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/glformats.h"
37 #include "main/samplerobj.h"
38 #include "main/teximage.h"
39 #include "main/texobj.h"
40
41 #include "st_context.h"
42 #include "st_cb_texture.h"
43 #include "st_format.h"
44 #include "st_atom.h"
45 #include "st_sampler_view.h"
46 #include "st_texture.h"
47 #include "pipe/p_context.h"
48 #include "pipe/p_defines.h"
49
50 #include "cso_cache/cso_context.h"
51
52 #include "util/format/u_format.h"
53
54
55 /**
56 * Convert a gl_sampler_object to a pipe_sampler_state object.
57 */
58 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)59 st_convert_sampler(const struct st_context *st,
60 const struct gl_texture_object *texobj,
61 const struct gl_sampler_object *msamp,
62 float tex_unit_lod_bias,
63 struct pipe_sampler_state *sampler,
64 bool seamless_cube_map)
65 {
66 memcpy(sampler, &msamp->Attrib.state, sizeof(*sampler));
67
68 sampler->seamless_cube_map |= seamless_cube_map;
69
70 if (texobj->_IsIntegerFormat && st->ctx->Const.ForceIntegerTexNearest) {
71 sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST;
72 sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST;
73 }
74
75 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB || st->lower_rect_tex)
76 sampler->normalized_coords = 1;
77
78 sampler->lod_bias += tex_unit_lod_bias;
79
80 /* Check that only wrap modes using the border color have the first bit
81 * set.
82 */
83 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
84 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
85 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
86 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
87 STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
88 PIPE_TEX_WRAP_CLAMP_TO_EDGE |
89 PIPE_TEX_WRAP_MIRROR_REPEAT |
90 PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
91
92 /* For non-black borders... */
93 if (msamp->Attrib.IsBorderColorNonZero &&
94 /* This is true if wrap modes are using the border color: */
95 (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1) {
96 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
97 const GLboolean is_integer =
98 texobj->_IsIntegerFormat || texobj->StencilSampling ||
99 texBaseFormat == GL_STENCIL_INDEX;
100
101 if (texobj->StencilSampling)
102 texBaseFormat = GL_STENCIL_INDEX;
103
104 if (st->apply_texture_swizzle_to_border_color) {
105 const struct gl_texture_object *stobj = st_texture_object_const(texobj);
106 /* XXX: clean that up to not use the sampler view at all */
107 const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
108
109 if (sv) {
110 struct pipe_sampler_view *view = sv->view;
111 union pipe_color_union tmp = sampler->border_color;
112 const unsigned char swz[4] =
113 {
114 view->swizzle_r,
115 view->swizzle_g,
116 view->swizzle_b,
117 view->swizzle_a,
118 };
119
120 st_translate_color(&tmp, texBaseFormat, is_integer);
121
122 util_format_apply_color_swizzle(&sampler->border_color,
123 &tmp, swz, is_integer);
124 } else {
125 st_translate_color(&sampler->border_color,
126 texBaseFormat, is_integer);
127 }
128 } else {
129 st_translate_color(&sampler->border_color,
130 texBaseFormat, is_integer);
131 if (st->use_format_with_border_color)
132 sampler->border_color_format = st_get_sampler_view_format(st, texobj,
133 msamp->Attrib.sRGBDecode == GL_SKIP_DECODE_EXT);
134 }
135 sampler->border_color_is_integer = is_integer;
136 }
137
138 /* If sampling a depth texture and using shadow comparison */
139 if (msamp->Attrib.CompareMode == GL_COMPARE_R_TO_TEXTURE) {
140 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
141
142 if (texBaseFormat == GL_DEPTH_COMPONENT ||
143 (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling))
144 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
145 }
146 }
147
148 /**
149 * Get a pipe_sampler_state object from a texture unit.
150 */
151 void
st_convert_sampler_from_unit(const struct st_context * st,struct pipe_sampler_state * sampler,GLuint texUnit)152 st_convert_sampler_from_unit(const struct st_context *st,
153 struct pipe_sampler_state *sampler,
154 GLuint texUnit)
155 {
156 const struct gl_texture_object *texobj;
157 struct gl_context *ctx = st->ctx;
158 const struct gl_sampler_object *msamp;
159
160 texobj = ctx->Texture.Unit[texUnit]._Current;
161 assert(texobj);
162
163 msamp = _mesa_get_samplerobj(ctx, texUnit);
164
165 st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBiasQuantized,
166 sampler, ctx->Texture.CubeMapSeamless);
167 }
168
169
170 /**
171 * Update the gallium driver's sampler state for fragment, vertex or
172 * geometry shader stage.
173 */
174 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)175 update_shader_samplers(struct st_context *st,
176 enum pipe_shader_type shader_stage,
177 const struct gl_program *prog,
178 struct pipe_sampler_state *samplers,
179 unsigned *out_num_samplers)
180 {
181 struct gl_context *ctx = st->ctx;
182 GLbitfield samplers_used = prog->SamplersUsed;
183 GLbitfield free_slots = ~prog->SamplersUsed;
184 GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
185 unsigned unit, num_samplers;
186 struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
187 const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
188
189 if (samplers_used == 0x0) {
190 if (out_num_samplers)
191 *out_num_samplers = 0;
192 return;
193 }
194
195 if (!samplers)
196 samplers = local_samplers;
197
198 num_samplers = util_last_bit(samplers_used);
199
200 /* loop over sampler units (aka tex image units) */
201 for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
202 struct pipe_sampler_state *sampler = samplers + unit;
203 unsigned tex_unit = prog->SamplerUnits[unit];
204
205 /* Don't update the sampler for TBOs. cso_context will not bind sampler
206 * states that are NULL.
207 */
208 if (samplers_used & 1 &&
209 (ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER ||
210 st->texture_buffer_sampler)) {
211 st_convert_sampler_from_unit(st, sampler, tex_unit);
212 states[unit] = sampler;
213 } else {
214 states[unit] = NULL;
215 }
216 }
217
218 /* For any external samplers with multiplaner YUV, stuff the additional
219 * sampler states we need at the end.
220 *
221 * Just re-use the existing sampler-state from the primary slot.
222 */
223 while (unlikely(external_samplers_used)) {
224 GLuint unit = u_bit_scan(&external_samplers_used);
225 GLuint extra = 0;
226 struct gl_texture_object *stObj =
227 st_get_texture_object(st->ctx, prog, unit);
228 struct pipe_sampler_state *sampler = samplers + unit;
229
230 /* if resource format matches then YUV wasn't lowered */
231 if (!stObj || st_get_view_format(stObj) == stObj->pt->format)
232 continue;
233
234 switch (st_get_view_format(stObj)) {
235 case PIPE_FORMAT_NV12:
236 if (stObj->pt->format == PIPE_FORMAT_R8_G8B8_420_UNORM)
237 /* no additional views needed */
238 break;
239 FALLTHROUGH;
240 case PIPE_FORMAT_P010:
241 case PIPE_FORMAT_P012:
242 case PIPE_FORMAT_P016:
243 case PIPE_FORMAT_Y210:
244 case PIPE_FORMAT_Y212:
245 case PIPE_FORMAT_Y216:
246 case PIPE_FORMAT_YUYV:
247 case PIPE_FORMAT_UYVY:
248 if (stObj->pt->format == PIPE_FORMAT_R8G8_R8B8_UNORM ||
249 stObj->pt->format == PIPE_FORMAT_G8R8_B8R8_UNORM) {
250 /* no additional views needed */
251 break;
252 }
253
254 /* we need one additional sampler: */
255 extra = u_bit_scan(&free_slots);
256 states[extra] = sampler;
257 break;
258 case PIPE_FORMAT_IYUV:
259 /* we need two additional samplers: */
260 extra = u_bit_scan(&free_slots);
261 states[extra] = sampler;
262 extra = u_bit_scan(&free_slots);
263 states[extra] = sampler;
264 break;
265 default:
266 break;
267 }
268
269 num_samplers = MAX2(num_samplers, extra + 1);
270 }
271
272 cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
273
274 if (out_num_samplers)
275 *out_num_samplers = num_samplers;
276 }
277
278
279 void
st_update_vertex_samplers(struct st_context * st)280 st_update_vertex_samplers(struct st_context *st)
281 {
282 const struct gl_context *ctx = st->ctx;
283
284 update_shader_samplers(st,
285 PIPE_SHADER_VERTEX,
286 ctx->VertexProgram._Current,
287 st->state.vert_samplers,
288 &st->state.num_vert_samplers);
289 }
290
291
292 void
st_update_tessctrl_samplers(struct st_context * st)293 st_update_tessctrl_samplers(struct st_context *st)
294 {
295 const struct gl_context *ctx = st->ctx;
296
297 if (ctx->TessCtrlProgram._Current) {
298 update_shader_samplers(st,
299 PIPE_SHADER_TESS_CTRL,
300 ctx->TessCtrlProgram._Current, NULL, NULL);
301 }
302 }
303
304
305 void
st_update_tesseval_samplers(struct st_context * st)306 st_update_tesseval_samplers(struct st_context *st)
307 {
308 const struct gl_context *ctx = st->ctx;
309
310 if (ctx->TessEvalProgram._Current) {
311 update_shader_samplers(st,
312 PIPE_SHADER_TESS_EVAL,
313 ctx->TessEvalProgram._Current, NULL, NULL);
314 }
315 }
316
317
318 void
st_update_geometry_samplers(struct st_context * st)319 st_update_geometry_samplers(struct st_context *st)
320 {
321 const struct gl_context *ctx = st->ctx;
322
323 if (ctx->GeometryProgram._Current) {
324 update_shader_samplers(st,
325 PIPE_SHADER_GEOMETRY,
326 ctx->GeometryProgram._Current, NULL, NULL);
327 }
328 }
329
330
331 void
st_update_fragment_samplers(struct st_context * st)332 st_update_fragment_samplers(struct st_context *st)
333 {
334 const struct gl_context *ctx = st->ctx;
335
336 update_shader_samplers(st,
337 PIPE_SHADER_FRAGMENT,
338 ctx->FragmentProgram._Current,
339 st->state.frag_samplers,
340 &st->state.num_frag_samplers);
341 }
342
343
344 void
st_update_compute_samplers(struct st_context * st)345 st_update_compute_samplers(struct st_context *st)
346 {
347 const struct gl_context *ctx = st->ctx;
348
349 if (ctx->ComputeProgram._Current) {
350 update_shader_samplers(st,
351 PIPE_SHADER_COMPUTE,
352 ctx->ComputeProgram._Current, NULL, NULL);
353 }
354 }
355