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/*
* 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 "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)
{
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->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->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 */
/* 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), 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, ss_index);
sampler->ss2.default_color_pointer = brw->wm.sdc_offset[ss_index] >> 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_samplers(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
struct gen7_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;
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)
gen7_update_sampler_state(brw, unit, s, &samplers[s]);
}
}
brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
}
const struct brw_tracked_state gen7_samplers = {
.dirty = {
.mesa = _NEW_TEXTURE,
.brw = BRW_NEW_BATCH |
BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_FRAGMENT_PROGRAM,
.cache = 0
},
.emit = gen7_upload_samplers,
};
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