1 /*
2 * Copyright (C) 2009 Francisco Jerez.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial
15 * portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 */
26
27 #include "nouveau_driver.h"
28 #include "nouveau_context.h"
29 #include "nouveau_gldefs.h"
30 #include "nouveau_texture.h"
31 #include "nv10_3d.xml.h"
32 #include "nouveau_util.h"
33 #include "nv10_driver.h"
34 #include "main/samplerobj.h"
35
36 void
nv10_emit_tex_gen(struct gl_context * ctx,int emit)37 nv10_emit_tex_gen(struct gl_context *ctx, int emit)
38 {
39 const int i = emit - NOUVEAU_STATE_TEX_GEN0;
40 struct nouveau_context *nctx = to_nouveau_context(ctx);
41 struct nouveau_pushbuf *push = context_push(ctx);
42 struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
43 int j;
44
45 for (j = 0; j < 4; j++) {
46 if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
47 struct gl_texgen *coord = get_texgen_coord(unit, j);
48 float *k = get_texgen_coeff(coord);
49
50 if (k) {
51 BEGIN_NV04(push, NV10_3D(TEX_GEN_COEFF(i, j)), 4);
52 PUSH_DATAp(push, k, 4);
53 }
54
55 BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
56 PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
57
58 } else {
59 BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
60 PUSH_DATA (push, 0);
61 }
62 }
63
64 context_dirty_i(ctx, TEX_MAT, i);
65 }
66
67 void
nv10_emit_tex_mat(struct gl_context * ctx,int emit)68 nv10_emit_tex_mat(struct gl_context *ctx, int emit)
69 {
70 const int i = emit - NOUVEAU_STATE_TEX_MAT0;
71 struct nouveau_context *nctx = to_nouveau_context(ctx);
72 struct nouveau_pushbuf *push = context_push(ctx);
73
74 if (nctx->fallback == HWTNL &&
75 ((ctx->Texture._TexMatEnabled & 1 << i) ||
76 ctx->Texture.Unit[i]._GenFlags)) {
77 BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
78 PUSH_DATA (push, 1);
79
80 BEGIN_NV04(push, NV10_3D(TEX_MATRIX(i, 0)), 16);
81 PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
82
83 } else {
84 BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
85 PUSH_DATA (push, 0);
86 }
87 }
88
89 static uint32_t
get_tex_format_pot(struct gl_texture_image * ti)90 get_tex_format_pot(struct gl_texture_image *ti)
91 {
92 switch (ti->TexFormat) {
93 case MESA_FORMAT_ARGB8888:
94 return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
95
96 case MESA_FORMAT_XRGB8888:
97 return NV10_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
98
99 case MESA_FORMAT_ARGB1555:
100 return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
101
102 case MESA_FORMAT_ARGB4444:
103 return NV10_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
104
105 case MESA_FORMAT_RGB565:
106 return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5;
107
108 case MESA_FORMAT_A8:
109 case MESA_FORMAT_I8:
110 return NV10_3D_TEX_FORMAT_FORMAT_I8;
111
112 case MESA_FORMAT_L8:
113 return NV10_3D_TEX_FORMAT_FORMAT_L8;
114
115 case MESA_FORMAT_RGB_DXT1:
116 case MESA_FORMAT_RGBA_DXT1:
117 return NV10_3D_TEX_FORMAT_FORMAT_DXT1;
118
119 case MESA_FORMAT_RGBA_DXT3:
120 return NV10_3D_TEX_FORMAT_FORMAT_DXT3;
121
122 case MESA_FORMAT_RGBA_DXT5:
123 return NV10_3D_TEX_FORMAT_FORMAT_DXT5;
124
125 default:
126 assert(0);
127 }
128 }
129
130 static uint32_t
get_tex_format_rect(struct gl_texture_image * ti)131 get_tex_format_rect(struct gl_texture_image *ti)
132 {
133 switch (ti->TexFormat) {
134 case MESA_FORMAT_ARGB1555:
135 return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
136
137 case MESA_FORMAT_RGB565:
138 return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
139
140 case MESA_FORMAT_ARGB8888:
141 case MESA_FORMAT_XRGB8888:
142 return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
143
144 case MESA_FORMAT_A8:
145 case MESA_FORMAT_L8:
146 case MESA_FORMAT_I8:
147 return NV10_3D_TEX_FORMAT_FORMAT_I8_RECT;
148
149 default:
150 assert(0);
151 }
152 }
153
154 void
nv10_emit_tex_obj(struct gl_context * ctx,int emit)155 nv10_emit_tex_obj(struct gl_context *ctx, int emit)
156 {
157 const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
158 struct nouveau_pushbuf *push = context_push(ctx);
159 const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
160 struct gl_texture_object *t;
161 struct nouveau_surface *s;
162 struct gl_texture_image *ti;
163 const struct gl_sampler_object *sa;
164 uint32_t tx_format, tx_filter, tx_enable;
165
166 PUSH_RESET(push, BUFCTX_TEX(i));
167
168 if (!ctx->Texture.Unit[i]._ReallyEnabled) {
169 BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
170 PUSH_DATA (push, 0);
171 return;
172 }
173
174 t = ctx->Texture.Unit[i]._Current;
175 s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
176 ti = t->Image[0][t->BaseLevel];
177 sa = _mesa_get_samplerobj(ctx, i);
178
179 if (!nouveau_texture_validate(ctx, t))
180 return;
181
182 /* Recompute the texturing registers. */
183 tx_format = nvgl_wrap_mode(sa->WrapT) << 28
184 | nvgl_wrap_mode(sa->WrapS) << 24
185 | ti->HeightLog2 << 20
186 | ti->WidthLog2 << 16
187 | 5 << 4 | 1 << 12;
188
189 tx_filter = nvgl_filter_mode(sa->MagFilter) << 28
190 | nvgl_filter_mode(sa->MinFilter) << 24;
191
192 tx_enable = NV10_3D_TEX_ENABLE_ENABLE
193 | log2i(sa->MaxAnisotropy) << 4;
194
195 if (t->Target == GL_TEXTURE_RECTANGLE) {
196 BEGIN_NV04(push, NV10_3D(TEX_NPOT_PITCH(i)), 1);
197 PUSH_DATA (push, s->pitch << 16);
198 BEGIN_NV04(push, NV10_3D(TEX_NPOT_SIZE(i)), 1);
199 PUSH_DATA (push, align(s->width, 2) << 16 | s->height);
200
201 tx_format |= get_tex_format_rect(ti);
202 } else {
203 tx_format |= get_tex_format_pot(ti);
204 }
205
206 if (sa->MinFilter != GL_NEAREST &&
207 sa->MinFilter != GL_LINEAR) {
208 int lod_min = sa->MinLod;
209 int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
210 int lod_bias = sa->LodBias
211 + ctx->Texture.Unit[i].LodBias;
212
213 lod_max = CLAMP(lod_max, 0, 15);
214 lod_min = CLAMP(lod_min, 0, 15);
215 lod_bias = CLAMP(lod_bias, 0, 15);
216
217 tx_format |= NV10_3D_TEX_FORMAT_MIPMAP;
218 tx_filter |= lod_bias << 8;
219 tx_enable |= lod_min << 26
220 | lod_max << 14;
221 }
222
223 /* Write it to the hardware. */
224 BEGIN_NV04(push, NV10_3D(TEX_FORMAT(i)), 1);
225 PUSH_MTHD (push, NV10_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
226 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
227 NV10_3D_TEX_FORMAT_DMA0,
228 NV10_3D_TEX_FORMAT_DMA1);
229
230 BEGIN_NV04(push, NV10_3D(TEX_OFFSET(i)), 1);
231 PUSH_MTHDl(push, NV10_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
232 s->bo, s->offset, bo_flags);
233
234 BEGIN_NV04(push, NV10_3D(TEX_FILTER(i)), 1);
235 PUSH_DATA (push, tx_filter);
236
237 BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
238 PUSH_DATA (push, tx_enable);
239 }
240
241