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      1 /*
      2  Copyright (C) Intel Corp.  2006.  All Rights Reserved.
      3  Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
      4  develop this 3D driver.
      5 
      6  Permission is hereby granted, free of charge, to any person obtaining
      7  a 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, sublicense, 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
     16  portions of the Software.
     17 
     18  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
     19  EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     20  MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
     21  IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
     22  LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
     23  OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
     24  WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     25 
     26  **********************************************************************/
     27  /*
     28   * Authors:
     29   *   Keith Whitwell <keith (at) tungstengraphics.com>
     30   */
     31 
     32 
     33 #include "brw_context.h"
     34 #include "brw_state.h"
     35 #include "brw_defines.h"
     36 
     37 #include "main/macros.h"
     38 #include "main/samplerobj.h"
     39 
     40 
     41 /* Samplers aren't strictly wm state from the hardware's perspective,
     42  * but that is the only situation in which we use them in this driver.
     43  */
     44 
     45 
     46 
     47 uint32_t
     48 translate_wrap_mode(GLenum wrap, bool using_nearest)
     49 {
     50    switch( wrap ) {
     51    case GL_REPEAT:
     52       return BRW_TEXCOORDMODE_WRAP;
     53    case GL_CLAMP:
     54       /* GL_CLAMP is the weird mode where coordinates are clamped to
     55        * [0.0, 1.0], so linear filtering of coordinates outside of
     56        * [0.0, 1.0] give you half edge texel value and half border
     57        * color.  The fragment shader will clamp the coordinates, and
     58        * we set clamp_border here, which gets the result desired.  We
     59        * just use clamp(_to_edge) for nearest, because for nearest
     60        * clamping to 1.0 gives border color instead of the desired
     61        * edge texels.
     62        */
     63       if (using_nearest)
     64 	 return BRW_TEXCOORDMODE_CLAMP;
     65       else
     66 	 return BRW_TEXCOORDMODE_CLAMP_BORDER;
     67    case GL_CLAMP_TO_EDGE:
     68       return BRW_TEXCOORDMODE_CLAMP;
     69    case GL_CLAMP_TO_BORDER:
     70       return BRW_TEXCOORDMODE_CLAMP_BORDER;
     71    case GL_MIRRORED_REPEAT:
     72       return BRW_TEXCOORDMODE_MIRROR;
     73    default:
     74       return BRW_TEXCOORDMODE_WRAP;
     75    }
     76 }
     77 
     78 /**
     79  * Upload SAMPLER_BORDER_COLOR_STATE.
     80  */
     81 void
     82 upload_default_color(struct brw_context *brw, struct gl_sampler_object *sampler,
     83 		     int unit, int ss_index)
     84 {
     85    struct intel_context *intel = &brw->intel;
     86    struct gl_context *ctx = &intel->ctx;
     87    struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
     88    struct gl_texture_object *texObj = texUnit->_Current;
     89    struct gl_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel];
     90    float color[4];
     91 
     92    if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
     93       /* GL specs that border color for depth textures is taken from the
     94        * R channel, while the hardware uses A.  Spam R into all the
     95        * channels for safety.
     96        */
     97       color[0] = sampler->BorderColor.f[0];
     98       color[1] = sampler->BorderColor.f[0];
     99       color[2] = sampler->BorderColor.f[0];
    100       color[3] = sampler->BorderColor.f[0];
    101    } else {
    102       color[0] = sampler->BorderColor.f[0];
    103       color[1] = sampler->BorderColor.f[1];
    104       color[2] = sampler->BorderColor.f[2];
    105       color[3] = sampler->BorderColor.f[3];
    106    }
    107 
    108    if (intel->gen == 5 || intel->gen == 6) {
    109       struct gen5_sampler_default_color *sdc;
    110 
    111       sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
    112 			    sizeof(*sdc), 32, &brw->wm.sdc_offset[ss_index]);
    113 
    114       memset(sdc, 0, sizeof(*sdc));
    115 
    116       UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[0], color[0]);
    117       UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[1], color[1]);
    118       UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[2], color[2]);
    119       UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[3], color[3]);
    120 
    121       UNCLAMPED_FLOAT_TO_USHORT(sdc->us[0], color[0]);
    122       UNCLAMPED_FLOAT_TO_USHORT(sdc->us[1], color[1]);
    123       UNCLAMPED_FLOAT_TO_USHORT(sdc->us[2], color[2]);
    124       UNCLAMPED_FLOAT_TO_USHORT(sdc->us[3], color[3]);
    125 
    126       UNCLAMPED_FLOAT_TO_SHORT(sdc->s[0], color[0]);
    127       UNCLAMPED_FLOAT_TO_SHORT(sdc->s[1], color[1]);
    128       UNCLAMPED_FLOAT_TO_SHORT(sdc->s[2], color[2]);
    129       UNCLAMPED_FLOAT_TO_SHORT(sdc->s[3], color[3]);
    130 
    131       sdc->hf[0] = _mesa_float_to_half(color[0]);
    132       sdc->hf[1] = _mesa_float_to_half(color[1]);
    133       sdc->hf[2] = _mesa_float_to_half(color[2]);
    134       sdc->hf[3] = _mesa_float_to_half(color[3]);
    135 
    136       sdc->b[0] = sdc->s[0] >> 8;
    137       sdc->b[1] = sdc->s[1] >> 8;
    138       sdc->b[2] = sdc->s[2] >> 8;
    139       sdc->b[3] = sdc->s[3] >> 8;
    140 
    141       sdc->f[0] = color[0];
    142       sdc->f[1] = color[1];
    143       sdc->f[2] = color[2];
    144       sdc->f[3] = color[3];
    145    } else {
    146       struct brw_sampler_default_color *sdc;
    147 
    148       sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR,
    149 			    sizeof(*sdc), 32, &brw->wm.sdc_offset[ss_index]);
    150 
    151       COPY_4V(sdc->color, color);
    152    }
    153 }
    154 
    155 /**
    156  * Sets the sampler state for a single unit based off of the sampler key
    157  * entry.
    158  */
    159 static void brw_update_sampler_state(struct brw_context *brw,
    160 				     int unit,
    161                                      int ss_index,
    162 				     struct brw_sampler_state *sampler)
    163 {
    164    struct intel_context *intel = &brw->intel;
    165    struct gl_context *ctx = &intel->ctx;
    166    struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
    167    struct gl_texture_object *texObj = texUnit->_Current;
    168    struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
    169    bool using_nearest = false;
    170 
    171    /* These don't use samplers at all. */
    172    if (texObj->Target == GL_TEXTURE_BUFFER)
    173       return;
    174 
    175    switch (gl_sampler->MinFilter) {
    176    case GL_NEAREST:
    177       sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
    178       sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
    179       using_nearest = true;
    180       break;
    181    case GL_LINEAR:
    182       sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
    183       sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
    184       break;
    185    case GL_NEAREST_MIPMAP_NEAREST:
    186       sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
    187       sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
    188       break;
    189    case GL_LINEAR_MIPMAP_NEAREST:
    190       sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
    191       sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
    192       break;
    193    case GL_NEAREST_MIPMAP_LINEAR:
    194       sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
    195       sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
    196       break;
    197    case GL_LINEAR_MIPMAP_LINEAR:
    198       sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
    199       sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
    200       break;
    201    default:
    202       break;
    203    }
    204 
    205    /* Set Anisotropy:
    206     */
    207    if (gl_sampler->MaxAnisotropy > 1.0) {
    208       sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
    209       sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
    210 
    211       if (gl_sampler->MaxAnisotropy > 2.0) {
    212 	 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
    213 				       BRW_ANISORATIO_16);
    214       }
    215    }
    216    else {
    217       switch (gl_sampler->MagFilter) {
    218       case GL_NEAREST:
    219 	 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
    220 	 using_nearest = true;
    221 	 break;
    222       case GL_LINEAR:
    223 	 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
    224 	 break;
    225       default:
    226 	 break;
    227       }
    228    }
    229 
    230    sampler->ss1.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
    231 						  using_nearest);
    232    sampler->ss1.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
    233 						  using_nearest);
    234    sampler->ss1.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
    235 						  using_nearest);
    236 
    237    if (intel->gen >= 6 &&
    238        sampler->ss0.min_filter != sampler->ss0.mag_filter)
    239 	sampler->ss0.min_mag_neq = 1;
    240 
    241    /* Cube-maps on 965 and later must use the same wrap mode for all 3
    242     * coordinate dimensions.  Futher, only CUBE and CLAMP are valid.
    243     */
    244    if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
    245       if (ctx->Texture.CubeMapSeamless &&
    246 	  (gl_sampler->MinFilter != GL_NEAREST ||
    247 	   gl_sampler->MagFilter != GL_NEAREST)) {
    248 	 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
    249 	 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
    250 	 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
    251       } else {
    252 	 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
    253 	 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
    254 	 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
    255       }
    256    } else if (texObj->Target == GL_TEXTURE_1D) {
    257       /* There's a bug in 1D texture sampling - it actually pays
    258        * attention to the wrap_t value, though it should not.
    259        * Override the wrap_t value here to GL_REPEAT to keep
    260        * any nonexistent border pixels from floating in.
    261        */
    262       sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
    263    }
    264 
    265 
    266    /* Set shadow function:
    267     */
    268    if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
    269       /* Shadowing is "enabled" by emitting a particular sampler
    270        * message (sample_c).  So need to recompile WM program when
    271        * shadow comparison is enabled on each/any texture unit.
    272        */
    273       sampler->ss0.shadow_function =
    274 	 intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
    275    }
    276 
    277    /* Set LOD bias:
    278     */
    279    sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
    280 					 gl_sampler->LodBias, -16, 15), 6);
    281 
    282    sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
    283    sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
    284 
    285    /* Set BaseMipLevel, MaxLOD, MinLOD:
    286     *
    287     * XXX: I don't think that using firstLevel, lastLevel works,
    288     * because we always setup the surface state as if firstLevel ==
    289     * level zero.  Probably have to subtract firstLevel from each of
    290     * these:
    291     */
    292    sampler->ss0.base_level = U_FIXED(0, 1);
    293 
    294    sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 6);
    295    sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6);
    296 
    297    /* On Gen6+, the sampler can handle non-normalized texture
    298     * rectangle coordinates natively
    299     */
    300    if (intel->gen >= 6 && texObj->Target == GL_TEXTURE_RECTANGLE) {
    301       sampler->ss3.non_normalized_coord = 1;
    302    }
    303 
    304    upload_default_color(brw, gl_sampler, unit, ss_index);
    305 
    306    if (intel->gen >= 6) {
    307       sampler->ss2.default_color_pointer = brw->wm.sdc_offset[ss_index] >> 5;
    308    } else {
    309       /* reloc */
    310       sampler->ss2.default_color_pointer = (intel->batch.bo->offset +
    311 					    brw->wm.sdc_offset[ss_index]) >> 5;
    312 
    313       drm_intel_bo_emit_reloc(intel->batch.bo,
    314 			      brw->sampler.offset +
    315 			      ss_index * sizeof(struct brw_sampler_state) +
    316 			      offsetof(struct brw_sampler_state, ss2),
    317 			      intel->batch.bo, brw->wm.sdc_offset[ss_index],
    318 			      I915_GEM_DOMAIN_SAMPLER, 0);
    319    }
    320 
    321    if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
    322       sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
    323                                     BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
    324                                     BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
    325    if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
    326       sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
    327                                     BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
    328                                     BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
    329 }
    330 
    331 
    332 static void
    333 brw_upload_samplers(struct brw_context *brw)
    334 {
    335    struct gl_context *ctx = &brw->intel.ctx;
    336    struct brw_sampler_state *samplers;
    337 
    338    /* BRW_NEW_VERTEX_PROGRAM and BRW_NEW_FRAGMENT_PROGRAM */
    339    struct gl_program *vs = (struct gl_program *) brw->vertex_program;
    340    struct gl_program *fs = (struct gl_program *) brw->fragment_program;
    341 
    342    GLbitfield SamplersUsed = vs->SamplersUsed | fs->SamplersUsed;
    343 
    344    /* ARB programs use the texture unit number as the sampler index, so we
    345     * need to find the highest unit used.  A bit-count will not work.
    346     */
    347    brw->sampler.count = _mesa_fls(SamplersUsed);
    348 
    349    if (brw->sampler.count == 0)
    350       return;
    351 
    352    samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
    353 			      brw->sampler.count * sizeof(*samplers),
    354 			      32, &brw->sampler.offset);
    355    memset(samplers, 0, brw->sampler.count * sizeof(*samplers));
    356 
    357    for (unsigned s = 0; s < brw->sampler.count; s++) {
    358       if (SamplersUsed & (1 << s)) {
    359          const unsigned unit = (fs->SamplersUsed & (1 << s)) ?
    360             fs->SamplerUnits[s] : vs->SamplerUnits[s];
    361          if (ctx->Texture.Unit[unit]._ReallyEnabled)
    362             brw_update_sampler_state(brw, unit, s, &samplers[s]);
    363       }
    364    }
    365 
    366    brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
    367 }
    368 
    369 const struct brw_tracked_state brw_samplers = {
    370    .dirty = {
    371       .mesa = _NEW_TEXTURE,
    372       .brw = BRW_NEW_BATCH |
    373              BRW_NEW_VERTEX_PROGRAM |
    374              BRW_NEW_FRAGMENT_PROGRAM,
    375       .cache = 0
    376    },
    377    .emit = brw_upload_samplers,
    378 };
    379 
    380 
    381