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      1 /**************************************************************************
      2  *
      3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
      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 TUNGSTEN GRAPHICS 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 <keith (at) tungstengraphics.com>
     31   *   Brian Paul
     32   */
     33 
     34 
     35 #include "main/macros.h"
     36 #include "main/mtypes.h"
     37 #include "main/samplerobj.h"
     38 #include "main/texobj.h"
     39 #include "program/prog_instruction.h"
     40 
     41 #include "st_context.h"
     42 #include "st_atom.h"
     43 #include "st_texture.h"
     44 #include "st_format.h"
     45 #include "st_cb_texture.h"
     46 #include "pipe/p_context.h"
     47 #include "util/u_format.h"
     48 #include "util/u_inlines.h"
     49 #include "cso_cache/cso_context.h"
     50 
     51 
     52 /**
     53  * Combine depth texture mode with "swizzle" so that depth mode swizzling
     54  * takes place before texture swizzling, and return the resulting swizzle.
     55  * If the format is not a depth format, return "swizzle" unchanged.
     56  *
     57  * \param format     PIPE_FORMAT_*.
     58  * \param swizzle    Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
     59  * \param depthmode  One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA, GL_RED.
     60  */
     61 static GLuint
     62 apply_depthmode(enum pipe_format format, GLuint swizzle, GLenum depthmode)
     63 {
     64    const struct util_format_description *desc =
     65          util_format_description(format);
     66    unsigned char swiz[4];
     67    unsigned i;
     68 
     69    if (desc->colorspace != UTIL_FORMAT_COLORSPACE_ZS ||
     70        desc->swizzle[0] == UTIL_FORMAT_SWIZZLE_NONE) {
     71       /* Not a depth format. */
     72       return swizzle;
     73    }
     74 
     75    for (i = 0; i < 4; i++)
     76       swiz[i] = GET_SWZ(swizzle, i);
     77 
     78    switch (depthmode) {
     79       case GL_LUMINANCE:
     80          /* Rewrite reads from W to ONE, and reads from XYZ to XXX. */
     81          for (i = 0; i < 4; i++)
     82             if (swiz[i] == SWIZZLE_W)
     83                swiz[i] = SWIZZLE_ONE;
     84             else if (swiz[i] < SWIZZLE_W)
     85                swiz[i] = SWIZZLE_X;
     86          break;
     87 
     88       case GL_INTENSITY:
     89          /* Rewrite reads from XYZW to XXXX. */
     90          for (i = 0; i < 4; i++)
     91             if (swiz[i] <= SWIZZLE_W)
     92                swiz[i] = SWIZZLE_X;
     93          break;
     94 
     95       case GL_ALPHA:
     96          /* Rewrite reads from W to X, and reads from XYZ to 000. */
     97          for (i = 0; i < 4; i++)
     98             if (swiz[i] == SWIZZLE_W)
     99                swiz[i] = SWIZZLE_X;
    100             else if (swiz[i] < SWIZZLE_W)
    101                swiz[i] = SWIZZLE_ZERO;
    102          break;
    103       case GL_RED:
    104 	 /* Rewrite reads W to 1, XYZ to X00 */
    105 	 for (i = 0; i < 4; i++)
    106 	    if (swiz[i] == SWIZZLE_W)
    107 	       swiz[i] = SWIZZLE_ONE;
    108 	    else if (swiz[i] == SWIZZLE_Y || swiz[i] == SWIZZLE_Z)
    109 	       swiz[i] = SWIZZLE_ZERO;
    110 	 break;
    111    }
    112 
    113    return MAKE_SWIZZLE4(swiz[0], swiz[1], swiz[2], swiz[3]);
    114 }
    115 
    116 
    117 /**
    118  * Return TRUE if the swizzling described by "swizzle" and
    119  * "depthmode" (for depth textures only) is different from the swizzling
    120  * set in the given sampler view.
    121  *
    122  * \param sv         A sampler view.
    123  * \param swizzle    Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
    124  * \param depthmode  One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA.
    125  */
    126 static boolean
    127 check_sampler_swizzle(struct pipe_sampler_view *sv,
    128                       GLuint swizzle, GLenum depthmode)
    129 {
    130    swizzle = apply_depthmode(sv->texture->format, swizzle, depthmode);
    131 
    132    if ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
    133        (sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
    134        (sv->swizzle_b != GET_SWZ(swizzle, 2)) ||
    135        (sv->swizzle_a != GET_SWZ(swizzle, 3)))
    136       return TRUE;
    137    return FALSE;
    138 }
    139 
    140 
    141 static struct pipe_sampler_view *
    142 st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
    143 					  struct st_texture_object *stObj,
    144                                           const struct gl_sampler_object *samp,
    145 					  enum pipe_format format)
    146 {
    147    struct pipe_sampler_view templ;
    148    GLuint swizzle = apply_depthmode(stObj->pt->format,
    149                                     stObj->base._Swizzle,
    150                                     stObj->base.DepthMode);
    151 
    152    u_sampler_view_default_template(&templ,
    153                                    stObj->pt,
    154                                    format);
    155    templ.u.tex.first_level = stObj->base.BaseLevel;
    156 
    157    if (swizzle != SWIZZLE_NOOP) {
    158       templ.swizzle_r = GET_SWZ(swizzle, 0);
    159       templ.swizzle_g = GET_SWZ(swizzle, 1);
    160       templ.swizzle_b = GET_SWZ(swizzle, 2);
    161       templ.swizzle_a = GET_SWZ(swizzle, 3);
    162    }
    163 
    164    return pipe->create_sampler_view(pipe, stObj->pt, &templ);
    165 }
    166 
    167 
    168 static struct pipe_sampler_view *
    169 st_get_texture_sampler_view_from_stobj(struct st_texture_object *stObj,
    170 				       struct pipe_context *pipe,
    171                                        const struct gl_sampler_object *samp,
    172 				       enum pipe_format format)
    173 {
    174    if (!stObj || !stObj->pt) {
    175       return NULL;
    176    }
    177 
    178    if (!stObj->sampler_view) {
    179       stObj->sampler_view =
    180          st_create_texture_sampler_view_from_stobj(pipe, stObj, samp, format);
    181    }
    182 
    183    return stObj->sampler_view;
    184 }
    185 
    186 
    187 static GLboolean
    188 update_single_texture(struct st_context *st,
    189                       struct pipe_sampler_view **sampler_view,
    190 		      GLuint texUnit)
    191 {
    192    struct pipe_context *pipe = st->pipe;
    193    struct gl_context *ctx = st->ctx;
    194    const struct gl_sampler_object *samp;
    195    struct gl_texture_object *texObj;
    196    struct st_texture_object *stObj;
    197    enum pipe_format st_view_format;
    198    GLboolean retval;
    199 
    200    samp = _mesa_get_samplerobj(ctx, texUnit);
    201 
    202    texObj = ctx->Texture.Unit[texUnit]._Current;
    203 
    204    if (!texObj) {
    205       texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
    206       samp = &texObj->Sampler;
    207    }
    208    stObj = st_texture_object(texObj);
    209 
    210    retval = st_finalize_texture(ctx, st->pipe, texObj);
    211    if (!retval) {
    212       /* out of mem */
    213       return GL_FALSE;
    214    }
    215 
    216    /* Determine the format of the texture sampler view */
    217    st_view_format = stObj->pt->format;
    218    {
    219       const struct st_texture_image *firstImage =
    220 	 st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
    221       const gl_format texFormat = firstImage->base.TexFormat;
    222       enum pipe_format firstImageFormat =
    223 	 st_mesa_format_to_pipe_format(texFormat);
    224 
    225       if ((samp->sRGBDecode == GL_SKIP_DECODE_EXT) &&
    226 	  (_mesa_get_format_color_encoding(texFormat) == GL_SRGB)) {
    227          /* Don't do sRGB->RGB conversion.  Interpret the texture data as
    228           * linear values.
    229           */
    230 	 const gl_format linearFormat =
    231 	    _mesa_get_srgb_format_linear(texFormat);
    232 	 firstImageFormat = st_mesa_format_to_pipe_format(linearFormat);
    233       }
    234 
    235       if (firstImageFormat != stObj->pt->format)
    236 	 st_view_format = firstImageFormat;
    237    }
    238 
    239    /* if sampler view has changed dereference it */
    240    if (stObj->sampler_view) {
    241       if (check_sampler_swizzle(stObj->sampler_view,
    242 				stObj->base._Swizzle,
    243 				stObj->base.DepthMode) ||
    244 	  (st_view_format != stObj->sampler_view->format) ||
    245 	  stObj->base.BaseLevel != stObj->sampler_view->u.tex.first_level) {
    246 	 pipe_sampler_view_reference(&stObj->sampler_view, NULL);
    247       }
    248    }
    249 
    250    *sampler_view = st_get_texture_sampler_view_from_stobj(stObj, pipe,
    251 							  samp,
    252 							  st_view_format);
    253    return GL_TRUE;
    254 }
    255 
    256 
    257 
    258 static void
    259 update_textures(struct st_context *st,
    260                 unsigned shader_stage,
    261                 const struct gl_program *prog,
    262                 unsigned max_units,
    263                 struct pipe_sampler_view **sampler_views,
    264                 unsigned *num_textures)
    265 {
    266    const GLuint old_max = *num_textures;
    267    GLbitfield samplers_used = prog->SamplersUsed;
    268    GLuint unit, new_count;
    269 
    270    if (samplers_used == 0x0 && old_max == 0)
    271       return;
    272 
    273    *num_textures = 0;
    274 
    275    /* loop over sampler units (aka tex image units) */
    276    for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
    277       struct pipe_sampler_view *sampler_view = NULL;
    278 
    279       if (samplers_used & 1) {
    280          const GLuint texUnit = prog->SamplerUnits[unit];
    281          GLboolean retval;
    282 
    283          retval = update_single_texture(st, &sampler_view, texUnit);
    284          if (retval == GL_FALSE)
    285             continue;
    286 
    287          *num_textures = unit + 1;
    288       }
    289       else if (samplers_used == 0 && unit >= old_max) {
    290          /* if we've reset all the old views and we have no more new ones */
    291          break;
    292       }
    293 
    294       pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
    295    }
    296 
    297    /* Ex: if old_max = 3 and *num_textures = 1, we need to pass an
    298     * array of views={X, NULL, NULL} to unref the old texture views
    299     * at positions [1] and [2].
    300     */
    301    new_count = MAX2(*num_textures, old_max);
    302    assert(new_count <= max_units);
    303 
    304    cso_set_sampler_views(st->cso_context,
    305                          shader_stage,
    306                          new_count,
    307                          sampler_views);
    308 }
    309 
    310 
    311 
    312 static void
    313 update_vertex_textures(struct st_context *st)
    314 {
    315    const struct gl_context *ctx = st->ctx;
    316 
    317    if (ctx->Const.MaxVertexTextureImageUnits > 0) {
    318       update_textures(st,
    319                       PIPE_SHADER_VERTEX,
    320                       &ctx->VertexProgram._Current->Base,
    321                       ctx->Const.MaxVertexTextureImageUnits,
    322                       st->state.sampler_views[PIPE_SHADER_VERTEX],
    323                       &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
    324    }
    325 }
    326 
    327 
    328 static void
    329 update_fragment_textures(struct st_context *st)
    330 {
    331    const struct gl_context *ctx = st->ctx;
    332 
    333    update_textures(st,
    334                    PIPE_SHADER_FRAGMENT,
    335                    &ctx->FragmentProgram._Current->Base,
    336                    ctx->Const.MaxTextureImageUnits,
    337                    st->state.sampler_views[PIPE_SHADER_FRAGMENT],
    338                    &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
    339 }
    340 
    341 
    342 static void
    343 update_geometry_textures(struct st_context *st)
    344 {
    345    const struct gl_context *ctx = st->ctx;
    346 
    347    if (ctx->GeometryProgram._Current) {
    348       update_textures(st,
    349                       PIPE_SHADER_GEOMETRY,
    350                       &ctx->GeometryProgram._Current->Base,
    351                       ctx->Const.MaxTextureImageUnits,
    352                       st->state.sampler_views[PIPE_SHADER_GEOMETRY],
    353                       &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
    354    }
    355 }
    356 
    357 
    358 const struct st_tracked_state st_update_fragment_texture = {
    359    "st_update_texture",					/* name */
    360    {							/* dirty */
    361       _NEW_TEXTURE,					/* mesa */
    362       ST_NEW_FRAGMENT_PROGRAM,				/* st */
    363    },
    364    update_fragment_textures				/* update */
    365 };
    366 
    367 
    368 const struct st_tracked_state st_update_vertex_texture = {
    369    "st_update_vertex_texture",				/* name */
    370    {							/* dirty */
    371       _NEW_TEXTURE,					/* mesa */
    372       ST_NEW_VERTEX_PROGRAM,				/* st */
    373    },
    374    update_vertex_textures				/* update */
    375 };
    376 
    377 
    378 const struct st_tracked_state st_update_geometry_texture = {
    379    "st_update_geometry_texture",			/* name */
    380    {							/* dirty */
    381       _NEW_TEXTURE,					/* mesa */
    382       ST_NEW_GEOMETRY_PROGRAM,				/* st */
    383    },
    384    update_geometry_textures				/* update */
    385 };
    386 
    387 
    388 
    389 static void
    390 finalize_textures(struct st_context *st)
    391 {
    392    struct gl_context *ctx = st->ctx;
    393    struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
    394    const GLboolean prev_missing_textures = st->missing_textures;
    395    GLuint su;
    396 
    397    st->missing_textures = GL_FALSE;
    398 
    399    for (su = 0; su < ctx->Const.MaxTextureCoordUnits; su++) {
    400       if (fprog->Base.SamplersUsed & (1 << su)) {
    401          const GLuint texUnit = fprog->Base.SamplerUnits[su];
    402          struct gl_texture_object *texObj
    403             = ctx->Texture.Unit[texUnit]._Current;
    404 
    405          if (texObj) {
    406             GLboolean retval;
    407 
    408             retval = st_finalize_texture(ctx, st->pipe, texObj);
    409             if (!retval) {
    410                /* out of mem */
    411                st->missing_textures = GL_TRUE;
    412                continue;
    413             }
    414          }
    415       }
    416    }
    417 
    418    if (prev_missing_textures != st->missing_textures)
    419       st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
    420 }
    421 
    422 
    423 const struct st_tracked_state st_finalize_textures = {
    424    "st_finalize_textures",		/* name */
    425    {					/* dirty */
    426       _NEW_TEXTURE,			/* mesa */
    427       0,				/* st */
    428    },
    429    finalize_textures			/* update */
    430 };
    431