From 9f344b3e7d6e23674dd4747faec253f103563b36 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Wed, 9 Aug 2006 19:14:05 +0000 Subject: Add Intel i965G/Q DRI driver. This driver comes from Tungsten Graphics, with a few further modifications by Intel. --- src/mesa/drivers/dri/i965/brw_wm_sampler_state.c | 253 +++++++++++++++++++++++ 1 file changed, 253 insertions(+) create mode 100644 src/mesa/drivers/dri/i965/brw_wm_sampler_state.c (limited to 'src/mesa/drivers/dri/i965/brw_wm_sampler_state.c') diff --git a/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c new file mode 100644 index 0000000000..93d4cfc3a5 --- /dev/null +++ b/src/mesa/drivers/dri/i965/brw_wm_sampler_state.c @@ -0,0 +1,253 @@ +/* + Copyright (C) Intel Corp. 2006. All Rights Reserved. + Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to + develop this 3D driver. + + Permission is hereby granted, free of charge, to any person obtaining + a copy of this software and associated documentation files (the + "Software"), to deal in the Software without restriction, including + without limitation the rights to use, copy, modify, merge, publish, + distribute, sublicense, and/or sell copies of the Software, and to + permit persons to whom the Software is furnished to do so, subject to + the following conditions: + + The above copyright notice and this permission notice (including the + next paragraph) shall be included in all copies or substantial + portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE + LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION + OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION + WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + + **********************************************************************/ + /* + * Authors: + * Keith Whitwell + */ + + +#include "brw_context.h" +#include "brw_state.h" +#include "brw_defines.h" + +#include "macros.h" + + + +/* Samplers aren't strictly wm state from the hardware's perspective, + * but that is the only situation in which we use them in this driver. + */ + + + +/* The brw (and related graphics cores) do not support GL_CLAMP. The + * Intel drivers for "other operating systems" implement GL_CLAMP as + * GL_CLAMP_TO_EDGE, so the same is done here. + */ +static GLuint translate_wrap_mode( GLenum wrap ) +{ + switch( wrap ) { + case GL_REPEAT: + return BRW_TEXCOORDMODE_WRAP; + case GL_CLAMP: + return BRW_TEXCOORDMODE_CLAMP_BORDER; /* conform likes it this way */ + case GL_CLAMP_TO_EDGE: + return BRW_TEXCOORDMODE_CLAMP; /* conform likes it this way */ + case GL_CLAMP_TO_BORDER: + return BRW_TEXCOORDMODE_CLAMP_BORDER; + case GL_MIRRORED_REPEAT: + return BRW_TEXCOORDMODE_MIRROR; + default: + return BRW_TEXCOORDMODE_WRAP; + } +} + + +static GLuint U_FIXED(GLfloat value, GLuint frac_bits) +{ + value *= (1<cache[BRW_SAMPLER_DEFAULT_COLOR], &sdc ); +} + + +/* + */ +static void brw_update_sampler_state( struct gl_texture_unit *texUnit, + struct gl_texture_object *texObj, + GLuint sdc_gs_offset, + struct brw_sampler_state *sampler) +{ + _mesa_memset(sampler, 0, sizeof(*sampler)); + + switch (texObj->MinFilter) { + case GL_NEAREST: + sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; + sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; + break; + case GL_LINEAR: + sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; + sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; + break; + case GL_NEAREST_MIPMAP_NEAREST: + sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; + sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; + break; + case GL_LINEAR_MIPMAP_NEAREST: + sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; + sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; + break; + case GL_NEAREST_MIPMAP_LINEAR: + sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; + sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; + break; + case GL_LINEAR_MIPMAP_LINEAR: + sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; + sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; + break; + default: + break; + } + + /* Set Anisotropy: + */ + if ( texObj->MaxAnisotropy > 1.0 ) { + sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC; + sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC; + + if (texObj->MaxAnisotropy > 2.0) { + sampler->ss3.max_aniso = MAX2((texObj->MaxAnisotropy - 2) / 2, + BRW_ANISORATIO_16); + } + } + else { + switch (texObj->MagFilter) { + case GL_NEAREST: + sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST; + break; + case GL_LINEAR: + sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR; + break; + default: + break; + } + } + + sampler->ss1.r_wrap_mode = translate_wrap_mode(texObj->WrapR); + sampler->ss1.s_wrap_mode = translate_wrap_mode(texObj->WrapS); + sampler->ss1.t_wrap_mode = translate_wrap_mode(texObj->WrapT); + + /* Fulsim complains if I don't do this. Hardware doesn't mind: + */ +#if 0 + if (texObj->Target == GL_TEXTURE_CUBE_MAP_ARB) { + sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE; + sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE; + sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE; + } +#endif + + /* Set shadow function: + */ + if (texObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { + /* Shadowing is "enabled" by emitting a particular sampler + * message (sample_c). So need to recompile WM program when + * shadow comparison is enabled on each/any texture unit. + */ + sampler->ss0.shadow_function = intel_translate_compare_func(texObj->CompareFunc); + } + + /* Set LOD bias: + */ + sampler->ss0.lod_bias = S_FIXED(texUnit->LodBias + texObj->LodBias, 6); + + sampler->ss0.lod_preclamp = 1; /* OpenGL mode */ + sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */ + + /* Set BaseMipLevel, MaxLOD, MinLOD: + * + * XXX: I don't think that using firstLevel, lastLevel works, + * because we always setup the surface state as if firstLevel == + * level zero. Probably have to subtract firstLevel from each of + * these: + */ + sampler->ss0.base_level = U_FIXED(0, 1); + + sampler->ss1.max_lod = U_FIXED(MAX2(texObj->MaxLod, 0), 6); + sampler->ss1.min_lod = U_FIXED(MAX2(texObj->MinLod, 0), 6); + + sampler->ss2.default_color_pointer = sdc_gs_offset >> 5; +} + + + +/* All samplers must be uploaded in a single contiguous array, which + * complicates various things. However, this is still too confusing - + * FIXME: simplify all the different new texture state flags. + */ +static void upload_wm_samplers( struct brw_context *brw ) +{ + GLuint unit; + GLuint sampler_count = 0; + + /* _NEW_TEXTURE */ + for (unit = 0; unit < BRW_MAX_TEX_UNIT; unit++) { + if (brw->attribs.Texture->Unit[unit]._ReallyEnabled) { + struct gl_texture_unit *texUnit = &brw->attribs.Texture->Unit[unit]; + struct gl_texture_object *texObj = texUnit->_Current; + + GLuint sdc_gs_offset = upload_default_color(brw, texObj->BorderColor); + + brw_update_sampler_state(texUnit, + texObj, + sdc_gs_offset, + &brw->wm.sampler[unit]); + + sampler_count = unit + 1; + } + } + + if (brw->wm.sampler_count != sampler_count) { + brw->wm.sampler_count = sampler_count; + brw->state.dirty.cache |= CACHE_NEW_SAMPLER; + } + + brw->wm.sampler_gs_offset = 0; + + if (brw->wm.sampler_count) + brw->wm.sampler_gs_offset = + brw_cache_data_sz(&brw->cache[BRW_SAMPLER], + brw->wm.sampler, + sizeof(struct brw_sampler_state) * brw->wm.sampler_count); +} + + +const struct brw_tracked_state brw_wm_samplers = { + .dirty = { + .mesa = _NEW_TEXTURE, + .brw = 0, + .cache = 0 + }, + .update = upload_wm_samplers +}; + + -- cgit v1.2.3