Home | History | Annotate | Download | only in nouveau
      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_B8G8R8A8_UNORM:
     91 		return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
     92 
     93 	case MESA_FORMAT_B5G5R5A1_UNORM:
     94 		return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
     95 
     96 	case MESA_FORMAT_B4G4R4A4_UNORM:
     97 		return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
     98 
     99 	case MESA_FORMAT_B8G8R8X8_UNORM:
    100 		return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
    101 
    102 	case MESA_FORMAT_B5G6R5_UNORM:
    103 		return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5;
    104 
    105 	case MESA_FORMAT_A_UNORM8:
    106 	case MESA_FORMAT_I_UNORM8:
    107 		return NV20_3D_TEX_FORMAT_FORMAT_I8;
    108 
    109 	case MESA_FORMAT_L_UNORM8:
    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_B8G8R8A8_UNORM:
    132 		return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
    133 
    134 	case MESA_FORMAT_B5G5R5A1_UNORM:
    135 		return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
    136 
    137 	case MESA_FORMAT_B4G4R4A4_UNORM:
    138 		return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT;
    139 
    140 	case MESA_FORMAT_B8G8R8X8_UNORM:
    141 		return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT;
    142 
    143 	case MESA_FORMAT_B5G6R5_UNORM:
    144 		return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
    145 
    146 	case MESA_FORMAT_L_UNORM8:
    147 		return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT;
    148 
    149 	case MESA_FORMAT_A_UNORM8:
    150 	case MESA_FORMAT_I_UNORM8:
    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]._Current) {
    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]._Current)
    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