gen7_sampler_state.c revision 461e193971db4ac456be0d383e9aebf15868542a
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, 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 45 switch (gl_sampler->MinFilter) { 46 case GL_NEAREST: 47 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; 48 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; 49 break; 50 case GL_LINEAR: 51 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; 52 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; 53 break; 54 case GL_NEAREST_MIPMAP_NEAREST: 55 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; 56 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; 57 break; 58 case GL_LINEAR_MIPMAP_NEAREST: 59 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; 60 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; 61 break; 62 case GL_NEAREST_MIPMAP_LINEAR: 63 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; 64 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; 65 break; 66 case GL_LINEAR_MIPMAP_LINEAR: 67 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; 68 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR; 69 break; 70 default: 71 break; 72 } 73 74 /* Set Anisotropy: */ 75 if (gl_sampler->MaxAnisotropy > 1.0) { 76 sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC; 77 sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC; 78 79 if (gl_sampler->MaxAnisotropy > 2.0) { 80 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2, 81 BRW_ANISORATIO_16); 82 } 83 } 84 else { 85 switch (gl_sampler->MagFilter) { 86 case GL_NEAREST: 87 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST; 88 break; 89 case GL_LINEAR: 90 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR; 91 break; 92 default: 93 break; 94 } 95 } 96 97 sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR); 98 sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS); 99 sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT); 100 101 /* Cube-maps on 965 and later must use the same wrap mode for all 3 102 * coordinate dimensions. Futher, only CUBE and CLAMP are valid. 103 */ 104 if (texObj->Target == GL_TEXTURE_CUBE_MAP) { 105 if (ctx->Texture.CubeMapSeamless && 106 (gl_sampler->MinFilter != GL_NEAREST || 107 gl_sampler->MagFilter != GL_NEAREST)) { 108 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE; 109 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE; 110 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE; 111 } else { 112 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP; 113 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP; 114 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP; 115 } 116 } else if (texObj->Target == GL_TEXTURE_1D) { 117 /* There's a bug in 1D texture sampling - it actually pays 118 * attention to the wrap_t value, though it should not. 119 * Override the wrap_t value here to GL_REPEAT to keep 120 * any nonexistent border pixels from floating in. 121 */ 122 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP; 123 } 124 125 /* Set shadow function: */ 126 if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { 127 /* Shadowing is "enabled" by emitting a particular sampler 128 * message (sample_c). So need to recompile WM program when 129 * shadow comparison is enabled on each/any texture unit. 130 */ 131 sampler->ss1.shadow_function = 132 intel_translate_shadow_compare_func(gl_sampler->CompareFunc); 133 } 134 135 /* Set LOD bias: */ 136 sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias + 137 gl_sampler->LodBias, -16, 15), 8); 138 139 sampler->ss0.lod_preclamp = 1; /* OpenGL mode */ 140 sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */ 141 142 /* Set BaseMipLevel, MaxLOD, MinLOD: 143 * 144 * XXX: I don't think that using firstLevel, lastLevel works, 145 * because we always setup the surface state as if firstLevel == 146 * level zero. Probably have to subtract firstLevel from each of 147 * these: 148 */ 149 sampler->ss0.base_level = U_FIXED(0, 1); 150 151 sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8); 152 sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8); 153 154 upload_default_color(brw, gl_sampler, unit); 155 156 sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 5; 157} 158 159 160/* All samplers must be uploaded in a single contiguous array, which 161 * complicates various things. However, this is still too confusing - 162 * FIXME: simplify all the different new texture state flags. 163 */ 164static void 165gen7_prepare_samplers(struct brw_context *brw) 166{ 167 struct gl_context *ctx = &brw->intel.ctx; 168 struct gen7_sampler_state *samplers; 169 int i; 170 171 brw->wm.sampler_count = 0; 172 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) { 173 if (ctx->Texture.Unit[i]._ReallyEnabled) 174 brw->wm.sampler_count = i + 1; 175 } 176 177 if (brw->wm.sampler_count == 0) 178 return; 179 180 samplers = brw_state_batch(brw, brw->wm.sampler_count * sizeof(*samplers), 181 32, &brw->wm.sampler_offset); 182 memset(samplers, 0, brw->wm.sampler_count * sizeof(*samplers)); 183 184 for (i = 0; i < brw->wm.sampler_count; i++) { 185 if (ctx->Texture.Unit[i]._ReallyEnabled) 186 gen7_update_sampler_state(brw, i, &samplers[i]); 187 } 188 189 brw->state.dirty.cache |= CACHE_NEW_SAMPLER; 190} 191 192const struct brw_tracked_state gen7_samplers = { 193 .dirty = { 194 .mesa = _NEW_TEXTURE, 195 .brw = BRW_NEW_BATCH, 196 .cache = 0 197 }, 198 .prepare = gen7_prepare_samplers, 199}; 200