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 "nv10_3d.xml.h" 32#include "nouveau_util.h" 33#include "nv10_driver.h" 34#include "main/samplerobj.h" 35 36void 37nv10_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, NV10_3D(TEX_GEN_COEFF(i, j)), 4); 52 PUSH_DATAp(push, k, 4); 53 } 54 55 BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1); 56 PUSH_DATA (push, nvgl_texgen_mode(coord->Mode)); 57 58 } else { 59 BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1); 60 PUSH_DATA (push, 0); 61 } 62 } 63 64 context_dirty_i(ctx, TEX_MAT, i); 65} 66 67void 68nv10_emit_tex_mat(struct gl_context *ctx, int emit) 69{ 70 const int i = emit - NOUVEAU_STATE_TEX_MAT0; 71 struct nouveau_context *nctx = to_nouveau_context(ctx); 72 struct nouveau_pushbuf *push = context_push(ctx); 73 74 if (nctx->fallback == HWTNL && 75 ((ctx->Texture._TexMatEnabled & 1 << i) || 76 ctx->Texture.Unit[i]._GenFlags)) { 77 BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1); 78 PUSH_DATA (push, 1); 79 80 BEGIN_NV04(push, NV10_3D(TEX_MATRIX(i, 0)), 16); 81 PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m); 82 83 } else { 84 BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1); 85 PUSH_DATA (push, 0); 86 } 87} 88 89static uint32_t 90get_tex_format_pot(struct gl_texture_image *ti) 91{ 92 switch (ti->TexFormat) { 93 case MESA_FORMAT_ARGB8888: 94 return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8; 95 96 case MESA_FORMAT_XRGB8888: 97 return NV10_3D_TEX_FORMAT_FORMAT_X8R8G8B8; 98 99 case MESA_FORMAT_ARGB1555: 100 return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5; 101 102 case MESA_FORMAT_ARGB4444: 103 return NV10_3D_TEX_FORMAT_FORMAT_A4R4G4B4; 104 105 case MESA_FORMAT_RGB565: 106 return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5; 107 108 case MESA_FORMAT_A8: 109 case MESA_FORMAT_I8: 110 return NV10_3D_TEX_FORMAT_FORMAT_I8; 111 112 case MESA_FORMAT_L8: 113 return NV10_3D_TEX_FORMAT_FORMAT_L8; 114 115 case MESA_FORMAT_RGB_DXT1: 116 case MESA_FORMAT_RGBA_DXT1: 117 return NV10_3D_TEX_FORMAT_FORMAT_DXT1; 118 119 case MESA_FORMAT_RGBA_DXT3: 120 return NV10_3D_TEX_FORMAT_FORMAT_DXT3; 121 122 case MESA_FORMAT_RGBA_DXT5: 123 return NV10_3D_TEX_FORMAT_FORMAT_DXT5; 124 125 default: 126 assert(0); 127 } 128} 129 130static uint32_t 131get_tex_format_rect(struct gl_texture_image *ti) 132{ 133 switch (ti->TexFormat) { 134 case MESA_FORMAT_ARGB1555: 135 return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT; 136 137 case MESA_FORMAT_RGB565: 138 return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT; 139 140 case MESA_FORMAT_ARGB8888: 141 case MESA_FORMAT_XRGB8888: 142 return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT; 143 144 case MESA_FORMAT_A8: 145 case MESA_FORMAT_L8: 146 case MESA_FORMAT_I8: 147 return NV10_3D_TEX_FORMAT_FORMAT_I8_RECT; 148 149 default: 150 assert(0); 151 } 152} 153 154void 155nv10_emit_tex_obj(struct gl_context *ctx, int emit) 156{ 157 const int i = emit - NOUVEAU_STATE_TEX_OBJ0; 158 struct nouveau_pushbuf *push = context_push(ctx); 159 const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM; 160 struct gl_texture_object *t; 161 struct nouveau_surface *s; 162 struct gl_texture_image *ti; 163 const struct gl_sampler_object *sa; 164 uint32_t tx_format, tx_filter, tx_enable; 165 166 PUSH_RESET(push, BUFCTX_TEX(i)); 167 168 if (!ctx->Texture.Unit[i]._ReallyEnabled) { 169 BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1); 170 PUSH_DATA (push, 0); 171 return; 172 } 173 174 t = ctx->Texture.Unit[i]._Current; 175 s = &to_nouveau_texture(t)->surfaces[t->BaseLevel]; 176 ti = t->Image[0][t->BaseLevel]; 177 sa = _mesa_get_samplerobj(ctx, i); 178 179 if (!nouveau_texture_validate(ctx, t)) 180 return; 181 182 /* Recompute the texturing registers. */ 183 tx_format = nvgl_wrap_mode(sa->WrapT) << 28 184 | nvgl_wrap_mode(sa->WrapS) << 24 185 | ti->HeightLog2 << 20 186 | ti->WidthLog2 << 16 187 | 5 << 4 | 1 << 12; 188 189 tx_filter = nvgl_filter_mode(sa->MagFilter) << 28 190 | nvgl_filter_mode(sa->MinFilter) << 24; 191 192 tx_enable = NV10_3D_TEX_ENABLE_ENABLE 193 | log2i(sa->MaxAnisotropy) << 4; 194 195 if (t->Target == GL_TEXTURE_RECTANGLE) { 196 BEGIN_NV04(push, NV10_3D(TEX_NPOT_PITCH(i)), 1); 197 PUSH_DATA (push, s->pitch << 16); 198 BEGIN_NV04(push, NV10_3D(TEX_NPOT_SIZE(i)), 1); 199 PUSH_DATA (push, align(s->width, 2) << 16 | s->height); 200 201 tx_format |= get_tex_format_rect(ti); 202 } else { 203 tx_format |= get_tex_format_pot(ti); 204 } 205 206 if (sa->MinFilter != GL_NEAREST && 207 sa->MinFilter != GL_LINEAR) { 208 int lod_min = sa->MinLod; 209 int lod_max = MIN2(sa->MaxLod, t->_MaxLambda); 210 int lod_bias = sa->LodBias 211 + ctx->Texture.Unit[i].LodBias; 212 213 lod_max = CLAMP(lod_max, 0, 15); 214 lod_min = CLAMP(lod_min, 0, 15); 215 lod_bias = CLAMP(lod_bias, 0, 15); 216 217 tx_format |= NV10_3D_TEX_FORMAT_MIPMAP; 218 tx_filter |= lod_bias << 8; 219 tx_enable |= lod_min << 26 220 | lod_max << 14; 221 } 222 223 /* Write it to the hardware. */ 224 BEGIN_NV04(push, NV10_3D(TEX_FORMAT(i)), 1); 225 PUSH_MTHD (push, NV10_3D(TEX_FORMAT(i)), BUFCTX_TEX(i), 226 s->bo, tx_format, bo_flags | NOUVEAU_BO_OR, 227 NV10_3D_TEX_FORMAT_DMA0, 228 NV10_3D_TEX_FORMAT_DMA1); 229 230 BEGIN_NV04(push, NV10_3D(TEX_OFFSET(i)), 1); 231 PUSH_MTHDl(push, NV10_3D(TEX_OFFSET(i)), BUFCTX_TEX(i), 232 s->bo, s->offset, bo_flags); 233 234 BEGIN_NV04(push, NV10_3D(TEX_FILTER(i)), 1); 235 PUSH_DATA (push, tx_filter); 236 237 BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1); 238 PUSH_DATA (push, tx_enable); 239} 240 241