/*
* 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 "nv20_3d.xml.h"
#include "nouveau_util.h"
#include "nv20_driver.h"
#include "main/samplerobj.h"
void
nv20_emit_tex_gen(struct gl_context *ctx, int emit)
{
const int i = emit - NOUVEAU_STATE_TEX_GEN0;
struct nouveau_context *nctx = to_nouveau_context(ctx);
struct nouveau_pushbuf *push = context_push(ctx);
struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
int j;
for (j = 0; j < 4; j++) {
if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
struct gl_texgen *coord = get_texgen_coord(unit, j);
float *k = get_texgen_coeff(coord);
if (k) {
BEGIN_NV04(push, NV20_3D(TEX_GEN_COEFF(i, j)), 4);
PUSH_DATAp(push, k, 4);
}
BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
} else {
BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1);
PUSH_DATA (push, 0);
}
}
}
void
nv20_emit_tex_mat(struct gl_context *ctx, int emit)
{
const int i = emit - NOUVEAU_STATE_TEX_MAT0;
struct nouveau_context *nctx = to_nouveau_context(ctx);
struct nouveau_pushbuf *push = context_push(ctx);
if (nctx->fallback == HWTNL &&
(ctx->Texture._TexMatEnabled & 1 << i)) {
BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
PUSH_DATA (push, 1);
BEGIN_NV04(push, NV20_3D(TEX_MATRIX(i,0)), 16);
PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
} else {
BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1);
PUSH_DATA (push, 0);
}
}
static uint32_t
get_tex_format_pot(struct gl_texture_image *ti)
{
switch (ti->TexFormat) {
case MESA_FORMAT_B8G8R8A8_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
case MESA_FORMAT_B5G5R5A1_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
case MESA_FORMAT_B4G4R4A4_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
case MESA_FORMAT_B8G8R8X8_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
case MESA_FORMAT_B5G6R5_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5;
case MESA_FORMAT_A_UNORM8:
case MESA_FORMAT_I_UNORM8:
return NV20_3D_TEX_FORMAT_FORMAT_I8;
case MESA_FORMAT_L_UNORM8:
return NV20_3D_TEX_FORMAT_FORMAT_L8;
case MESA_FORMAT_RGB_DXT1:
case MESA_FORMAT_RGBA_DXT1:
return NV20_3D_TEX_FORMAT_FORMAT_DXT1;
case MESA_FORMAT_RGBA_DXT3:
return NV20_3D_TEX_FORMAT_FORMAT_DXT3;
case MESA_FORMAT_RGBA_DXT5:
return NV20_3D_TEX_FORMAT_FORMAT_DXT5;
default:
assert(0);
}
}
static uint32_t
get_tex_format_rect(struct gl_texture_image *ti)
{
switch (ti->TexFormat) {
case MESA_FORMAT_B8G8R8A8_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
case MESA_FORMAT_B5G5R5A1_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
case MESA_FORMAT_B4G4R4A4_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT;
case MESA_FORMAT_B8G8R8X8_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT;
case MESA_FORMAT_B5G6R5_UNORM:
return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
case MESA_FORMAT_L_UNORM8:
return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT;
case MESA_FORMAT_A_UNORM8:
case MESA_FORMAT_I_UNORM8:
return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT;
default:
assert(0);
}
}
void
nv20_emit_tex_obj(struct gl_context *ctx, int emit)
{
const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
struct nouveau_pushbuf *push = context_push(ctx);
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;
const struct gl_sampler_object *sa;
uint32_t tx_format, tx_filter, tx_wrap, tx_enable;
PUSH_RESET(push, BUFCTX_TEX(i));
if (!ctx->Texture.Unit[i]._Current) {
BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
PUSH_DATA (push, 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];
sa = _mesa_get_samplerobj(ctx, i);
if (!nouveau_texture_validate(ctx, t))
return;
/* Recompute the texturing registers. */
tx_format = ti->DepthLog2 << 28
| ti->HeightLog2 << 24
| ti->WidthLog2 << 20
| NV20_3D_TEX_FORMAT_DIMS_2D
| NV20_3D_TEX_FORMAT_NO_BORDER
| 1 << 16;
tx_wrap = nvgl_wrap_mode(sa->WrapR) << 16
| nvgl_wrap_mode(sa->WrapT) << 8
| nvgl_wrap_mode(sa->WrapS) << 0;
tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
| nvgl_filter_mode(sa->MinFilter) << 16
| 2 << 12;
tx_enable = NV20_3D_TEX_ENABLE_ENABLE
| log2i(sa->MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1);
PUSH_DATA (push, s->pitch << 16);
BEGIN_NV04(push, NV20_3D(TEX_NPOT_SIZE(i)), 1);
PUSH_DATA (push, s->width << 16 | s->height);
tx_format |= get_tex_format_rect(ti);
} else {
tx_format |= get_tex_format_pot(ti);
}
if (sa->MinFilter != GL_NEAREST &&
sa->MinFilter != GL_LINEAR) {
int lod_min = sa->MinLod;
int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
int lod_bias = sa->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 |= NV20_3D_TEX_FORMAT_MIPMAP;
tx_filter |= lod_bias << 8;
tx_enable |= lod_min << 26
| lod_max << 14;
}
/* Write it to the hardware. */
BEGIN_NV04(push, NV20_3D(TEX_FORMAT(i)), 1);
PUSH_MTHD (push, NV20_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
NV20_3D_TEX_FORMAT_DMA0,
NV20_3D_TEX_FORMAT_DMA1);
BEGIN_NV04(push, NV20_3D(TEX_OFFSET(i)), 1);
PUSH_MTHDl(push, NV20_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
s->bo, s->offset, bo_flags);
BEGIN_NV04(push, NV20_3D(TEX_WRAP(i)), 1);
PUSH_DATA (push, tx_wrap);
BEGIN_NV04(push, NV20_3D(TEX_FILTER(i)), 1);
PUSH_DATA (push, tx_filter);
BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
PUSH_DATA (push, tx_enable);
context_dirty(ctx, TEX_SHADER);
}
void
nv20_emit_tex_shader(struct gl_context *ctx, int emit)
{
struct nouveau_pushbuf *push = context_push(ctx);
uint32_t tx_shader_op = 0;
int i;
for (i = 0; i < NV20_TEXTURE_UNITS; i++) {
if (!ctx->Texture.Unit[i]._Current)
continue;
tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i;
}
BEGIN_NV04(push, NV20_3D(TEX_SHADER_OP), 1);
PUSH_DATA (push, tx_shader_op);
}