2 * Copyright © 2011 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
24 #include "brw_context.h"
25 #include "brw_state.h"
26 #include "brw_defines.h"
27 #include "intel_batchbuffer.h"
29 #include "main/macros.h"
30 #include "main/samplerobj.h"
33 * Sets the sampler state for a single unit.
36 gen7_update_sampler_state(struct brw_context *brw, int unit,
37 struct gen7_sampler_state *sampler)
39 struct intel_context *intel = &brw->intel;
40 struct gl_context *ctx = &intel->ctx;
41 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
42 struct gl_texture_object *texObj = texUnit->_Current;
43 struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
44 bool using_nearest = false;
46 switch (gl_sampler->MinFilter) {
48 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
49 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
53 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
54 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
56 case GL_NEAREST_MIPMAP_NEAREST:
57 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
58 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
60 case GL_LINEAR_MIPMAP_NEAREST:
61 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
62 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
64 case GL_NEAREST_MIPMAP_LINEAR:
65 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
66 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
68 case GL_LINEAR_MIPMAP_LINEAR:
69 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
70 sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
77 if (gl_sampler->MaxAnisotropy > 1.0) {
78 sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
79 sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
81 if (gl_sampler->MaxAnisotropy > 2.0) {
82 sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
87 switch (gl_sampler->MagFilter) {
89 sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
93 sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
100 sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR,
102 sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS,
104 sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT,
107 /* Cube-maps on 965 and later must use the same wrap mode for all 3
108 * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
110 if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
111 if (ctx->Texture.CubeMapSeamless &&
112 (gl_sampler->MinFilter != GL_NEAREST ||
113 gl_sampler->MagFilter != GL_NEAREST)) {
114 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
115 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
116 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
118 sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
119 sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
120 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
122 } else if (texObj->Target == GL_TEXTURE_1D) {
123 /* There's a bug in 1D texture sampling - it actually pays
124 * attention to the wrap_t value, though it should not.
125 * Override the wrap_t value here to GL_REPEAT to keep
126 * any nonexistent border pixels from floating in.
128 sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
131 /* Set shadow function: */
132 if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
133 /* Shadowing is "enabled" by emitting a particular sampler
134 * message (sample_c). So need to recompile WM program when
135 * shadow comparison is enabled on each/any texture unit.
137 sampler->ss1.shadow_function =
138 intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
142 sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
143 gl_sampler->LodBias, -16, 15), 8);
145 sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
146 sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
148 /* Set BaseMipLevel, MaxLOD, MinLOD:
150 * XXX: I don't think that using firstLevel, lastLevel works,
151 * because we always setup the surface state as if firstLevel ==
152 * level zero. Probably have to subtract firstLevel from each of
155 sampler->ss0.base_level = U_FIXED(0, 1);
157 sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 8);
158 sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 8);
160 upload_default_color(brw, gl_sampler, unit);
162 sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 5;
164 if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
165 sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
166 BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
167 BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
168 if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
169 sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
170 BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
171 BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
175 /* All samplers must be uploaded in a single contiguous array, which
176 * complicates various things. However, this is still too confusing -
177 * FIXME: simplify all the different new texture state flags.
180 gen7_prepare_samplers(struct brw_context *brw)
182 struct gl_context *ctx = &brw->intel.ctx;
183 struct gen7_sampler_state *samplers;
186 brw->wm.sampler_count = 0;
187 for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
188 if (ctx->Texture.Unit[i]._ReallyEnabled)
189 brw->wm.sampler_count = i + 1;
192 if (brw->wm.sampler_count == 0)
195 samplers = brw_state_batch(brw, brw->wm.sampler_count * sizeof(*samplers),
196 32, &brw->wm.sampler_offset);
197 memset(samplers, 0, brw->wm.sampler_count * sizeof(*samplers));
199 for (i = 0; i < brw->wm.sampler_count; i++) {
200 if (ctx->Texture.Unit[i]._ReallyEnabled)
201 gen7_update_sampler_state(brw, i, &samplers[i]);
204 brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
207 const struct brw_tracked_state gen7_samplers = {
209 .mesa = _NEW_TEXTURE,
210 .brw = BRW_NEW_BATCH,
213 .prepare = gen7_prepare_samplers,