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diff --git a/i965/brw_wm_sampler_state.c b/i965/brw_wm_sampler_state.c
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+/*
+ Copyright (C) Intel Corp. 2006. All Rights Reserved.
+ Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
+ develop this 3D driver.
+
+ 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.
+
+ **********************************************************************/
+ /*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+
+#include "brw_context.h"
+#include "brw_state.h"
+#include "brw_defines.h"
+
+#include "macros.h"
+
+
+
+/* Samplers aren't strictly wm state from the hardware's perspective,
+ * but that is the only situation in which we use them in this driver.
+ */
+
+
+
+/* The brw (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 )
+{
+ switch( wrap ) {
+ case GL_REPEAT:
+ return BRW_TEXCOORDMODE_WRAP;
+ case GL_CLAMP:
+ return BRW_TEXCOORDMODE_CLAMP_BORDER; /* conform likes it this way */
+ case GL_CLAMP_TO_EDGE:
+ return BRW_TEXCOORDMODE_CLAMP; /* conform likes it this way */
+ case GL_CLAMP_TO_BORDER:
+ return BRW_TEXCOORDMODE_CLAMP_BORDER;
+ case GL_MIRRORED_REPEAT:
+ return BRW_TEXCOORDMODE_MIRROR;
+ default:
+ return BRW_TEXCOORDMODE_WRAP;
+ }
+}
+
+
+static GLuint U_FIXED(GLfloat value, GLuint frac_bits)
+{
+ value *= (1<<frac_bits);
+ return value < 0 ? 0 : value;
+}
+
+static GLint S_FIXED(GLfloat value, GLuint frac_bits)
+{
+ return value * (1<<frac_bits);
+}
+
+
+static GLuint upload_default_color( struct brw_context *brw,
+ const GLfloat *color )
+{
+ struct brw_sampler_default_color sdc;
+
+ COPY_4V(sdc.color, color);
+
+ return brw_cache_data( &brw->cache[BRW_SAMPLER_DEFAULT_COLOR], &sdc );
+}
+
+
+/*
+ */
+static void brw_update_sampler_state( struct gl_texture_unit *texUnit,
+ struct gl_texture_object *texObj,
+ GLuint sdc_gs_offset,
+ struct brw_sampler_state *sampler)
+{
+ _mesa_memset(sampler, 0, sizeof(*sampler));
+
+ switch (texObj->MinFilter) {
+ case GL_NEAREST:
+ sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
+ break;
+ case GL_LINEAR:
+ sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
+ break;
+ default:
+ break;
+ }
+
+ /* Set Anisotropy:
+ */
+ if ( texObj->MaxAnisotropy > 1.0 ) {
+ sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
+ sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
+
+ if (texObj->MaxAnisotropy > 2.0) {
+ sampler->ss3.max_aniso = MAX2((texObj->MaxAnisotropy - 2) / 2,
+ BRW_ANISORATIO_16);
+ }
+ }
+ else {
+ switch (texObj->MagFilter) {
+ case GL_NEAREST:
+ sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
+ break;
+ case GL_LINEAR:
+ sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
+ break;
+ default:
+ break;
+ }
+ }
+
+ sampler->ss1.r_wrap_mode = translate_wrap_mode(texObj->WrapR);
+ sampler->ss1.s_wrap_mode = translate_wrap_mode(texObj->WrapS);
+ sampler->ss1.t_wrap_mode = translate_wrap_mode(texObj->WrapT);
+
+ /* Fulsim complains if I don't do this. Hardware doesn't mind:
+ */
+#if 0
+ if (texObj->Target == GL_TEXTURE_CUBE_MAP_ARB) {
+ sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
+ sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
+ sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
+ }
+#endif
+
+ /* Set shadow function:
+ */
+ if (texObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
+ /* Shadowing is "enabled" by emitting a particular sampler
+ * message (sample_c). So need to recompile WM program when
+ * shadow comparison is enabled on each/any texture unit.
+ */
+ sampler->ss0.shadow_function = intel_translate_shadow_compare_func(texObj->CompareFunc);
+ }
+
+ /* Set LOD bias:
+ */
+ sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias + texObj->LodBias, -16, 15), 6);
+
+ sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
+ sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
+
+ /* Set BaseMipLevel, MaxLOD, MinLOD:
+ *
+ * XXX: I don't think that using firstLevel, lastLevel works,
+ * because we always setup the surface state as if firstLevel ==
+ * level zero. Probably have to subtract firstLevel from each of
+ * these:
+ */
+ sampler->ss0.base_level = U_FIXED(0, 1);
+
+ sampler->ss1.max_lod = U_FIXED(MIN2(MAX2(texObj->MaxLod, 0), 13), 6);
+ sampler->ss1.min_lod = U_FIXED(MIN2(MAX2(texObj->MinLod, 0), 13), 6);
+
+ sampler->ss2.default_color_pointer = sdc_gs_offset >> 5;
+}
+
+
+
+/* All samplers must be uploaded in a single contiguous array, which
+ * complicates various things. However, this is still too confusing -
+ * FIXME: simplify all the different new texture state flags.
+ */
+static void upload_wm_samplers( struct brw_context *brw )
+{
+ GLuint unit;
+ GLuint sampler_count = 0;
+
+ /* _NEW_TEXTURE */
+ for (unit = 0; unit < BRW_MAX_TEX_UNIT; unit++) {
+ if (brw->attribs.Texture->Unit[unit]._ReallyEnabled) {
+ struct gl_texture_unit *texUnit = &brw->attribs.Texture->Unit[unit];
+ struct gl_texture_object *texObj = texUnit->_Current;
+
+ GLuint sdc_gs_offset = upload_default_color(brw, texObj->BorderColor);
+
+ brw_update_sampler_state(texUnit,
+ texObj,
+ sdc_gs_offset,
+ &brw->wm.sampler[unit]);
+
+ sampler_count = unit + 1;
+ }
+ }
+
+ if (brw->wm.sampler_count != sampler_count) {
+ brw->wm.sampler_count = sampler_count;
+ brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
+ }
+
+ brw->wm.sampler_gs_offset = 0;
+
+ if (brw->wm.sampler_count)
+ brw->wm.sampler_gs_offset =
+ brw_cache_data_sz(&brw->cache[BRW_SAMPLER],
+ brw->wm.sampler,
+ sizeof(struct brw_sampler_state) * brw->wm.sampler_count);
+}
+
+
+const struct brw_tracked_state brw_wm_samplers = {
+ .dirty = {
+ .mesa = _NEW_TEXTURE,
+ .brw = 0,
+ .cache = 0
+ },
+ .update = upload_wm_samplers
+};
+
+