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_texture.h"
     30 #include "nouveau_util.h"
     31 #include "nouveau_gldefs.h"
     32 #include "nv_object.xml.h"
     33 #include "nv04_3d.xml.h"
     34 #include "nv04_driver.h"
     35 #include "main/samplerobj.h"
     36 
     37 static uint32_t
     38 get_tex_format(struct gl_texture_image *ti)
     39 {
     40 	switch (ti->TexFormat) {
     41 	case MESA_FORMAT_A_UNORM8:
     42 	case MESA_FORMAT_L_UNORM8:
     43 	case MESA_FORMAT_I_UNORM8:
     44 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_Y8;
     45 	case MESA_FORMAT_B5G5R5A1_UNORM:
     46 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A1R5G5B5;
     47 	case MESA_FORMAT_B4G4R4A4_UNORM:
     48 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A4R4G4B4;
     49 	case MESA_FORMAT_B5G6R5_UNORM:
     50 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_R5G6B5;
     51 	case MESA_FORMAT_B8G8R8A8_UNORM:
     52 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;
     53 	case MESA_FORMAT_B8G8R8X8_UNORM:
     54 		return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_X8R8G8B8;
     55 	default:
     56 		assert(0);
     57 	}
     58 }
     59 
     60 void
     61 nv04_emit_tex_obj(struct gl_context *ctx, int emit)
     62 {
     63 	struct nv04_context *nv04 = to_nv04_context(ctx);
     64 	const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
     65 	struct nouveau_surface *s;
     66 	uint32_t format = 0xa0, filter = 0x1010;
     67 
     68 	if (ctx->Texture.Unit[i]._Current) {
     69 		struct gl_texture_object *t = ctx->Texture.Unit[i]._Current;
     70 		struct gl_texture_image *ti = t->Image[0][t->BaseLevel];
     71 		const struct gl_sampler_object *sa = _mesa_get_samplerobj(ctx, i);
     72 		int lod_max = 1, lod_bias = 0;
     73 
     74 		if (!nouveau_texture_validate(ctx, t))
     75 			return;
     76 
     77 		s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
     78 
     79 		if (sa->MinFilter != GL_NEAREST &&
     80 		    sa->MinFilter != GL_LINEAR) {
     81 			lod_max = CLAMP(MIN2(sa->MaxLod, t->_MaxLambda),
     82 					0, 15) + 1;
     83 
     84 			lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias +
     85 					 sa->LodBias, -16, 15) * 8;
     86 		}
     87 
     88 		format |= nvgl_wrap_mode(sa->WrapT) << 28 |
     89 			nvgl_wrap_mode(sa->WrapS) << 24 |
     90 			ti->HeightLog2 << 20 |
     91 			ti->WidthLog2 << 16 |
     92 			lod_max << 12 |
     93 			get_tex_format(ti);
     94 
     95 		filter |= log2i(sa->MaxAnisotropy) << 31 |
     96 			nvgl_filter_mode(sa->MagFilter) << 28 |
     97 			log2i(sa->MaxAnisotropy) << 27 |
     98 			nvgl_filter_mode(sa->MinFilter) << 24 |
     99 			(lod_bias & 0xff) << 16;
    100 
    101 	} else {
    102 		s = &to_nv04_context(ctx)->dummy_texture;
    103 
    104 		format |= NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSU_REPEAT |
    105 			NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSV_REPEAT |
    106 			1 << 12 |
    107 			NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;
    108 
    109 		filter |= NV04_TEXTURED_TRIANGLE_FILTER_MINIFY_NEAREST |
    110 			NV04_TEXTURED_TRIANGLE_FILTER_MAGNIFY_NEAREST;
    111 	}
    112 
    113 	nv04->texture[i] = s;
    114 	nv04->format[i] = format;
    115 	nv04->filter[i] = filter;
    116 }
    117