mesa/src/mesa/state_tracker/st_atom_sampler.c

355 lines
11 KiB
C

/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keithw@vmware.com>
* Brian Paul
*/
#include "main/macros.h"
#include "main/glformats.h"
#include "main/samplerobj.h"
#include "main/teximage.h"
#include "main/texobj.h"
#include "st_context.h"
#include "st_cb_texture.h"
#include "st_format.h"
#include "st_atom.h"
#include "st_sampler_view.h"
#include "st_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "cso_cache/cso_context.h"
#include "util/format/u_format.h"
/**
* Convert a gl_sampler_object to a pipe_sampler_state object.
*/
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)
{
memcpy(sampler, &msamp->Attrib.state, sizeof(*sampler));
sampler->seamless_cube_map |= seamless_cube_map;
if (texobj->_IsIntegerFormat && st->ctx->Const.ForceIntegerTexNearest) {
sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST;
}
if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB || st->lower_rect_tex)
sampler->normalized_coords = 1;
sampler->lod_bias += tex_unit_lod_bias;
/* Check that only wrap modes using the border color have the first bit
* set.
*/
STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
PIPE_TEX_WRAP_CLAMP_TO_EDGE |
PIPE_TEX_WRAP_MIRROR_REPEAT |
PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
/* For non-black borders... */
if (msamp->Attrib.IsBorderColorNonZero &&
/* This is true if wrap modes are using the border color: */
(sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1) {
GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
const GLboolean is_integer =
texobj->_IsIntegerFormat || texobj->StencilSampling ||
texBaseFormat == GL_STENCIL_INDEX;
if (texobj->StencilSampling)
texBaseFormat = GL_STENCIL_INDEX;
if (st->apply_texture_swizzle_to_border_color) {
const struct gl_texture_object *stobj = st_texture_object_const(texobj);
/* XXX: clean that up to not use the sampler view at all */
const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
if (sv) {
struct pipe_sampler_view *view = sv->view;
union pipe_color_union tmp = sampler->border_color;
const unsigned char swz[4] =
{
view->swizzle_r,
view->swizzle_g,
view->swizzle_b,
view->swizzle_a,
};
st_translate_color(&tmp, texBaseFormat, is_integer);
util_format_apply_color_swizzle(&sampler->border_color,
&tmp, swz, is_integer);
} else {
st_translate_color(&sampler->border_color,
texBaseFormat, is_integer);
}
} else {
st_translate_color(&sampler->border_color,
texBaseFormat, is_integer);
if (st->use_format_with_border_color)
sampler->border_color_format = st_get_sampler_view_format(st, texobj,
msamp->Attrib.sRGBDecode == GL_SKIP_DECODE_EXT);
}
sampler->border_color_is_integer = is_integer;
}
/* If sampling a depth texture and using shadow comparison */
if (msamp->Attrib.CompareMode == GL_COMPARE_R_TO_TEXTURE) {
GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
if (texBaseFormat == GL_DEPTH_COMPONENT ||
(texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling))
sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
}
}
/**
* Get a pipe_sampler_state object from a texture unit.
*/
void
st_convert_sampler_from_unit(const struct st_context *st,
struct pipe_sampler_state *sampler,
GLuint texUnit)
{
const struct gl_texture_object *texobj;
struct gl_context *ctx = st->ctx;
const struct gl_sampler_object *msamp;
texobj = ctx->Texture.Unit[texUnit]._Current;
assert(texobj);
msamp = _mesa_get_samplerobj(ctx, texUnit);
st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBiasQuantized,
sampler, ctx->Texture.CubeMapSeamless);
}
/**
* Update the gallium driver's sampler state for fragment, vertex or
* geometry shader stage.
*/
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)
{
struct gl_context *ctx = st->ctx;
GLbitfield samplers_used = prog->SamplersUsed;
GLbitfield free_slots = ~prog->SamplersUsed;
GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
unsigned unit, num_samplers;
struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
if (samplers_used == 0x0) {
if (out_num_samplers)
*out_num_samplers = 0;
return;
}
if (!samplers)
samplers = local_samplers;
num_samplers = util_last_bit(samplers_used);
/* loop over sampler units (aka tex image units) */
for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
struct pipe_sampler_state *sampler = samplers + unit;
unsigned tex_unit = prog->SamplerUnits[unit];
/* Don't update the sampler for TBOs. cso_context will not bind sampler
* states that are NULL.
*/
if (samplers_used & 1 &&
(ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER ||
st->texture_buffer_sampler)) {
st_convert_sampler_from_unit(st, sampler, tex_unit);
states[unit] = sampler;
} else {
states[unit] = NULL;
}
}
/* For any external samplers with multiplaner YUV, stuff the additional
* sampler states we need at the end.
*
* Just re-use the existing sampler-state from the primary slot.
*/
while (unlikely(external_samplers_used)) {
GLuint unit = u_bit_scan(&external_samplers_used);
GLuint extra = 0;
struct gl_texture_object *stObj =
st_get_texture_object(st->ctx, prog, unit);
struct pipe_sampler_state *sampler = samplers + unit;
/* if resource format matches then YUV wasn't lowered */
if (!stObj || st_get_view_format(stObj) == stObj->pt->format)
continue;
switch (st_get_view_format(stObj)) {
case PIPE_FORMAT_NV12:
if (stObj->pt->format == PIPE_FORMAT_R8_G8B8_420_UNORM)
/* no additional views needed */
break;
FALLTHROUGH;
case PIPE_FORMAT_P010:
case PIPE_FORMAT_P012:
case PIPE_FORMAT_P016:
case PIPE_FORMAT_Y210:
case PIPE_FORMAT_Y212:
case PIPE_FORMAT_Y216:
case PIPE_FORMAT_YUYV:
case PIPE_FORMAT_UYVY:
if (stObj->pt->format == PIPE_FORMAT_R8G8_R8B8_UNORM ||
stObj->pt->format == PIPE_FORMAT_G8R8_B8R8_UNORM) {
/* no additional views needed */
break;
}
/* we need one additional sampler: */
extra = u_bit_scan(&free_slots);
states[extra] = sampler;
break;
case PIPE_FORMAT_IYUV:
/* we need two additional samplers: */
extra = u_bit_scan(&free_slots);
states[extra] = sampler;
extra = u_bit_scan(&free_slots);
states[extra] = sampler;
break;
default:
break;
}
num_samplers = MAX2(num_samplers, extra + 1);
}
cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
if (out_num_samplers)
*out_num_samplers = num_samplers;
}
void
st_update_vertex_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
update_shader_samplers(st,
PIPE_SHADER_VERTEX,
ctx->VertexProgram._Current,
st->state.vert_samplers,
&st->state.num_vert_samplers);
}
void
st_update_tessctrl_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->TessCtrlProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_TESS_CTRL,
ctx->TessCtrlProgram._Current, NULL, NULL);
}
}
void
st_update_tesseval_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->TessEvalProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_TESS_EVAL,
ctx->TessEvalProgram._Current, NULL, NULL);
}
}
void
st_update_geometry_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->GeometryProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_GEOMETRY,
ctx->GeometryProgram._Current, NULL, NULL);
}
}
void
st_update_fragment_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
update_shader_samplers(st,
PIPE_SHADER_FRAGMENT,
ctx->FragmentProgram._Current,
st->state.frag_samplers,
&st->state.num_frag_samplers);
}
void
st_update_compute_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->ComputeProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_COMPUTE,
ctx->ComputeProgram._Current, NULL, NULL);
}
}