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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/context.h"
36 #include "main/macros.h"
37 #include "main/mtypes.h"
38 #include "main/samplerobj.h"
39 #include "main/teximage.h"
40 #include "main/texobj.h"
41 #include "program/prog_instruction.h"
42 
43 #include "st_context.h"
44 #include "st_atom.h"
45 #include "st_sampler_view.h"
46 #include "st_texture.h"
47 #include "st_format.h"
48 #include "st_cb_texture.h"
49 #include "pipe/p_context.h"
50 #include "util/u_format.h"
51 #include "util/u_inlines.h"
52 #include "cso_cache/cso_context.h"
53 
54 
55 static GLboolean
update_single_texture(struct st_context * st,struct pipe_sampler_view ** sampler_view,GLuint texUnit,unsigned glsl_version)56 update_single_texture(struct st_context *st,
57                       struct pipe_sampler_view **sampler_view,
58 		      GLuint texUnit, unsigned glsl_version)
59 {
60    struct gl_context *ctx = st->ctx;
61    const struct gl_sampler_object *samp;
62    struct gl_texture_object *texObj;
63    struct st_texture_object *stObj;
64    GLboolean retval;
65 
66    samp = _mesa_get_samplerobj(ctx, texUnit);
67 
68    texObj = ctx->Texture.Unit[texUnit]._Current;
69 
70    if (!texObj) {
71       texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
72       samp = &texObj->Sampler;
73    }
74    stObj = st_texture_object(texObj);
75 
76    retval = st_finalize_texture(ctx, st->pipe, texObj, 0);
77    if (!retval) {
78       /* out of mem */
79       return GL_FALSE;
80    }
81 
82    /* Check a few pieces of state outside the texture object to see if we
83     * need to force revalidation.
84     */
85    if (stObj->prev_glsl_version != glsl_version ||
86        stObj->prev_sRGBDecode != samp->sRGBDecode) {
87 
88       st_texture_release_all_sampler_views(st, stObj);
89 
90       stObj->prev_glsl_version = glsl_version;
91       stObj->prev_sRGBDecode = samp->sRGBDecode;
92    }
93 
94    *sampler_view =
95       st_get_texture_sampler_view_from_stobj(st, stObj, samp, glsl_version);
96    return GL_TRUE;
97 }
98 
99 
100 
101 static void
update_textures(struct st_context * st,gl_shader_stage mesa_shader,const struct gl_program * prog,unsigned max_units,struct pipe_sampler_view ** sampler_views,unsigned * num_textures)102 update_textures(struct st_context *st,
103                 gl_shader_stage mesa_shader,
104                 const struct gl_program *prog,
105                 unsigned max_units,
106                 struct pipe_sampler_view **sampler_views,
107                 unsigned *num_textures)
108 {
109    const GLuint old_max = *num_textures;
110    GLbitfield samplers_used = prog->SamplersUsed;
111    GLbitfield free_slots = ~prog->SamplersUsed;
112    GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
113    GLuint unit;
114    enum pipe_shader_type shader_stage = st_shader_stage_to_ptarget(mesa_shader);
115 
116    if (samplers_used == 0x0 && old_max == 0)
117       return;
118 
119    *num_textures = 0;
120 
121    /* loop over sampler units (aka tex image units) */
122    for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
123       struct pipe_sampler_view *sampler_view = NULL;
124 
125       if (samplers_used & 1) {
126          /* prog->sh.data is NULL if it's ARB_fragment_program */
127          unsigned glsl_version = prog->sh.data ? prog->sh.data->Version : 0;
128          const GLuint texUnit = prog->SamplerUnits[unit];
129          GLboolean retval;
130 
131          retval = update_single_texture(st, &sampler_view, texUnit,
132                                         glsl_version);
133          if (retval == GL_FALSE)
134             continue;
135 
136          *num_textures = unit + 1;
137       }
138       else if (samplers_used == 0 && unit >= old_max) {
139          /* if we've reset all the old views and we have no more new ones */
140          break;
141       }
142 
143       pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
144    }
145 
146    /* For any external samplers with multiplaner YUV, stuff the additional
147     * sampler views we need at the end.
148     *
149     * Trying to cache the sampler view in the stObj looks painful, so just
150     * re-create the sampler view for the extra planes each time.  Main use
151     * case is video playback (ie. fps games wouldn't be using this) so I
152     * guess no point to try to optimize this feature.
153     */
154    while (unlikely(external_samplers_used)) {
155       GLuint unit = u_bit_scan(&external_samplers_used);
156       GLuint extra = 0;
157       struct st_texture_object *stObj =
158             st_get_texture_object(st->ctx, prog, unit);
159       struct pipe_sampler_view tmpl;
160 
161       if (!stObj)
162          continue;
163 
164       /* use original view as template: */
165       tmpl = *sampler_views[unit];
166 
167       switch (st_get_view_format(stObj)) {
168       case PIPE_FORMAT_NV12:
169          /* we need one additional R8G8 view: */
170          tmpl.format = PIPE_FORMAT_RG88_UNORM;
171          tmpl.swizzle_g = PIPE_SWIZZLE_Y;   /* tmpl from Y plane is R8 */
172          extra = u_bit_scan(&free_slots);
173          sampler_views[extra] =
174                st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
175          break;
176       case PIPE_FORMAT_IYUV:
177          /* we need two additional R8 views: */
178          tmpl.format = PIPE_FORMAT_R8_UNORM;
179          extra = u_bit_scan(&free_slots);
180          sampler_views[extra] =
181                st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
182          extra = u_bit_scan(&free_slots);
183          sampler_views[extra] =
184                st->pipe->create_sampler_view(st->pipe, stObj->pt->next->next, &tmpl);
185          break;
186       default:
187          break;
188       }
189 
190       *num_textures = MAX2(*num_textures, extra + 1);
191    }
192 
193    cso_set_sampler_views(st->cso_context,
194                          shader_stage,
195                          *num_textures,
196                          sampler_views);
197 }
198 
199 
200 
201 static void
update_vertex_textures(struct st_context * st)202 update_vertex_textures(struct st_context *st)
203 {
204    const struct gl_context *ctx = st->ctx;
205 
206    if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
207       update_textures(st,
208                       MESA_SHADER_VERTEX,
209                       ctx->VertexProgram._Current,
210                       ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
211                       st->state.sampler_views[PIPE_SHADER_VERTEX],
212                       &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
213    }
214 }
215 
216 
217 static void
update_fragment_textures(struct st_context * st)218 update_fragment_textures(struct st_context *st)
219 {
220    const struct gl_context *ctx = st->ctx;
221 
222    update_textures(st,
223                    MESA_SHADER_FRAGMENT,
224                    ctx->FragmentProgram._Current,
225                    ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
226                    st->state.sampler_views[PIPE_SHADER_FRAGMENT],
227                    &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
228 }
229 
230 
231 static void
update_geometry_textures(struct st_context * st)232 update_geometry_textures(struct st_context *st)
233 {
234    const struct gl_context *ctx = st->ctx;
235 
236    if (ctx->GeometryProgram._Current) {
237       update_textures(st,
238                       MESA_SHADER_GEOMETRY,
239                       ctx->GeometryProgram._Current,
240                       ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
241                       st->state.sampler_views[PIPE_SHADER_GEOMETRY],
242                       &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
243    }
244 }
245 
246 
247 static void
update_tessctrl_textures(struct st_context * st)248 update_tessctrl_textures(struct st_context *st)
249 {
250    const struct gl_context *ctx = st->ctx;
251 
252    if (ctx->TessCtrlProgram._Current) {
253       update_textures(st,
254                       MESA_SHADER_TESS_CTRL,
255                       ctx->TessCtrlProgram._Current,
256                       ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
257                       st->state.sampler_views[PIPE_SHADER_TESS_CTRL],
258                       &st->state.num_sampler_views[PIPE_SHADER_TESS_CTRL]);
259    }
260 }
261 
262 
263 static void
update_tesseval_textures(struct st_context * st)264 update_tesseval_textures(struct st_context *st)
265 {
266    const struct gl_context *ctx = st->ctx;
267 
268    if (ctx->TessEvalProgram._Current) {
269       update_textures(st,
270                       MESA_SHADER_TESS_EVAL,
271                       ctx->TessEvalProgram._Current,
272                       ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
273                       st->state.sampler_views[PIPE_SHADER_TESS_EVAL],
274                       &st->state.num_sampler_views[PIPE_SHADER_TESS_EVAL]);
275    }
276 }
277 
278 
279 static void
update_compute_textures(struct st_context * st)280 update_compute_textures(struct st_context *st)
281 {
282    const struct gl_context *ctx = st->ctx;
283 
284    if (ctx->ComputeProgram._Current) {
285       update_textures(st,
286                       MESA_SHADER_COMPUTE,
287                       ctx->ComputeProgram._Current,
288                       ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
289                       st->state.sampler_views[PIPE_SHADER_COMPUTE],
290                       &st->state.num_sampler_views[PIPE_SHADER_COMPUTE]);
291    }
292 }
293 
294 
295 const struct st_tracked_state st_update_fragment_texture = {
296    update_fragment_textures				/* update */
297 };
298 
299 
300 const struct st_tracked_state st_update_vertex_texture = {
301    update_vertex_textures				/* update */
302 };
303 
304 
305 const struct st_tracked_state st_update_geometry_texture = {
306    update_geometry_textures				/* update */
307 };
308 
309 
310 const struct st_tracked_state st_update_tessctrl_texture = {
311    update_tessctrl_textures				/* update */
312 };
313 
314 
315 const struct st_tracked_state st_update_tesseval_texture = {
316    update_tesseval_textures				/* update */
317 };
318 
319 
320 const struct st_tracked_state st_update_compute_texture = {
321    update_compute_textures				/* update */
322 };
323