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Diffstat (limited to 'src/mesa/drivers/dri/nouveau/nv20_state_tex.c')
-rw-r--r--src/mesa/drivers/dri/nouveau/nv20_state_tex.c167
1 files changed, 167 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv20_state_tex.c b/src/mesa/drivers/dri/nouveau/nv20_state_tex.c
new file mode 100644
index 0000000000..d01e91f8ee
--- /dev/null
+++ b/src/mesa/drivers/dri/nouveau/nv20_state_tex.c
@@ -0,0 +1,167 @@
+/*
+ * Copyright (C) 2009 Francisco Jerez.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining
+ * a copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sublicense, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial
+ * portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+ * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ */
+
+#include "nouveau_driver.h"
+#include "nouveau_context.h"
+#include "nouveau_gldefs.h"
+#include "nouveau_texture.h"
+#include "nouveau_class.h"
+#include "nouveau_util.h"
+#include "nv20_driver.h"
+
+static uint32_t
+get_tex_format(struct gl_texture_image *ti)
+{
+ switch (ti->TexFormat) {
+ case MESA_FORMAT_ARGB8888:
+ return NV20TCL_TX_FORMAT_FORMAT_A8R8G8B8;
+
+ case MESA_FORMAT_ARGB1555:
+ return NV20TCL_TX_FORMAT_FORMAT_A1R5G5B5;
+
+ case MESA_FORMAT_ARGB4444:
+ return NV20TCL_TX_FORMAT_FORMAT_A4R4G4B4;
+
+ case MESA_FORMAT_RGB565:
+ return NV20TCL_TX_FORMAT_FORMAT_R5G6B5;
+
+ case MESA_FORMAT_A8:
+ return NV20TCL_TX_FORMAT_FORMAT_A8;
+
+ case MESA_FORMAT_L8:
+ return NV20TCL_TX_FORMAT_FORMAT_L8;
+
+ case MESA_FORMAT_CI8:
+ return NV20TCL_TX_FORMAT_FORMAT_INDEX8;
+
+ default:
+ assert(0);
+ }
+}
+
+void
+nv20_emit_tex_obj(GLcontext *ctx, int emit)
+{
+ const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
+ struct nouveau_channel *chan = context_chan(ctx);
+ struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ struct nouveau_bo_context *bctx = context_bctx_i(ctx, TEXTURE, i);
+ const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
+ struct gl_texture_object *t;
+ struct nouveau_surface *s;
+ struct gl_texture_image *ti;
+ uint32_t tx_format, tx_filter, tx_wrap, tx_enable;
+
+ if (!ctx->Texture.Unit[i]._ReallyEnabled) {
+ BEGIN_RING(chan, kelvin, NV20TCL_TX_ENABLE(i), 1);
+ OUT_RING(chan, 0);
+
+ context_dirty(ctx, TEX_SHADER);
+ return;
+ }
+
+ t = ctx->Texture.Unit[i]._Current;
+ s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
+ ti = t->Image[0][t->BaseLevel];
+
+ nouveau_texture_validate(ctx, t);
+
+ /* Recompute the texturing registers. */
+ tx_format = ti->DepthLog2 << 28
+ | ti->HeightLog2 << 24
+ | ti->WidthLog2 << 20
+ | get_tex_format(ti)
+ | NV20TCL_TX_FORMAT_DIMS_2D
+ | NV20TCL_TX_FORMAT_NO_BORDER
+ | 1 << 16;
+
+ tx_wrap = nvgl_wrap_mode(t->WrapR) << 16
+ | nvgl_wrap_mode(t->WrapT) << 8
+ | nvgl_wrap_mode(t->WrapS) << 0;
+
+ tx_filter = nvgl_filter_mode(t->MagFilter) << 24
+ | nvgl_filter_mode(t->MinFilter) << 16;
+
+ tx_enable = NV20TCL_TX_ENABLE_ENABLE
+ | log2i(t->MaxAnisotropy) << 4;
+
+ if (t->MinFilter != GL_NEAREST &&
+ t->MinFilter != GL_LINEAR) {
+ int lod_min = t->MinLod;
+ int lod_max = MIN2(t->MaxLod, t->_MaxLambda);
+ int lod_bias = t->LodBias
+ + ctx->Texture.Unit[i].LodBias;
+
+ lod_max = CLAMP(lod_max, 0, 15);
+ lod_min = CLAMP(lod_min, 0, 15);
+ lod_bias = CLAMP(lod_bias, 0, 15);
+
+ tx_format |= NV20TCL_TX_FORMAT_MIPMAP;
+ tx_filter |= lod_bias << 8;
+ tx_enable |= lod_min << 26
+ | lod_max << 14;
+ }
+
+ /* Write it to the hardware. */
+ nouveau_bo_mark(bctx, kelvin, NV20TCL_TX_FORMAT(i),
+ s->bo, tx_format, 0,
+ NV20TCL_TX_FORMAT_DMA0,
+ NV20TCL_TX_FORMAT_DMA1,
+ bo_flags | NOUVEAU_BO_OR);
+
+ nouveau_bo_markl(bctx, kelvin, NV20TCL_TX_OFFSET(i),
+ s->bo, 0, bo_flags);
+
+ BEGIN_RING(chan, kelvin, NV20TCL_TX_WRAP(i), 1);
+ OUT_RING(chan, tx_wrap);
+
+ BEGIN_RING(chan, kelvin, NV20TCL_TX_FILTER(i), 1);
+ OUT_RING(chan, tx_filter);
+
+ BEGIN_RING(chan, kelvin, NV20TCL_TX_ENABLE(i), 1);
+ OUT_RING(chan, tx_enable);
+
+ context_dirty(ctx, TEX_SHADER);
+}
+
+void
+nv20_emit_tex_shader(GLcontext *ctx, int emit)
+{
+ struct nouveau_channel *chan = context_chan(ctx);
+ struct nouveau_grobj *kelvin = context_eng3d(ctx);
+ uint32_t tx_shader_op = 0;
+ int i;
+
+ for (i = 0; i < NV20_TEXTURE_UNITS; i++) {
+ if (!ctx->Texture.Unit[i]._ReallyEnabled)
+ continue;
+
+ tx_shader_op |= NV20TCL_TX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
+ }
+
+ BEGIN_RING(chan, kelvin, NV20TCL_TX_SHADER_OP, 1);
+ OUT_RING(chan, tx_shader_op);
+}