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4358 | Serge | 1 | /* |
2 | * Copyright (C) 2009 Francisco Jerez. |
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3 | * All Rights Reserved. |
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4 | * |
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5 | * Permission is hereby granted, free of charge, to any person obtaining |
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6 | * a copy of this software and associated documentation files (the |
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7 | * "Software"), to deal in the Software without restriction, including |
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8 | * without limitation the rights to use, copy, modify, merge, publish, |
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9 | * distribute, sublicense, and/or sell copies of the Software, and to |
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10 | * permit persons to whom the Software is furnished to do so, subject to |
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11 | * the following conditions: |
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12 | * |
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13 | * The above copyright notice and this permission notice (including the |
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14 | * next paragraph) shall be included in all copies or substantial |
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15 | * portions of the Software. |
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16 | * |
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17 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
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18 | * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
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19 | * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
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20 | * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE |
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21 | * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION |
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22 | * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION |
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23 | * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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24 | * |
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25 | */ |
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26 | |||
27 | #include "nouveau_driver.h" |
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28 | #include "nouveau_context.h" |
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29 | #include "nouveau_gldefs.h" |
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30 | #include "nouveau_texture.h" |
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31 | #include "nv20_3d.xml.h" |
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32 | #include "nouveau_util.h" |
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33 | #include "nv20_driver.h" |
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34 | #include "main/samplerobj.h" |
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35 | |||
36 | void |
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37 | nv20_emit_tex_gen(struct gl_context *ctx, int emit) |
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38 | { |
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39 | const int i = emit - NOUVEAU_STATE_TEX_GEN0; |
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40 | struct nouveau_context *nctx = to_nouveau_context(ctx); |
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41 | struct nouveau_pushbuf *push = context_push(ctx); |
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42 | struct gl_texture_unit *unit = &ctx->Texture.Unit[i]; |
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43 | int j; |
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44 | |||
45 | for (j = 0; j < 4; j++) { |
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46 | if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) { |
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47 | struct gl_texgen *coord = get_texgen_coord(unit, j); |
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48 | float *k = get_texgen_coeff(coord); |
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49 | |||
50 | if (k) { |
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51 | BEGIN_NV04(push, NV20_3D(TEX_GEN_COEFF(i, j)), 4); |
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52 | PUSH_DATAp(push, k, 4); |
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53 | } |
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54 | |||
55 | BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1); |
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56 | PUSH_DATA (push, nvgl_texgen_mode(coord->Mode)); |
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57 | |||
58 | } else { |
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59 | BEGIN_NV04(push, NV20_3D(TEX_GEN_MODE(i, j)), 1); |
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60 | PUSH_DATA (push, 0); |
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61 | } |
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62 | } |
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63 | } |
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64 | |||
65 | void |
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66 | nv20_emit_tex_mat(struct gl_context *ctx, int emit) |
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67 | { |
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68 | const int i = emit - NOUVEAU_STATE_TEX_MAT0; |
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69 | struct nouveau_context *nctx = to_nouveau_context(ctx); |
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70 | struct nouveau_pushbuf *push = context_push(ctx); |
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71 | |||
72 | if (nctx->fallback == HWTNL && |
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73 | (ctx->Texture._TexMatEnabled & 1 << i)) { |
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74 | BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1); |
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75 | PUSH_DATA (push, 1); |
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76 | |||
77 | BEGIN_NV04(push, NV20_3D(TEX_MATRIX(i,0)), 16); |
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78 | PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m); |
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79 | |||
80 | } else { |
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81 | BEGIN_NV04(push, NV20_3D(TEX_MATRIX_ENABLE(i)), 1); |
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82 | PUSH_DATA (push, 0); |
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83 | } |
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84 | } |
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85 | |||
86 | static uint32_t |
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87 | get_tex_format_pot(struct gl_texture_image *ti) |
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88 | { |
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89 | switch (ti->TexFormat) { |
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90 | case MESA_FORMAT_ARGB8888: |
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91 | return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8; |
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92 | |||
93 | case MESA_FORMAT_ARGB1555: |
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94 | return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5; |
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95 | |||
96 | case MESA_FORMAT_ARGB4444: |
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97 | return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4; |
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98 | |||
99 | case MESA_FORMAT_XRGB8888: |
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100 | return NV20_3D_TEX_FORMAT_FORMAT_X8R8G8B8; |
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101 | |||
102 | case MESA_FORMAT_RGB565: |
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103 | return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5; |
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104 | |||
105 | case MESA_FORMAT_A8: |
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106 | case MESA_FORMAT_I8: |
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107 | return NV20_3D_TEX_FORMAT_FORMAT_I8; |
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108 | |||
109 | case MESA_FORMAT_L8: |
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110 | return NV20_3D_TEX_FORMAT_FORMAT_L8; |
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111 | |||
112 | case MESA_FORMAT_RGB_DXT1: |
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113 | case MESA_FORMAT_RGBA_DXT1: |
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114 | return NV20_3D_TEX_FORMAT_FORMAT_DXT1; |
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115 | |||
116 | case MESA_FORMAT_RGBA_DXT3: |
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117 | return NV20_3D_TEX_FORMAT_FORMAT_DXT3; |
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118 | |||
119 | case MESA_FORMAT_RGBA_DXT5: |
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120 | return NV20_3D_TEX_FORMAT_FORMAT_DXT5; |
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121 | |||
122 | default: |
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123 | assert(0); |
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124 | } |
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125 | } |
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126 | |||
127 | static uint32_t |
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128 | get_tex_format_rect(struct gl_texture_image *ti) |
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129 | { |
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130 | switch (ti->TexFormat) { |
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131 | case MESA_FORMAT_ARGB8888: |
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132 | return NV20_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT; |
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133 | |||
134 | case MESA_FORMAT_ARGB1555: |
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135 | return NV20_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT; |
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136 | |||
137 | case MESA_FORMAT_ARGB4444: |
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138 | return NV20_3D_TEX_FORMAT_FORMAT_A4R4G4B4_RECT; |
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139 | |||
140 | case MESA_FORMAT_XRGB8888: |
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141 | return NV20_3D_TEX_FORMAT_FORMAT_R8G8B8_RECT; |
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142 | |||
143 | case MESA_FORMAT_RGB565: |
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144 | return NV20_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT; |
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145 | |||
146 | case MESA_FORMAT_L8: |
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147 | return NV20_3D_TEX_FORMAT_FORMAT_L8_RECT; |
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148 | |||
149 | case MESA_FORMAT_A8: |
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150 | case MESA_FORMAT_I8: |
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151 | return NV20_3D_TEX_FORMAT_FORMAT_I8_RECT; |
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152 | |||
153 | default: |
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154 | assert(0); |
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155 | } |
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156 | } |
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157 | |||
158 | void |
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159 | nv20_emit_tex_obj(struct gl_context *ctx, int emit) |
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160 | { |
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161 | const int i = emit - NOUVEAU_STATE_TEX_OBJ0; |
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162 | struct nouveau_pushbuf *push = context_push(ctx); |
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163 | const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM; |
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164 | struct gl_texture_object *t; |
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165 | struct nouveau_surface *s; |
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166 | struct gl_texture_image *ti; |
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167 | const struct gl_sampler_object *sa; |
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168 | uint32_t tx_format, tx_filter, tx_wrap, tx_enable; |
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169 | |||
170 | PUSH_RESET(push, BUFCTX_TEX(i)); |
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171 | |||
172 | if (!ctx->Texture.Unit[i]._ReallyEnabled) { |
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173 | BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1); |
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174 | PUSH_DATA (push, 0); |
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175 | |||
176 | context_dirty(ctx, TEX_SHADER); |
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177 | return; |
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178 | } |
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179 | |||
180 | t = ctx->Texture.Unit[i]._Current; |
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181 | s = &to_nouveau_texture(t)->surfaces[t->BaseLevel]; |
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182 | ti = t->Image[0][t->BaseLevel]; |
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183 | sa = _mesa_get_samplerobj(ctx, i); |
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184 | |||
185 | if (!nouveau_texture_validate(ctx, t)) |
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186 | return; |
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187 | |||
188 | /* Recompute the texturing registers. */ |
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189 | tx_format = ti->DepthLog2 << 28 |
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190 | | ti->HeightLog2 << 24 |
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191 | | ti->WidthLog2 << 20 |
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192 | | NV20_3D_TEX_FORMAT_DIMS_2D |
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193 | | NV20_3D_TEX_FORMAT_NO_BORDER |
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194 | | 1 << 16; |
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195 | |||
196 | tx_wrap = nvgl_wrap_mode(sa->WrapR) << 16 |
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197 | | nvgl_wrap_mode(sa->WrapT) << 8 |
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198 | | nvgl_wrap_mode(sa->WrapS) << 0; |
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199 | |||
200 | tx_filter = nvgl_filter_mode(sa->MagFilter) << 24 |
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201 | | nvgl_filter_mode(sa->MinFilter) << 16 |
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202 | | 2 << 12; |
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203 | |||
204 | tx_enable = NV20_3D_TEX_ENABLE_ENABLE |
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205 | | log2i(sa->MaxAnisotropy) << 4; |
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206 | |||
207 | if (t->Target == GL_TEXTURE_RECTANGLE) { |
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208 | BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1); |
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209 | PUSH_DATA (push, s->pitch << 16); |
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210 | BEGIN_NV04(push, NV20_3D(TEX_NPOT_SIZE(i)), 1); |
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211 | PUSH_DATA (push, s->width << 16 | s->height); |
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212 | |||
213 | tx_format |= get_tex_format_rect(ti); |
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214 | } else { |
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215 | tx_format |= get_tex_format_pot(ti); |
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216 | } |
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217 | |||
218 | if (sa->MinFilter != GL_NEAREST && |
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219 | sa->MinFilter != GL_LINEAR) { |
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220 | int lod_min = sa->MinLod; |
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221 | int lod_max = MIN2(sa->MaxLod, t->_MaxLambda); |
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222 | int lod_bias = sa->LodBias |
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223 | + ctx->Texture.Unit[i].LodBias; |
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224 | |||
225 | lod_max = CLAMP(lod_max, 0, 15); |
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226 | lod_min = CLAMP(lod_min, 0, 15); |
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227 | lod_bias = CLAMP(lod_bias, 0, 15); |
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228 | |||
229 | tx_format |= NV20_3D_TEX_FORMAT_MIPMAP; |
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230 | tx_filter |= lod_bias << 8; |
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231 | tx_enable |= lod_min << 26 |
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232 | | lod_max << 14; |
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233 | } |
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234 | |||
235 | /* Write it to the hardware. */ |
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236 | BEGIN_NV04(push, NV20_3D(TEX_FORMAT(i)), 1); |
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237 | PUSH_MTHD (push, NV20_3D(TEX_FORMAT(i)), BUFCTX_TEX(i), |
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238 | s->bo, tx_format, bo_flags | NOUVEAU_BO_OR, |
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239 | NV20_3D_TEX_FORMAT_DMA0, |
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240 | NV20_3D_TEX_FORMAT_DMA1); |
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241 | |||
242 | BEGIN_NV04(push, NV20_3D(TEX_OFFSET(i)), 1); |
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243 | PUSH_MTHDl(push, NV20_3D(TEX_OFFSET(i)), BUFCTX_TEX(i), |
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244 | s->bo, s->offset, bo_flags); |
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245 | |||
246 | BEGIN_NV04(push, NV20_3D(TEX_WRAP(i)), 1); |
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247 | PUSH_DATA (push, tx_wrap); |
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248 | |||
249 | BEGIN_NV04(push, NV20_3D(TEX_FILTER(i)), 1); |
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250 | PUSH_DATA (push, tx_filter); |
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251 | |||
252 | BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1); |
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253 | PUSH_DATA (push, tx_enable); |
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254 | |||
255 | context_dirty(ctx, TEX_SHADER); |
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256 | } |
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257 | |||
258 | void |
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259 | nv20_emit_tex_shader(struct gl_context *ctx, int emit) |
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260 | { |
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261 | struct nouveau_pushbuf *push = context_push(ctx); |
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262 | uint32_t tx_shader_op = 0; |
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263 | int i; |
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264 | |||
265 | for (i = 0; i < NV20_TEXTURE_UNITS; i++) { |
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266 | if (!ctx->Texture.Unit[i]._ReallyEnabled) |
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267 | continue; |
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268 | |||
269 | tx_shader_op |= NV20_3D_TEX_SHADER_OP_TX0_TEXTURE_2D << 5 * i; |
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270 | } |
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271 | |||
272 | BEGIN_NV04(push, NV20_3D(TEX_SHADER_OP), 1); |
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273 | PUSH_DATA (push, tx_shader_op); |
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274 | }><>>><>><>><>><>><>><>><>><>><>><>><>><>><>><>><>><>><>><>> |