nouveau: Add support for ARB_sampler_objects

ARB_sampler_objects is very simple software only extension to support.  I want
to make it a mandatory extension for Mesa drivers to allow the meta module to
use it.

This patch add support for the extension to nouveau. It is completely untested
search and replace patch, except for flagging the texture state as needing to
be recomputed when a sampler object is present.

Signed-off-by: Pauli Nieminen <pauli.nieminen@linux.intel.com>
This commit is contained in:
Pauli Nieminen 2012-06-12 21:38:50 +03:00 committed by Eric Anholt
parent 765509903b
commit 54808e560f
4 changed files with 46 additions and 31 deletions

View File

@ -495,6 +495,13 @@ nouveau_update_state(struct gl_context *ctx, GLbitfield new_state)
context_dirty(ctx, MATERIAL_BACK_SHININESS);
}
if (new_state & _NEW_TEXTURE) {
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i].Sampler)
context_dirty_i(ctx, TEX_OBJ, i);
}
}
_swrast_InvalidateState(ctx, new_state);
_tnl_InvalidateState(ctx, new_state);

View File

@ -32,6 +32,7 @@
#include "nv_object.xml.h"
#include "nv04_3d.xml.h"
#include "nv04_driver.h"
#include "main/samplerobj.h"
static uint32_t
get_tex_format(struct gl_texture_image *ti)
@ -67,6 +68,7 @@ nv04_emit_tex_obj(struct gl_context *ctx, int emit)
if (ctx->Texture.Unit[i]._ReallyEnabled) {
struct gl_texture_object *t = ctx->Texture.Unit[i]._Current;
struct gl_texture_image *ti = t->Image[0][t->BaseLevel];
const struct gl_sampler_object *sa = _mesa_get_samplerobj(ctx, i);
int lod_max = 1, lod_bias = 0;
if (!nouveau_texture_validate(ctx, t))
@ -74,26 +76,26 @@ nv04_emit_tex_obj(struct gl_context *ctx, int emit)
s = &to_nouveau_texture(t)->surfaces[t->BaseLevel];
if (t->Sampler.MinFilter != GL_NEAREST &&
t->Sampler.MinFilter != GL_LINEAR) {
lod_max = CLAMP(MIN2(t->Sampler.MaxLod, t->_MaxLambda),
if (sa->MinFilter != GL_NEAREST &&
sa->MinFilter != GL_LINEAR) {
lod_max = CLAMP(MIN2(sa->MaxLod, t->_MaxLambda),
0, 15) + 1;
lod_bias = CLAMP(ctx->Texture.Unit[i].LodBias +
t->Sampler.LodBias, -16, 15) * 8;
sa->LodBias, -16, 15) * 8;
}
format |= nvgl_wrap_mode(t->Sampler.WrapT) << 28 |
nvgl_wrap_mode(t->Sampler.WrapS) << 24 |
format |= nvgl_wrap_mode(sa->WrapT) << 28 |
nvgl_wrap_mode(sa->WrapS) << 24 |
ti->HeightLog2 << 20 |
ti->WidthLog2 << 16 |
lod_max << 12 |
get_tex_format(ti);
filter |= log2i(t->Sampler.MaxAnisotropy) << 31 |
nvgl_filter_mode(t->Sampler.MagFilter) << 28 |
log2i(t->Sampler.MaxAnisotropy) << 27 |
nvgl_filter_mode(t->Sampler.MinFilter) << 24 |
filter |= log2i(sa->MaxAnisotropy) << 31 |
nvgl_filter_mode(sa->MagFilter) << 28 |
log2i(sa->MaxAnisotropy) << 27 |
nvgl_filter_mode(sa->MinFilter) << 24 |
(lod_bias & 0xff) << 16;
} else {

View File

@ -31,6 +31,7 @@
#include "nv10_3d.xml.h"
#include "nouveau_util.h"
#include "nv10_driver.h"
#include "main/samplerobj.h"
void
nv10_emit_tex_gen(struct gl_context *ctx, int emit)
@ -159,6 +160,7 @@ nv10_emit_tex_obj(struct gl_context *ctx, int emit)
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_enable;
PUSH_RESET(push, BUFCTX_TEX(i));
@ -172,22 +174,23 @@ nv10_emit_tex_obj(struct gl_context *ctx, int emit)
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 = nvgl_wrap_mode(t->Sampler.WrapT) << 28
| nvgl_wrap_mode(t->Sampler.WrapS) << 24
tx_format = nvgl_wrap_mode(sa->WrapT) << 28
| nvgl_wrap_mode(sa->WrapS) << 24
| ti->HeightLog2 << 20
| ti->WidthLog2 << 16
| 5 << 4 | 1 << 12;
tx_filter = nvgl_filter_mode(t->Sampler.MagFilter) << 28
| nvgl_filter_mode(t->Sampler.MinFilter) << 24;
tx_filter = nvgl_filter_mode(sa->MagFilter) << 28
| nvgl_filter_mode(sa->MinFilter) << 24;
tx_enable = NV10_3D_TEX_ENABLE_ENABLE
| log2i(t->Sampler.MaxAnisotropy) << 4;
| log2i(sa->MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_NV04(push, NV10_3D(TEX_NPOT_PITCH(i)), 1);
@ -200,11 +203,11 @@ nv10_emit_tex_obj(struct gl_context *ctx, int emit)
tx_format |= get_tex_format_pot(ti);
}
if (t->Sampler.MinFilter != GL_NEAREST &&
t->Sampler.MinFilter != GL_LINEAR) {
int lod_min = t->Sampler.MinLod;
int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda);
int lod_bias = t->Sampler.LodBias
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);

View File

@ -31,6 +31,7 @@
#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)
@ -163,6 +164,7 @@ nv20_emit_tex_obj(struct gl_context *ctx, int emit)
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));
@ -178,6 +180,7 @@ nv20_emit_tex_obj(struct gl_context *ctx, int emit)
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;
@ -190,16 +193,16 @@ nv20_emit_tex_obj(struct gl_context *ctx, int emit)
| NV20_3D_TEX_FORMAT_NO_BORDER
| 1 << 16;
tx_wrap = nvgl_wrap_mode(t->Sampler.WrapR) << 16
| nvgl_wrap_mode(t->Sampler.WrapT) << 8
| nvgl_wrap_mode(t->Sampler.WrapS) << 0;
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(t->Sampler.MagFilter) << 24
| nvgl_filter_mode(t->Sampler.MinFilter) << 16
tx_filter = nvgl_filter_mode(sa->MagFilter) << 24
| nvgl_filter_mode(sa->MinFilter) << 16
| 2 << 12;
tx_enable = NV20_3D_TEX_ENABLE_ENABLE
| log2i(t->Sampler.MaxAnisotropy) << 4;
| log2i(sa->MaxAnisotropy) << 4;
if (t->Target == GL_TEXTURE_RECTANGLE) {
BEGIN_NV04(push, NV20_3D(TEX_NPOT_PITCH(i)), 1);
@ -212,11 +215,11 @@ nv20_emit_tex_obj(struct gl_context *ctx, int emit)
tx_format |= get_tex_format_pot(ti);
}
if (t->Sampler.MinFilter != GL_NEAREST &&
t->Sampler.MinFilter != GL_LINEAR) {
int lod_min = t->Sampler.MinLod;
int lod_max = MIN2(t->Sampler.MaxLod, t->_MaxLambda);
int lod_bias = t->Sampler.LodBias
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);