gen7_sampler_state.c revision a07cf3397e332388d3599c83e50ac45511972890
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 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); 172 173 sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 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} 184 185 186/* All samplers must be uploaded in a single contiguous array, which 187 * complicates various things. However, this is still too confusing - 188 * FIXME: simplify all the different new texture state flags. 189 */ 190static void 191gen7_upload_samplers(struct brw_context *brw) 192{ 193 struct gl_context *ctx = &brw->intel.ctx; 194 struct gen7_sampler_state *samplers; 195 int i; 196 197 brw->sampler.count = 0; 198 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) { 199 if (ctx->Texture.Unit[i]._ReallyEnabled) 200 brw->sampler.count = i + 1; 201 } 202 203 if (brw->sampler.count == 0) 204 return; 205 206 samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE, 207 brw->sampler.count * sizeof(*samplers), 208 32, &brw->sampler.offset); 209 memset(samplers, 0, brw->sampler.count * sizeof(*samplers)); 210 211 for (i = 0; i < brw->sampler.count; i++) { 212 if (ctx->Texture.Unit[i]._ReallyEnabled) 213 gen7_update_sampler_state(brw, i, &samplers[i]); 214 } 215 216 brw->state.dirty.cache |= CACHE_NEW_SAMPLER; 217} 218 219const struct brw_tracked_state gen7_samplers = { 220 .dirty = { 221 .mesa = _NEW_TEXTURE, 222 .brw = BRW_NEW_BATCH, 223 .cache = 0 224 }, 225 .emit = gen7_upload_samplers, 226}; 227