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 36 void 37 nv20_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, NV20_3D(TEX_GEN_COEFF(i, j)), 4); 52 PUSH_DATAp(push, k, 4); 53 } 54 55 BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1); 56 PUSH_DATA (push, nvgl_texgen_mode(coord->Mode)); 57 58 } else { 59 BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1); 60 PUSH_DATA (push, 0); 61 } 62 } 63 } 64 65 void 66 nv20_emit_tex_mat(struct gl_context *ctx, int emit) 67 { 68 const int i = emit - NOUVEAU_STATE_TEX_MAT0; 69 struct nouveau_context *nctx = to_nouveau_context(ctx); 70 struct nouveau_pushbuf *push = context_push(ctx); 71 72 if (nctx->fallback == HWTNL && 73 (ctx->Texture._TexMatEnabled & 1 << i)) { 74 BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1); 75 PUSH_DATA (push, 1); 76 77 BEGIN_NV04(push, NV20_3D(TEX_MATRIX(i,0)), 16); 78 PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m); 79 80 } else { 81 BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1); 82 PUSH_DATA (push, 0); 83 } 84 } 85 86 static uint32_t 87 get_tex_format_pot(struct gl_texture_image *ti) 88 { 89 switch (ti->TexFormat) { 90 case MESA_FORMAT_ARGB8888: 91 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8; 92 93 case MESA_FORMAT_ARGB1555: 94 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5; 95 96 case MESA_FORMAT_ARGB4444: 97 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4; 98 99 case MESA_FORMAT_XRGB8888: 100 return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8; 101 102 case MESA_FORMAT_RGB565: 103 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5; 104 105 case MESA_FORMAT_A8: 106 case MESA_FORMAT_I8: 107 return NV20_3D_TEX_FORMAT_FORMAT_I8; 108 109 case MESA_FORMAT_L8: 110 return NV20_3D_TEX_FORMAT_FORMAT_L8; 111 112 case MESA_FORMAT_RGB_DXT1: 113 case MESA_FORMAT_RGBA_DXT1: 114 return NV20_3D_TEX_FORMAT_FORMAT_DXT1; 115 116 case MESA_FORMAT_RGBA_DXT3: 117 return NV20_3D_TEX_FORMAT_FORMAT_DXT3; 118 119 case MESA_FORMAT_RGBA_DXT5: 120 return NV20_3D_TEX_FORMAT_FORMAT_DXT5; 121 122 default: 123 assert(0); 124 } 125 } 126 127 static uint32_t 128 get_tex_format_rect(struct gl_texture_image *ti) 129 { 130 switch (ti->TexFormat) { 131 case MESA_FORMAT_ARGB8888: 132 return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT; 133 134 case MESA_FORMAT_ARGB1555: 135 return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT; 136 137 case MESA_FORMAT_ARGB4444: 138 return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT; 139 140 case MESA_FORMAT_XRGB8888: 141 return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT; 142 143 case MESA_FORMAT_RGB565: 144 return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT; 145 146 case MESA_FORMAT_L8: 147 return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT; 148 149 case MESA_FORMAT_A8: 150 case MESA_FORMAT_I8: 151 return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT; 152 153 default: 154 assert(0); 155 } 156 } 157 158 void 159 nv20_emit_tex_obj(struct gl_context *ctx, int emit) 160 { 161 const int i = emit - NOUVEAU_STATE_TEX_OBJ0; 162 struct nouveau_pushbuf *push = context_push(ctx); 163 const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM; 164 struct gl_texture_object *t; 165 struct nouveau_surface *s; 166 struct gl_texture_image *ti; 167 const struct gl_sampler_object *sa; 168 uint32_t tx_format, tx_filter, tx_wrap, tx_enable; 169 170 PUSH_RESET(push, BUFCTX_TEX(i)); 171 172 if (!ctx->Texture.Unit[i]._ReallyEnabled) { 173 BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1); 174 PUSH_DATA (push, 0); 175 176 context_dirty(ctx, TEX_SHADER); 177 return; 178 } 179 180 t = ctx->Texture.Unit[i]._Current; 181 s = &to_nouveau_texture(t)->surfaces[t->BaseLevel]; 182 ti = t->Image[0][t->BaseLevel]; 183 sa = _mesa_get_samplerobj(ctx, i); 184 185 if (!nouveau_texture_validate(ctx, t)) 186 return; 187 188 /* Recompute the texturing registers. */ 189 tx_format = ti->DepthLog2 << 28 190 | ti->HeightLog2 << 24 191 | ti->WidthLog2 << 20 192 | NV20_3D_TEX_FORMAT_DIMS_2D 193 | NV20_3D_TEX_FORMAT_NO_BORDER 194 | 1 << 16; 195 196 tx_wrap = nvgl_wrap_mode(sa->WrapR) << 16 197 | nvgl_wrap_mode(sa->WrapT) << 8 198 | nvgl_wrap_mode(sa->WrapS) << 0; 199 200 tx_filter = nvgl_filter_mode(sa->MagFilter) << 24 201 | nvgl_filter_mode(sa->MinFilter) << 16 202 | 2 << 12; 203 204 tx_enable = NV20_3D_TEX_ENABLE_ENABLE 205 | log2i(sa->MaxAnisotropy) << 4; 206 207 if (t->Target == GL_TEXTURE_RECTANGLE) { 208 BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1); 209 PUSH_DATA (push, s->pitch << 16); 210 BEGIN_NV04(push, NV20_3D(TEX_NPOT_SIZE(i)), 1); 211 PUSH_DATA (push, s->width << 16 | s->height); 212 213 tx_format |= get_tex_format_rect(ti); 214 } else { 215 tx_format |= get_tex_format_pot(ti); 216 } 217 218 if (sa->MinFilter != GL_NEAREST && 219 sa->MinFilter != GL_LINEAR) { 220 int lod_min = sa->MinLod; 221 int lod_max = MIN2(sa->MaxLod, t->_MaxLambda); 222 int lod_bias = sa->LodBias 223 + ctx->Texture.Unit[i].LodBias; 224 225 lod_max = CLAMP(lod_max, 0, 15); 226 lod_min = CLAMP(lod_min, 0, 15); 227 lod_bias = CLAMP(lod_bias, 0, 15); 228 229 tx_format |= NV20_3D_TEX_FORMAT_MIPMAP; 230 tx_filter |= lod_bias << 8; 231 tx_enable |= lod_min << 26 232 | lod_max << 14; 233 } 234 235 /* Write it to the hardware. */ 236 BEGIN_NV04(push, NV20_3D(TEX_FORMAT(i)), 1); 237 PUSH_MTHD (push, NV20_3D(TEX_FORMAT(i)), BUFCTX_TEX(i), 238 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR, 239 NV20_3D_TEX_FORMAT_DMA0, 240 NV20_3D_TEX_FORMAT_DMA1); 241 242 BEGIN_NV04(push, NV20_3D(TEX_OFFSET(i)), 1); 243 PUSH_MTHDl(push, NV20_3D(TEX_OFFSET(i)), BUFCTX_TEX(i), 244 s->bo, s->offset, bo_flags); 245 246 BEGIN_NV04(push, NV20_3D(TEX_WRAP(i)), 1); 247 PUSH_DATA (push, tx_wrap); 248 249 BEGIN_NV04(push, NV20_3D(TEX_FILTER(i)), 1); 250 PUSH_DATA (push, tx_filter); 251 252 BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1); 253 PUSH_DATA (push, tx_enable); 254 255 context_dirty(ctx, TEX_SHADER); 256 } 257 258 void 259 nv20_emit_tex_shader(struct gl_context *ctx, int emit) 260 { 261 struct nouveau_pushbuf *push = context_push(ctx); 262 uint32_t tx_shader_op = 0; 263 int i; 264 265 for (i = 0; i < NV20_TEXTURE_UNITS; i++) { 266 if (!ctx->Texture.Unit[i]._ReallyEnabled) 267 continue; 268 269 tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i; 270 } 271 272 BEGIN_NV04(push, NV20_3D(TEX_SHADER_OP), 1); 273 PUSH_DATA (push, tx_shader_op); 274 } 275