1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 * Brian Paul
32 */
33
34
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/glformats.h"
38 #include "main/samplerobj.h"
39 #include "main/teximage.h"
40 #include "main/texobj.h"
41
42 #include "st_context.h"
43 #include "st_cb_texture.h"
44 #include "st_format.h"
45 #include "st_atom.h"
46 #include "st_sampler_view.h"
47 #include "st_texture.h"
48 #include "pipe/p_context.h"
49 #include "pipe/p_defines.h"
50
51 #include "cso_cache/cso_context.h"
52
53 #include "util/format/u_format.h"
54
55
56 /**
57 * Convert a gl_sampler_object to a pipe_sampler_state object.
58 */
59 void
st_convert_sampler(const struct st_context * st,const struct gl_texture_object * texobj,const struct gl_sampler_object * msamp,float tex_unit_lod_bias,struct pipe_sampler_state * sampler,bool seamless_cube_map)60 st_convert_sampler(const struct st_context *st,
61 const struct gl_texture_object *texobj,
62 const struct gl_sampler_object *msamp,
63 float tex_unit_lod_bias,
64 struct pipe_sampler_state *sampler,
65 bool seamless_cube_map)
66 {
67 memcpy(sampler, &msamp->Attrib.state, sizeof(*sampler));
68
69 sampler->seamless_cube_map |= seamless_cube_map;
70
71 if (texobj->_IsIntegerFormat && st->ctx->Const.ForceIntegerTexNearest) {
72 sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST;
73 sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST;
74 }
75
76 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
77 sampler->normalized_coords = 1;
78
79 sampler->lod_bias += tex_unit_lod_bias;
80
81 /* Check that only wrap modes using the border color have the first bit
82 * set.
83 */
84 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
85 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
86 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
87 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
88 STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
89 PIPE_TEX_WRAP_CLAMP_TO_EDGE |
90 PIPE_TEX_WRAP_MIRROR_REPEAT |
91 PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
92
93 /* For non-black borders... */
94 if (msamp->Attrib.IsBorderColorNonZero &&
95 /* This is true if wrap modes are using the border color: */
96 (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1) {
97 const GLboolean is_integer = texobj->_IsIntegerFormat;
98 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
99
100 if (texobj->StencilSampling)
101 texBaseFormat = GL_STENCIL_INDEX;
102
103 if (st->apply_texture_swizzle_to_border_color) {
104 const struct st_texture_object *stobj = st_texture_object_const(texobj);
105 /* XXX: clean that up to not use the sampler view at all */
106 const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
107
108 if (sv) {
109 struct pipe_sampler_view *view = sv->view;
110 union pipe_color_union tmp = sampler->border_color;
111 const unsigned char swz[4] =
112 {
113 view->swizzle_r,
114 view->swizzle_g,
115 view->swizzle_b,
116 view->swizzle_a,
117 };
118
119 st_translate_color(&tmp, texBaseFormat, is_integer);
120
121 util_format_apply_color_swizzle(&sampler->border_color,
122 &tmp, swz, is_integer);
123 } else {
124 st_translate_color(&sampler->border_color,
125 texBaseFormat, is_integer);
126 }
127 } else {
128 st_translate_color(&sampler->border_color,
129 texBaseFormat, is_integer);
130 }
131 sampler->border_color_is_integer = is_integer;
132 }
133
134 /* If sampling a depth texture and using shadow comparison */
135 if (msamp->Attrib.CompareMode == GL_COMPARE_R_TO_TEXTURE) {
136 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
137
138 if (texBaseFormat == GL_DEPTH_COMPONENT ||
139 (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling))
140 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
141 }
142 }
143
144 /**
145 * Get a pipe_sampler_state object from a texture unit.
146 */
147 void
st_convert_sampler_from_unit(const struct st_context * st,struct pipe_sampler_state * sampler,GLuint texUnit)148 st_convert_sampler_from_unit(const struct st_context *st,
149 struct pipe_sampler_state *sampler,
150 GLuint texUnit)
151 {
152 const struct gl_texture_object *texobj;
153 struct gl_context *ctx = st->ctx;
154 const struct gl_sampler_object *msamp;
155
156 texobj = ctx->Texture.Unit[texUnit]._Current;
157 assert(texobj);
158
159 msamp = _mesa_get_samplerobj(ctx, texUnit);
160
161 st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBiasQuantized,
162 sampler, ctx->Texture.CubeMapSeamless);
163 }
164
165
166 /**
167 * Update the gallium driver's sampler state for fragment, vertex or
168 * geometry shader stage.
169 */
170 static void
update_shader_samplers(struct st_context * st,enum pipe_shader_type shader_stage,const struct gl_program * prog,struct pipe_sampler_state * samplers,unsigned * out_num_samplers)171 update_shader_samplers(struct st_context *st,
172 enum pipe_shader_type shader_stage,
173 const struct gl_program *prog,
174 struct pipe_sampler_state *samplers,
175 unsigned *out_num_samplers)
176 {
177 struct gl_context *ctx = st->ctx;
178 GLbitfield samplers_used = prog->SamplersUsed;
179 GLbitfield free_slots = ~prog->SamplersUsed;
180 GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
181 unsigned unit, num_samplers;
182 struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
183 const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
184
185 if (samplers_used == 0x0) {
186 if (out_num_samplers)
187 *out_num_samplers = 0;
188 return;
189 }
190
191 if (!samplers)
192 samplers = local_samplers;
193
194 num_samplers = util_last_bit(samplers_used);
195
196 /* loop over sampler units (aka tex image units) */
197 for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
198 struct pipe_sampler_state *sampler = samplers + unit;
199 unsigned tex_unit = prog->SamplerUnits[unit];
200
201 /* Don't update the sampler for TBOs. cso_context will not bind sampler
202 * states that are NULL.
203 */
204 if (samplers_used & 1 &&
205 (ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER ||
206 st->texture_buffer_sampler)) {
207 st_convert_sampler_from_unit(st, sampler, tex_unit);
208 states[unit] = sampler;
209 } else {
210 states[unit] = NULL;
211 }
212 }
213
214 /* For any external samplers with multiplaner YUV, stuff the additional
215 * sampler states we need at the end.
216 *
217 * Just re-use the existing sampler-state from the primary slot.
218 */
219 while (unlikely(external_samplers_used)) {
220 GLuint unit = u_bit_scan(&external_samplers_used);
221 GLuint extra = 0;
222 struct st_texture_object *stObj =
223 st_get_texture_object(st->ctx, prog, unit);
224 struct pipe_sampler_state *sampler = samplers + unit;
225
226 /* if resource format matches then YUV wasn't lowered */
227 if (!stObj || st_get_view_format(stObj) == stObj->pt->format)
228 continue;
229
230 switch (st_get_view_format(stObj)) {
231 case PIPE_FORMAT_NV12:
232 if (stObj->pt->format == PIPE_FORMAT_R8_G8B8_420_UNORM)
233 /* no additional views needed */
234 break;
235 FALLTHROUGH;
236 case PIPE_FORMAT_P010:
237 case PIPE_FORMAT_P012:
238 case PIPE_FORMAT_P016:
239 case PIPE_FORMAT_Y210:
240 case PIPE_FORMAT_Y212:
241 case PIPE_FORMAT_Y216:
242 case PIPE_FORMAT_YUYV:
243 case PIPE_FORMAT_UYVY:
244 if (stObj->pt->format == PIPE_FORMAT_R8G8_R8B8_UNORM ||
245 stObj->pt->format == PIPE_FORMAT_G8R8_B8R8_UNORM) {
246 /* no additional views needed */
247 break;
248 }
249
250 /* we need one additional sampler: */
251 extra = u_bit_scan(&free_slots);
252 states[extra] = sampler;
253 break;
254 case PIPE_FORMAT_IYUV:
255 /* we need two additional samplers: */
256 extra = u_bit_scan(&free_slots);
257 states[extra] = sampler;
258 extra = u_bit_scan(&free_slots);
259 states[extra] = sampler;
260 break;
261 default:
262 break;
263 }
264
265 num_samplers = MAX2(num_samplers, extra + 1);
266 }
267
268 cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
269
270 if (out_num_samplers)
271 *out_num_samplers = num_samplers;
272 }
273
274
275 void
st_update_vertex_samplers(struct st_context * st)276 st_update_vertex_samplers(struct st_context *st)
277 {
278 const struct gl_context *ctx = st->ctx;
279
280 update_shader_samplers(st,
281 PIPE_SHADER_VERTEX,
282 ctx->VertexProgram._Current,
283 st->state.vert_samplers,
284 &st->state.num_vert_samplers);
285 }
286
287
288 void
st_update_tessctrl_samplers(struct st_context * st)289 st_update_tessctrl_samplers(struct st_context *st)
290 {
291 const struct gl_context *ctx = st->ctx;
292
293 if (ctx->TessCtrlProgram._Current) {
294 update_shader_samplers(st,
295 PIPE_SHADER_TESS_CTRL,
296 ctx->TessCtrlProgram._Current, NULL, NULL);
297 }
298 }
299
300
301 void
st_update_tesseval_samplers(struct st_context * st)302 st_update_tesseval_samplers(struct st_context *st)
303 {
304 const struct gl_context *ctx = st->ctx;
305
306 if (ctx->TessEvalProgram._Current) {
307 update_shader_samplers(st,
308 PIPE_SHADER_TESS_EVAL,
309 ctx->TessEvalProgram._Current, NULL, NULL);
310 }
311 }
312
313
314 void
st_update_geometry_samplers(struct st_context * st)315 st_update_geometry_samplers(struct st_context *st)
316 {
317 const struct gl_context *ctx = st->ctx;
318
319 if (ctx->GeometryProgram._Current) {
320 update_shader_samplers(st,
321 PIPE_SHADER_GEOMETRY,
322 ctx->GeometryProgram._Current, NULL, NULL);
323 }
324 }
325
326
327 void
st_update_fragment_samplers(struct st_context * st)328 st_update_fragment_samplers(struct st_context *st)
329 {
330 const struct gl_context *ctx = st->ctx;
331
332 update_shader_samplers(st,
333 PIPE_SHADER_FRAGMENT,
334 ctx->FragmentProgram._Current,
335 st->state.frag_samplers,
336 &st->state.num_frag_samplers);
337 }
338
339
340 void
st_update_compute_samplers(struct st_context * st)341 st_update_compute_samplers(struct st_context *st)
342 {
343 const struct gl_context *ctx = st->ctx;
344
345 if (ctx->ComputeProgram._Current) {
346 update_shader_samplers(st,
347 PIPE_SHADER_COMPUTE,
348 ctx->ComputeProgram._Current, NULL, NULL);
349 }
350 }
351