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      1 /**************************************************************************
      2  *
      3  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
      4  * All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the
      8  * "Software"), to deal in the Software without restriction, including
      9  * without limitation the rights to use, copy, modify, merge, publish,
     10  * distribute, sub license, and/or sell copies of the Software, and to
     11  * permit persons to whom the Software is furnished to do so, subject to
     12  * the following conditions:
     13  *
     14  * The above copyright notice and this permission notice (including the
     15  * next paragraph) shall be included in all copies or substantial portions
     16  * of the Software.
     17  *
     18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     20  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
     21  * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
     22  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
     23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
     24  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     25  *
     26  **************************************************************************/
     27 
     28 #include "main/mtypes.h"
     29 #include "main/enums.h"
     30 #include "main/macros.h"
     31 #include "main/colormac.h"
     32 #include "main/samplerobj.h"
     33 
     34 #include "intel_mipmap_tree.h"
     35 #include "intel_tex.h"
     36 
     37 #include "i915_context.h"
     38 #include "i915_reg.h"
     39 
     40 
     41 static GLuint
     42 translate_texture_format(gl_format mesa_format, GLenum DepthMode)
     43 {
     44    switch (mesa_format) {
     45    case MESA_FORMAT_L8:
     46       return MAPSURF_8BIT | MT_8BIT_L8;
     47    case MESA_FORMAT_I8:
     48       return MAPSURF_8BIT | MT_8BIT_I8;
     49    case MESA_FORMAT_A8:
     50       return MAPSURF_8BIT | MT_8BIT_A8;
     51    case MESA_FORMAT_AL88:
     52       return MAPSURF_16BIT | MT_16BIT_AY88;
     53    case MESA_FORMAT_RGB565:
     54       return MAPSURF_16BIT | MT_16BIT_RGB565;
     55    case MESA_FORMAT_ARGB1555:
     56       return MAPSURF_16BIT | MT_16BIT_ARGB1555;
     57    case MESA_FORMAT_ARGB4444:
     58       return MAPSURF_16BIT | MT_16BIT_ARGB4444;
     59    case MESA_FORMAT_ARGB8888:
     60       return MAPSURF_32BIT | MT_32BIT_ARGB8888;
     61    case MESA_FORMAT_XRGB8888:
     62       return MAPSURF_32BIT | MT_32BIT_XRGB8888;
     63    case MESA_FORMAT_RGBA8888_REV:
     64       return MAPSURF_32BIT | MT_32BIT_ABGR8888;
     65    case MESA_FORMAT_YCBCR_REV:
     66       return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
     67    case MESA_FORMAT_YCBCR:
     68       return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
     69    case MESA_FORMAT_RGB_FXT1:
     70    case MESA_FORMAT_RGBA_FXT1:
     71       return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
     72    case MESA_FORMAT_Z16:
     73       if (DepthMode == GL_ALPHA)
     74           return (MAPSURF_16BIT | MT_16BIT_A16);
     75       else if (DepthMode == GL_INTENSITY)
     76           return (MAPSURF_16BIT | MT_16BIT_I16);
     77       else
     78           return (MAPSURF_16BIT | MT_16BIT_L16);
     79    case MESA_FORMAT_RGBA_DXT1:
     80    case MESA_FORMAT_RGB_DXT1:
     81       return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
     82    case MESA_FORMAT_RGBA_DXT3:
     83       return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
     84    case MESA_FORMAT_RGBA_DXT5:
     85       return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
     86    case MESA_FORMAT_S8_Z24:
     87    case MESA_FORMAT_X8_Z24:
     88       if (DepthMode == GL_ALPHA)
     89 	 return (MAPSURF_32BIT | MT_32BIT_x8A24);
     90       else if (DepthMode == GL_INTENSITY)
     91 	 return (MAPSURF_32BIT | MT_32BIT_x8I24);
     92       else
     93 	 return (MAPSURF_32BIT | MT_32BIT_x8L24);
     94    default:
     95       fprintf(stderr, "%s: bad image format %s\n", __FUNCTION__,
     96 	      _mesa_get_format_name(mesa_format));
     97       abort();
     98       return 0;
     99    }
    100 }
    101 
    102 
    103 
    104 
    105 /* The i915 (and related graphics cores) do not support GL_CLAMP.  The
    106  * Intel drivers for "other operating systems" implement GL_CLAMP as
    107  * GL_CLAMP_TO_EDGE, so the same is done here.
    108  */
    109 static GLuint
    110 translate_wrap_mode(GLenum wrap)
    111 {
    112    switch (wrap) {
    113    case GL_REPEAT:
    114       return TEXCOORDMODE_WRAP;
    115    case GL_CLAMP:
    116       return TEXCOORDMODE_CLAMP_EDGE;   /* not quite correct */
    117    case GL_CLAMP_TO_EDGE:
    118       return TEXCOORDMODE_CLAMP_EDGE;
    119    case GL_CLAMP_TO_BORDER:
    120       return TEXCOORDMODE_CLAMP_BORDER;
    121    case GL_MIRRORED_REPEAT:
    122       return TEXCOORDMODE_MIRROR;
    123    default:
    124       return TEXCOORDMODE_WRAP;
    125    }
    126 }
    127 
    128 
    129 
    130 /* Recalculate all state from scratch.  Perhaps not the most
    131  * efficient, but this has gotten complex enough that we need
    132  * something which is understandable and reliable.
    133  */
    134 static bool
    135 i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
    136 {
    137    struct gl_context *ctx = &intel->ctx;
    138    struct i915_context *i915 = i915_context(ctx);
    139    struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
    140    struct gl_texture_object *tObj = tUnit->_Current;
    141    struct intel_texture_object *intelObj = intel_texture_object(tObj);
    142    struct gl_texture_image *firstImage;
    143    struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
    144    GLuint *state = i915->state.Tex[unit], format, pitch;
    145    GLint lodbias, aniso = 0;
    146    GLubyte border[4];
    147    GLfloat maxlod;
    148 
    149    memset(state, 0, sizeof(*state));
    150 
    151    /*We need to refcount these. */
    152 
    153    if (i915->state.tex_buffer[unit] != NULL) {
    154        drm_intel_bo_unreference(i915->state.tex_buffer[unit]);
    155        i915->state.tex_buffer[unit] = NULL;
    156    }
    157 
    158    if (!intel_finalize_mipmap_tree(intel, unit))
    159       return false;
    160 
    161    /* Get first image here, since intelObj->firstLevel will get set in
    162     * the intel_finalize_mipmap_tree() call above.
    163     */
    164    firstImage = tObj->Image[0][tObj->BaseLevel];
    165 
    166    drm_intel_bo_reference(intelObj->mt->region->bo);
    167    i915->state.tex_buffer[unit] = intelObj->mt->region->bo;
    168    i915->state.tex_offset[unit] = intelObj->mt->offset;
    169 
    170    format = translate_texture_format(firstImage->TexFormat,
    171 				     tObj->DepthMode);
    172    pitch = intelObj->mt->region->pitch * intelObj->mt->cpp;
    173 
    174    state[I915_TEXREG_MS3] =
    175       (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
    176        ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
    177 
    178    if (intelObj->mt->region->tiling != I915_TILING_NONE) {
    179       state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
    180       if (intelObj->mt->region->tiling == I915_TILING_Y)
    181 	 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
    182    }
    183 
    184    /* We get one field with fraction bits for the maximum addressable
    185     * (lowest resolution) LOD.  Use it to cover both MAX_LEVEL and
    186     * MAX_LOD.
    187     */
    188    maxlod = MIN2(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
    189    state[I915_TEXREG_MS4] =
    190       ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) |
    191        MS4_CUBE_FACE_ENA_MASK |
    192        (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
    193        ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
    194 
    195 
    196    {
    197       GLuint minFilt, mipFilt, magFilt;
    198 
    199       switch (sampler->MinFilter) {
    200       case GL_NEAREST:
    201          minFilt = FILTER_NEAREST;
    202          mipFilt = MIPFILTER_NONE;
    203          break;
    204       case GL_LINEAR:
    205          minFilt = FILTER_LINEAR;
    206          mipFilt = MIPFILTER_NONE;
    207          break;
    208       case GL_NEAREST_MIPMAP_NEAREST:
    209          minFilt = FILTER_NEAREST;
    210          mipFilt = MIPFILTER_NEAREST;
    211          break;
    212       case GL_LINEAR_MIPMAP_NEAREST:
    213          minFilt = FILTER_LINEAR;
    214          mipFilt = MIPFILTER_NEAREST;
    215          break;
    216       case GL_NEAREST_MIPMAP_LINEAR:
    217          minFilt = FILTER_NEAREST;
    218          mipFilt = MIPFILTER_LINEAR;
    219          break;
    220       case GL_LINEAR_MIPMAP_LINEAR:
    221          minFilt = FILTER_LINEAR;
    222          mipFilt = MIPFILTER_LINEAR;
    223          break;
    224       default:
    225          return false;
    226       }
    227 
    228       if (sampler->MaxAnisotropy > 1.0) {
    229          minFilt = FILTER_ANISOTROPIC;
    230          magFilt = FILTER_ANISOTROPIC;
    231          if (sampler->MaxAnisotropy > 2.0)
    232             aniso = SS2_MAX_ANISO_4;
    233          else
    234             aniso = SS2_MAX_ANISO_2;
    235       }
    236       else {
    237          switch (sampler->MagFilter) {
    238          case GL_NEAREST:
    239             magFilt = FILTER_NEAREST;
    240             break;
    241          case GL_LINEAR:
    242             magFilt = FILTER_LINEAR;
    243             break;
    244          default:
    245             return false;
    246          }
    247       }
    248 
    249       lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0);
    250       if (lodbias < -256)
    251           lodbias = -256;
    252       if (lodbias > 255)
    253           lodbias = 255;
    254       state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
    255                                 SS2_LOD_BIAS_MASK);
    256 
    257       /* YUV conversion:
    258        */
    259       if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
    260           firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
    261          state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
    262 
    263       /* Shadow:
    264        */
    265       if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
    266           tObj->Target != GL_TEXTURE_3D) {
    267          if (tObj->Target == GL_TEXTURE_1D)
    268             return false;
    269 
    270          state[I915_TEXREG_SS2] |=
    271             (SS2_SHADOW_ENABLE |
    272              intel_translate_shadow_compare_func(sampler->CompareFunc));
    273 
    274          minFilt = FILTER_4X4_FLAT;
    275          magFilt = FILTER_4X4_FLAT;
    276       }
    277 
    278       state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
    279                                  (mipFilt << SS2_MIP_FILTER_SHIFT) |
    280                                  (magFilt << SS2_MAG_FILTER_SHIFT) |
    281                                  aniso);
    282    }
    283 
    284    {
    285       GLenum ws = sampler->WrapS;
    286       GLenum wt = sampler->WrapT;
    287       GLenum wr = sampler->WrapR;
    288       float minlod;
    289 
    290       /* We program 1D textures as 2D textures, so the 2D texcoord could
    291        * result in sampling border values if we don't set the T wrap to
    292        * repeat.
    293        */
    294       if (tObj->Target == GL_TEXTURE_1D)
    295 	 wt = GL_REPEAT;
    296 
    297       /* 3D textures don't seem to respect the border color.
    298        * Fallback if there's ever a danger that they might refer to
    299        * it.
    300        *
    301        * Effectively this means fallback on 3D clamp or
    302        * clamp_to_border.
    303        */
    304       if (tObj->Target == GL_TEXTURE_3D &&
    305           (sampler->MinFilter != GL_NEAREST ||
    306            sampler->MagFilter != GL_NEAREST) &&
    307           (ws == GL_CLAMP ||
    308            wt == GL_CLAMP ||
    309            wr == GL_CLAMP ||
    310            ws == GL_CLAMP_TO_BORDER ||
    311            wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
    312          return false;
    313 
    314       /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
    315        * used) when using cube map texture coordinates
    316        */
    317       if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
    318           (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
    319            ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
    320           return false;
    321 
    322       /*
    323        * According to 3DSTATE_MAP_STATE at page of 104 in Bspec
    324        * Vol3d 3D Instructions:
    325        *   [DevGDG and DevAlv]: Must be a power of 2 for cube maps.
    326        *   [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps
    327        *      must have all faces enabled.
    328        *
    329        * But, as I tested on pineview(DevBLB derived), the rendering is
    330        * bad(you will find the color isn't samplered right in some
    331        * fragments). After checking, it seems that the texture layout is
    332        * wrong: making the width and height align of 4(although this
    333        * doesn't make much sense) will fix this issue and also broke some
    334        * others. Well, Bspec mentioned nothing about the layout alignment
    335        * and layout for NPOT cube map.  I guess the Bspec just assume it's
    336        * a POT cube map.
    337        *
    338        * Thus, I guess we need do this for other platforms as well.
    339        */
    340       if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
    341           !is_power_of_two(firstImage->Height))
    342          return false;
    343 
    344       state[I915_TEXREG_SS3] = ss3;     /* SS3_NORMALIZED_COORDS */
    345 
    346       state[I915_TEXREG_SS3] |=
    347          ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
    348           (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
    349           (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
    350 
    351       minlod = MIN2(sampler->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
    352       state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
    353       state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
    354 				 SS3_MIN_LOD_SHIFT);
    355 
    356    }
    357 
    358    /* convert border color from float to ubyte */
    359    CLAMPED_FLOAT_TO_UBYTE(border[0], sampler->BorderColor.f[0]);
    360    CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->BorderColor.f[1]);
    361    CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->BorderColor.f[2]);
    362    CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->BorderColor.f[3]);
    363 
    364    if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
    365       /* GL specs that border color for depth textures is taken from the
    366        * R channel, while the hardware uses A.  Spam R into all the channels
    367        * for safety.
    368        */
    369       state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
    370 					       border[0],
    371 					       border[0],
    372 					       border[0]);
    373    } else {
    374       state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
    375 					       border[0],
    376 					       border[1],
    377 					       border[2]);
    378    }
    379 
    380 
    381    I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), true);
    382    /* memcmp was already disabled, but definitely won't work as the
    383     * region might now change and that wouldn't be detected:
    384     */
    385    I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
    386 
    387 
    388 #if 0
    389    DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
    390    DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
    391    DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
    392    DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
    393    DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
    394    DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
    395 #endif
    396 
    397    return true;
    398 }
    399 
    400 
    401 
    402 
    403 void
    404 i915UpdateTextureState(struct intel_context *intel)
    405 {
    406    bool ok = true;
    407    GLuint i;
    408 
    409    for (i = 0; i < I915_TEX_UNITS && ok; i++) {
    410       switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) {
    411       case TEXTURE_1D_BIT:
    412       case TEXTURE_2D_BIT:
    413       case TEXTURE_CUBE_BIT:
    414       case TEXTURE_3D_BIT:
    415          ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
    416          break;
    417       case TEXTURE_RECT_BIT:
    418          ok = i915_update_tex_unit(intel, i, 0);
    419          break;
    420       case 0:{
    421             struct i915_context *i915 = i915_context(&intel->ctx);
    422             if (i915->state.active & I915_UPLOAD_TEX(i))
    423                I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), false);
    424 
    425 	    if (i915->state.tex_buffer[i] != NULL) {
    426 	       drm_intel_bo_unreference(i915->state.tex_buffer[i]);
    427 	       i915->state.tex_buffer[i] = NULL;
    428 	    }
    429 
    430             break;
    431          }
    432       default:
    433          ok = false;
    434          break;
    435       }
    436    }
    437 
    438    FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
    439 }
    440