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 "nv10_3d.xml.h"
32#include "nouveau_util.h"
33#include "nv10_driver.h"
34#include "main/samplerobj.h"
35
36void
37nv10_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, NV10_3D(TEX_GEN_COEFF(i, j)), 4);
52				PUSH_DATAp(push, k, 4);
53			}
54
55			BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
56			PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
57
58		} else {
59			BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
60			PUSH_DATA (push, 0);
61		}
62	}
63
64	context_dirty_i(ctx, TEX_MAT, i);
65}
66
67void
68nv10_emit_tex_mat(struct gl_context *ctx, int emit)
69{
70	const int i = emit - NOUVEAU_STATE_TEX_MAT0;
71	struct nouveau_context *nctx = to_nouveau_context(ctx);
72	struct nouveau_pushbuf *push = context_push(ctx);
73
74	if (nctx->fallback == HWTNL &&
75	    ((ctx->Texture._TexMatEnabled & 1 << i) ||
76	     ctx->Texture.Unit[i]._GenFlags)) {
77		BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
78		PUSH_DATA (push, 1);
79
80		BEGIN_NV04(push, NV10_3D(TEX_MATRIX(i, 0)), 16);
81		PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
82
83	} else {
84		BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
85		PUSH_DATA (push, 0);
86	}
87}
88
89static uint32_t
90get_tex_format_pot(struct gl_texture_image *ti)
91{
92	switch (ti->TexFormat) {
93	case MESA_FORMAT_ARGB8888:
94		return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
95
96	case MESA_FORMAT_XRGB8888:
97		return NV10_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
98
99	case MESA_FORMAT_ARGB1555:
100		return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
101
102	case MESA_FORMAT_ARGB4444:
103		return NV10_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
104
105	case MESA_FORMAT_RGB565:
106		return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5;
107
108	case MESA_FORMAT_A8:
109	case MESA_FORMAT_I8:
110		return NV10_3D_TEX_FORMAT_FORMAT_I8;
111
112	case MESA_FORMAT_L8:
113		return NV10_3D_TEX_FORMAT_FORMAT_L8;
114
115	case MESA_FORMAT_RGB_DXT1:
116	case MESA_FORMAT_RGBA_DXT1:
117		return NV10_3D_TEX_FORMAT_FORMAT_DXT1;
118
119	case MESA_FORMAT_RGBA_DXT3:
120		return NV10_3D_TEX_FORMAT_FORMAT_DXT3;
121
122	case MESA_FORMAT_RGBA_DXT5:
123		return NV10_3D_TEX_FORMAT_FORMAT_DXT5;
124
125	default:
126		assert(0);
127	}
128}
129
130static uint32_t
131get_tex_format_rect(struct gl_texture_image *ti)
132{
133	switch (ti->TexFormat) {
134	case MESA_FORMAT_ARGB1555:
135		return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
136
137	case MESA_FORMAT_RGB565:
138		return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
139
140	case MESA_FORMAT_ARGB8888:
141	case MESA_FORMAT_XRGB8888:
142		return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
143
144	case MESA_FORMAT_A8:
145	case MESA_FORMAT_L8:
146	case MESA_FORMAT_I8:
147		return NV10_3D_TEX_FORMAT_FORMAT_I8_RECT;
148
149	default:
150		assert(0);
151	}
152}
153
154void
155nv10_emit_tex_obj(struct gl_context *ctx, int emit)
156{
157	const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
158	struct nouveau_pushbuf *push = context_push(ctx);
159	const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
160	struct gl_texture_object *t;
161	struct nouveau_surface *s;
162	struct gl_texture_image *ti;
163	const struct gl_sampler_object *sa;
164	uint32_t tx_format, tx_filter, tx_enable;
165
166	PUSH_RESET(push, BUFCTX_TEX(i));
167
168	if (!ctx->Texture.Unit[i]._ReallyEnabled) {
169		BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
170		PUSH_DATA (push, 0);
171		return;
172	}
173
174	t = ctx->Texture.Unit[i]._Current;
175	s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
176	ti = t->Image[0][t->BaseLevel];
177	sa = _mesa_get_samplerobj(ctx, i);
178
179	if (!nouveau_texture_validate(ctx, t))
180		return;
181
182	/* Recompute the texturing registers. */
183	tx_format = nvgl_wrap_mode(sa->WrapT) << 28
184		| nvgl_wrap_mode(sa->WrapS) << 24
185		| ti->HeightLog2 << 20
186		| ti->WidthLog2 << 16
187		| 5 << 4 | 1 << 12;
188
189	tx_filter = nvgl_filter_mode(sa->MagFilter) << 28
190		| nvgl_filter_mode(sa->MinFilter) << 24;
191
192	tx_enable = NV10_3D_TEX_ENABLE_ENABLE
193		| log2i(sa->MaxAnisotropy) << 4;
194
195	if (t->Target == GL_TEXTURE_RECTANGLE) {
196		BEGIN_NV04(push, NV10_3D(TEX_NPOT_PITCH(i)), 1);
197		PUSH_DATA (push, s->pitch << 16);
198		BEGIN_NV04(push, NV10_3D(TEX_NPOT_SIZE(i)), 1);
199		PUSH_DATA (push, align(s->width, 2) << 16 | s->height);
200
201		tx_format |= get_tex_format_rect(ti);
202	} else {
203		tx_format |= get_tex_format_pot(ti);
204	}
205
206	if (sa->MinFilter != GL_NEAREST &&
207	    sa->MinFilter != GL_LINEAR) {
208		int lod_min = sa->MinLod;
209		int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
210		int lod_bias = sa->LodBias
211			+ ctx->Texture.Unit[i].LodBias;
212
213		lod_max = CLAMP(lod_max, 0, 15);
214		lod_min = CLAMP(lod_min, 0, 15);
215		lod_bias = CLAMP(lod_bias, 0, 15);
216
217		tx_format |= NV10_3D_TEX_FORMAT_MIPMAP;
218		tx_filter |= lod_bias << 8;
219		tx_enable |= lod_min << 26
220			| lod_max << 14;
221	}
222
223	/* Write it to the hardware. */
224	BEGIN_NV04(push, NV10_3D(TEX_FORMAT(i)), 1);
225	PUSH_MTHD (push, NV10_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
226			 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
227			 NV10_3D_TEX_FORMAT_DMA0,
228			 NV10_3D_TEX_FORMAT_DMA1);
229
230	BEGIN_NV04(push, NV10_3D(TEX_OFFSET(i)), 1);
231	PUSH_MTHDl(push, NV10_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
232			 s->bo, s->offset, bo_flags);
233
234	BEGIN_NV04(push, NV10_3D(TEX_FILTER(i)), 1);
235	PUSH_DATA (push, tx_filter);
236
237	BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
238	PUSH_DATA (push, tx_enable);
239}
240
241