1/*
2 * Copyright (C) 2009 Francisco Jerez.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial
15 * portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 */
26
27#include "nouveau_driver.h"
28#include "nouveau_context.h"
29#include "nouveau_gldefs.h"
30#include "nouveau_texture.h"
31#include "nv20_3d.xml.h"
32#include "nouveau_util.h"
33#include "nv20_driver.h"
34#include "main/samplerobj.h"
35
36void
37nv20_emit_tex_gen(struct gl_context *ctx, int emit)
38{
39	const int i = emit - NOUVEAU_STATE_TEX_GEN0;
40	struct nouveau_context *nctx = to_nouveau_context(ctx);
41	struct nouveau_pushbuf *push = context_push(ctx);
42	struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
43	int j;
44
45	for (j = 0; j < 4; j++) {
46		if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
47			struct gl_texgen *coord = get_texgen_coord(unit, j);
48			float *k = get_texgen_coeff(coord);
49
50			if (k) {
51				BEGIN_NV04(push, NV20_3D(TEX_GEN_COEFF(i, j)), 4);
52				PUSH_DATAp(push, k, 4);
53			}
54
55			BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
56			PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
57
58		} else {
59			BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
60			PUSH_DATA (push, 0);
61		}
62	}
63}
64
65void
66nv20_emit_tex_mat(struct gl_context *ctx, int emit)
67{
68	const int i = emit - NOUVEAU_STATE_TEX_MAT0;
69	struct nouveau_context *nctx = to_nouveau_context(ctx);
70	struct nouveau_pushbuf *push = context_push(ctx);
71
72	if (nctx->fallback == HWTNL &&
73	    (ctx->Texture._TexMatEnabled & 1 << i)) {
74		BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
75		PUSH_DATA (push, 1);
76
77		BEGIN_NV04(push, NV20_3D(TEX_MATRIX(i,0)), 16);
78		PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
79
80	} else {
81		BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
82		PUSH_DATA (push, 0);
83	}
84}
85
86static uint32_t
87get_tex_format_pot(struct gl_texture_image *ti)
88{
89	switch (ti->TexFormat) {
90	case MESA_FORMAT_ARGB8888:
91		return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
92
93	case MESA_FORMAT_ARGB1555:
94		return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
95
96	case MESA_FORMAT_ARGB4444:
97		return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
98
99	case MESA_FORMAT_XRGB8888:
100		return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
101
102	case MESA_FORMAT_RGB565:
103		return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5;
104
105	case MESA_FORMAT_A8:
106	case MESA_FORMAT_I8:
107		return NV20_3D_TEX_FORMAT_FORMAT_I8;
108
109	case MESA_FORMAT_L8:
110		return NV20_3D_TEX_FORMAT_FORMAT_L8;
111
112	case MESA_FORMAT_RGB_DXT1:
113	case MESA_FORMAT_RGBA_DXT1:
114		return NV20_3D_TEX_FORMAT_FORMAT_DXT1;
115
116	case MESA_FORMAT_RGBA_DXT3:
117		return NV20_3D_TEX_FORMAT_FORMAT_DXT3;
118
119	case MESA_FORMAT_RGBA_DXT5:
120		return NV20_3D_TEX_FORMAT_FORMAT_DXT5;
121
122	default:
123		assert(0);
124	}
125}
126
127static uint32_t
128get_tex_format_rect(struct gl_texture_image *ti)
129{
130	switch (ti->TexFormat) {
131	case MESA_FORMAT_ARGB8888:
132		return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
133
134	case MESA_FORMAT_ARGB1555:
135		return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
136
137	case MESA_FORMAT_ARGB4444:
138		return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT;
139
140	case MESA_FORMAT_XRGB8888:
141		return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT;
142
143	case MESA_FORMAT_RGB565:
144		return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
145
146	case MESA_FORMAT_L8:
147		return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT;
148
149	case MESA_FORMAT_A8:
150	case MESA_FORMAT_I8:
151		return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT;
152
153	default:
154		assert(0);
155	}
156}
157
158void
159nv20_emit_tex_obj(struct gl_context *ctx, int emit)
160{
161	const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
162	struct nouveau_pushbuf *push = context_push(ctx);
163	const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
164	struct gl_texture_object *t;
165	struct nouveau_surface *s;
166	struct gl_texture_image *ti;
167	const struct gl_sampler_object *sa;
168	uint32_t tx_format, tx_filter, tx_wrap, tx_enable;
169
170	PUSH_RESET(push, BUFCTX_TEX(i));
171
172	if (!ctx->Texture.Unit[i]._ReallyEnabled) {
173		BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
174		PUSH_DATA (push, 0);
175
176		context_dirty(ctx, TEX_SHADER);
177		return;
178	}
179
180	t = ctx->Texture.Unit[i]._Current;
181	s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
182	ti = t->Image[0][t->BaseLevel];
183	sa = _mesa_get_samplerobj(ctx, i);
184
185	if (!nouveau_texture_validate(ctx, t))
186		return;
187
188	/* Recompute the texturing registers. */
189	tx_format = ti->DepthLog2 << 28
190		| ti->HeightLog2 << 24
191		| ti->WidthLog2 << 20
192		| NV20_3D_TEX_FORMAT_DIMS_2D
193		| NV20_3D_TEX_FORMAT_NO_BORDER
194		| 1 << 16;
195
196	tx_wrap = nvgl_wrap_mode(sa->WrapR) << 16
197		| nvgl_wrap_mode(sa->WrapT) << 8
198		| nvgl_wrap_mode(sa->WrapS) << 0;
199
200	tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
201		| nvgl_filter_mode(sa->MinFilter) << 16
202		| 2 << 12;
203
204	tx_enable = NV20_3D_TEX_ENABLE_ENABLE
205		| log2i(sa->MaxAnisotropy) << 4;
206
207	if (t->Target == GL_TEXTURE_RECTANGLE) {
208		BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1);
209		PUSH_DATA (push, s->pitch << 16);
210		BEGIN_NV04(push, NV20_3D(TEX_NPOT_SIZE(i)), 1);
211		PUSH_DATA (push, s->width << 16 | s->height);
212
213		tx_format |= get_tex_format_rect(ti);
214	} else {
215		tx_format |= get_tex_format_pot(ti);
216	}
217
218	if (sa->MinFilter != GL_NEAREST &&
219	    sa->MinFilter != GL_LINEAR) {
220		int lod_min = sa->MinLod;
221		int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
222		int lod_bias = sa->LodBias
223			+ ctx->Texture.Unit[i].LodBias;
224
225		lod_max = CLAMP(lod_max, 0, 15);
226		lod_min = CLAMP(lod_min, 0, 15);
227		lod_bias = CLAMP(lod_bias, 0, 15);
228
229		tx_format |= NV20_3D_TEX_FORMAT_MIPMAP;
230		tx_filter |= lod_bias << 8;
231		tx_enable |= lod_min << 26
232			| lod_max << 14;
233	}
234
235	/* Write it to the hardware. */
236	BEGIN_NV04(push, NV20_3D(TEX_FORMAT(i)), 1);
237	PUSH_MTHD (push, NV20_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
238			 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
239			 NV20_3D_TEX_FORMAT_DMA0,
240			 NV20_3D_TEX_FORMAT_DMA1);
241
242	BEGIN_NV04(push, NV20_3D(TEX_OFFSET(i)), 1);
243	PUSH_MTHDl(push, NV20_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
244			 s->bo, s->offset, bo_flags);
245
246	BEGIN_NV04(push, NV20_3D(TEX_WRAP(i)), 1);
247	PUSH_DATA (push, tx_wrap);
248
249	BEGIN_NV04(push, NV20_3D(TEX_FILTER(i)), 1);
250	PUSH_DATA (push, tx_filter);
251
252	BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
253	PUSH_DATA (push, tx_enable);
254
255	context_dirty(ctx, TEX_SHADER);
256}
257
258void
259nv20_emit_tex_shader(struct gl_context *ctx, int emit)
260{
261	struct nouveau_pushbuf *push = context_push(ctx);
262	uint32_t tx_shader_op = 0;
263	int i;
264
265	for (i = 0; i < NV20_TEXTURE_UNITS; i++) {
266		if (!ctx->Texture.Unit[i]._ReallyEnabled)
267			continue;
268
269		tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
270	}
271
272	BEGIN_NV04(push, NV20_3D(TEX_SHADER_OP), 1);
273	PUSH_DATA (push, tx_shader_op);
274}
275