Home | History | Annotate | Download | only in state_tracker
      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 (at) 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_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/u_format.h"
     53 
     54 
     55 /**
     56  * Convert GLenum texcoord wrap tokens to pipe tokens.
     57  */
     58 static GLuint
     59 gl_wrap_xlate(GLenum wrap)
     60 {
     61    switch (wrap) {
     62    case GL_REPEAT:
     63       return PIPE_TEX_WRAP_REPEAT;
     64    case GL_CLAMP:
     65       return PIPE_TEX_WRAP_CLAMP;
     66    case GL_CLAMP_TO_EDGE:
     67       return PIPE_TEX_WRAP_CLAMP_TO_EDGE;
     68    case GL_CLAMP_TO_BORDER:
     69       return PIPE_TEX_WRAP_CLAMP_TO_BORDER;
     70    case GL_MIRRORED_REPEAT:
     71       return PIPE_TEX_WRAP_MIRROR_REPEAT;
     72    case GL_MIRROR_CLAMP_EXT:
     73       return PIPE_TEX_WRAP_MIRROR_CLAMP;
     74    case GL_MIRROR_CLAMP_TO_EDGE_EXT:
     75       return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE;
     76    case GL_MIRROR_CLAMP_TO_BORDER_EXT:
     77       return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER;
     78    default:
     79       assert(0);
     80       return 0;
     81    }
     82 }
     83 
     84 
     85 static GLuint
     86 gl_filter_to_mip_filter(GLenum filter)
     87 {
     88    switch (filter) {
     89    case GL_NEAREST:
     90    case GL_LINEAR:
     91       return PIPE_TEX_MIPFILTER_NONE;
     92 
     93    case GL_NEAREST_MIPMAP_NEAREST:
     94    case GL_LINEAR_MIPMAP_NEAREST:
     95       return PIPE_TEX_MIPFILTER_NEAREST;
     96 
     97    case GL_NEAREST_MIPMAP_LINEAR:
     98    case GL_LINEAR_MIPMAP_LINEAR:
     99       return PIPE_TEX_MIPFILTER_LINEAR;
    100 
    101    default:
    102       assert(0);
    103       return PIPE_TEX_MIPFILTER_NONE;
    104    }
    105 }
    106 
    107 
    108 static GLuint
    109 gl_filter_to_img_filter(GLenum filter)
    110 {
    111    switch (filter) {
    112    case GL_NEAREST:
    113    case GL_NEAREST_MIPMAP_NEAREST:
    114    case GL_NEAREST_MIPMAP_LINEAR:
    115       return PIPE_TEX_FILTER_NEAREST;
    116 
    117    case GL_LINEAR:
    118    case GL_LINEAR_MIPMAP_NEAREST:
    119    case GL_LINEAR_MIPMAP_LINEAR:
    120       return PIPE_TEX_FILTER_LINEAR;
    121 
    122    default:
    123       assert(0);
    124       return PIPE_TEX_FILTER_NEAREST;
    125    }
    126 }
    127 
    128 
    129 static void
    130 convert_sampler(struct st_context *st,
    131                 struct pipe_sampler_state *sampler,
    132                 GLuint texUnit)
    133 {
    134    const struct gl_texture_object *texobj;
    135    struct gl_context *ctx = st->ctx;
    136    const struct gl_sampler_object *msamp;
    137    GLenum texBaseFormat;
    138 
    139    texobj = ctx->Texture.Unit[texUnit]._Current;
    140    if (!texobj) {
    141       texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
    142       msamp = &texobj->Sampler;
    143    } else {
    144       msamp = _mesa_get_samplerobj(ctx, texUnit);
    145    }
    146 
    147    texBaseFormat = _mesa_texture_base_format(texobj);
    148 
    149    memset(sampler, 0, sizeof(*sampler));
    150    sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
    151    sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
    152    sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
    153 
    154    sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
    155    sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
    156    sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
    157 
    158    if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
    159       sampler->normalized_coords = 1;
    160 
    161    sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
    162    /* Reduce the number of states by allowing only the values that AMD GCN
    163     * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
    164     * levels.
    165     */
    166    sampler->lod_bias = CLAMP(sampler->lod_bias, -16, 16);
    167    sampler->lod_bias = floorf(sampler->lod_bias * 256) / 256;
    168 
    169    sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
    170    sampler->max_lod = msamp->MaxLod;
    171    if (sampler->max_lod < sampler->min_lod) {
    172       /* The GL spec doesn't seem to specify what to do in this case.
    173        * Swap the values.
    174        */
    175       float tmp = sampler->max_lod;
    176       sampler->max_lod = sampler->min_lod;
    177       sampler->min_lod = tmp;
    178       assert(sampler->min_lod <= sampler->max_lod);
    179    }
    180 
    181    /* For non-black borders... */
    182    if (msamp->BorderColor.ui[0] ||
    183        msamp->BorderColor.ui[1] ||
    184        msamp->BorderColor.ui[2] ||
    185        msamp->BorderColor.ui[3]) {
    186       const struct st_texture_object *stobj = st_texture_object_const(texobj);
    187       const GLboolean is_integer = texobj->_IsIntegerFormat;
    188       const struct pipe_sampler_view *sv = NULL;
    189       union pipe_color_union border_color;
    190       GLuint i;
    191 
    192       /* Just search for the first used view. We can do this because the
    193          swizzle is per-texture, not per context. */
    194       /* XXX: clean that up to not use the sampler view at all */
    195       for (i = 0; i < stobj->num_sampler_views; ++i) {
    196          if (stobj->sampler_views[i]) {
    197             sv = stobj->sampler_views[i];
    198             break;
    199          }
    200       }
    201 
    202       if (st->apply_texture_swizzle_to_border_color && sv) {
    203          const unsigned char swz[4] =
    204          {
    205             sv->swizzle_r,
    206             sv->swizzle_g,
    207             sv->swizzle_b,
    208             sv->swizzle_a,
    209          };
    210 
    211          st_translate_color(&msamp->BorderColor,
    212                             &border_color,
    213                             texBaseFormat, is_integer);
    214 
    215          util_format_apply_color_swizzle(&sampler->border_color,
    216                                          &border_color, swz, is_integer);
    217       } else {
    218          st_translate_color(&msamp->BorderColor,
    219                             &sampler->border_color,
    220                             texBaseFormat, is_integer);
    221       }
    222    }
    223 
    224    sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
    225                               0 : (GLuint) msamp->MaxAnisotropy);
    226 
    227    /* If sampling a depth texture and using shadow comparison */
    228    if ((texBaseFormat == GL_DEPTH_COMPONENT ||
    229         (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) &&
    230        msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
    231       sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
    232       sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
    233    }
    234 
    235    sampler->seamless_cube_map =
    236       ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
    237 }
    238 
    239 
    240 /**
    241  * Update the gallium driver's sampler state for fragment, vertex or
    242  * geometry shader stage.
    243  */
    244 static void
    245 update_shader_samplers(struct st_context *st,
    246                        enum pipe_shader_type shader_stage,
    247                        const struct gl_program *prog,
    248                        unsigned max_units,
    249                        struct pipe_sampler_state *samplers,
    250                        unsigned *num_samplers)
    251 {
    252    GLbitfield samplers_used = prog->SamplersUsed;
    253    GLbitfield free_slots = ~prog->SamplersUsed;
    254    GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
    255    GLuint unit;
    256    const GLuint old_max = *num_samplers;
    257    const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
    258 
    259    if (*num_samplers == 0 && samplers_used == 0x0)
    260       return;
    261 
    262    *num_samplers = 0;
    263 
    264    /* loop over sampler units (aka tex image units) */
    265    for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
    266       struct pipe_sampler_state *sampler = samplers + unit;
    267 
    268       if (samplers_used & 1) {
    269          const GLuint texUnit = prog->SamplerUnits[unit];
    270 
    271          convert_sampler(st, sampler, texUnit);
    272          states[unit] = sampler;
    273          *num_samplers = unit + 1;
    274       }
    275       else if (samplers_used != 0 || unit < old_max) {
    276          states[unit] = NULL;
    277       }
    278       else {
    279          /* if we've reset all the old samplers and we have no more new ones */
    280          break;
    281       }
    282    }
    283 
    284    /* For any external samplers with multiplaner YUV, stuff the additional
    285     * sampler states we need at the end.
    286     *
    287     * Just re-use the existing sampler-state from the primary slot.
    288     */
    289    while (unlikely(external_samplers_used)) {
    290       GLuint unit = u_bit_scan(&external_samplers_used);
    291       GLuint extra = 0;
    292       struct st_texture_object *stObj =
    293             st_get_texture_object(st->ctx, prog, unit);
    294       struct pipe_sampler_state *sampler = samplers + unit;
    295 
    296       if (!stObj)
    297          continue;
    298 
    299       switch (st_get_view_format(stObj)) {
    300       case PIPE_FORMAT_NV12:
    301          /* we need one additional sampler: */
    302          extra = u_bit_scan(&free_slots);
    303          states[extra] = sampler;
    304          break;
    305       case PIPE_FORMAT_IYUV:
    306          /* we need two additional samplers: */
    307          extra = u_bit_scan(&free_slots);
    308          states[extra] = sampler;
    309          extra = u_bit_scan(&free_slots);
    310          states[extra] = sampler;
    311          break;
    312       default:
    313          break;
    314       }
    315 
    316       *num_samplers = MAX2(*num_samplers, extra + 1);
    317    }
    318 
    319    cso_set_samplers(st->cso_context, shader_stage, *num_samplers, states);
    320 }
    321 
    322 
    323 static void
    324 update_samplers(struct st_context *st)
    325 {
    326    const struct gl_context *ctx = st->ctx;
    327 
    328    update_shader_samplers(st,
    329                           PIPE_SHADER_FRAGMENT,
    330                           ctx->FragmentProgram._Current,
    331                           ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
    332                           st->state.samplers[PIPE_SHADER_FRAGMENT],
    333                           &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
    334 
    335    update_shader_samplers(st,
    336                           PIPE_SHADER_VERTEX,
    337                           ctx->VertexProgram._Current,
    338                           ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
    339                           st->state.samplers[PIPE_SHADER_VERTEX],
    340                           &st->state.num_samplers[PIPE_SHADER_VERTEX]);
    341 
    342    if (ctx->GeometryProgram._Current) {
    343       update_shader_samplers(st,
    344                              PIPE_SHADER_GEOMETRY,
    345                              ctx->GeometryProgram._Current,
    346                              ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
    347                              st->state.samplers[PIPE_SHADER_GEOMETRY],
    348                              &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
    349    }
    350    if (ctx->TessCtrlProgram._Current) {
    351       update_shader_samplers(st,
    352                              PIPE_SHADER_TESS_CTRL,
    353                              ctx->TessCtrlProgram._Current,
    354                              ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
    355                              st->state.samplers[PIPE_SHADER_TESS_CTRL],
    356                              &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
    357    }
    358    if (ctx->TessEvalProgram._Current) {
    359       update_shader_samplers(st,
    360                              PIPE_SHADER_TESS_EVAL,
    361                              ctx->TessEvalProgram._Current,
    362                              ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
    363                              st->state.samplers[PIPE_SHADER_TESS_EVAL],
    364                              &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
    365    }
    366    if (ctx->ComputeProgram._Current) {
    367       update_shader_samplers(st,
    368                              PIPE_SHADER_COMPUTE,
    369                              ctx->ComputeProgram._Current,
    370                              ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
    371                              st->state.samplers[PIPE_SHADER_COMPUTE],
    372                              &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
    373    }
    374 }
    375 
    376 
    377 const struct st_tracked_state st_update_sampler = {
    378    update_samplers					/* update */
    379 };
    380