gen7_sampler_state.c revision d375df220fae47f38944c4832bcbd5f5d568884c
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   switch (gl_sampler->MinFilter) {
47   case GL_NEAREST:
48      sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
49      sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
50      using_nearest = true;
51      break;
52   case GL_LINEAR:
53      sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
54      sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
55      break;
56   case GL_NEAREST_MIPMAP_NEAREST:
57      sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
58      sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
59      break;
60   case GL_LINEAR_MIPMAP_NEAREST:
61      sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
62      sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
63      break;
64   case GL_NEAREST_MIPMAP_LINEAR:
65      sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
66      sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
67      break;
68   case GL_LINEAR_MIPMAP_LINEAR:
69      sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
70      sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
71      break;
72   default:
73      break;
74   }
75
76   /* Set Anisotropy: */
77   if (gl_sampler->MaxAnisotropy > 1.0) {
78      sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
79      sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
80
81      if (gl_sampler->MaxAnisotropy > 2.0) {
82	 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
83				       BRW_ANISORATIO_16);
84      }
85   }
86   else {
87      switch (gl_sampler->MagFilter) {
88      case GL_NEAREST:
89	 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
90	 using_nearest = true;
91	 break;
92      case GL_LINEAR:
93	 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
94	 break;
95      default:
96	 break;
97      }
98   }
99
100   sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
101						  using_nearest);
102   sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
103						  using_nearest);
104   sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
105						  using_nearest);
106
107   /* Cube-maps on 965 and later must use the same wrap mode for all 3
108    * coordinate dimensions.  Futher, only CUBE and CLAMP are valid.
109    */
110   if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
111      if (ctx->Texture.CubeMapSeamless &&
112	  (gl_sampler->MinFilter != GL_NEAREST ||
113	   gl_sampler->MagFilter != GL_NEAREST)) {
114	 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
115	 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
116	 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
117      } else {
118	 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
119	 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
120	 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
121      }
122   } else if (texObj->Target == GL_TEXTURE_1D) {
123      /* There's a bug in 1D texture sampling - it actually pays
124       * attention to the wrap_t value, though it should not.
125       * Override the wrap_t value here to GL_REPEAT to keep
126       * any nonexistent border pixels from floating in.
127       */
128      sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
129   }
130
131   /* Set shadow function: */
132   if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
133      /* Shadowing is "enabled" by emitting a particular sampler
134       * message (sample_c).  So need to recompile WM program when
135       * shadow comparison is enabled on each/any texture unit.
136       */
137      sampler->ss1.shadow_function =
138	 intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
139   }
140
141   /* Set LOD bias: */
142   sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
143					 gl_sampler->LodBias, -16, 15), 8);
144
145   sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
146   sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
147
148   /* Set BaseMipLevel, MaxLOD, MinLOD:
149    *
150    * XXX: I don't think that using firstLevel, lastLevel works,
151    * because we always setup the surface state as if firstLevel ==
152    * level zero.  Probably have to subtract firstLevel from each of
153    * these:
154    */
155   sampler->ss0.base_level = U_FIXED(0, 1);
156
157   sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8);
158   sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8);
159
160   upload_default_color(brw, gl_sampler, unit);
161
162   sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 5;
163}
164
165
166/* All samplers must be uploaded in a single contiguous array, which
167 * complicates various things.  However, this is still too confusing -
168 * FIXME: simplify all the different new texture state flags.
169 */
170static void
171gen7_prepare_samplers(struct brw_context *brw)
172{
173   struct gl_context *ctx = &brw->intel.ctx;
174   struct gen7_sampler_state *samplers;
175   int i;
176
177   brw->wm.sampler_count = 0;
178   for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
179      if (ctx->Texture.Unit[i]._ReallyEnabled)
180	 brw->wm.sampler_count = i + 1;
181   }
182
183   if (brw->wm.sampler_count == 0)
184      return;
185
186   samplers = brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
187			      brw->wm.sampler_count * sizeof(*samplers),
188			      32, &brw->wm.sampler_offset);
189   memset(samplers, 0, brw->wm.sampler_count * sizeof(*samplers));
190
191   for (i = 0; i < brw->wm.sampler_count; i++) {
192      if (ctx->Texture.Unit[i]._ReallyEnabled)
193	 gen7_update_sampler_state(brw, i, &samplers[i]);
194   }
195
196   brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
197}
198
199const struct brw_tracked_state gen7_samplers = {
200   .dirty = {
201      .mesa = _NEW_TEXTURE,
202      .brw = BRW_NEW_BATCH,
203      .cache = 0
204   },
205   .prepare = gen7_prepare_samplers,
206};
207