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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_gldefs.h"
  30. #include "nouveau_texture.h"
  31. #include "nv10_3d.xml.h"
  32. #include "nouveau_util.h"
  33. #include "nv10_driver.h"
  34. #include "main/samplerobj.h"
  35.  
  36. void
  37. nv10_emit_tex_gen(struct gl_context *ctx, int emit)
  38. {
  39.         const int i = emit - NOUVEAU_STATE_TEX_GEN0;
  40.         struct nouveau_context *nctx = to_nouveau_context(ctx);
  41.         struct nouveau_pushbuf *push = context_push(ctx);
  42.         struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
  43.         int j;
  44.  
  45.         for (j = 0; j < 4; j++) {
  46.                 if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
  47.                         struct gl_texgen *coord = get_texgen_coord(unit, j);
  48.                         float *k = get_texgen_coeff(coord);
  49.  
  50.                         if (k) {
  51.                                 BEGIN_NV04(push, NV10_3D(TEX_GEN_COEFF(i, j)), 4);
  52.                                 PUSH_DATAp(push, k, 4);
  53.                         }
  54.  
  55.                         BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
  56.                         PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));
  57.  
  58.                 } else {
  59.                         BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
  60.                         PUSH_DATA (push, 0);
  61.                 }
  62.         }
  63.  
  64.         context_dirty_i(ctx, TEX_MAT, i);
  65. }
  66.  
  67. void
  68. nv10_emit_tex_mat(struct gl_context *ctx, int emit)
  69. {
  70.         const int i = emit - NOUVEAU_STATE_TEX_MAT0;
  71.         struct nouveau_context *nctx = to_nouveau_context(ctx);
  72.         struct nouveau_pushbuf *push = context_push(ctx);
  73.  
  74.         if (nctx->fallback == HWTNL &&
  75.             ((ctx->Texture._TexMatEnabled & 1 << i) ||
  76.              ctx->Texture.Unit[i]._GenFlags)) {
  77.                 BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
  78.                 PUSH_DATA (push, 1);
  79.  
  80.                 BEGIN_NV04(push, NV10_3D(TEX_MATRIX(i, 0)), 16);
  81.                 PUSH_DATAm(push, ctx->TextureMatrixStack[i].Top->m);
  82.  
  83.         } else {
  84.                 BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(i)), 1);
  85.                 PUSH_DATA (push, 0);
  86.         }
  87. }
  88.  
  89. static uint32_t
  90. get_tex_format_pot(struct gl_texture_image *ti)
  91. {
  92.         switch (ti->TexFormat) {
  93.         case MESA_FORMAT_ARGB8888:
  94.                 return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8;
  95.  
  96.         case MESA_FORMAT_XRGB8888:
  97.                 return NV10_3D_TEX_FORMAT_FORMAT_X8R8G8B8;
  98.  
  99.         case MESA_FORMAT_ARGB1555:
  100.                 return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5;
  101.  
  102.         case MESA_FORMAT_ARGB4444:
  103.                 return NV10_3D_TEX_FORMAT_FORMAT_A4R4G4B4;
  104.  
  105.         case MESA_FORMAT_RGB565:
  106.                 return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5;
  107.  
  108.         case MESA_FORMAT_A8:
  109.         case MESA_FORMAT_I8:
  110.                 return NV10_3D_TEX_FORMAT_FORMAT_I8;
  111.  
  112.         case MESA_FORMAT_L8:
  113.                 return NV10_3D_TEX_FORMAT_FORMAT_L8;
  114.  
  115.         case MESA_FORMAT_RGB_DXT1:
  116.         case MESA_FORMAT_RGBA_DXT1:
  117.                 return NV10_3D_TEX_FORMAT_FORMAT_DXT1;
  118.  
  119.         case MESA_FORMAT_RGBA_DXT3:
  120.                 return NV10_3D_TEX_FORMAT_FORMAT_DXT3;
  121.  
  122.         case MESA_FORMAT_RGBA_DXT5:
  123.                 return NV10_3D_TEX_FORMAT_FORMAT_DXT5;
  124.  
  125.         default:
  126.                 assert(0);
  127.         }
  128. }
  129.  
  130. static uint32_t
  131. get_tex_format_rect(struct gl_texture_image *ti)
  132. {
  133.         switch (ti->TexFormat) {
  134.         case MESA_FORMAT_ARGB1555:
  135.                 return NV10_3D_TEX_FORMAT_FORMAT_A1R5G5B5_RECT;
  136.  
  137.         case MESA_FORMAT_RGB565:
  138.                 return NV10_3D_TEX_FORMAT_FORMAT_R5G6B5_RECT;
  139.  
  140.         case MESA_FORMAT_ARGB8888:
  141.         case MESA_FORMAT_XRGB8888:
  142.                 return NV10_3D_TEX_FORMAT_FORMAT_A8R8G8B8_RECT;
  143.  
  144.         case MESA_FORMAT_A8:
  145.         case MESA_FORMAT_L8:
  146.         case MESA_FORMAT_I8:
  147.                 return NV10_3D_TEX_FORMAT_FORMAT_I8_RECT;
  148.  
  149.         default:
  150.                 assert(0);
  151.         }
  152. }
  153.  
  154. void
  155. nv10_emit_tex_obj(struct gl_context *ctx, int emit)
  156. {
  157.         const int i = emit - NOUVEAU_STATE_TEX_OBJ0;
  158.         struct nouveau_pushbuf *push = context_push(ctx);
  159.         const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM;
  160.         struct gl_texture_object *t;
  161.         struct nouveau_surface *s;
  162.         struct gl_texture_image *ti;
  163.         const struct gl_sampler_object *sa;
  164.         uint32_t tx_format, tx_filter, tx_enable;
  165.  
  166.         PUSH_RESET(push, BUFCTX_TEX(i));
  167.  
  168.         if (!ctx->Texture.Unit[i]._ReallyEnabled) {
  169.                 BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
  170.                 PUSH_DATA (push, 0);
  171.                 return;
  172.         }
  173.  
  174.         t = ctx->Texture.Unit[i]._Current;
  175.         s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
  176.         ti = t->Image[0][t->BaseLevel];
  177.         sa = _mesa_get_samplerobj(ctx, i);
  178.  
  179.         if (!nouveau_texture_validate(ctx, t))
  180.                 return;
  181.  
  182.         /* Recompute the texturing registers. */
  183.         tx_format = nvgl_wrap_mode(sa->WrapT) << 28
  184.                 | nvgl_wrap_mode(sa->WrapS) << 24
  185.                 | ti->HeightLog2 << 20
  186.                 | ti->WidthLog2 << 16
  187.                 | 5 << 4 | 1 << 12;
  188.  
  189.         tx_filter = nvgl_filter_mode(sa->MagFilter) << 28
  190.                 | nvgl_filter_mode(sa->MinFilter) << 24;
  191.  
  192.         tx_enable = NV10_3D_TEX_ENABLE_ENABLE
  193.                 | log2i(sa->MaxAnisotropy) << 4;
  194.  
  195.         if (t->Target == GL_TEXTURE_RECTANGLE) {
  196.                 BEGIN_NV04(push, NV10_3D(TEX_NPOT_PITCH(i)), 1);
  197.                 PUSH_DATA (push, s->pitch << 16);
  198.                 BEGIN_NV04(push, NV10_3D(TEX_NPOT_SIZE(i)), 1);
  199.                 PUSH_DATA (push, align(s->width, 2) << 16 | s->height);
  200.  
  201.                 tx_format |= get_tex_format_rect(ti);
  202.         } else {
  203.                 tx_format |= get_tex_format_pot(ti);
  204.         }
  205.  
  206.         if (sa->MinFilter != GL_NEAREST &&
  207.             sa->MinFilter != GL_LINEAR) {
  208.                 int lod_min = sa->MinLod;
  209.                 int lod_max = MIN2(sa->MaxLod, t->_MaxLambda);
  210.                 int lod_bias = sa->LodBias
  211.                         + ctx->Texture.Unit[i].LodBias;
  212.  
  213.                 lod_max = CLAMP(lod_max, 0, 15);
  214.                 lod_min = CLAMP(lod_min, 0, 15);
  215.                 lod_bias = CLAMP(lod_bias, 0, 15);
  216.  
  217.                 tx_format |= NV10_3D_TEX_FORMAT_MIPMAP;
  218.                 tx_filter |= lod_bias << 8;
  219.                 tx_enable |= lod_min << 26
  220.                         | lod_max << 14;
  221.         }
  222.  
  223.         /* Write it to the hardware. */
  224.         BEGIN_NV04(push, NV10_3D(TEX_FORMAT(i)), 1);
  225.         PUSH_MTHD (push, NV10_3D(TEX_FORMAT(i)), BUFCTX_TEX(i),
  226.                          s->bo, tx_format, bo_flags | NOUVEAU_BO_OR,
  227.                          NV10_3D_TEX_FORMAT_DMA0,
  228.                          NV10_3D_TEX_FORMAT_DMA1);
  229.  
  230.         BEGIN_NV04(push, NV10_3D(TEX_OFFSET(i)), 1);
  231.         PUSH_MTHDl(push, NV10_3D(TEX_OFFSET(i)), BUFCTX_TEX(i),
  232.                          s->bo, s->offset, bo_flags);
  233.  
  234.         BEGIN_NV04(push, NV10_3D(TEX_FILTER(i)), 1);
  235.         PUSH_DATA (push, tx_filter);
  236.  
  237.         BEGIN_NV04(push, NV10_3D(TEX_ENABLE(i)), 1);
  238.         PUSH_DATA (push, tx_enable);
  239. }
  240.  
  241.