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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/u_format.h"
54 
55 
56 /**
57  * Convert GLenum texcoord wrap tokens to pipe tokens.
58  */
59 static GLuint
gl_wrap_xlate(GLenum wrap)60 gl_wrap_xlate(GLenum wrap)
61 {
62    /* Take advantage of how the enums are defined. */
63    static const unsigned table[32] = {
64       [GL_REPEAT & 0x1f] = PIPE_TEX_WRAP_REPEAT,
65       [GL_CLAMP & 0x1f] = PIPE_TEX_WRAP_CLAMP,
66       [GL_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_EDGE,
67       [GL_CLAMP_TO_BORDER & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_BORDER,
68       [GL_MIRRORED_REPEAT & 0x1f] = PIPE_TEX_WRAP_MIRROR_REPEAT,
69       [GL_MIRROR_CLAMP_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP,
70       [GL_MIRROR_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE,
71       [GL_MIRROR_CLAMP_TO_BORDER_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER,
72    };
73 
74    return table[wrap & 0x1f];
75 }
76 
77 
78 static GLuint
gl_filter_to_mip_filter(GLenum filter)79 gl_filter_to_mip_filter(GLenum filter)
80 {
81    /* Take advantage of how the enums are defined. */
82    if (filter <= GL_LINEAR)
83       return PIPE_TEX_MIPFILTER_NONE;
84    if (filter <= GL_LINEAR_MIPMAP_NEAREST)
85       return PIPE_TEX_MIPFILTER_NEAREST;
86 
87    return PIPE_TEX_MIPFILTER_LINEAR;
88 }
89 
90 
91 static GLuint
gl_filter_to_img_filter(GLenum filter)92 gl_filter_to_img_filter(GLenum filter)
93 {
94    /* Take advantage of how the enums are defined. */
95    if (filter & 1)
96       return PIPE_TEX_FILTER_LINEAR;
97 
98    return PIPE_TEX_FILTER_NEAREST;
99 }
100 
101 
102 /**
103  * Convert a gl_sampler_object to a pipe_sampler_state object.
104  */
105 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)106 st_convert_sampler(const struct st_context *st,
107                    const struct gl_texture_object *texobj,
108                    const struct gl_sampler_object *msamp,
109                    float tex_unit_lod_bias,
110                    struct pipe_sampler_state *sampler)
111 {
112    memset(sampler, 0, sizeof(*sampler));
113    sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
114    sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
115    sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
116 
117    sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
118    sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
119    sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
120 
121    if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
122       sampler->normalized_coords = 1;
123 
124    sampler->lod_bias = msamp->LodBias + tex_unit_lod_bias;
125    /* Reduce the number of states by allowing only the values that AMD GCN
126     * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
127     * levels.
128     */
129    sampler->lod_bias = CLAMP(sampler->lod_bias, -16, 16);
130    sampler->lod_bias = floorf(sampler->lod_bias * 256) / 256;
131 
132    sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
133    sampler->max_lod = msamp->MaxLod;
134    if (sampler->max_lod < sampler->min_lod) {
135       /* The GL spec doesn't seem to specify what to do in this case.
136        * Swap the values.
137        */
138       float tmp = sampler->max_lod;
139       sampler->max_lod = sampler->min_lod;
140       sampler->min_lod = tmp;
141       assert(sampler->min_lod <= sampler->max_lod);
142    }
143 
144    /* Check that only wrap modes using the border color have the first bit
145     * set.
146     */
147    STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
148    STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
149    STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
150    STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
151    STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
152                    PIPE_TEX_WRAP_CLAMP_TO_EDGE |
153                    PIPE_TEX_WRAP_MIRROR_REPEAT |
154                    PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
155 
156    /* For non-black borders... */
157    if (/* This is true if wrap modes are using the border color: */
158        (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1 &&
159        (msamp->BorderColor.ui[0] ||
160         msamp->BorderColor.ui[1] ||
161         msamp->BorderColor.ui[2] ||
162         msamp->BorderColor.ui[3])) {
163       const GLboolean is_integer = texobj->_IsIntegerFormat;
164       GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
165 
166       if (st->apply_texture_swizzle_to_border_color) {
167          const struct st_texture_object *stobj = st_texture_object_const(texobj);
168          /* XXX: clean that up to not use the sampler view at all */
169          const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
170 
171          if (sv) {
172             struct pipe_sampler_view *view = sv->view;
173             union pipe_color_union tmp;
174             const unsigned char swz[4] =
175             {
176                view->swizzle_r,
177                view->swizzle_g,
178                view->swizzle_b,
179                view->swizzle_a,
180             };
181 
182             st_translate_color(&msamp->BorderColor, &tmp,
183                                texBaseFormat, is_integer);
184 
185             util_format_apply_color_swizzle(&sampler->border_color,
186                                             &tmp, swz, is_integer);
187          } else {
188             st_translate_color(&msamp->BorderColor,
189                                &sampler->border_color,
190                                texBaseFormat, is_integer);
191          }
192       } else {
193          st_translate_color(&msamp->BorderColor,
194                             &sampler->border_color,
195                             texBaseFormat, is_integer);
196       }
197    }
198 
199    sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
200                               0 : (GLuint) msamp->MaxAnisotropy);
201 
202    /* If sampling a depth texture and using shadow comparison */
203    if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
204       GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
205 
206       if (texBaseFormat == GL_DEPTH_COMPONENT ||
207           (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) {
208          sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
209          sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
210       }
211    }
212 
213    /* Only set the seamless cube map texture parameter because the per-context
214     * enable should be ignored and treated as disabled when using texture
215     * handles, as specified by ARB_bindless_texture.
216     */
217    sampler->seamless_cube_map = msamp->CubeMapSeamless;
218 }
219 
220 /**
221  * Get a pipe_sampler_state object from a texture unit.
222  */
223 void
st_convert_sampler_from_unit(const struct st_context * st,struct pipe_sampler_state * sampler,GLuint texUnit)224 st_convert_sampler_from_unit(const struct st_context *st,
225                              struct pipe_sampler_state *sampler,
226                              GLuint texUnit)
227 {
228    const struct gl_texture_object *texobj;
229    struct gl_context *ctx = st->ctx;
230    const struct gl_sampler_object *msamp;
231 
232    texobj = ctx->Texture.Unit[texUnit]._Current;
233    assert(texobj);
234    assert(texobj->Target != GL_TEXTURE_BUFFER);
235 
236    msamp = _mesa_get_samplerobj(ctx, texUnit);
237 
238    st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBias,
239                       sampler);
240 
241    sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
242 }
243 
244 
245 /**
246  * Update the gallium driver's sampler state for fragment, vertex or
247  * geometry shader stage.
248  */
249 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)250 update_shader_samplers(struct st_context *st,
251                        enum pipe_shader_type shader_stage,
252                        const struct gl_program *prog,
253                        struct pipe_sampler_state *samplers,
254                        unsigned *out_num_samplers)
255 {
256    struct gl_context *ctx = st->ctx;
257    GLbitfield samplers_used = prog->SamplersUsed;
258    GLbitfield free_slots = ~prog->SamplersUsed;
259    GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
260    unsigned unit, num_samplers;
261    const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
262 
263    if (samplers_used == 0x0) {
264       *out_num_samplers = 0;
265       return;
266    }
267 
268    num_samplers = util_last_bit(samplers_used);
269 
270    /* loop over sampler units (aka tex image units) */
271    for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
272       struct pipe_sampler_state *sampler = samplers + unit;
273       unsigned tex_unit = prog->SamplerUnits[unit];
274 
275       /* Don't update the sampler for TBOs. cso_context will not bind sampler
276        * states that are NULL.
277        */
278       if (samplers_used & 1 &&
279           ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER) {
280          st_convert_sampler_from_unit(st, sampler, tex_unit);
281          states[unit] = sampler;
282       } else {
283          states[unit] = NULL;
284       }
285    }
286 
287    /* For any external samplers with multiplaner YUV, stuff the additional
288     * sampler states we need at the end.
289     *
290     * Just re-use the existing sampler-state from the primary slot.
291     */
292    while (unlikely(external_samplers_used)) {
293       GLuint unit = u_bit_scan(&external_samplers_used);
294       GLuint extra = 0;
295       struct st_texture_object *stObj =
296             st_get_texture_object(st->ctx, prog, unit);
297       struct pipe_sampler_state *sampler = samplers + unit;
298 
299       if (!stObj)
300          continue;
301 
302       switch (st_get_view_format(stObj)) {
303       case PIPE_FORMAT_NV12:
304          /* we need one additional sampler: */
305          extra = u_bit_scan(&free_slots);
306          states[extra] = sampler;
307          break;
308       case PIPE_FORMAT_IYUV:
309          /* we need two additional samplers: */
310          extra = u_bit_scan(&free_slots);
311          states[extra] = sampler;
312          extra = u_bit_scan(&free_slots);
313          states[extra] = sampler;
314          break;
315       default:
316          break;
317       }
318 
319       num_samplers = MAX2(num_samplers, extra + 1);
320    }
321 
322    cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
323    *out_num_samplers = num_samplers;
324 }
325 
326 
327 void
st_update_vertex_samplers(struct st_context * st)328 st_update_vertex_samplers(struct st_context *st)
329 {
330    const struct gl_context *ctx = st->ctx;
331 
332    update_shader_samplers(st,
333                           PIPE_SHADER_VERTEX,
334                           ctx->VertexProgram._Current,
335                           st->state.samplers[PIPE_SHADER_VERTEX],
336                           &st->state.num_samplers[PIPE_SHADER_VERTEX]);
337 }
338 
339 
340 void
st_update_tessctrl_samplers(struct st_context * st)341 st_update_tessctrl_samplers(struct st_context *st)
342 {
343    const struct gl_context *ctx = st->ctx;
344 
345    if (ctx->TessCtrlProgram._Current) {
346       update_shader_samplers(st,
347                              PIPE_SHADER_TESS_CTRL,
348                              ctx->TessCtrlProgram._Current,
349                              st->state.samplers[PIPE_SHADER_TESS_CTRL],
350                              &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
351    }
352 }
353 
354 
355 void
st_update_tesseval_samplers(struct st_context * st)356 st_update_tesseval_samplers(struct st_context *st)
357 {
358    const struct gl_context *ctx = st->ctx;
359 
360    if (ctx->TessEvalProgram._Current) {
361       update_shader_samplers(st,
362                              PIPE_SHADER_TESS_EVAL,
363                              ctx->TessEvalProgram._Current,
364                              st->state.samplers[PIPE_SHADER_TESS_EVAL],
365                              &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
366    }
367 }
368 
369 
370 void
st_update_geometry_samplers(struct st_context * st)371 st_update_geometry_samplers(struct st_context *st)
372 {
373    const struct gl_context *ctx = st->ctx;
374 
375    if (ctx->GeometryProgram._Current) {
376       update_shader_samplers(st,
377                              PIPE_SHADER_GEOMETRY,
378                              ctx->GeometryProgram._Current,
379                              st->state.samplers[PIPE_SHADER_GEOMETRY],
380                              &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
381    }
382 }
383 
384 
385 void
st_update_fragment_samplers(struct st_context * st)386 st_update_fragment_samplers(struct st_context *st)
387 {
388    const struct gl_context *ctx = st->ctx;
389 
390    update_shader_samplers(st,
391                           PIPE_SHADER_FRAGMENT,
392                           ctx->FragmentProgram._Current,
393                           st->state.samplers[PIPE_SHADER_FRAGMENT],
394                           &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
395 }
396 
397 
398 void
st_update_compute_samplers(struct st_context * st)399 st_update_compute_samplers(struct st_context *st)
400 {
401    const struct gl_context *ctx = st->ctx;
402 
403    if (ctx->ComputeProgram._Current) {
404       update_shader_samplers(st,
405                              PIPE_SHADER_COMPUTE,
406                              ctx->ComputeProgram._Current,
407                              st->state.samplers[PIPE_SHADER_COMPUTE],
408                              &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
409    }
410 }
411