1/**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/mtypes.h"
29#include "main/enums.h"
30#include "main/macros.h"
31#include "main/colormac.h"
32#include "main/samplerobj.h"
33
34#include "intel_mipmap_tree.h"
35#include "intel_tex.h"
36
37#include "i915_context.h"
38#include "i915_reg.h"
39
40
41static GLuint
42translate_texture_format(mesa_format mesa_format, GLenum DepthMode)
43{
44   switch (mesa_format) {
45   case MESA_FORMAT_L_UNORM8:
46      return MAPSURF_8BIT | MT_8BIT_L8;
47   case MESA_FORMAT_I_UNORM8:
48      return MAPSURF_8BIT | MT_8BIT_I8;
49   case MESA_FORMAT_A_UNORM8:
50      return MAPSURF_8BIT | MT_8BIT_A8;
51   case MESA_FORMAT_L8A8_UNORM:
52      return MAPSURF_16BIT | MT_16BIT_AY88;
53   case MESA_FORMAT_B5G6R5_UNORM:
54      return MAPSURF_16BIT | MT_16BIT_RGB565;
55   case MESA_FORMAT_B5G5R5A1_UNORM:
56      return MAPSURF_16BIT | MT_16BIT_ARGB1555;
57   case MESA_FORMAT_B4G4R4A4_UNORM:
58      return MAPSURF_16BIT | MT_16BIT_ARGB4444;
59   case MESA_FORMAT_B8G8R8A8_SRGB:
60   case MESA_FORMAT_B8G8R8A8_UNORM:
61      return MAPSURF_32BIT | MT_32BIT_ARGB8888;
62   case MESA_FORMAT_B8G8R8X8_UNORM:
63      return MAPSURF_32BIT | MT_32BIT_XRGB8888;
64   case MESA_FORMAT_R8G8B8A8_UNORM:
65      return MAPSURF_32BIT | MT_32BIT_ABGR8888;
66   case MESA_FORMAT_YCBCR_REV:
67      return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
68   case MESA_FORMAT_YCBCR:
69      return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
70   case MESA_FORMAT_RGB_FXT1:
71   case MESA_FORMAT_RGBA_FXT1:
72      return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
73   case MESA_FORMAT_Z_UNORM16:
74      if (DepthMode == GL_ALPHA)
75          return (MAPSURF_16BIT | MT_16BIT_A16);
76      else if (DepthMode == GL_INTENSITY)
77          return (MAPSURF_16BIT | MT_16BIT_I16);
78      else
79          return (MAPSURF_16BIT | MT_16BIT_L16);
80   case MESA_FORMAT_RGBA_DXT1:
81   case MESA_FORMAT_RGB_DXT1:
82   case MESA_FORMAT_SRGB_DXT1:
83   case MESA_FORMAT_SRGBA_DXT1:
84      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
85   case MESA_FORMAT_RGBA_DXT3:
86   case MESA_FORMAT_SRGBA_DXT3:
87      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
88   case MESA_FORMAT_RGBA_DXT5:
89   case MESA_FORMAT_SRGBA_DXT5:
90      return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
91   case MESA_FORMAT_Z24_UNORM_S8_UINT:
92   case MESA_FORMAT_Z24_UNORM_X8_UINT:
93      if (DepthMode == GL_ALPHA)
94	 return (MAPSURF_32BIT | MT_32BIT_x8A24);
95      else if (DepthMode == GL_INTENSITY)
96	 return (MAPSURF_32BIT | MT_32BIT_x8I24);
97      else
98	 return (MAPSURF_32BIT | MT_32BIT_x8L24);
99   default:
100      fprintf(stderr, "%s: bad image format %s\n", __func__,
101	      _mesa_get_format_name(mesa_format));
102      abort();
103      return 0;
104   }
105}
106
107
108
109
110/* The i915 (and related graphics cores) do not support GL_CLAMP.  The
111 * Intel drivers for "other operating systems" implement GL_CLAMP as
112 * GL_CLAMP_TO_EDGE, so the same is done here.
113 */
114static GLuint
115translate_wrap_mode(GLenum wrap)
116{
117   switch (wrap) {
118   case GL_REPEAT:
119      return TEXCOORDMODE_WRAP;
120   case GL_CLAMP:
121      return TEXCOORDMODE_CLAMP_EDGE;   /* not quite correct */
122   case GL_CLAMP_TO_EDGE:
123      return TEXCOORDMODE_CLAMP_EDGE;
124   case GL_CLAMP_TO_BORDER:
125      return TEXCOORDMODE_CLAMP_BORDER;
126   case GL_MIRRORED_REPEAT:
127      return TEXCOORDMODE_MIRROR;
128   default:
129      return TEXCOORDMODE_WRAP;
130   }
131}
132
133
134
135/* Recalculate all state from scratch.  Perhaps not the most
136 * efficient, but this has gotten complex enough that we need
137 * something which is understandable and reliable.
138 */
139static bool
140i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3)
141{
142   struct gl_context *ctx = &intel->ctx;
143   struct i915_context *i915 = i915_context(ctx);
144   struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit];
145   struct gl_texture_object *tObj = tUnit->_Current;
146   struct intel_texture_object *intelObj = intel_texture_object(tObj);
147   struct gl_texture_image *firstImage;
148   struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
149   GLuint *state = i915->state.Tex[unit], format;
150   GLint lodbias, aniso = 0;
151   GLubyte border[4];
152   GLfloat maxlod;
153
154   memset(state, 0, sizeof(*state));
155
156   /*We need to refcount these. */
157
158   if (i915->state.tex_buffer[unit] != NULL) {
159       drm_intel_bo_unreference(i915->state.tex_buffer[unit]);
160       i915->state.tex_buffer[unit] = NULL;
161   }
162
163   if (!intel_finalize_mipmap_tree(intel, unit))
164      return false;
165
166   /* Get first image here, since intelObj->firstLevel will get set in
167    * the intel_finalize_mipmap_tree() call above.
168    */
169   firstImage = tObj->Image[0][tObj->BaseLevel];
170
171   drm_intel_bo_reference(intelObj->mt->region->bo);
172   i915->state.tex_buffer[unit] = intelObj->mt->region->bo;
173   i915->state.tex_offset[unit] = intelObj->mt->offset;
174
175   format = translate_texture_format(firstImage->TexFormat,
176				     tObj->DepthMode);
177
178   state[I915_TEXREG_MS3] =
179      (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) |
180       ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format);
181
182   if (intelObj->mt->region->tiling != I915_TILING_NONE) {
183      state[I915_TEXREG_MS3] |= MS3_TILED_SURFACE;
184      if (intelObj->mt->region->tiling == I915_TILING_Y)
185	 state[I915_TEXREG_MS3] |= MS3_TILE_WALK;
186   }
187
188   /* We get one field with fraction bits for the maximum addressable
189    * (lowest resolution) LOD.  Use it to cover both MAX_LEVEL and
190    * MAX_LOD.
191    */
192   maxlod = MIN2(sampler->MaxLod, tObj->_MaxLevel - tObj->BaseLevel);
193   state[I915_TEXREG_MS4] =
194      ((((intelObj->mt->region->pitch / 4) - 1) << MS4_PITCH_SHIFT) |
195       MS4_CUBE_FACE_ENA_MASK |
196       (U_FIXED(CLAMP(maxlod, 0.0, 11.0), 2) << MS4_MAX_LOD_SHIFT) |
197       ((firstImage->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
198
199
200   {
201      GLuint minFilt, mipFilt, magFilt;
202
203      switch (sampler->MinFilter) {
204      case GL_NEAREST:
205         minFilt = FILTER_NEAREST;
206         mipFilt = MIPFILTER_NONE;
207         break;
208      case GL_LINEAR:
209         minFilt = FILTER_LINEAR;
210         mipFilt = MIPFILTER_NONE;
211         break;
212      case GL_NEAREST_MIPMAP_NEAREST:
213         minFilt = FILTER_NEAREST;
214         mipFilt = MIPFILTER_NEAREST;
215         break;
216      case GL_LINEAR_MIPMAP_NEAREST:
217         minFilt = FILTER_LINEAR;
218         mipFilt = MIPFILTER_NEAREST;
219         break;
220      case GL_NEAREST_MIPMAP_LINEAR:
221         minFilt = FILTER_NEAREST;
222         mipFilt = MIPFILTER_LINEAR;
223         break;
224      case GL_LINEAR_MIPMAP_LINEAR:
225         minFilt = FILTER_LINEAR;
226         mipFilt = MIPFILTER_LINEAR;
227         break;
228      default:
229         return false;
230      }
231
232      if (sampler->MaxAnisotropy > 1.0) {
233         minFilt = FILTER_ANISOTROPIC;
234         magFilt = FILTER_ANISOTROPIC;
235         if (sampler->MaxAnisotropy > 2.0)
236            aniso = SS2_MAX_ANISO_4;
237         else
238            aniso = SS2_MAX_ANISO_2;
239      }
240      else {
241         switch (sampler->MagFilter) {
242         case GL_NEAREST:
243            magFilt = FILTER_NEAREST;
244            break;
245         case GL_LINEAR:
246            magFilt = FILTER_LINEAR;
247            break;
248         default:
249            return false;
250         }
251      }
252
253      lodbias = (int) ((tUnit->LodBias + sampler->LodBias) * 16.0);
254      if (lodbias < -256)
255          lodbias = -256;
256      if (lodbias > 255)
257          lodbias = 255;
258      state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) &
259                                SS2_LOD_BIAS_MASK);
260
261      /* YUV conversion:
262       */
263      if (firstImage->TexFormat == MESA_FORMAT_YCBCR ||
264          firstImage->TexFormat == MESA_FORMAT_YCBCR_REV)
265         state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION;
266
267      /* Shadow:
268       */
269      if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB &&
270          tObj->Target != GL_TEXTURE_3D) {
271         if (tObj->Target == GL_TEXTURE_1D)
272            return false;
273
274         state[I915_TEXREG_SS2] |=
275            (SS2_SHADOW_ENABLE |
276             intel_translate_shadow_compare_func(sampler->CompareFunc));
277
278         minFilt = FILTER_4X4_FLAT;
279         magFilt = FILTER_4X4_FLAT;
280      }
281
282      state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) |
283                                 (mipFilt << SS2_MIP_FILTER_SHIFT) |
284                                 (magFilt << SS2_MAG_FILTER_SHIFT) |
285                                 aniso);
286   }
287
288   {
289      GLenum ws = sampler->WrapS;
290      GLenum wt = sampler->WrapT;
291      GLenum wr = sampler->WrapR;
292      float minlod;
293
294      /* We program 1D textures as 2D textures, so the 2D texcoord could
295       * result in sampling border values if we don't set the T wrap to
296       * repeat.
297       */
298      if (tObj->Target == GL_TEXTURE_1D)
299	 wt = GL_REPEAT;
300
301      /* 3D textures don't seem to respect the border color.
302       * Fallback if there's ever a danger that they might refer to
303       * it.
304       *
305       * Effectively this means fallback on 3D clamp or
306       * clamp_to_border.
307       */
308      if (tObj->Target == GL_TEXTURE_3D &&
309          (sampler->MinFilter != GL_NEAREST ||
310           sampler->MagFilter != GL_NEAREST) &&
311          (ws == GL_CLAMP ||
312           wt == GL_CLAMP ||
313           wr == GL_CLAMP ||
314           ws == GL_CLAMP_TO_BORDER ||
315           wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER))
316         return false;
317
318      /* Only support TEXCOORDMODE_CLAMP_EDGE and TEXCOORDMODE_CUBE (not
319       * used) when using cube map texture coordinates
320       */
321      if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
322          (((ws != GL_CLAMP) && (ws != GL_CLAMP_TO_EDGE)) ||
323           ((wt != GL_CLAMP) && (wt != GL_CLAMP_TO_EDGE))))
324          return false;
325
326      /*
327       * According to 3DSTATE_MAP_STATE at page of 104 in Bspec
328       * Vol3d 3D Instructions:
329       *   [DevGDG and DevAlv]: Must be a power of 2 for cube maps.
330       *   [DevLPT, DevCST and DevBLB]: If not a power of 2, cube maps
331       *      must have all faces enabled.
332       *
333       * But, as I tested on pineview(DevBLB derived), the rendering is
334       * bad(you will find the color isn't samplered right in some
335       * fragments). After checking, it seems that the texture layout is
336       * wrong: making the width and height align of 4(although this
337       * doesn't make much sense) will fix this issue and also broke some
338       * others. Well, Bspec mentioned nothing about the layout alignment
339       * and layout for NPOT cube map.  I guess the Bspec just assume it's
340       * a POT cube map.
341       *
342       * Thus, I guess we need do this for other platforms as well.
343       */
344      if (tObj->Target == GL_TEXTURE_CUBE_MAP_ARB &&
345          !_mesa_is_pow_two(firstImage->Height))
346         return false;
347
348      state[I915_TEXREG_SS3] = ss3;     /* SS3_NORMALIZED_COORDS */
349
350      state[I915_TEXREG_SS3] |=
351         ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) |
352          (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) |
353          (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT));
354
355      minlod = MIN2(sampler->MinLod, tObj->_MaxLevel - tObj->BaseLevel);
356      state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
357      state[I915_TEXREG_SS3] |= (U_FIXED(CLAMP(minlod, 0.0, 11.0), 4) <<
358				 SS3_MIN_LOD_SHIFT);
359
360   }
361
362   if (sampler->sRGBDecode == GL_DECODE_EXT &&
363       (_mesa_get_srgb_format_linear(firstImage->TexFormat) !=
364        firstImage->TexFormat)) {
365      state[I915_TEXREG_SS2] |= SS2_REVERSE_GAMMA_ENABLE;
366   }
367
368   /* convert border color from float to ubyte */
369   CLAMPED_FLOAT_TO_UBYTE(border[0], sampler->BorderColor.f[0]);
370   CLAMPED_FLOAT_TO_UBYTE(border[1], sampler->BorderColor.f[1]);
371   CLAMPED_FLOAT_TO_UBYTE(border[2], sampler->BorderColor.f[2]);
372   CLAMPED_FLOAT_TO_UBYTE(border[3], sampler->BorderColor.f[3]);
373
374   if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) {
375      /* GL specs that border color for depth textures is taken from the
376       * R channel, while the hardware uses A.  Spam R into all the channels
377       * for safety.
378       */
379      state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[0],
380					       border[0],
381					       border[0],
382					       border[0]);
383   } else {
384      state[I915_TEXREG_SS4] = PACK_COLOR_8888(border[3],
385					       border[0],
386					       border[1],
387					       border[2]);
388   }
389
390
391   I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), true);
392   /* memcmp was already disabled, but definitely won't work as the
393    * region might now change and that wouldn't be detected:
394    */
395   I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit));
396
397
398#if 0
399   DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]);
400   DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]);
401   DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]);
402   DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]);
403   DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]);
404   DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]);
405#endif
406
407   return true;
408}
409
410
411
412
413void
414i915UpdateTextureState(struct intel_context *intel)
415{
416   bool ok = true;
417   GLuint i;
418
419   for (i = 0; i < I915_TEX_UNITS && ok; i++) {
420      if (intel->ctx.Texture.Unit[i]._Current) {
421         switch (intel->ctx.Texture.Unit[i]._Current->Target) {
422         case GL_TEXTURE_1D:
423         case GL_TEXTURE_2D:
424         case GL_TEXTURE_CUBE_MAP:
425         case GL_TEXTURE_3D:
426            ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS);
427            break;
428         case GL_TEXTURE_RECTANGLE:
429            ok = i915_update_tex_unit(intel, i, 0);
430            break;
431         default:
432            ok = false;
433            break;
434         }
435      } else {
436         struct i915_context *i915 = i915_context(&intel->ctx);
437         if (i915->state.active & I915_UPLOAD_TEX(i))
438            I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), false);
439
440         if (i915->state.tex_buffer[i] != NULL) {
441            drm_intel_bo_unreference(i915->state.tex_buffer[i]);
442            i915->state.tex_buffer[i] = NULL;
443         }
444      }
445   }
446
447   FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
448}
449