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