brw_wm_sampler_state.c revision 9d4b98eb9eadecc17cd1cda0074b420a39e74647
1/* 2 Copyright (C) Intel Corp. 2006. All Rights Reserved. 3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to 4 develop this 3D driver. 5 6 Permission is hereby granted, free of charge, to any person obtaining 7 a 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, sublicense, 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 16 portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 26 **********************************************************************/ 27 /* 28 * Authors: 29 * Keith Whitwell <keith@tungstengraphics.com> 30 */ 31 32 33#include "brw_context.h" 34#include "brw_state.h" 35#include "brw_defines.h" 36 37#include "main/macros.h" 38#include "main/samplerobj.h" 39 40 41/* Samplers aren't strictly wm state from the hardware's perspective, 42 * but that is the only situation in which we use them in this driver. 43 */ 44 45 46 47uint32_t 48translate_wrap_mode(GLenum wrap, bool using_nearest) 49{ 50 switch( wrap ) { 51 case GL_REPEAT: 52 return BRW_TEXCOORDMODE_WRAP; 53 case GL_CLAMP: 54 /* GL_CLAMP is the weird mode where coordinates are clamped to 55 * [0.0, 1.0], so linear filtering of coordinates outside of 56 * [0.0, 1.0] give you half edge texel value and half border 57 * color. The fragment shader will clamp the coordinates, and 58 * we set clamp_border here, which gets the result desired. We 59 * just use clamp(_to_edge) for nearest, because for nearest 60 * clamping to 1.0 gives border color instead of the desired 61 * edge texels. 62 */ 63 if (using_nearest) 64 return BRW_TEXCOORDMODE_CLAMP; 65 else 66 return BRW_TEXCOORDMODE_CLAMP_BORDER; 67 case GL_CLAMP_TO_EDGE: 68 return BRW_TEXCOORDMODE_CLAMP; 69 case GL_CLAMP_TO_BORDER: 70 return BRW_TEXCOORDMODE_CLAMP_BORDER; 71 case GL_MIRRORED_REPEAT: 72 return BRW_TEXCOORDMODE_MIRROR; 73 default: 74 return BRW_TEXCOORDMODE_WRAP; 75 } 76} 77 78/** 79 * Upload SAMPLER_BORDER_COLOR_STATE. 80 */ 81void 82upload_default_color(struct brw_context *brw, struct gl_sampler_object *sampler, 83 int unit) 84{ 85 struct intel_context *intel = &brw->intel; 86 struct gl_context *ctx = &intel->ctx; 87 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 88 struct gl_texture_object *texObj = texUnit->_Current; 89 struct gl_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel]; 90 float color[4]; 91 92 if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) { 93 /* GL specs that border color for depth textures is taken from the 94 * R channel, while the hardware uses A. Spam R into all the 95 * channels for safety. 96 */ 97 color[0] = sampler->BorderColor.f[0]; 98 color[1] = sampler->BorderColor.f[0]; 99 color[2] = sampler->BorderColor.f[0]; 100 color[3] = sampler->BorderColor.f[0]; 101 } else { 102 color[0] = sampler->BorderColor.f[0]; 103 color[1] = sampler->BorderColor.f[1]; 104 color[2] = sampler->BorderColor.f[2]; 105 color[3] = sampler->BorderColor.f[3]; 106 } 107 108 if (intel->gen == 5 || intel->gen == 6) { 109 struct gen5_sampler_default_color *sdc; 110 111 sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR, 112 sizeof(*sdc), 32, &brw->wm.sdc_offset[unit]); 113 114 memset(sdc, 0, sizeof(*sdc)); 115 116 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[0], color[0]); 117 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[1], color[1]); 118 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[2], color[2]); 119 UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[3], color[3]); 120 121 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[0], color[0]); 122 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[1], color[1]); 123 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[2], color[2]); 124 UNCLAMPED_FLOAT_TO_USHORT(sdc->us[3], color[3]); 125 126 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[0], color[0]); 127 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[1], color[1]); 128 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[2], color[2]); 129 UNCLAMPED_FLOAT_TO_SHORT(sdc->s[3], color[3]); 130 131 sdc->hf[0] = _mesa_float_to_half(color[0]); 132 sdc->hf[1] = _mesa_float_to_half(color[1]); 133 sdc->hf[2] = _mesa_float_to_half(color[2]); 134 sdc->hf[3] = _mesa_float_to_half(color[3]); 135 136 sdc->b[0] = sdc->s[0] >> 8; 137 sdc->b[1] = sdc->s[1] >> 8; 138 sdc->b[2] = sdc->s[2] >> 8; 139 sdc->b[3] = sdc->s[3] >> 8; 140 141 sdc->f[0] = color[0]; 142 sdc->f[1] = color[1]; 143 sdc->f[2] = color[2]; 144 sdc->f[3] = color[3]; 145 } else { 146 struct brw_sampler_default_color *sdc; 147 148 sdc = brw_state_batch(brw, AUB_TRACE_SAMPLER_DEFAULT_COLOR, 149 sizeof(*sdc), 32, &brw->wm.sdc_offset[unit]); 150 151 COPY_4V(sdc->color, color); 152 } 153} 154 155/** 156 * Sets the sampler state for a single unit based off of the sampler key 157 * entry. 158 */ 159static void brw_update_sampler_state(struct brw_context *brw, 160 int unit, 161 struct brw_sampler_state *sampler) 162{ 163 struct intel_context *intel = &brw->intel; 164 struct gl_context *ctx = &intel->ctx; 165 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 166 struct gl_texture_object *texObj = texUnit->_Current; 167 struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit); 168 bool using_nearest = false; 169 170 switch (gl_sampler->MinFilter) { 171 case GL_NEAREST: 172 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; 173 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; 174 using_nearest = true; 175 break; 176 case GL_LINEAR: 177 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; 178 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; 179 break; 180 case GL_NEAREST_MIPMAP_NEAREST: 181 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; 182 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; 183 break; 184 case GL_LINEAR_MIPMAP_NEAREST: 185 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; 186 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; 187 break; 188 case GL_NEAREST_MIPMAP_LINEAR: 189 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; 190 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; 191 break; 192 case GL_LINEAR_MIPMAP_LINEAR: 193 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; 194 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; 195 break; 196 default: 197 break; 198 } 199 200 /* Set Anisotropy: 201 */ 202 if (gl_sampler->MaxAnisotropy > 1.0) { 203 sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC; 204 sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC; 205 206 if (gl_sampler->MaxAnisotropy > 2.0) { 207 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2, 208 BRW_ANISORATIO_16); 209 } 210 } 211 else { 212 switch (gl_sampler->MagFilter) { 213 case GL_NEAREST: 214 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST; 215 using_nearest = true; 216 break; 217 case GL_LINEAR: 218 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR; 219 break; 220 default: 221 break; 222 } 223 } 224 225 sampler->ss1.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR, 226 using_nearest); 227 sampler->ss1.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS, 228 using_nearest); 229 sampler->ss1.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT, 230 using_nearest); 231 232 if (intel->gen >= 6 && 233 sampler->ss0.min_filter != sampler->ss0.mag_filter) 234 sampler->ss0.min_mag_neq = 1; 235 236 /* Cube-maps on 965 and later must use the same wrap mode for all 3 237 * coordinate dimensions. Futher, only CUBE and CLAMP are valid. 238 */ 239 if (texObj->Target == GL_TEXTURE_CUBE_MAP) { 240 if (ctx->Texture.CubeMapSeamless && 241 (gl_sampler->MinFilter != GL_NEAREST || 242 gl_sampler->MagFilter != GL_NEAREST)) { 243 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE; 244 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE; 245 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE; 246 } else { 247 sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP; 248 sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP; 249 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP; 250 } 251 } else if (texObj->Target == GL_TEXTURE_1D) { 252 /* There's a bug in 1D texture sampling - it actually pays 253 * attention to the wrap_t value, though it should not. 254 * Override the wrap_t value here to GL_REPEAT to keep 255 * any nonexistent border pixels from floating in. 256 */ 257 sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_WRAP; 258 } 259 260 261 /* Set shadow function: 262 */ 263 if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { 264 /* Shadowing is "enabled" by emitting a particular sampler 265 * message (sample_c). So need to recompile WM program when 266 * shadow comparison is enabled on each/any texture unit. 267 */ 268 sampler->ss0.shadow_function = 269 intel_translate_shadow_compare_func(gl_sampler->CompareFunc); 270 } 271 272 /* Set LOD bias: 273 */ 274 sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias + 275 gl_sampler->LodBias, -16, 15), 6); 276 277 sampler->ss0.lod_preclamp = 1; /* OpenGL mode */ 278 sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */ 279 280 /* Set BaseMipLevel, MaxLOD, MinLOD: 281 * 282 * XXX: I don't think that using firstLevel, lastLevel works, 283 * because we always setup the surface state as if firstLevel == 284 * level zero. Probably have to subtract firstLevel from each of 285 * these: 286 */ 287 sampler->ss0.base_level = U_FIXED(0, 1); 288 289 sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 6); 290 sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6); 291 292 /* On Gen6+, the sampler can handle non-normalized texture 293 * rectangle coordinates natively 294 */ 295 if (intel->gen >= 6 && texObj->Target == GL_TEXTURE_RECTANGLE) { 296 sampler->ss3.non_normalized_coord = 1; 297 } 298 299 upload_default_color(brw, gl_sampler, unit); 300 301 if (intel->gen >= 6) { 302 sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 5; 303 } else { 304 /* reloc */ 305 sampler->ss2.default_color_pointer = (intel->batch.bo->offset + 306 brw->wm.sdc_offset[unit]) >> 5; 307 308 drm_intel_bo_emit_reloc(intel->batch.bo, 309 brw->wm.sampler_offset + 310 unit * sizeof(struct brw_sampler_state) + 311 offsetof(struct brw_sampler_state, ss2), 312 intel->batch.bo, brw->wm.sdc_offset[unit], 313 I915_GEM_DOMAIN_SAMPLER, 0); 314 } 315} 316 317 318/* All samplers must be uploaded in a single contiguous array, which 319 * complicates various things. However, this is still too confusing - 320 * FIXME: simplify all the different new texture state flags. 321 */ 322static void 323prepare_wm_samplers(struct brw_context *brw) 324{ 325 struct gl_context *ctx = &brw->intel.ctx; 326 struct brw_sampler_state *samplers; 327 int i; 328 329 brw->wm.sampler_count = 0; 330 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) { 331 if (ctx->Texture.Unit[i]._ReallyEnabled) 332 brw->wm.sampler_count = i + 1; 333 } 334 335 if (brw->wm.sampler_count == 0) 336 return; 337 338 samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE, 339 brw->wm.sampler_count * sizeof(*samplers), 340 32, &brw->wm.sampler_offset); 341 memset(samplers, 0, brw->wm.sampler_count * sizeof(*samplers)); 342 343 for (i = 0; i < brw->wm.sampler_count; i++) { 344 if (ctx->Texture.Unit[i]._ReallyEnabled) 345 brw_update_sampler_state(brw, i, &samplers[i]); 346 } 347 348 brw->state.dirty.cache |= CACHE_NEW_SAMPLER; 349} 350 351const struct brw_tracked_state brw_wm_samplers = { 352 .dirty = { 353 .mesa = _NEW_TEXTURE, 354 .brw = BRW_NEW_BATCH, 355 .cache = 0 356 }, 357 .prepare = prepare_wm_samplers, 358}; 359 360 361