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