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 "nv20_3d.xml.h"
32#include "nouveau_util.h"
33#include "nv20_driver.h"
34#include "main/samplerobj.h"
35
36void
37nv20_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_fixedfunc_texture_unit *unit =
43           &ctx->Texture.FixedFuncUnit[i];
44	int j;
45
46	for (j = 0; j < 4; j++) {
47		if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
48			struct gl_texgen *coord = get_texgen_coord(unit, j);
49			float *k = get_texgen_coeff(coord);
50
51			if (k) {
52				BEGIN_NV04(push, NV20_3D(TEX_GEN_COEFF(i, j)), 4);
53				PUSH_DATAp(push, k, 4);
54			}
55
56			BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
57			PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
58
59		} else {
60			BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
61			PUSH_DATA (push, 0);
62		}
63	}
64}
65
66void
67nv20_emit_tex_mat(struct gl_context *ctx, int emit)
68{
69	const int i = emit - NOUVEAU_STATE_TEX_MAT0;
70	struct nouveau_context *nctx = to_nouveau_context(ctx);
71	struct nouveau_pushbuf *push = context_push(ctx);
72
73	if (nctx->fallback == HWTNL &&
74	    (ctx->Texture._TexMatEnabled & 1 << i)) {
75		BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
76		PUSH_DATA (push, 1);
77
78		BEGIN_NV04(push, NV20_3D(TEX_MATRIX(i,0)), 16);
79		PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
80
81	} else {
82		BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
83		PUSH_DATA (push, 0);
84	}
85}
86
87static uint32_t
88get_tex_format_pot(struct gl_texture_image *ti)
89{
90	switch (ti->TexFormat) {
91	case MESA_FORMAT_B8G8R8A8_UNORM:
92		return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
93
94	case MESA_FORMAT_B5G5R5A1_UNORM:
95		return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
96
97	case MESA_FORMAT_B4G4R4A4_UNORM:
98		return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
99
100	case MESA_FORMAT_B8G8R8X8_UNORM:
101		return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
102
103	case MESA_FORMAT_B5G6R5_UNORM:
104		return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5;
105
106	case MESA_FORMAT_A_UNORM8:
107	case MESA_FORMAT_I_UNORM8:
108		return NV20_3D_TEX_FORMAT_FORMAT_I8;
109
110	case MESA_FORMAT_L_UNORM8:
111		return NV20_3D_TEX_FORMAT_FORMAT_L8;
112
113	case MESA_FORMAT_RGB_DXT1:
114	case MESA_FORMAT_RGBA_DXT1:
115		return NV20_3D_TEX_FORMAT_FORMAT_DXT1;
116
117	case MESA_FORMAT_RGBA_DXT3:
118		return NV20_3D_TEX_FORMAT_FORMAT_DXT3;
119
120	case MESA_FORMAT_RGBA_DXT5:
121		return NV20_3D_TEX_FORMAT_FORMAT_DXT5;
122
123	default:
124		assert(0);
125	}
126}
127
128static uint32_t
129get_tex_format_rect(struct gl_texture_image *ti)
130{
131	switch (ti->TexFormat) {
132	case MESA_FORMAT_B8G8R8A8_UNORM:
133		return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
134
135	case MESA_FORMAT_B5G5R5A1_UNORM:
136		return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
137
138	case MESA_FORMAT_B4G4R4A4_UNORM:
139		return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT;
140
141	case MESA_FORMAT_B8G8R8X8_UNORM:
142		return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT;
143
144	case MESA_FORMAT_B5G6R5_UNORM:
145		return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
146
147	case MESA_FORMAT_L_UNORM8:
148		return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT;
149
150	case MESA_FORMAT_A_UNORM8:
151	case MESA_FORMAT_I_UNORM8:
152		return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT;
153
154	default:
155		assert(0);
156	}
157}
158
159void
160nv20_emit_tex_obj(struct gl_context *ctx, int emit)
161{
162	const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
163	struct nouveau_pushbuf *push = context_push(ctx);
164	const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
165	struct gl_texture_object *t;
166	struct nouveau_surface *s;
167	struct gl_texture_image *ti;
168	const struct gl_sampler_object *sa;
169	uint8_t r, g, b, a;
170	uint32_t tx_format, tx_filter, tx_wrap, tx_bcolor, tx_enable;
171
172	PUSH_RESET(push, BUFCTX_TEX(i));
173
174	if (!ctx->Texture.Unit[i]._Current) {
175		BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
176		PUSH_DATA (push, 0);
177
178		context_dirty(ctx, TEX_SHADER);
179		return;
180	}
181
182	t = ctx->Texture.Unit[i]._Current;
183	s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
184	ti = t->Image[0][t->BaseLevel];
185	sa = _mesa_get_samplerobj(ctx, i);
186
187	if (!nouveau_texture_validate(ctx, t))
188		return;
189
190	/* Recompute the texturing registers. */
191	tx_format = ti->DepthLog2 << 28
192		| ti->HeightLog2 << 24
193		| ti->WidthLog2 << 20
194		| NV20_3D_TEX_FORMAT_DIMS_2D
195		| NV20_3D_TEX_FORMAT_NO_BORDER
196		| 1 << 16;
197
198	switch (t->Target) {
199	case GL_TEXTURE_1D:
200		tx_wrap = NV20_3D_TEX_WRAP_R_CLAMP_TO_EDGE
201			| NV20_3D_TEX_WRAP_T_CLAMP_TO_EDGE
202			| nvgl_wrap_mode_nv20(sa->WrapS) << 0;
203		break;
204
205	default:
206		tx_wrap = nvgl_wrap_mode_nv20(sa->WrapR) << 16
207			| nvgl_wrap_mode_nv20(sa->WrapT) << 8
208			| nvgl_wrap_mode_nv20(sa->WrapS) << 0;
209		break;
210	}
211
212	tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
213		| nvgl_filter_mode(sa->MinFilter) << 16
214		| 2 << 12;
215
216	r = FLOAT_TO_UBYTE(sa->BorderColor.f[0]);
217	g = FLOAT_TO_UBYTE(sa->BorderColor.f[1]);
218	b = FLOAT_TO_UBYTE(sa->BorderColor.f[2]);
219	a = FLOAT_TO_UBYTE(sa->BorderColor.f[3]);
220	switch (ti->_BaseFormat) {
221	case GL_LUMINANCE:
222		a = 0xff;
223		/* fallthrough */
224	case GL_LUMINANCE_ALPHA:
225		g = b = r;
226		break;
227	case GL_RGB:
228		a = 0xff;
229		break;
230	case GL_INTENSITY:
231		g = b = a = r;
232		break;
233	case GL_ALPHA:
234		r = g = b = 0;
235		break;
236	}
237	tx_bcolor = b << 0 | g << 8 | r << 16 | a << 24;
238
239	tx_enable = NV20_3D_TEX_ENABLE_ENABLE
240		| log2i(sa->MaxAnisotropy) << 4;
241
242	if (t->Target == GL_TEXTURE_RECTANGLE) {
243		BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1);
244		PUSH_DATA (push, s->pitch << 16);
245		BEGIN_NV04(push, NV20_3D(TEX_NPOT_SIZE(i)), 1);
246		PUSH_DATA (push, s->width << 16 | s->height);
247
248		tx_format |= get_tex_format_rect(ti);
249	} else {
250		tx_format |= get_tex_format_pot(ti);
251	}
252
253	if (sa->MinFilter != GL_NEAREST &&
254	    sa->MinFilter != GL_LINEAR) {
255		int lod_min = sa->MinLod;
256		int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
257		int lod_bias = sa->LodBias
258			+ ctx->Texture.Unit[i].LodBias;
259
260		lod_max = CLAMP(lod_max, 0, 15);
261		lod_min = CLAMP(lod_min, 0, 15);
262		lod_bias = CLAMP(lod_bias, 0, 15);
263
264		tx_format |= NV20_3D_TEX_FORMAT_MIPMAP;
265		tx_filter |= lod_bias << 8;
266		tx_enable |= lod_min << 26
267			| lod_max << 14;
268	}
269
270	/* Write it to the hardware. */
271	BEGIN_NV04(push, NV20_3D(TEX_FORMAT(i)), 1);
272	PUSH_MTHD (push, NV20_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
273			 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
274			 NV20_3D_TEX_FORMAT_DMA0,
275			 NV20_3D_TEX_FORMAT_DMA1);
276
277	BEGIN_NV04(push, NV20_3D(TEX_OFFSET(i)), 1);
278	PUSH_MTHDl(push, NV20_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
279			 s->bo, s->offset, bo_flags);
280
281	BEGIN_NV04(push, NV20_3D(TEX_WRAP(i)), 1);
282	PUSH_DATA (push, tx_wrap);
283
284	BEGIN_NV04(push, NV20_3D(TEX_FILTER(i)), 1);
285	PUSH_DATA (push, tx_filter);
286
287	BEGIN_NV04(push, NV20_3D(TEX_BORDER_COLOR(i)), 1);
288	PUSH_DATA (push, tx_bcolor);
289
290	BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
291	PUSH_DATA (push, tx_enable);
292
293	context_dirty(ctx, TEX_SHADER);
294}
295
296void
297nv20_emit_tex_shader(struct gl_context *ctx, int emit)
298{
299	struct nouveau_pushbuf *push = context_push(ctx);
300	uint32_t tx_shader_op = 0;
301	int i;
302
303	for (i = 0; i < NV20_TEXTURE_UNITS; i++) {
304		if (!ctx->Texture.Unit[i]._Current)
305			continue;
306
307		tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
308	}
309
310	BEGIN_NV04(push, NV20_3D(TEX_SHADER_OP), 1);
311	PUSH_DATA (push, tx_shader_op);
312}
313