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/**************************************************************************
*
* 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 "pipe/p_context.h"
#include "pipe/p_state.h"
#include "pipe/p_util.h"
#include "i915_state_inlines.h"
#include "i915_context.h"
#include "i915_reg.h"
#include "i915_state.h"
/**
* Compute i915 texture sampling state.
*
* 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.
* \param state returns the 3 words of compute state
*/
static void update_sampler(struct i915_context *i915,
uint unit,
const struct i915_sampler_state *sampler,
const struct i915_texture *tex,
unsigned state[3] )
{
const struct pipe_texture *pt = &tex->base;
/* Need to do this after updating the maps, which call the
* intel_finalize_mipmap_tree and hence can update firstLevel:
*/
state[0] = sampler->state[0];
state[1] = sampler->state[1];
state[2] = sampler->state[2];
if (pt->format == PIPE_FORMAT_YCBCR ||
pt->format == PIPE_FORMAT_YCBCR_REV)
state[0] |= SS2_COLORSPACE_CONVERSION;
/* 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.
*
* XXX: Check if this is true on i945.
* XXX: Check if this bug got fixed in release silicon.
*/
#if 0
{
const unsigned ws = sampler->templ->wrap_s;
const unsigned wt = sampler->templ->wrap_t;
const unsigned wr = sampler->templ->wrap_r;
if (pt->target == PIPE_TEXTURE_3D &&
(sampler->templ->min_img_filter != PIPE_TEX_FILTER_NEAREST ||
sampler->templ->mag_img_filter != PIPE_TEX_FILTER_NEAREST) &&
(ws == PIPE_TEX_WRAP_CLAMP ||
wt == PIPE_TEX_WRAP_CLAMP ||
wr == PIPE_TEX_WRAP_CLAMP ||
ws == PIPE_TEX_WRAP_CLAMP_TO_BORDER ||
wt == PIPE_TEX_WRAP_CLAMP_TO_BORDER ||
wr == PIPE_TEX_WRAP_CLAMP_TO_BORDER)) {
if (i915->strict_conformance) {
assert(0);
/* sampler->fallback = true; */
/* TODO */
}
}
}
#endif
state[1] |= (unit << SS3_TEXTUREMAP_INDEX_SHIFT);
}
void i915_update_samplers( struct i915_context *i915 )
{
uint unit;
i915->current.sampler_enable_nr = 0;
i915->current.sampler_enable_flags = 0x0;
for (unit = 0; unit < i915->num_textures && unit < i915->num_samplers;
unit++) {
/* determine unit enable/disable by looking for a bound texture */
/* could also examine the fragment program? */
if (i915->texture[unit]) {
update_sampler( i915,
unit,
i915->sampler[unit], /* sampler state */
i915->texture[unit], /* texture */
i915->current.sampler[unit] /* the result */
);
i915->current.sampler_enable_nr++;
i915->current.sampler_enable_flags |= (1 << unit);
}
}
i915->hardware_dirty |= I915_HW_SAMPLER;
}
static uint
translate_texture_format(enum pipe_format pipeFormat)
{
switch (pipeFormat) {
case PIPE_FORMAT_U_L8:
return MAPSURF_8BIT | MT_8BIT_L8;
case PIPE_FORMAT_U_I8:
return MAPSURF_8BIT | MT_8BIT_I8;
case PIPE_FORMAT_U_A8:
return MAPSURF_8BIT | MT_8BIT_A8;
case PIPE_FORMAT_U_A8_L8:
return MAPSURF_16BIT | MT_16BIT_AY88;
case PIPE_FORMAT_R5G6B5_UNORM:
return MAPSURF_16BIT | MT_16BIT_RGB565;
case PIPE_FORMAT_A1R5G5B5_UNORM:
return MAPSURF_16BIT | MT_16BIT_ARGB1555;
case PIPE_FORMAT_A4R4G4B4_UNORM:
return MAPSURF_16BIT | MT_16BIT_ARGB4444;
case PIPE_FORMAT_A8R8G8B8_UNORM:
return MAPSURF_32BIT | MT_32BIT_ARGB8888;
case PIPE_FORMAT_YCBCR_REV:
return (MAPSURF_422 | MT_422_YCRCB_NORMAL);
case PIPE_FORMAT_YCBCR:
return (MAPSURF_422 | MT_422_YCRCB_SWAPY);
#if 0
case PIPE_FORMAT_RGB_FXT1:
case PIPE_FORMAT_RGBA_FXT1:
return (MAPSURF_COMPRESSED | MT_COMPRESS_FXT1);
#endif
case PIPE_FORMAT_Z16_UNORM:
return (MAPSURF_16BIT | MT_16BIT_L16);
#if 0
case PIPE_FORMAT_RGBA_DXT1:
case PIPE_FORMAT_RGB_DXT1:
return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT1);
case PIPE_FORMAT_RGBA_DXT3:
return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT2_3);
case PIPE_FORMAT_RGBA_DXT5:
return (MAPSURF_COMPRESSED | MT_COMPRESS_DXT4_5);
#endif
case PIPE_FORMAT_S8Z24_UNORM:
return (MAPSURF_32BIT | MT_32BIT_xL824);
default:
debug_printf("i915: translate_texture_format() bad image format %x\n",
pipeFormat);
assert(0);
return 0;
}
}
static void
i915_update_texture(struct i915_context *i915, uint unit,
uint state[6])
{
const struct i915_texture *tex = i915->texture[unit];
const struct pipe_texture *pt = &tex->base;
uint format, pitch;
const uint width = pt->width[0], height = pt->height[0], depth = pt->depth[0];
const uint num_levels = pt->last_level;
assert(tex);
assert(width);
assert(height);
assert(depth);
format = translate_texture_format(pt->format);
pitch = tex->pitch * pt->cpp;
assert(format);
assert(pitch);
/* MS3 state */
state[0] =
(((height - 1) << MS3_HEIGHT_SHIFT)
| ((width - 1) << MS3_WIDTH_SHIFT)
| format
| MS3_USE_FENCE_REGS);
/*
* XXX sampler->max_lod should be used to program the MAX_LOD field below.
* Also, when min_filter != mag_filter and there's just one mipmap level,
* set max_lod = 1 to make sure i915 chooses between min/mag filtering.
*/
/* MS4 state */
state[1] =
((((pitch / 4) - 1) << MS4_PITCH_SHIFT)
| MS4_CUBE_FACE_ENA_MASK
| ((num_levels * 4) << MS4_MAX_LOD_SHIFT)
| ((depth - 1) << MS4_VOLUME_DEPTH_SHIFT));
}
void
i915_update_textures(struct i915_context *i915)
{
uint unit;
for (unit = 0; unit < i915->num_textures && unit < i915->num_samplers;
unit++) {
/* determine unit enable/disable by looking for a bound texture */
/* could also examine the fragment program? */
if (i915->texture[unit]) {
i915_update_texture(i915, unit, i915->current.texbuffer[unit]);
}
}
i915->hardware_dirty |= I915_HW_MAP;
}
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