diff options
Diffstat (limited to 'src/mesa/drivers/dri/i915/i915_texstate.c')
-rw-r--r-- | src/mesa/drivers/dri/i915/i915_texstate.c | 1065 |
1 files changed, 262 insertions, 803 deletions
diff --git a/src/mesa/drivers/dri/i915/i915_texstate.c b/src/mesa/drivers/dri/i915/i915_texstate.c index a19d4b6584..d1b0dcdf31 100644 --- a/src/mesa/drivers/dri/i915/i915_texstate.c +++ b/src/mesa/drivers/dri/i915/i915_texstate.c @@ -25,902 +25,361 @@ * **************************************************************************/ -#include "glheader.h" -#include "macros.h" -#include "mtypes.h" -#include "simple_list.h" -#include "enums.h" -#include "texformat.h" -#include "texstore.h" - -#include "mm.h" - -#include "intel_screen.h" -#include "intel_ioctl.h" +#include "main/mtypes.h" +#include "main/enums.h" +#include "main/texformat.h" + +#include "intel_mipmap_tree.h" #include "intel_tex.h" #include "i915_context.h" #include "i915_reg.h" -static GLint initial_offsets[6][2] = { {0,0}, - {0,2}, - {1,0}, - {1,2}, - {1,1}, - {1,3} }; - - -static GLint step_offsets[6][2] = { {0,2}, - {0,2}, - {-1,2}, - {-1,2}, - {-1,1}, - {-1,1} }; - - -#define I915_TEX_UNIT_ENABLED(unit) (1<<unit) - -static void i915LayoutTextureImages( i915ContextPtr i915, - struct gl_texture_object *tObj ) -{ - const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel]; - i915TextureObjectPtr t = (i915TextureObjectPtr) tObj->DriverData; - GLint firstLevel, lastLevel, numLevels; - GLint i, total_height, pitch; - - /* Compute which mipmap levels we really want to send to the hardware. - */ - driCalculateTextureFirstLastLevel( (driTextureObject *) t ); - - /* Figure out the amount of memory required to hold all the mipmap - * levels. Choose the smallest pitch to accomodate the largest - * mipmap: - */ - firstLevel = t->intel.base.firstLevel; - lastLevel = t->intel.base.lastLevel; - numLevels = lastLevel - firstLevel + 1; - - - - /* All images must be loaded at this pitch. Count the number of - * lines required: - */ - switch (tObj->Target) { - case GL_TEXTURE_CUBE_MAP: { - const GLuint dim = tObj->Image[0][firstLevel]->Width; - GLuint face; - - pitch = dim * t->intel.texelBytes; - pitch *= 2; /* double pitch for cube layouts */ - pitch = (pitch + 3) & ~3; - - total_height = dim * 4; - - for ( face = 0 ; face < 6 ; face++) { - GLuint x = initial_offsets[face][0] * dim; - GLuint y = initial_offsets[face][1] * dim; - GLuint d = dim; - - t->intel.base.dirty_images[face] = ~0; - - assert(tObj->Image[face][firstLevel]->Width == dim); - assert(tObj->Image[face][firstLevel]->Height == dim); - - for (i = 0; i < numLevels; i++) { - t->intel.image[face][i].image = tObj->Image[face][firstLevel + i]; - if (!t->intel.image[face][i].image) { - fprintf(stderr, "no image %d %d\n", face, i); - break; /* can't happen */ - } - - t->intel.image[face][i].offset = - y * pitch + x * t->intel.texelBytes; - t->intel.image[face][i].internalFormat = baseImage->_BaseFormat; - - d >>= 1; - x += step_offsets[face][0] * d; - y += step_offsets[face][1] * d; - } - } - break; - } - case GL_TEXTURE_3D: { - GLuint virtual_height; - GLuint tmp_numLevels = numLevels; - pitch = tObj->Image[0][firstLevel]->Width * t->intel.texelBytes; - pitch = (pitch + 3) & ~3; - t->intel.base.dirty_images[0] = ~0; - - /* Calculate the size of a single slice. Hardware demands a - * minimum of 8 mipmaps, some of which might ultimately not be - * used: - */ - if (tmp_numLevels < 9) - tmp_numLevels = 9; - - virtual_height = tObj->Image[0][firstLevel]->Height; - - for ( total_height = i = 0 ; i < tmp_numLevels ; i++ ) { - t->intel.image[0][i].image = tObj->Image[0][firstLevel + i]; - if (t->intel.image[0][i].image) { - t->intel.image[0][i].offset = total_height * pitch; - t->intel.image[0][i].internalFormat = baseImage->_BaseFormat; - } - - total_height += MAX2(2, virtual_height); - virtual_height >>= 1; - } - - t->intel.depth_pitch = total_height * pitch; - - /* Multiply slice size by texture depth for total size. It's - * remarkable how wasteful of memory all the i8x0 texture - * layouts are. - */ - total_height *= t->intel.image[0][0].image->Depth; - break; - } - default: - pitch = tObj->Image[0][firstLevel]->Width * t->intel.texelBytes; - pitch = (pitch + 3) & ~3; - t->intel.base.dirty_images[0] = ~0; - - for ( total_height = i = 0 ; i < numLevels ; i++ ) { - t->intel.image[0][i].image = tObj->Image[0][firstLevel + i]; - if (!t->intel.image[0][i].image) - break; - - t->intel.image[0][i].offset = total_height * pitch; - t->intel.image[0][i].internalFormat = baseImage->_BaseFormat; - if (t->intel.image[0][i].image->IsCompressed) { - total_height += (t->intel.image[0][i].image->Height + 3) / 4; - } - else - total_height += MAX2(2, t->intel.image[0][i].image->Height); - } - break; - } - - t->intel.Pitch = pitch; - t->intel.base.totalSize = total_height*pitch; - t->intel.max_level = numLevels-1; -} - -static void i945LayoutTextureImages( i915ContextPtr i915, - struct gl_texture_object *tObj ) +static GLuint +translate_texture_format(GLuint mesa_format, GLenum DepthMode) { - const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel]; - i915TextureObjectPtr t = (i915TextureObjectPtr) tObj->DriverData; - GLint firstLevel, lastLevel, numLevels; - GLint i, total_height, pitch, sz, max_offset = 0, offset; - - - /* Compute which mipmap levels we really want to send to the hardware. - */ - driCalculateTextureFirstLastLevel( (driTextureObject *) t ); - - /* Figure out the amount of memory required to hold all the mipmap - * levels. Choose the smallest pitch to accomodate the largest - * mipmap: - */ - firstLevel = t->intel.base.firstLevel; - lastLevel = t->intel.base.lastLevel; - numLevels = lastLevel - firstLevel + 1; - - - - /* All images must be loaded at this pitch. Count the number of - * lines required: - */ - switch (tObj->Target) { - case GL_TEXTURE_CUBE_MAP: { - const GLuint dim = tObj->Image[0][firstLevel]->Width; - GLuint face; - - /* Depending on the size of the largest images, pitch can be - * determined either by the old-style packing of cubemap faces, - * or the final row of 4x4, 2x2 and 1x1 faces below this. - */ - if (dim > 32) { - pitch = dim * t->intel.texelBytes; - pitch *= 2; /* double pitch for cube layouts */ - pitch = (pitch + 3) & ~3; - } - else { - pitch = 14 * 8 * t->intel.texelBytes; /* determined by row of - * little maps at - * bottom */ - } - - total_height = dim * 4 + 4; - - for ( face = 0 ; face < 6 ; face++) { - GLuint x = initial_offsets[face][0] * dim; - GLuint y = initial_offsets[face][1] * dim; - GLuint d = dim; - - if (dim == 4 && face >= 4) { - y = total_height - 4; - x = (face - 4) * 8; - } - else if (dim < 4) { - y = total_height - 4; - x = face * 8; - } - - t->intel.base.dirty_images[face] = ~0; - - assert(tObj->Image[face][firstLevel]->Width == dim); - assert(tObj->Image[face][firstLevel]->Height == dim); - - for (i = 0; i < numLevels; i++) { - - - t->intel.image[face][i].image = tObj->Image[face][firstLevel + i]; - assert(t->intel.image[face][i].image); - - t->intel.image[face][i].offset = - y * pitch + x * t->intel.texelBytes; - t->intel.image[face][i].internalFormat = baseImage->_BaseFormat; - - d >>= 1; - - switch (d) { - case 4: - switch (face) { - case FACE_POS_X: - case FACE_NEG_X: - x += step_offsets[face][0] * d; - y += step_offsets[face][1] * d; - break; - case FACE_POS_Y: - case FACE_NEG_Y: - y += 12; - x -= 8; - break; - case FACE_POS_Z: - case FACE_NEG_Z: - y = total_height - 4; - x = (face - 4) * 8; - break; - } - - case 2: - y = total_height - 4; - x = 16 + face * 8; - break; - - case 1: - x += 48; - break; - - default: - x += step_offsets[face][0] * d; - y += step_offsets[face][1] * d; - break; - } - } - } - max_offset = total_height * pitch; - break; - } - case GL_TEXTURE_3D: { - GLuint depth_packing = 0, depth_pack_pitch; - GLuint tmp_numLevels = numLevels; - pitch = tObj->Image[0][firstLevel]->Width * t->intel.texelBytes; - pitch = (pitch + 3) & ~3; - depth_pack_pitch = pitch; - - t->intel.base.dirty_images[0] = ~0; - - - for ( total_height = i = 0 ; i < tmp_numLevels ; i++ ) { - t->intel.image[0][i].image = tObj->Image[0][firstLevel + i]; - if (!t->intel.image[0][i].image) - break; - - - t->intel.image[0][i].offset = total_height * pitch; - t->intel.image[0][i].internalFormat = baseImage->_BaseFormat; - - - - total_height += MAX2(2, t->intel.image[0][i].image->Height) * - MAX2((t->intel.image[0][i].image->Depth >> depth_packing), 1); - - /* When alignment dominates, can't increase depth packing? - * Or does pitch grow??? What are the alignment constraints, - * anyway? - */ - if (depth_pack_pitch > 4) { - depth_packing++; - depth_pack_pitch <<= 2; - } - } - - max_offset = total_height * pitch; - break; - } - default: - pitch = tObj->Image[0][firstLevel]->Width * t->intel.texelBytes; - pitch = (pitch + 3) & ~3; - t->intel.base.dirty_images[0] = ~0; - max_offset = 0; - - for ( offset = i = 0 ; i < numLevels ; i++ ) { - t->intel.image[0][i].image = tObj->Image[0][firstLevel + i]; - if (!t->intel.image[0][i].image) - break; - - t->intel.image[0][i].offset = offset; - t->intel.image[0][i].internalFormat = baseImage->_BaseFormat; - - if (t->intel.image[0][i].image->IsCompressed) - sz = MAX2(1, t->intel.image[0][i].image->Height/4) * pitch; - else - sz = MAX2(2, t->intel.image[0][i].image->Height) * pitch; - - /* Because the images are packed better, the final offset - * might not be the maximal one: - */ - max_offset = MAX2(max_offset, offset + sz); - - /* LPT change: step right after second mipmap. - */ - if (i == 1) - offset += pitch / 2; - else - offset += sz; - - } - break; - } - - t->intel.Pitch = pitch; - t->intel.base.totalSize = max_offset; - t->intel.max_level = numLevels-1; -} - - - - -static void i915SetTexImages( i915ContextPtr i915, - struct gl_texture_object *tObj ) -{ - GLuint textureFormat; - i915TextureObjectPtr t = (i915TextureObjectPtr) tObj->DriverData; - const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel]; - GLint ss2 = 0; - - switch( baseImage->TexFormat->MesaFormat ) { + switch (mesa_format) { case MESA_FORMAT_L8: - t->intel.texelBytes = 1; - textureFormat = MAPSURF_8BIT | MT_8BIT_L8; - break; - + return MAPSURF_8BIT | MT_8BIT_L8; case MESA_FORMAT_I8: - t->intel.texelBytes = 1; - textureFormat = MAPSURF_8BIT | MT_8BIT_I8; - break; - + return MAPSURF_8BIT | MT_8BIT_I8; case MESA_FORMAT_A8: - t->intel.texelBytes = 1; - textureFormat = MAPSURF_8BIT | MT_8BIT_A8; - break; - + return MAPSURF_8BIT | MT_8BIT_A8; case MESA_FORMAT_AL88: - t->intel.texelBytes = 2; - textureFormat = MAPSURF_16BIT | MT_16BIT_AY88; - break; - + return MAPSURF_16BIT | MT_16BIT_AY88; case MESA_FORMAT_RGB565: - t->intel.texelBytes = 2; - textureFormat = MAPSURF_16BIT | MT_16BIT_RGB565; - break; - + return MAPSURF_16BIT | MT_16BIT_RGB565; case MESA_FORMAT_ARGB1555: - t->intel.texelBytes = 2; - textureFormat = MAPSURF_16BIT | MT_16BIT_ARGB1555; - break; - + return MAPSURF_16BIT | MT_16BIT_ARGB1555; case MESA_FORMAT_ARGB4444: - t->intel.texelBytes = 2; - textureFormat = MAPSURF_16BIT | MT_16BIT_ARGB4444; - break; - + return MAPSURF_16BIT | MT_16BIT_ARGB4444; case MESA_FORMAT_ARGB8888: - t->intel.texelBytes = 4; - textureFormat = MAPSURF_32BIT | MT_32BIT_ARGB8888; - break; - + return MAPSURF_32BIT | MT_32BIT_ARGB8888; case MESA_FORMAT_YCBCR_REV: - t->intel.texelBytes = 2; - textureFormat = (MAPSURF_422 | MT_422_YCRCB_NORMAL); - ss2 |= SS2_COLORSPACE_CONVERSION; - break; - + return (MAPSURF_422 | MT_422_YCRCB_NORMAL); case MESA_FORMAT_YCBCR: - t->intel.texelBytes = 2; - textureFormat = (MAPSURF_422 | MT_422_YCRCB_SWAPY); - ss2 |= SS2_COLORSPACE_CONVERSION; - break; - + return (MAPSURF_422 | MT_422_YCRCB_SWAPY); case MESA_FORMAT_RGB_FXT1: case MESA_FORMAT_RGBA_FXT1: - t->intel.texelBytes = 2; - textureFormat = (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1); - break; - + return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1); case MESA_FORMAT_Z16: - t->intel.texelBytes = 2; - textureFormat = (MAPSURF_16BIT | MT_16BIT_L16); - break; - + if (DepthMode == GL_ALPHA) + return (MAPSURF_16BIT | MT_16BIT_A16); + else if (DepthMode == GL_INTENSITY) + return (MAPSURF_16BIT | MT_16BIT_I16); + else + return (MAPSURF_16BIT | MT_16BIT_L16); case MESA_FORMAT_RGBA_DXT1: case MESA_FORMAT_RGB_DXT1: - /* - * DXTn pitches are Width/4 * blocksize in bytes - * for DXT1: blocksize=8 so Width/4*8 = Width * 2 - * for DXT3/5: blocksize=16 so Width/4*16 = Width * 4 - */ - t->intel.texelBytes = 2; - textureFormat = (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1); - break; - + return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1); case MESA_FORMAT_RGBA_DXT3: - t->intel.texelBytes = 4; - textureFormat = (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3); - break; - + return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3); case MESA_FORMAT_RGBA_DXT5: - t->intel.texelBytes = 4; - textureFormat = (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5); - break; - -#if 0 - case MESA_FORMAT_Z24_S8: - t->intel.texelBytes = 4; - textureFormat = (MAPSURF_32BIT | MT_32BIT_xL824); - break; -#endif - + return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5); + case MESA_FORMAT_S8_Z24: + return (MAPSURF_32BIT | MT_32BIT_xI824); default: - fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, - baseImage->TexFormat->MesaFormat); + fprintf(stderr, "%s: bad image format %x\n", __FUNCTION__, mesa_format); abort(); + return 0; } +} - switch (i915->intel.intelScreen->deviceID) { - case PCI_CHIP_I945_G: - case PCI_CHIP_I945_GM: - case PCI_CHIP_I945_GME: - case PCI_CHIP_G33_G: - case PCI_CHIP_Q33_G: - case PCI_CHIP_Q35_G: - i945LayoutTextureImages( i915, tObj ); - break; - default: - i915LayoutTextureImages( i915, tObj ); - break; - } - - t->Setup[I915_TEXREG_MS3] = - (((tObj->Image[0][t->intel.base.firstLevel]->Height - 1) << MS3_HEIGHT_SHIFT) | - ((tObj->Image[0][t->intel.base.firstLevel]->Width - 1) << MS3_WIDTH_SHIFT) | - textureFormat | - MS3_USE_FENCE_REGS); - - t->Setup[I915_TEXREG_MS4] = - ((((t->intel.Pitch / 4) - 1) << MS4_PITCH_SHIFT) | - MS4_CUBE_FACE_ENA_MASK | - (((t->intel.max_level * 4)) << MS4_MAX_LOD_SHIFT) | - ((tObj->Image[0][t->intel.base.firstLevel]->Depth - 1) << MS4_VOLUME_DEPTH_SHIFT)); - - t->Setup[I915_TEXREG_SS2] &= ~(SS2_COLORSPACE_CONVERSION); - t->Setup[I915_TEXREG_SS2] |= ss2; - - t->intel.dirty = I915_UPLOAD_TEX_ALL; -} /* The i915 (and related graphics cores) do not support GL_CLAMP. The * Intel drivers for "other operating systems" implement GL_CLAMP as * GL_CLAMP_TO_EDGE, so the same is done here. */ -static GLuint translate_wrap_mode( GLenum wrap ) +static GLuint +translate_wrap_mode(GLenum wrap) { - switch( wrap ) { - case GL_REPEAT: return TEXCOORDMODE_WRAP; - case GL_CLAMP: return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */ - case GL_CLAMP_TO_EDGE: return TEXCOORDMODE_CLAMP_EDGE; - case GL_CLAMP_TO_BORDER: return TEXCOORDMODE_CLAMP_BORDER; - case GL_MIRRORED_REPEAT: return TEXCOORDMODE_MIRROR; - default: return TEXCOORDMODE_WRAP; - } -} - - -/** - */ -static void i915ImportTexObjState( struct gl_texture_object *texObj ) -{ - i915TextureObjectPtr t = (i915TextureObjectPtr)texObj->DriverData; - int minFilt = 0, mipFilt = 0, magFilt = 0, shadow = 0; - - if(INTEL_DEBUG&DEBUG_DRI) - fprintf(stderr, "%s\n", __FUNCTION__); - - switch (texObj->MinFilter) { - case GL_NEAREST: - minFilt = FILTER_NEAREST; - mipFilt = MIPFILTER_NONE; - break; - case GL_LINEAR: - minFilt = FILTER_LINEAR; - mipFilt = MIPFILTER_NONE; - break; - case GL_NEAREST_MIPMAP_NEAREST: - minFilt = FILTER_NEAREST; - mipFilt = MIPFILTER_NEAREST; - break; - case GL_LINEAR_MIPMAP_NEAREST: - minFilt = FILTER_LINEAR; - mipFilt = MIPFILTER_NEAREST; - break; - case GL_NEAREST_MIPMAP_LINEAR: - minFilt = FILTER_NEAREST; - mipFilt = MIPFILTER_LINEAR; - break; - case GL_LINEAR_MIPMAP_LINEAR: - minFilt = FILTER_LINEAR; - mipFilt = MIPFILTER_LINEAR; - break; + switch (wrap) { + case GL_REPEAT: + return TEXCOORDMODE_WRAP; + case GL_CLAMP: + return TEXCOORDMODE_CLAMP_EDGE; /* not quite correct */ + case GL_CLAMP_TO_EDGE: + return TEXCOORDMODE_CLAMP_EDGE; + case GL_CLAMP_TO_BORDER: + return TEXCOORDMODE_CLAMP_BORDER; + case GL_MIRRORED_REPEAT: + return TEXCOORDMODE_MIRROR; default: - break; - } - - if ( texObj->MaxAnisotropy > 1.0 ) { - minFilt = FILTER_ANISOTROPIC; - magFilt = FILTER_ANISOTROPIC; - } - else { - switch (texObj->MagFilter) { - case GL_NEAREST: - magFilt = FILTER_NEAREST; - break; - case GL_LINEAR: - magFilt = FILTER_LINEAR; - break; - default: - break; - } - } - - if (texObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB && - texObj->Target != GL_TEXTURE_3D) { - - shadow = SS2_SHADOW_ENABLE; - shadow |= intel_translate_compare_func( texObj->CompareFunc ); - - minFilt = FILTER_4X4_FLAT; - magFilt = FILTER_4X4_FLAT; - } - - - t->Setup[I915_TEXREG_SS2] &= ~(SS2_MIN_FILTER_MASK | - SS2_MIP_FILTER_MASK | - SS2_MAG_FILTER_MASK | - SS2_SHADOW_ENABLE | - SS2_SHADOW_FUNC_MASK); - t->Setup[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) | - (mipFilt << SS2_MIP_FILTER_SHIFT) | - (magFilt << SS2_MAG_FILTER_SHIFT) | - shadow); - - { - GLuint ss3 = t->Setup[I915_TEXREG_SS3] & ~(SS3_TCX_ADDR_MODE_MASK | - SS3_TCY_ADDR_MODE_MASK | - SS3_TCZ_ADDR_MODE_MASK); - GLenum ws = texObj->WrapS; - GLenum wt = texObj->WrapT; - GLenum wr = texObj->WrapR; - - t->refs_border_color = 0; - - if (texObj->Target == GL_TEXTURE_3D && - (texObj->MinFilter != GL_NEAREST || - texObj->MagFilter != GL_NEAREST)) { - - /* Try to mimic GL_CLAMP functionality a little better - - * switch to CLAMP_TO_BORDER whenever a non-NEAREST filter is - * in use. Only do this for 3D textures at the moment -- - * doing it universally would fix the conform texbc.c - * failure, though. - */ - if (ws == GL_CLAMP) ws = GL_CLAMP_TO_BORDER; - if (wt == GL_CLAMP) wt = GL_CLAMP_TO_BORDER; - if (wr == GL_CLAMP) wr = GL_CLAMP_TO_BORDER; - - /* 3D textures don't seem to respect the border color. - * Fallback if there's ever a danger that they might refer to - * it. - */ - if (ws == GL_CLAMP_TO_BORDER) t->refs_border_color = 1; - if (wt == GL_CLAMP_TO_BORDER) t->refs_border_color = 1; - if (wr == GL_CLAMP_TO_BORDER) t->refs_border_color = 1; - } - - ss3 |= translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT; - ss3 |= translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT; - ss3 |= translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT; - - if (ss3 != t->Setup[I915_TEXREG_SS3]) { - t->intel.dirty = I915_UPLOAD_TEX_ALL; - t->Setup[I915_TEXREG_SS3] = ss3; - } - } - - { - const GLubyte *color = texObj->_BorderChan; - - t->Setup[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(color[0],color[1], - color[2],color[3]); + return TEXCOORDMODE_WRAP; } } -static void i915_import_tex_unit( i915ContextPtr i915, - i915TextureObjectPtr t, - GLuint unit ) +/* Recalculate all state from scratch. Perhaps not the most + * efficient, but this has gotten complex enough that we need + * something which is understandable and reliable. + */ +static GLboolean +i915_update_tex_unit(struct intel_context *intel, GLuint unit, GLuint ss3) { - GLuint state[I915_TEX_SETUP_SIZE]; + GLcontext *ctx = &intel->ctx; + struct i915_context *i915 = i915_context(ctx); + struct gl_texture_unit *tUnit = &ctx->Texture.Unit[unit]; + struct gl_texture_object *tObj = tUnit->_Current; + struct intel_texture_object *intelObj = intel_texture_object(tObj); + struct gl_texture_image *firstImage; + GLuint *state = i915->state.Tex[unit], format, pitch; + GLint lodbias; - if(INTEL_DEBUG&DEBUG_TEXTURE) - fprintf(stderr, "%s unit(%d)\n", __FUNCTION__, unit); - - if (i915->intel.CurrentTexObj[unit]) - i915->intel.CurrentTexObj[unit]->base.bound &= ~(1U << unit); + memset(state, 0, sizeof(state)); - i915->intel.CurrentTexObj[unit] = (intelTextureObjectPtr)t; - t->intel.base.bound |= (1 << unit); + /*We need to refcount these. */ - if (t->intel.dirty & I915_UPLOAD_TEX(unit)) { - i915ImportTexObjState( t->intel.base.tObj ); - t->intel.dirty &= ~I915_UPLOAD_TEX(unit); + if (i915->state.tex_buffer[unit] != NULL) { + dri_bo_unreference(i915->state.tex_buffer[unit]); + i915->state.tex_buffer[unit] = NULL; } - state[I915_TEXREG_MS2] = t->intel.TextureOffset; - state[I915_TEXREG_MS3] = t->Setup[I915_TEXREG_MS3]; - state[I915_TEXREG_MS4] = t->Setup[I915_TEXREG_MS4]; - - state[I915_TEXREG_SS2] = (i915->state.Tex[unit][I915_TEXREG_SS2] & - SS2_LOD_BIAS_MASK); - state[I915_TEXREG_SS2] |= (t->Setup[I915_TEXREG_SS2] & ~SS2_LOD_BIAS_MASK); - - state[I915_TEXREG_SS3] = (i915->state.Tex[unit][I915_TEXREG_SS3] & - SS3_NORMALIZED_COORDS); - state[I915_TEXREG_SS3] |= (t->Setup[I915_TEXREG_SS3] & - ~(SS3_NORMALIZED_COORDS| - SS3_TEXTUREMAP_INDEX_MASK)); + if (!intelObj->imageOverride && !intel_finalize_mipmap_tree(intel, unit)) + return GL_FALSE; - state[I915_TEXREG_SS3] |= (unit<<SS3_TEXTUREMAP_INDEX_SHIFT); + /* Get first image here, since intelObj->firstLevel will get set in + * the intel_finalize_mipmap_tree() call above. + */ + firstImage = tObj->Image[0][intelObj->firstLevel]; - state[I915_TEXREG_SS4] = t->Setup[I915_TEXREG_SS4]; + if (intelObj->imageOverride) { + i915->state.tex_buffer[unit] = NULL; + i915->state.tex_offset[unit] = intelObj->textureOffset; + switch (intelObj->depthOverride) { + case 32: + format = MAPSURF_32BIT | MT_32BIT_ARGB8888; + break; + case 24: + default: + format = MAPSURF_32BIT | MT_32BIT_XRGB8888; + break; + case 16: + format = MAPSURF_16BIT | MT_16BIT_RGB565; + break; + } - if (memcmp(state, i915->state.Tex[unit], sizeof(state)) != 0) { - I915_STATECHANGE( i915, I915_UPLOAD_TEX(unit) ); - memcpy(i915->state.Tex[unit], state, sizeof(state)); + pitch = intelObj->pitchOverride; + } else { + dri_bo_reference(intelObj->mt->region->buffer); + i915->state.tex_buffer[unit] = intelObj->mt->region->buffer; + i915->state.tex_offset[unit] = intel_miptree_image_offset(intelObj->mt, + 0, intelObj-> + firstLevel); + + format = translate_texture_format(firstImage->TexFormat->MesaFormat, + tObj->DepthMode); + pitch = intelObj->mt->pitch * intelObj->mt->cpp; } -} - - -static GLboolean enable_tex_common( GLcontext *ctx, GLuint unit ) -{ - i915ContextPtr i915 = I915_CONTEXT(ctx); - struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; - struct gl_texture_object *tObj = texUnit->_Current; - i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData; + state[I915_TEXREG_MS3] = + (((firstImage->Height - 1) << MS3_HEIGHT_SHIFT) | + ((firstImage->Width - 1) << MS3_WIDTH_SHIFT) | format | + MS3_USE_FENCE_REGS); - if (0) fprintf(stderr, "%s %d\n", __FUNCTION__, unit); + state[I915_TEXREG_MS4] = + ((((pitch / 4) - 1) << MS4_PITCH_SHIFT) | MS4_CUBE_FACE_ENA_MASK | + ((((intelObj->lastLevel - intelObj->firstLevel) * 4)) << + MS4_MAX_LOD_SHIFT) | ((firstImage->Depth - 1) << + MS4_VOLUME_DEPTH_SHIFT)); - if (!(i915->state.active & I915_UPLOAD_TEX(unit))) { - I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE); - } - /* Fallback if there's a texture border */ - if ( tObj->Image[0][tObj->BaseLevel]->Border > 0 ) { - return GL_FALSE; - } + { + GLuint minFilt, mipFilt, magFilt; + switch (tObj->MinFilter) { + case GL_NEAREST: + minFilt = FILTER_NEAREST; + mipFilt = MIPFILTER_NONE; + break; + case GL_LINEAR: + minFilt = FILTER_LINEAR; + mipFilt = MIPFILTER_NONE; + break; + case GL_NEAREST_MIPMAP_NEAREST: + minFilt = FILTER_NEAREST; + mipFilt = MIPFILTER_NEAREST; + break; + case GL_LINEAR_MIPMAP_NEAREST: + minFilt = FILTER_LINEAR; + mipFilt = MIPFILTER_NEAREST; + break; + case GL_NEAREST_MIPMAP_LINEAR: + minFilt = FILTER_NEAREST; + mipFilt = MIPFILTER_LINEAR; + break; + case GL_LINEAR_MIPMAP_LINEAR: + minFilt = FILTER_LINEAR; + mipFilt = MIPFILTER_LINEAR; + break; + default: + return GL_FALSE; + } - /* Update state if this is a different texture object to last - * time. - */ - if (i915->intel.CurrentTexObj[unit] != &t->intel || - (t->intel.dirty & I915_UPLOAD_TEX(unit))) { - i915_import_tex_unit( i915, t, unit); - i915->tex_program.translated = 0; - } + if (tObj->MaxAnisotropy > 1.0) { + minFilt = FILTER_ANISOTROPIC; + magFilt = FILTER_ANISOTROPIC; + } + else { + switch (tObj->MagFilter) { + case GL_NEAREST: + magFilt = FILTER_NEAREST; + break; + case GL_LINEAR: + magFilt = FILTER_LINEAR; + break; + default: + return GL_FALSE; + } + } - return GL_TRUE; -} + lodbias = (int) ((tUnit->LodBias + tObj->LodBias) * 16.0); + if (lodbias < -256) + lodbias = -256; + if (lodbias > 255) + lodbias = 255; + state[I915_TEXREG_SS2] = ((lodbias << SS2_LOD_BIAS_SHIFT) & + SS2_LOD_BIAS_MASK); -static GLboolean enable_tex_rect( GLcontext *ctx, GLuint unit ) -{ - i915ContextPtr i915 = I915_CONTEXT(ctx); - struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; - struct gl_texture_object *tObj = texUnit->_Current; - i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData; - GLuint ss3 = i915->state.Tex[unit][I915_TEXREG_SS3]; + /* YUV conversion: + */ + if (firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR || + firstImage->TexFormat->MesaFormat == MESA_FORMAT_YCBCR_REV) + state[I915_TEXREG_SS2] |= SS2_COLORSPACE_CONVERSION; - ss3 &= ~SS3_NORMALIZED_COORDS; + /* Shadow: + */ + if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB && + tObj->Target != GL_TEXTURE_3D) { + if (tObj->Target == GL_TEXTURE_1D) + return GL_FALSE; - if (ss3 != i915->state.Tex[unit][I915_TEXREG_SS3]) { - I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit)); - i915->state.Tex[unit][I915_TEXREG_SS3] = ss3; - } + state[I915_TEXREG_SS2] |= + (SS2_SHADOW_ENABLE | + intel_translate_shadow_compare_func(tObj->CompareFunc)); - /* Upload teximages (not pipelined) - */ - if (t->intel.base.dirty_images[0]) { - i915SetTexImages( i915, tObj ); - if (!intelUploadTexImages( &i915->intel, &t->intel, 0 )) { - return GL_FALSE; + minFilt = FILTER_4X4_FLAT; + magFilt = FILTER_4X4_FLAT; } + + state[I915_TEXREG_SS2] |= ((minFilt << SS2_MIN_FILTER_SHIFT) | + (mipFilt << SS2_MIP_FILTER_SHIFT) | + (magFilt << SS2_MAG_FILTER_SHIFT)); } - return GL_TRUE; -} + { + GLenum ws = tObj->WrapS; + GLenum wt = tObj->WrapT; + GLenum wr = tObj->WrapR; -static GLboolean enable_tex_2d( GLcontext *ctx, GLuint unit ) -{ - i915ContextPtr i915 = I915_CONTEXT(ctx); - struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; - struct gl_texture_object *tObj = texUnit->_Current; - i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData; - GLuint ss3 = i915->state.Tex[unit][I915_TEXREG_SS3]; + /* 3D textures don't seem to respect the border color. + * Fallback if there's ever a danger that they might refer to + * it. + * + * Effectively this means fallback on 3D clamp or + * clamp_to_border. + */ + if (tObj->Target == GL_TEXTURE_3D && + (tObj->MinFilter != GL_NEAREST || + tObj->MagFilter != GL_NEAREST) && + (ws == GL_CLAMP || + wt == GL_CLAMP || + wr == GL_CLAMP || + ws == GL_CLAMP_TO_BORDER || + wt == GL_CLAMP_TO_BORDER || wr == GL_CLAMP_TO_BORDER)) + return GL_FALSE; - ss3 |= SS3_NORMALIZED_COORDS; - if (ss3 != i915->state.Tex[unit][I915_TEXREG_SS3]) { - I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit)); - i915->state.Tex[unit][I915_TEXREG_SS3] = ss3; - } + state[I915_TEXREG_SS3] = ss3; /* SS3_NORMALIZED_COORDS */ - /* Upload teximages (not pipelined) - */ - if (t->intel.base.dirty_images[0]) { - i915SetTexImages( i915, tObj ); - if (!intelUploadTexImages( &i915->intel, &t->intel, 0 )) { - return GL_FALSE; - } - } - - return GL_TRUE; -} + state[I915_TEXREG_SS3] |= + ((translate_wrap_mode(ws) << SS3_TCX_ADDR_MODE_SHIFT) | + (translate_wrap_mode(wt) << SS3_TCY_ADDR_MODE_SHIFT) | + (translate_wrap_mode(wr) << SS3_TCZ_ADDR_MODE_SHIFT)); -static GLboolean enable_tex_cube( GLcontext *ctx, GLuint unit ) -{ - i915ContextPtr i915 = I915_CONTEXT(ctx); - struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; - struct gl_texture_object *tObj = texUnit->_Current; - i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData; - GLuint ss3 = i915->state.Tex[unit][I915_TEXREG_SS3]; - GLuint face; - - ss3 |= SS3_NORMALIZED_COORDS; - - if (ss3 != i915->state.Tex[unit][I915_TEXREG_SS3]) { - I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit)); - i915->state.Tex[unit][I915_TEXREG_SS3] = ss3; + state[I915_TEXREG_SS3] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT); } - /* Upload teximages (not pipelined) - */ - if ( t->intel.base.dirty_images[0] || t->intel.base.dirty_images[1] || - t->intel.base.dirty_images[2] || t->intel.base.dirty_images[3] || - t->intel.base.dirty_images[4] || t->intel.base.dirty_images[5] ) { - i915SetTexImages( i915, tObj ); - } - /* upload (per face) */ - for (face = 0; face < 6; face++) { - if (t->intel.base.dirty_images[face]) { - if (!intelUploadTexImages( &i915->intel, &t->intel, face )) { - return GL_FALSE; - } - } + if (firstImage->_BaseFormat == GL_DEPTH_COMPONENT) { + /* GL specs that border color for depth textures is taken from the + * R channel, while the hardware uses A. Spam R into all the channels + * for safety. + */ + state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0], + tObj->_BorderChan[0], + tObj->_BorderChan[0], + tObj->_BorderChan[0]); + } else { + state[I915_TEXREG_SS4] = INTEL_PACKCOLOR8888(tObj->_BorderChan[0], + tObj->_BorderChan[1], + tObj->_BorderChan[2], + tObj->_BorderChan[3]); } - return GL_TRUE; -} - -static GLboolean enable_tex_3d( GLcontext *ctx, GLuint unit ) -{ - struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current; - i915TextureObjectPtr t = (i915TextureObjectPtr)tObj->DriverData; - - /* 3D textures on I915 seem to get bogus border colors, hence this - * fallback: + I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_TRUE); + /* memcmp was already disabled, but definitely won't work as the + * region might now change and that wouldn't be detected: */ - if (t->refs_border_color) - return GL_FALSE; + I915_STATECHANGE(i915, I915_UPLOAD_TEX(unit)); - return GL_TRUE; -} - - - -static GLboolean disable_tex( GLcontext *ctx, GLuint unit ) -{ - i915ContextPtr i915 = I915_CONTEXT(ctx); - - if (i915->state.active & I915_UPLOAD_TEX(unit)) { - I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(unit), GL_FALSE); - } - - /* The old texture is no longer bound to this texture unit. - * Mark it as such. - */ - if ( i915->intel.CurrentTexObj[unit] != NULL ) { - i915->intel.CurrentTexObj[unit]->base.bound &= ~(1U << 0); - i915->intel.CurrentTexObj[unit] = NULL; - } +#if 0 + DBG(TEXTURE, "state[I915_TEXREG_SS2] = 0x%x\n", state[I915_TEXREG_SS2]); + DBG(TEXTURE, "state[I915_TEXREG_SS3] = 0x%x\n", state[I915_TEXREG_SS3]); + DBG(TEXTURE, "state[I915_TEXREG_SS4] = 0x%x\n", state[I915_TEXREG_SS4]); + DBG(TEXTURE, "state[I915_TEXREG_MS2] = 0x%x\n", state[I915_TEXREG_MS2]); + DBG(TEXTURE, "state[I915_TEXREG_MS3] = 0x%x\n", state[I915_TEXREG_MS3]); + DBG(TEXTURE, "state[I915_TEXREG_MS4] = 0x%x\n", state[I915_TEXREG_MS4]); +#endif return GL_TRUE; } -static GLboolean i915UpdateTexUnit( GLcontext *ctx, GLuint unit ) -{ - struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; - if (texUnit->_ReallyEnabled && - INTEL_CONTEXT(ctx)->intelScreen->tex.size < 2048 * 1024) - return GL_FALSE; - switch (texUnit->_ReallyEnabled) { - case TEXTURE_1D_BIT: - case TEXTURE_2D_BIT: - return (enable_tex_2d( ctx, unit ) && - enable_tex_common( ctx, unit )); - case TEXTURE_RECT_BIT: - return (enable_tex_rect( ctx, unit ) && - enable_tex_common( ctx, unit )); - case TEXTURE_CUBE_BIT: - return (enable_tex_cube( ctx, unit ) && - enable_tex_common( ctx, unit )); - case TEXTURE_3D_BIT: - return (enable_tex_2d( ctx, unit ) && - enable_tex_common( ctx, unit ) && - enable_tex_3d( ctx, unit)); - case 0: - return disable_tex( ctx, unit ); - default: - return GL_FALSE; - } -} - -void i915UpdateTextureState( intelContextPtr intel ) +void +i915UpdateTextureState(struct intel_context *intel) { - GLcontext *ctx = &intel->ctx; GLboolean ok = GL_TRUE; GLuint i; - for (i = 0 ; i < I915_TEX_UNITS && ok ; i++) { - ok = i915UpdateTexUnit( ctx, i ); + for (i = 0; i < I915_TEX_UNITS && ok; i++) { + switch (intel->ctx.Texture.Unit[i]._ReallyEnabled) { + case TEXTURE_1D_BIT: + case TEXTURE_2D_BIT: + case TEXTURE_CUBE_BIT: + case TEXTURE_3D_BIT: + ok = i915_update_tex_unit(intel, i, SS3_NORMALIZED_COORDS); + break; + case TEXTURE_RECT_BIT: + ok = i915_update_tex_unit(intel, i, 0); + break; + case 0:{ + struct i915_context *i915 = i915_context(&intel->ctx); + if (i915->state.active & I915_UPLOAD_TEX(i)) + I915_ACTIVESTATE(i915, I915_UPLOAD_TEX(i), GL_FALSE); + + if (i915->state.tex_buffer[i] != NULL) { + dri_bo_unreference(i915->state.tex_buffer[i]); + i915->state.tex_buffer[i] = NULL; + } + + break; + } + default: + ok = GL_FALSE; + break; + } } - FALLBACK( intel, I915_FALLBACK_TEXTURE, !ok ); + FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok); } - - - |