/* * 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_texture.h" #include "nouveau_util.h" #include "nouveau_gldefs.h" #include "nv_object.xml.h" #include "nv04_3d.xml.h" #include "nv04_driver.h" #include "main/samplerobj.h" static uint32_t get_tex_format(struct gl_texture_image *ti) { switch (ti->TexFormat) { case MESA_FORMAT_A8: case MESA_FORMAT_L8: case MESA_FORMAT_I8: return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_Y8; case MESA_FORMAT_ARGB1555: return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A1R5G5B5; case MESA_FORMAT_ARGB4444: return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A4R4G4B4; case MESA_FORMAT_RGB565: return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_R5G6B5; case MESA_FORMAT_ARGB8888: return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8; case MESA_FORMAT_XRGB8888: return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_X8R8G8B8; default: assert(0); } } void nv04_emit_tex_obj(struct gl_context *ctx, int emit) { struct nv04_context *nv04 = to_nv04_context(ctx); const int i = emit - NOUVEAU_STATE_TEX_OBJ0; struct nouveau_surface *s; uint32_t format = 0xa0, filter = 0x1010; if (ctx->Texture.Unit[i]._ReallyEnabled) { struct gl_texture_object *t = ctx->Texture.Unit[i]._Current; struct gl_texture_image *ti = t->Image[0][t->BaseLevel]; const struct gl_sampler_object *sa = _mesa_get_samplerobj(ctx, i); int lod_max = 1, lod_bias = 0; if (!nouveau_texture_validate(ctx, t)) return; s = &to_nouveau_texture(t)->surfaces[t->BaseLevel]; if (sa->MinFilter != GL_NEAREST && sa->MinFilter != GL_LINEAR) { lod_max = CLAMP(MIN2(sa->MaxLod, t->_MaxLambda), 0, 15) + 1; lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias + sa->LodBias, -16, 15) * 8; } format |= nvgl_wrap_mode(sa->WrapT) << 28 | nvgl_wrap_mode(sa->WrapS) << 24 | ti->HeightLog2 << 20 | ti->WidthLog2 << 16 | lod_max << 12 | get_tex_format(ti); filter |= log2i(sa->MaxAnisotropy) << 31 | nvgl_filter_mode(sa->MagFilter) << 28 | log2i(sa->MaxAnisotropy) << 27 | nvgl_filter_mode(sa->MinFilter) << 24 | (lod_bias & 0xff) << 16; } else { s = &to_nv04_context(ctx)->dummy_texture; format |= NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSU_REPEAT | NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSV_REPEAT | 1 << 12 | NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8; filter |= NV04_TEXTURED_TRIANGLE_FILTER_MINIFY_NEAREST | NV04_TEXTURED_TRIANGLE_FILTER_MAGNIFY_NEAREST; } nv04->texture[i] = s; nv04->format[i] = format; nv04->filter[i] = filter; }