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