[Mesa-dev] [RFT PATCH 2/2] nv20: enable ARB_texture_border_clamp support
Roland Scheidegger
sroland at vmware.com
Tue Jun 27 13:07:34 UTC 2017
Am 27.06.2017 um 15:01 schrieb Roland Scheidegger:
> These chips can't do border color? I wonder how they got away with that
> with d3d since afaik it isn't optional.
Err, I should have known better, EVERYTHING is optional with d3d9
(albeit it doesn't mean apps were actually prepared for hw not
supporting some of the more fundamental caps) "D3DPTADDRESSCAPS_BORDER:
Device supports setting coordinates outside the range [0.0, 1.0] to the
border color, as specified by the D3DSAMP_BORDERCOLOR texture-stage
state." So I suppose that's how they got away with it...
Roland
> So what happens if you use these border wrap modes? You just get black
> border?
> I suppose another question is if you couldn't announce support for it
> nevertheless. Without a border color, you can't do GL_CLAMP correctly
> neither obviously (albeit that's a mode a few chips have problems with).
> Though unless there's a really good reason to it's probably really not a
> good idea...
>
> Roland
>
> Am 27.06.2017 um 13:53 schrieb Ilia Mirkin:
>> This functionality is only available on NV20, NV25, and NV28 (i.e. all
>> the NV2x boards). These are all AGP-only (discounting the NV2A inside
>> Xbox), and I don't have any AGP systems. The way I tested it, through
>> an emulation layer inside the NV3x hardware which lets it present the
>> NV25's 3d class, is fine for initial development, but I don't know how
>> accurate that emulation is to know if this would actually work on real
>> hardware.
>>
>> On Tue, Jun 27, 2017 at 5:59 AM, Timothy Arceri <t_arceri at yahoo.com.au> wrote:
>>> Just curious. Can this extension be added to NV04 and NV10? As those are the
>>> only drivers that don't currently support it.
>>>
>>> I have cards I could test those with, but don't have an NV20.
>>>
>>>
>>>
>>> On 09/09/16 10:56, Ilia Mirkin wrote:
>>>
>>>> Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
>>>> ---
>>>>
>>>> This was tested on a NV25-on-NV34 situation. Should be tested on real
>>>> hardware
>>>> since my test environment relies on accurate emulation in the hw.
>>>>
>>>> src/mesa/drivers/dri/nouveau/nv20_context.c | 1 +
>>>> src/mesa/drivers/dri/nouveau/nv20_state_tex.c | 29
>>>> ++++++++++++++++++++++++++-
>>>> 2 files changed, 29 insertions(+), 1 deletion(-)
>>>>
>>>> diff --git a/src/mesa/drivers/dri/nouveau/nv20_context.c
>>>> b/src/mesa/drivers/dri/nouveau/nv20_context.c
>>>> index ec638c0..6940b4d 100644
>>>> --- a/src/mesa/drivers/dri/nouveau/nv20_context.c
>>>> +++ b/src/mesa/drivers/dri/nouveau/nv20_context.c
>>>> @@ -456,6 +456,7 @@ nv20_context_create(struct nouveau_screen *screen,
>>>> gl_api api,
>>>> if (!nouveau_context_init(ctx, api, screen, visual, share_ctx))
>>>> goto fail;
>>>> + ctx->Extensions.ARB_texture_border_clamp = true;
>>>> ctx->Extensions.ARB_texture_env_crossbar = true;
>>>> ctx->Extensions.ARB_texture_env_combine = true;
>>>> ctx->Extensions.ARB_texture_env_dot3 = true;
>>>> diff --git a/src/mesa/drivers/dri/nouveau/nv20_state_tex.c
>>>> b/src/mesa/drivers/dri/nouveau/nv20_state_tex.c
>>>> index b0a4c9f..ef1799a 100644
>>>> --- a/src/mesa/drivers/dri/nouveau/nv20_state_tex.c
>>>> +++ b/src/mesa/drivers/dri/nouveau/nv20_state_tex.c
>>>> @@ -165,7 +165,8 @@ nv20_emit_tex_obj(struct gl_context *ctx, int emit)
>>>> 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;
>>>> + uint8_t r, g, b, a;
>>>> + uint32_t tx_format, tx_filter, tx_wrap, tx_bcolor, tx_enable;
>>>> PUSH_RESET(push, BUFCTX_TEX(i));
>>>> @@ -201,6 +202,29 @@ nv20_emit_tex_obj(struct gl_context *ctx, int emit)
>>>> | nvgl_filter_mode(sa->MinFilter) << 16
>>>> | 2 << 12;
>>>> + r = FLOAT_TO_UBYTE(sa->BorderColor.f[0]);
>>>> + g = FLOAT_TO_UBYTE(sa->BorderColor.f[1]);
>>>> + b = FLOAT_TO_UBYTE(sa->BorderColor.f[2]);
>>>> + a = FLOAT_TO_UBYTE(sa->BorderColor.f[3]);
>>>> + switch (ti->_BaseFormat) {
>>>> + case GL_LUMINANCE:
>>>> + a = 0xff;
>>>> + /* fallthrough */
>>>> + case GL_LUMINANCE_ALPHA:
>>>> + g = b = r;
>>>> + break;
>>>> + case GL_RGB:
>>>> + a = 0xff;
>>>> + break;
>>>> + case GL_INTENSITY:
>>>> + g = b = a = r;
>>>> + break;
>>>> + case GL_ALPHA:
>>>> + r = g = b = 0;
>>>> + break;
>>>> + }
>>>> + tx_bcolor = b << 0 | g << 8 | r << 16 | a << 24;
>>>> +
>>>> tx_enable = NV20_3D_TEX_ENABLE_ENABLE
>>>> | log2i(sa->MaxAnisotropy) << 4;
>>>> @@ -249,6 +273,9 @@ nv20_emit_tex_obj(struct gl_context *ctx, int emit)
>>>> BEGIN_NV04(push, NV20_3D(TEX_FILTER(i)), 1);
>>>> PUSH_DATA (push, tx_filter);
>>>> + BEGIN_NV04(push, NV20_3D(TEX_BORDER_COLOR(i)), 1);
>>>> + PUSH_DATA (push, tx_bcolor);
>>>> +
>>>> BEGIN_NV04(push, NV20_3D(TEX_ENABLE(i)), 1);
>>>> PUSH_DATA (push, tx_enable);
>>>>
>>>
>>>
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>
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