1/*
2 * Copyright © 2011 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include "brw_context.h"
25#include "brw_state.h"
26#include "brw_defines.h"
27#include "intel_batchbuffer.h"
28
29#include "main/macros.h"
30#include "main/samplerobj.h"
31
32/**
33 * Sets the sampler state for a single unit.
34 */
35static void
36gen7_update_sampler_state(struct brw_context *brw, int unit, int ss_index,
37			  struct gen7_sampler_state *sampler)
38{
39   struct intel_context *intel = &brw->intel;
40   struct gl_context *ctx = &intel->ctx;
41   struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
42   struct gl_texture_object *texObj = texUnit->_Current;
43   struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
44   bool using_nearest = false;
45
46   /* These don't use samplers at all. */
47   if (texObj->Target == GL_TEXTURE_BUFFER)
48      return;
49
50   switch (gl_sampler->MinFilter) {
51   case GL_NEAREST:
52      sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
53      sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
54      using_nearest = true;
55      break;
56   case GL_LINEAR:
57      sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
58      sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
59      break;
60   case GL_NEAREST_MIPMAP_NEAREST:
61      sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
62      sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
63      break;
64   case GL_LINEAR_MIPMAP_NEAREST:
65      sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
66      sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
67      break;
68   case GL_NEAREST_MIPMAP_LINEAR:
69      sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
70      sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
71      break;
72   case GL_LINEAR_MIPMAP_LINEAR:
73      sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
74      sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
75      break;
76   default:
77      break;
78   }
79
80   /* Set Anisotropy: */
81   if (gl_sampler->MaxAnisotropy > 1.0) {
82      sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
83      sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
84
85      if (gl_sampler->MaxAnisotropy > 2.0) {
86	 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
87				       BRW_ANISORATIO_16);
88      }
89   }
90   else {
91      switch (gl_sampler->MagFilter) {
92      case GL_NEAREST:
93	 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
94	 using_nearest = true;
95	 break;
96      case GL_LINEAR:
97	 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
98	 break;
99      default:
100	 break;
101      }
102   }
103
104   sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
105						  using_nearest);
106   sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
107						  using_nearest);
108   sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
109						  using_nearest);
110
111   /* Cube-maps on 965 and later must use the same wrap mode for all 3
112    * coordinate dimensions.  Futher, only CUBE and CLAMP are valid.
113    */
114   if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
115      if (ctx->Texture.CubeMapSeamless &&
116	  (gl_sampler->MinFilter != GL_NEAREST ||
117	   gl_sampler->MagFilter != GL_NEAREST)) {
118	 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
119	 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
120	 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
121      } else {
122	 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
123	 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
124	 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
125      }
126   } else if (texObj->Target == GL_TEXTURE_1D) {
127      /* There's a bug in 1D texture sampling - it actually pays
128       * attention to the wrap_t value, though it should not.
129       * Override the wrap_t value here to GL_REPEAT to keep
130       * any nonexistent border pixels from floating in.
131       */
132      sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
133   }
134
135   /* Set shadow function: */
136   if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
137      /* Shadowing is "enabled" by emitting a particular sampler
138       * message (sample_c).  So need to recompile WM program when
139       * shadow comparison is enabled on each/any texture unit.
140       */
141      sampler->ss1.shadow_function =
142	 intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
143   }
144
145   /* Set LOD bias: */
146   sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
147					 gl_sampler->LodBias, -16, 15), 8);
148
149   sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
150   sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
151
152   /* Set BaseMipLevel, MaxLOD, MinLOD:
153    *
154    * XXX: I don't think that using firstLevel, lastLevel works,
155    * because we always setup the surface state as if firstLevel ==
156    * level zero.  Probably have to subtract firstLevel from each of
157    * these:
158    */
159   sampler->ss0.base_level = U_FIXED(0, 1);
160
161   sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8);
162   sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8);
163
164   /* The sampler can handle non-normalized texture rectangle coordinates
165    * natively
166    */
167   if (texObj->Target == GL_TEXTURE_RECTANGLE) {
168      sampler->ss3.non_normalized_coord = 1;
169   }
170
171   upload_default_color(brw, gl_sampler, unit, ss_index);
172
173   sampler->ss2.default_color_pointer = brw->wm.sdc_offset[ss_index] >> 5;
174
175   if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
176      sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
177                                    BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
178                                    BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
179   if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
180      sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
181                                    BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
182                                    BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
183}
184
185
186static void
187gen7_upload_samplers(struct brw_context *brw)
188{
189   struct gl_context *ctx = &brw->intel.ctx;
190   struct gen7_sampler_state *samplers;
191
192   /* BRW_NEW_VERTEX_PROGRAM and BRW_NEW_FRAGMENT_PROGRAM */
193   struct gl_program *vs = (struct gl_program *) brw->vertex_program;
194   struct gl_program *fs = (struct gl_program *) brw->fragment_program;
195
196   GLbitfield SamplersUsed = vs->SamplersUsed | fs->SamplersUsed;
197
198   brw->sampler.count = _mesa_fls(SamplersUsed);
199
200   if (brw->sampler.count == 0)
201      return;
202
203   samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
204			      brw->sampler.count * sizeof(*samplers),
205			      32, &brw->sampler.offset);
206   memset(samplers, 0, brw->sampler.count * sizeof(*samplers));
207
208   for (unsigned s = 0; s < brw->sampler.count; s++) {
209      if (SamplersUsed & (1 << s)) {
210         const unsigned unit = (fs->SamplersUsed & (1 << s)) ?
211            fs->SamplerUnits[s] : vs->SamplerUnits[s];
212         if (ctx->Texture.Unit[unit]._ReallyEnabled)
213            gen7_update_sampler_state(brw, unit, s, &samplers[s]);
214      }
215   }
216
217   brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
218}
219
220const struct brw_tracked_state gen7_samplers = {
221   .dirty = {
222      .mesa = _NEW_TEXTURE,
223      .brw = BRW_NEW_BATCH |
224             BRW_NEW_VERTEX_PROGRAM |
225             BRW_NEW_FRAGMENT_PROGRAM,
226      .cache = 0
227   },
228   .emit = gen7_upload_samplers,
229};
230