/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS 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 "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 "intel_tex.h" #include "i830_context.h" #include "i830_reg.h" #define I830_TEX_UNIT_ENABLED(unit) (1<DriverData; const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel]; GLint firstLevel, lastLevel, numLevels; switch( baseImage->TexFormat->MesaFormat ) { case MESA_FORMAT_L8: t->intel.texelBytes = 1; textureFormat = MAPSURF_8BIT | MT_8BIT_L8; break; case MESA_FORMAT_I8: t->intel.texelBytes = 1; textureFormat = MAPSURF_8BIT | MT_8BIT_I8; break; case MESA_FORMAT_A8: t->intel.texelBytes = 1; textureFormat = MAPSURF_8BIT | MT_8BIT_I8; /* Kludge -- check with conform, glean */ break; case MESA_FORMAT_AL88: t->intel.texelBytes = 2; textureFormat = MAPSURF_16BIT | MT_16BIT_AY88; break; case MESA_FORMAT_RGB565: t->intel.texelBytes = 2; textureFormat = MAPSURF_16BIT | MT_16BIT_RGB565; break; case MESA_FORMAT_ARGB1555: t->intel.texelBytes = 2; textureFormat = MAPSURF_16BIT | MT_16BIT_ARGB1555; break; case MESA_FORMAT_ARGB4444: t->intel.texelBytes = 2; textureFormat = MAPSURF_16BIT | MT_16BIT_ARGB4444; break; case MESA_FORMAT_ARGB8888: t->intel.texelBytes = 4; textureFormat = MAPSURF_32BIT | MT_32BIT_ARGB8888; break; case MESA_FORMAT_YCBCR_REV: t->intel.texelBytes = 2; textureFormat = (MAPSURF_422 | MT_422_YCRCB_NORMAL | TM0S1_COLORSPACE_CONVERSION); break; case MESA_FORMAT_YCBCR: t->intel.texelBytes = 2; textureFormat = (MAPSURF_422 | MT_422_YCRCB_SWAPY | /* ??? */ TM0S1_COLORSPACE_CONVERSION); break; default: fprintf(stderr, "%s: bad image format\n", __FUNCTION__); abort(); } /* Compute which mipmap levels we really want to send to the hardware. * This depends on the base image size, GL_TEXTURE_MIN_LOD, * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL. * Yes, this looks overly complicated, but it's all needed. */ 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; /* Pitch would be subject to additional rules if texture memory were * tiled. Currently it isn't. */ if (0) { pitch = 128; while (pitch < tObj->Image[0][firstLevel]->Width * t->intel.texelBytes) pitch *= 2; } else { pitch = tObj->Image[0][firstLevel]->Width * t->intel.texelBytes; pitch = (pitch + 3) & ~3; } /* All images must be loaded at this pitch. Count the number of * lines required: */ 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->Format; total_height += MAX2(2, t->intel.image[0][i].image->Height); } t->intel.Pitch = pitch; t->intel.base.totalSize = total_height*pitch; t->intel.max_level = i-1; t->Setup[I830_TEXREG_TM0S1] = (((tObj->Image[0][firstLevel]->Height - 1) << TM0S1_HEIGHT_SHIFT) | ((tObj->Image[0][firstLevel]->Width - 1) << TM0S1_WIDTH_SHIFT) | textureFormat); t->Setup[I830_TEXREG_TM0S2] = (((pitch / 4) - 1) << TM0S2_PITCH_SHIFT); t->Setup[I830_TEXREG_TM0S3] &= ~TM0S3_MAX_MIP_MASK; t->Setup[I830_TEXREG_TM0S3] &= ~TM0S3_MIN_MIP_MASK; t->Setup[I830_TEXREG_TM0S3] |= ((numLevels - 1)*4) << TM0S3_MIN_MIP_SHIFT; t->intel.dirty = I830_UPLOAD_TEX_ALL; return intelUploadTexImages( &i830->intel, &t->intel, 0 ); } static void i830_import_tex_unit( i830ContextPtr i830, i830TextureObjectPtr t, GLuint unit ) { if(INTEL_DEBUG&DEBUG_TEXTURE) fprintf(stderr, "%s unit(%d)\n", __FUNCTION__, unit); if (i830->intel.CurrentTexObj[unit]) i830->intel.CurrentTexObj[unit]->base.bound &= ~(1U << unit); i830->intel.CurrentTexObj[unit] = (intelTextureObjectPtr)t; t->intel.base.bound |= (1 << unit); I830_STATECHANGE( i830, I830_UPLOAD_TEX(unit) ); i830->state.Tex[unit][I830_TEXREG_TM0LI] = (_3DSTATE_LOAD_STATE_IMMEDIATE_2 | (LOAD_TEXTURE_MAP0 << unit) | 4); i830->state.Tex[unit][I830_TEXREG_TM0S0] = (TM0S0_USE_FENCE | t->intel.TextureOffset); i830->state.Tex[unit][I830_TEXREG_TM0S1] = t->Setup[I830_TEXREG_TM0S1]; i830->state.Tex[unit][I830_TEXREG_TM0S2] = t->Setup[I830_TEXREG_TM0S2]; i830->state.Tex[unit][I830_TEXREG_TM0S3] &= TM0S3_LOD_BIAS_MASK; i830->state.Tex[unit][I830_TEXREG_TM0S3] |= (t->Setup[I830_TEXREG_TM0S3] & ~TM0S3_LOD_BIAS_MASK); i830->state.Tex[unit][I830_TEXREG_TM0S4] = t->Setup[I830_TEXREG_TM0S4]; i830->state.Tex[unit][I830_TEXREG_MCS] = (t->Setup[I830_TEXREG_MCS] & ~MAP_UNIT_MASK); i830->state.Tex[unit][I830_TEXREG_MCS] |= MAP_UNIT(unit); t->intel.dirty &= ~I830_UPLOAD_TEX(unit); } static GLboolean enable_tex_common( GLcontext *ctx, GLuint unit ) { i830ContextPtr i830 = I830_CONTEXT(ctx); struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; struct gl_texture_object *tObj = texUnit->_Current; i830TextureObjectPtr t = (i830TextureObjectPtr)tObj->DriverData; if (0) fprintf(stderr, "%s\n", __FUNCTION__); /* Fallback if there's a texture border */ if ( tObj->Image[0][tObj->BaseLevel]->Border > 0 ) { fprintf(stderr, "Texture border\n"); return GL_FALSE; } /* Upload teximages (not pipelined) */ if (t->intel.base.dirty_images[0]) { if (!i830SetTexImages( i830, tObj )) { return GL_FALSE; } } /* Update state if this is a different texture object to last * time. */ if (i830->intel.CurrentTexObj[unit] != &t->intel || (t->intel.dirty & I830_UPLOAD_TEX(unit))) { i830_import_tex_unit( i830, t, unit); } I830_ACTIVESTATE(i830, I830_UPLOAD_TEX(unit), GL_TRUE); return GL_TRUE; } static GLboolean enable_tex_rect( GLcontext *ctx, GLuint unit ) { i830ContextPtr i830 = I830_CONTEXT(ctx); GLuint mcs = i830->state.Tex[unit][I830_TEXREG_MCS]; mcs &= ~TEXCOORDS_ARE_NORMAL; mcs |= TEXCOORDS_ARE_IN_TEXELUNITS; if (mcs != i830->state.Tex[unit][I830_TEXREG_MCS]) { I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit)); i830->state.Tex[unit][I830_TEXREG_MCS] = mcs; } return GL_TRUE; } static GLboolean enable_tex_2d( GLcontext *ctx, GLuint unit ) { i830ContextPtr i830 = I830_CONTEXT(ctx); GLuint mcs = i830->state.Tex[unit][I830_TEXREG_MCS]; mcs &= ~TEXCOORDS_ARE_IN_TEXELUNITS; mcs |= TEXCOORDS_ARE_NORMAL; if (mcs != i830->state.Tex[unit][I830_TEXREG_MCS]) { I830_STATECHANGE(i830, I830_UPLOAD_TEX(unit)); i830->state.Tex[unit][I830_TEXREG_MCS] = mcs; } return GL_TRUE; } static GLboolean disable_tex( GLcontext *ctx, GLuint unit ) { i830ContextPtr i830 = I830_CONTEXT(ctx); /* This is happening too often. I need to conditionally send diffuse * state to the card. Perhaps a diffuse dirty flag of some kind. * Will need to change this logic if more than 2 texture units are * used. We need to only do this up to the last unit enabled, or unit * one if nothing is enabled. */ if ( i830->intel.CurrentTexObj[unit] != NULL ) { /* The old texture is no longer bound to this texture unit. * Mark it as such. */ i830->intel.CurrentTexObj[unit]->base.bound &= ~(1U << 0); i830->intel.CurrentTexObj[unit] = NULL; } return GL_TRUE; } static GLboolean i830UpdateTexUnit( GLcontext *ctx, GLuint unit ) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; if (texUnit->_ReallyEnabled && INTEL_CONTEXT(ctx)->intelScreen->textureSize < 2048 * 1024) return GL_FALSE; if (texUnit->_ReallyEnabled == TEXTURE_1D_BIT || texUnit->_ReallyEnabled == TEXTURE_2D_BIT) { return (enable_tex_common( ctx, unit ) && enable_tex_2d( ctx, unit )); } else if (texUnit->_ReallyEnabled == TEXTURE_RECT_BIT) { return (enable_tex_common( ctx, unit ) && enable_tex_rect( ctx, unit )); } else if (texUnit->_ReallyEnabled) { return GL_FALSE; } else { return disable_tex( ctx, unit ); } } void i830UpdateTextureState( intelContextPtr intel ) { i830ContextPtr i830 = I830_CONTEXT(intel); GLcontext *ctx = &intel->ctx; GLboolean ok; if (0) fprintf(stderr, "%s\n", __FUNCTION__); I830_ACTIVESTATE(i830, I830_UPLOAD_TEX_ALL, GL_FALSE); ok = (i830UpdateTexUnit( ctx, 0 ) && i830UpdateTexUnit( ctx, 1 ) && i830UpdateTexUnit( ctx, 2 ) && i830UpdateTexUnit( ctx, 3 )); FALLBACK( intel, I830_FALLBACK_TEXTURE, !ok ); if (ok) i830EmitTextureBlend( i830 ); }