
* [0.0, 1.0], so linear filtering of coordinates outside of
* [0.0, 1.0] give you half edge texel value and half border
* color. The fragment shader will clamp the coordinates, and
* we set clamp_border here, which gets the result desired. We
* just use clamp(_to_edge) for nearest, because for nearest
* clamping to 1.0 gives border color instead of the desired
* edge texels.
*/
if (using_nearest)
return BRW_TEXCOORDMODE_CLAMP;
else
return BRW_TEXCOORDMODE_CLAMP_BORDER;
case GL_CLAMP_TO_EDGE:
return BRW_TEXCOORDMODE_CLAMP;
case GL_CLAMP_TO_BORDER:
return BRW_TEXCOORDMODE_CLAMP_BORDER;
case GL_MIRRORED_REPEAT:
return BRW_TEXCOORDMODE_MIRROR;
default:
return BRW_TEXCOORDMODE_WRAP;
}
}
/**
* Upload SAMPLER_BORDER_COLOR_STATE.
*/
void
upload_default_color(struct brw_context *brw, struct gl_sampler_object *sampler,
int unit, int ss_index)
{
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_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel];
float color[4];
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.
*/
color[0] = sampler->BorderColor.f[0];
color[1] = sampler->BorderColor.f[0];
color[2] = sampler->BorderColor.f[0];
color[3] = sampler->BorderColor.f[0];
} else {
color[0] = sampler->BorderColor.f[0];
color[1] = sampler->BorderColor.f[1];
color[2] = sampler->BorderColor.f[2];
color[3] = sampler->BorderColor.f[3];
}
if (intel->gen == 5 || intel->gen == 6) {
struct gen5_sampler_default_color *sdc;
sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
sizeof(*sdc), 32, &brw->wm.sdc_offset[ss_index]);
memset(sdc, 0, sizeof(*sdc));
UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[0], color[0]);
UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[1], color[1]);
UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[2], color[2]);
UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[3], color[3]);
UNCLAMPED_FLOAT_TO_USHORT(sdc->us[0], color[0]);
UNCLAMPED_FLOAT_TO_USHORT(sdc->us[1], color[1]);
UNCLAMPED_FLOAT_TO_USHORT(sdc->us[2], color[2]);
UNCLAMPED_FLOAT_TO_USHORT(sdc->us[3], color[3]);
UNCLAMPED_FLOAT_TO_SHORT(sdc->s[0], color[0]);
UNCLAMPED_FLOAT_TO_SHORT(sdc->s[1], color[1]);
UNCLAMPED_FLOAT_TO_SHORT(sdc->s[2], color[2]);
UNCLAMPED_FLOAT_TO_SHORT(sdc->s[3], color[3]);
sdc->hf[0] = _mesa_float_to_half(color[0]);
sdc->hf[1] = _mesa_float_to_half(color[1]);
sdc->hf[2] = _mesa_float_to_half(color[2]);
sdc->hf[3] = _mesa_float_to_half(color[3]);
sdc->b[0] = sdc->s[0] >> 8;
sdc->b[1] = sdc->s[1] >> 8;
sdc->b[2] = sdc->s[2] >> 8;
sdc->b[3] = sdc->s[3] >> 8;
sdc->f[0] = color[0];
sdc->f[1] = color[1];
sdc->f[2] = color[2];
sdc->f[3] = color[3];
} else {
struct brw_sampler_default_color *sdc;
sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
sizeof(*sdc), 32, &brw->wm.sdc_offset[ss_index]);
COPY_4V(sdc->color, color);
}
}
/**
* Sets the sampler state for a single unit based off of the sampler key
* entry.
*/
static void brw_update_sampler_state(struct brw_context *brw,
int unit,
int ss_index,
struct brw_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;
/* 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;
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->ss1.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
using_nearest);
sampler->ss1.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
using_nearest);
sampler->ss1.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
using_nearest);
if (intel->gen >= 6 &&
sampler->ss0.min_filter != sampler->ss0.mag_filter)
sampler->ss0.min_mag_neq = 1;
/* 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->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
} else {
sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
sampler->ss1.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->ss1.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->ss0.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), 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(CLAMP(gl_sampler->MaxLod, 0, 13), 6);
sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6);
/* On Gen6+, the sampler can handle non-normalized texture
* rectangle coordinates natively
*/
if (intel->gen >= 6 && texObj->Target == GL_TEXTURE_RECTANGLE) {
sampler->ss3.non_normalized_coord = 1;
}
upload_default_color(brw, gl_sampler, unit, ss_index);
if (intel->gen >= 6) {
sampler->ss2.default_color_pointer = brw->wm.sdc_offset[ss_index] >> 5;
} else {
/* reloc */
sampler->ss2.default_color_pointer = (intel->batch.bo->offset +
brw->wm.sdc_offset[ss_index]) >> 5;
drm_intel_bo_emit_reloc(intel->batch.bo,
brw->sampler.offset +
ss_index * sizeof(struct brw_sampler_state) +
offsetof(struct brw_sampler_state, ss2),
intel->batch.bo, brw->wm.sdc_offset[ss_index],
I915_GEM_DOMAIN_SAMPLER, 0);
}
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_upload_samplers(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
struct brw_sampler_state *samplers;
/* BRW_NEW_VERTEX_PROGRAM and BRW_NEW_FRAGMENT_PROGRAM */
struct gl_program *vs = (struct gl_program *) brw->vertex_program;
struct gl_program *fs = (struct gl_program *) brw->fragment_program;
GLbitfield SamplersUsed = vs->SamplersUsed | fs->SamplersUsed;
/* ARB programs use the texture unit number as the sampler index, so we
* need to find the highest unit used. A bit-count will not work.
*/
brw->sampler.count = _mesa_fls(SamplersUsed);
if (brw->sampler.count == 0)
return;
samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
brw->sampler.count * sizeof(*samplers),
32, &brw->sampler.offset);
memset(samplers, 0, brw->sampler.count * sizeof(*samplers));
for (unsigned s = 0; s < brw->sampler.count; s++) {
if (SamplersUsed & (1 << s)) {
const unsigned unit = (fs->SamplersUsed & (1 << s)) ?
fs->SamplerUnits[s] : vs->SamplerUnits[s];
if (ctx->Texture.Unit[unit]._ReallyEnabled)
brw_update_sampler_state(brw, unit, s, &samplers[s]);
}
}
brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
}
const struct brw_tracked_state brw_samplers = {
.dirty = {
.mesa = _NEW_TEXTURE,
.brw = BRW_NEW_BATCH |
BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_FRAGMENT_PROGRAM,
.cache = 0
},
.emit = brw_upload_samplers,
};
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