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/*
* 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);
}
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