/************************************************************************** * * 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 * Brian Paul */ #include "main/macros.h" #include "main/mtypes.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_texture.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "cso_cache/cso_context.h" #include "util/u_format.h" /** * Convert GLenum texcoord wrap tokens to pipe tokens. */ static GLuint gl_wrap_xlate(GLenum wrap) { switch (wrap) { case GL_REPEAT: return PIPE_TEX_WRAP_REPEAT; case GL_CLAMP: return PIPE_TEX_WRAP_CLAMP; case GL_CLAMP_TO_EDGE: return PIPE_TEX_WRAP_CLAMP_TO_EDGE; case GL_CLAMP_TO_BORDER: return PIPE_TEX_WRAP_CLAMP_TO_BORDER; case GL_MIRRORED_REPEAT: return PIPE_TEX_WRAP_MIRROR_REPEAT; case GL_MIRROR_CLAMP_EXT: return PIPE_TEX_WRAP_MIRROR_CLAMP; case GL_MIRROR_CLAMP_TO_EDGE_EXT: return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE; case GL_MIRROR_CLAMP_TO_BORDER_EXT: return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER; default: assert(0); return 0; } } static GLuint gl_filter_to_mip_filter(GLenum filter) { switch (filter) { case GL_NEAREST: case GL_LINEAR: return PIPE_TEX_MIPFILTER_NONE; case GL_NEAREST_MIPMAP_NEAREST: case GL_LINEAR_MIPMAP_NEAREST: return PIPE_TEX_MIPFILTER_NEAREST; case GL_NEAREST_MIPMAP_LINEAR: case GL_LINEAR_MIPMAP_LINEAR: return PIPE_TEX_MIPFILTER_LINEAR; default: assert(0); return PIPE_TEX_MIPFILTER_NONE; } } static GLuint gl_filter_to_img_filter(GLenum filter) { switch (filter) { case GL_NEAREST: case GL_NEAREST_MIPMAP_NEAREST: case GL_NEAREST_MIPMAP_LINEAR: return PIPE_TEX_FILTER_NEAREST; case GL_LINEAR: case GL_LINEAR_MIPMAP_NEAREST: case GL_LINEAR_MIPMAP_LINEAR: return PIPE_TEX_FILTER_LINEAR; default: assert(0); return PIPE_TEX_FILTER_NEAREST; } } static void convert_sampler(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; GLenum texBaseFormat; texobj = ctx->Texture.Unit[texUnit]._Current; if (!texobj) { texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX); msamp = &texobj->Sampler; } else { msamp = _mesa_get_samplerobj(ctx, texUnit); } texBaseFormat = _mesa_texture_base_format(texobj); memset(sampler, 0, sizeof(*sampler)); sampler->wrap_s = gl_wrap_xlate(msamp->WrapS); sampler->wrap_t = gl_wrap_xlate(msamp->WrapT); sampler->wrap_r = gl_wrap_xlate(msamp->WrapR); sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter); sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter); sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter); if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB) sampler->normalized_coords = 1; sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias; sampler->min_lod = MAX2(msamp->MinLod, 0.0f); sampler->max_lod = msamp->MaxLod; if (sampler->max_lod < sampler->min_lod) { /* The GL spec doesn't seem to specify what to do in this case. * Swap the values. */ float tmp = sampler->max_lod; sampler->max_lod = sampler->min_lod; sampler->min_lod = tmp; assert(sampler->min_lod <= sampler->max_lod); } /* For non-black borders... */ if (msamp->BorderColor.ui[0] || msamp->BorderColor.ui[1] || msamp->BorderColor.ui[2] || msamp->BorderColor.ui[3]) { const struct st_texture_object *stobj = st_texture_object_const(texobj); const GLboolean is_integer = texobj->_IsIntegerFormat; const struct pipe_sampler_view *sv = NULL; union pipe_color_union border_color; GLuint i; /* Just search for the first used view. We can do this because the swizzle is per-texture, not per context. */ /* XXX: clean that up to not use the sampler view at all */ for (i = 0; i < stobj->num_sampler_views; ++i) { if (stobj->sampler_views[i]) { sv = stobj->sampler_views[i]; break; } } if (st->apply_texture_swizzle_to_border_color && sv) { const unsigned char swz[4] = { sv->swizzle_r, sv->swizzle_g, sv->swizzle_b, sv->swizzle_a, }; st_translate_color(&msamp->BorderColor, &border_color, texBaseFormat, is_integer); util_format_apply_color_swizzle(&sampler->border_color, &border_color, swz, is_integer); } else { st_translate_color(&msamp->BorderColor, &sampler->border_color, texBaseFormat, is_integer); } } sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ? 0 : (GLuint) msamp->MaxAnisotropy); /* If sampling a depth texture and using shadow comparison */ if ((texBaseFormat == GL_DEPTH_COMPONENT || texBaseFormat == GL_DEPTH_STENCIL) && msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) { sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE; sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc); } sampler->seamless_cube_map = ctx->Texture.CubeMapSeamless || msamp->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, unsigned max_units, struct pipe_sampler_state *samplers, unsigned *num_samplers) { GLbitfield samplers_used = prog->SamplersUsed; GLbitfield free_slots = ~prog->SamplersUsed; GLbitfield external_samplers_used = prog->ExternalSamplersUsed; GLuint unit; const GLuint old_max = *num_samplers; const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS]; if (*num_samplers == 0 && samplers_used == 0x0) return; *num_samplers = 0; /* loop over sampler units (aka tex image units) */ for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) { struct pipe_sampler_state *sampler = samplers + unit; if (samplers_used & 1) { const GLuint texUnit = prog->SamplerUnits[unit]; convert_sampler(st, sampler, texUnit); states[unit] = sampler; *num_samplers = unit + 1; } else if (samplers_used != 0 || unit < old_max) { states[unit] = NULL; } else { /* if we've reset all the old samplers and we have no more new ones */ break; } } /* 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 st_texture_object *stObj = st_get_texture_object(st->ctx, prog, unit); struct pipe_sampler_state *sampler = samplers + unit; if (!stObj) continue; switch (st_get_view_format(stObj)) { case PIPE_FORMAT_NV12: /* 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); } static void update_samplers(struct st_context *st) { const struct gl_context *ctx = st->ctx; update_shader_samplers(st, PIPE_SHADER_FRAGMENT, &ctx->FragmentProgram._Current->Base, ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_FRAGMENT], &st->state.num_samplers[PIPE_SHADER_FRAGMENT]); update_shader_samplers(st, PIPE_SHADER_VERTEX, ctx->VertexProgram._Current, ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_VERTEX], &st->state.num_samplers[PIPE_SHADER_VERTEX]); if (ctx->GeometryProgram._Current) { update_shader_samplers(st, PIPE_SHADER_GEOMETRY, ctx->GeometryProgram._Current, ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_GEOMETRY], &st->state.num_samplers[PIPE_SHADER_GEOMETRY]); } if (ctx->TessCtrlProgram._Current) { update_shader_samplers(st, PIPE_SHADER_TESS_CTRL, ctx->TessCtrlProgram._Current, ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_TESS_CTRL], &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]); } if (ctx->TessEvalProgram._Current) { update_shader_samplers(st, PIPE_SHADER_TESS_EVAL, ctx->TessEvalProgram._Current, ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_TESS_EVAL], &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]); } if (ctx->ComputeProgram._Current) { update_shader_samplers(st, PIPE_SHADER_COMPUTE, ctx->ComputeProgram._Current, ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_COMPUTE], &st->state.num_samplers[PIPE_SHADER_COMPUTE]); } } const struct st_tracked_state st_update_sampler = { update_samplers /* update */ };