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  1. /*
  2.  * Copyright (C) 2009 Francisco Jerez.
  3.  * All Rights Reserved.
  4.  *
  5.  * Permission is hereby granted, free of charge, to any person obtaining
  6.  * a copy of this software and associated documentation files (the
  7.  * "Software"), to deal in the Software without restriction, including
  8.  * without limitation the rights to use, copy, modify, merge, publish,
  9.  * distribute, sublicense, and/or sell copies of the Software, and to
  10.  * permit persons to whom the Software is furnished to do so, subject to
  11.  * the following conditions:
  12.  *
  13.  * The above copyright notice and this permission notice (including the
  14.  * next paragraph) shall be included in all copies or substantial
  15.  * portions of the Software.
  16.  *
  17.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  18.  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  19.  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
  20.  * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
  21.  * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
  22.  * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
  23.  * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  24.  *
  25.  */
  26.  
  27. #include "nouveau_driver.h"
  28. #include "nouveau_context.h"
  29. #include "nouveau_texture.h"
  30. #include "nouveau_util.h"
  31. #include "nouveau_gldefs.h"
  32. #include "nv_object.xml.h"
  33. #include "nv04_3d.xml.h"
  34. #include "nv04_driver.h"
  35. #include "main/samplerobj.h"
  36.  
  37. static uint32_t
  38. get_tex_format(struct gl_texture_image *ti)
  39. {
  40.         switch (ti->TexFormat) {
  41.         case MESA_FORMAT_A8:
  42.         case MESA_FORMAT_L8:
  43.         case MESA_FORMAT_I8:
  44.                 return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_Y8;
  45.         case MESA_FORMAT_ARGB1555:
  46.                 return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A1R5G5B5;
  47.         case MESA_FORMAT_ARGB4444:
  48.                 return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A4R4G4B4;
  49.         case MESA_FORMAT_RGB565:
  50.                 return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_R5G6B5;
  51.         case MESA_FORMAT_ARGB8888:
  52.                 return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;
  53.         case MESA_FORMAT_XRGB8888:
  54.                 return NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_X8R8G8B8;
  55.         default:
  56.                 assert(0);
  57.         }
  58. }
  59.  
  60. void
  61. nv04_emit_tex_obj(struct gl_context *ctx, int emit)
  62. {
  63.         struct nv04_context *nv04 = to_nv04_context(ctx);
  64.         const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
  65.         struct nouveau_surface *s;
  66.         uint32_t format = 0xa0, filter = 0x1010;
  67.  
  68.         if (ctx->Texture.Unit[i]._ReallyEnabled) {
  69.                 struct gl_texture_object *t = ctx->Texture.Unit[i]._Current;
  70.                 struct gl_texture_image *ti = t->Image[0][t->BaseLevel];
  71.                 const struct gl_sampler_object *sa = _mesa_get_samplerobj(ctx, i);
  72.                 int lod_max = 1, lod_bias = 0;
  73.  
  74.                 if (!nouveau_texture_validate(ctx, t))
  75.                         return;
  76.  
  77.                 s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
  78.  
  79.                 if (sa->MinFilter != GL_NEAREST &&
  80.                     sa->MinFilter != GL_LINEAR) {
  81.                         lod_max = CLAMP(MIN2(sa->MaxLod, t->_MaxLambda),
  82.                                         0, 15) + 1;
  83.  
  84.                         lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias +
  85.                                          sa->LodBias, -16, 15) * 8;
  86.                 }
  87.  
  88.                 format |= nvgl_wrap_mode(sa->WrapT) << 28 |
  89.                         nvgl_wrap_mode(sa->WrapS) << 24 |
  90.                         ti->HeightLog2 << 20 |
  91.                         ti->WidthLog2 << 16 |
  92.                         lod_max << 12 |
  93.                         get_tex_format(ti);
  94.  
  95.                 filter |= log2i(sa->MaxAnisotropy) << 31 |
  96.                         nvgl_filter_mode(sa->MagFilter) << 28 |
  97.                         log2i(sa->MaxAnisotropy) << 27 |
  98.                         nvgl_filter_mode(sa->MinFilter) << 24 |
  99.                         (lod_bias & 0xff) << 16;
  100.  
  101.         } else {
  102.                 s = &to_nv04_context(ctx)->dummy_texture;
  103.  
  104.                 format |= NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSU_REPEAT |
  105.                         NV04_TEXTURED_TRIANGLE_FORMAT_ADDRESSV_REPEAT |
  106.                         1 << 12 |
  107.                         NV04_TEXTURED_TRIANGLE_FORMAT_COLOR_A8R8G8B8;
  108.  
  109.                 filter |= NV04_TEXTURED_TRIANGLE_FILTER_MINIFY_NEAREST |
  110.                         NV04_TEXTURED_TRIANGLE_FILTER_MAGNIFY_NEAREST;
  111.         }
  112.  
  113.         nv04->texture[i] = s;
  114.         nv04->format[i] = format;
  115.         nv04->filter[i] = filter;
  116. }
  117.