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/*
* 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_texture.h"
#include "nouveau_util.h"
#include "nouveau_gldefs.h"
#include "nv_object.xml.h"
#include "nv04_3d.xml.h"
#include "nv04_driver.h"
#include "main/samplerobj.h"
static uint32_t
get_tex_format(struct gl_texture_image *ti)
{
switch (ti->TexFormat) {
case MESA_FORMAT_A8:
case MESA_FORMAT_L8:
case MESA_FORMAT_I8:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_Y8;
case MESA_FORMAT_ARGB1555:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A1R5G5B5;
case MESA_FORMAT_ARGB4444:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A4R4G4B4;
case MESA_FORMAT_RGB565:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_R5G6B5;
case MESA_FORMAT_ARGB8888:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;
case MESA_FORMAT_XRGB8888:
return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_X8R8G8B8;
default:
assert(0);
}
}
void
nv04_emit_tex_obj(struct gl_context *ctx, int emit)
{
struct nv04_context *nv04 = to_nv04_context(ctx);
const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
struct nouveau_surface *s;
uint32_t format = 0xa0, filter = 0x1010;
if (ctx->Texture.Unit[i]._ReallyEnabled) {
struct gl_texture_object *t = ctx->Texture.Unit[i]._Current;
struct gl_texture_image *ti = t->Image[0][t->BaseLevel];
const struct gl_sampler_object *sa = _mesa_get_samplerobj(ctx, i);
int lod_max = 1, lod_bias = 0;
if (!nouveau_texture_validate(ctx, t))
return;
s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
if (sa->MinFilter != GL_NEAREST &&
sa->MinFilter != GL_LINEAR) {
lod_max = CLAMP(MIN2(sa->MaxLod, t->_MaxLambda),
0, 15) + 1;
lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias +
sa->LodBias, -16, 15) * 8;
}
format |= nvgl_wrap_mode(sa->WrapT) << 28 |
nvgl_wrap_mode(sa->WrapS) << 24 |
ti->HeightLog2 << 20 |
ti->WidthLog2 << 16 |
lod_max << 12 |
get_tex_format(ti);
filter |= log2i(sa->MaxAnisotropy) << 31 |
nvgl_filter_mode(sa->MagFilter) << 28 |
log2i(sa->MaxAnisotropy) << 27 |
nvgl_filter_mode(sa->MinFilter) << 24 |
(lod_bias & 0xff) << 16;
} else {
s = &to_nv04_context(ctx)->dummy_texture;
format |= NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSU_REPEAT |
NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSV_REPEAT |
1 << 12 |
NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;
filter |= NV04_TEXTURED_TRIANGLE_FILTER_MINIFY_NEAREST |
NV04_TEXTURED_TRIANGLE_FILTER_MAGNIFY_NEAREST;
}
nv04->texture[i] = s;
nv04->format[i] = format;
nv04->filter[i] = filter;
}
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