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
41static GLuint
42translate_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 */
109static GLuint
110translate_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 */
134static bool
135i915_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
403void
404i915UpdateTextureState(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