/************************************************************************** * * 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) { /* Take advantage of how the enums are defined. */ static const unsigned table[32] = { [GL_REPEAT & 0x1f] = PIPE_TEX_WRAP_REPEAT, [GL_CLAMP & 0x1f] = PIPE_TEX_WRAP_CLAMP, [GL_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_EDGE, [GL_CLAMP_TO_BORDER & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_BORDER, [GL_MIRRORED_REPEAT & 0x1f] = PIPE_TEX_WRAP_MIRROR_REPEAT, [GL_MIRROR_CLAMP_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP, [GL_MIRROR_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE, [GL_MIRROR_CLAMP_TO_BORDER_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER, }; return table[wrap & 0x1f]; } static GLuint gl_filter_to_mip_filter(GLenum filter) { /* Take advantage of how the enums are defined. */ if (filter <= GL_LINEAR) return PIPE_TEX_MIPFILTER_NONE; if (filter <= GL_LINEAR_MIPMAP_NEAREST) return PIPE_TEX_MIPFILTER_NEAREST; return PIPE_TEX_MIPFILTER_LINEAR; } static GLuint gl_filter_to_img_filter(GLenum filter) { /* Take advantage of how the enums are defined. */ if (filter & 1) return PIPE_TEX_FILTER_LINEAR; return PIPE_TEX_FILTER_NEAREST; } /** * 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, struct pipe_sampler_state *sampler) { 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 = msamp->LodBias; /* Reduce the number of states by allowing only the values that AMD GCN * can represent. Apps use lod_bias for smooth transitions to bigger mipmap * levels. */ sampler->lod_bias = CLAMP(sampler->lod_bias, -16, 16); sampler->lod_bias = floorf(sampler->lod_bias * 256) / 256; 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); } /* 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 (/* This is true if wrap modes are using the border color: */ (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1 && (msamp->BorderColor.ui[0] || msamp->BorderColor.ui[1] || msamp->BorderColor.ui[2] || msamp->BorderColor.ui[3])) { const GLboolean is_integer = texobj->_IsIntegerFormat; GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat; if (st->apply_texture_swizzle_to_border_color) { const struct st_texture_object *stobj = st_texture_object_const(texobj); const struct pipe_sampler_view *sv = NULL; /* 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 (unsigned i = 0; i < stobj->num_sampler_views; ++i) { if (stobj->sampler_views[i]) { sv = stobj->sampler_views[i]; break; } } if (sv) { union pipe_color_union tmp; const unsigned char swz[4] = { sv->swizzle_r, sv->swizzle_g, sv->swizzle_b, sv->swizzle_a, }; st_translate_color(&msamp->BorderColor, &tmp, texBaseFormat, is_integer); util_format_apply_color_swizzle(&sampler->border_color, &tmp, swz, is_integer); } else { st_translate_color(&msamp->BorderColor, &sampler->border_color, texBaseFormat, 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 (msamp->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; sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc); } } /* Only set the seamless cube map texture parameter because the per-context * enable should be ignored and treated as disabled when using texture * handles, as specified by ARB_bindless_texture. */ sampler->seamless_cube_map = msamp->CubeMapSeamless; } /** * 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); assert(texobj->Target != GL_TEXTURE_BUFFER); msamp = _mesa_get_samplerobj(ctx, texUnit); st_convert_sampler(st, texobj, msamp, sampler); sampler->lod_bias += ctx->Texture.Unit[texUnit].LodBias; sampler->seamless_cube_map |= 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; const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS]; if (samplers_used == 0x0) { *out_num_samplers = 0; return; } 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_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 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); *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.samplers[PIPE_SHADER_VERTEX], &st->state.num_samplers[PIPE_SHADER_VERTEX]); } 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, st->state.samplers[PIPE_SHADER_TESS_CTRL], &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]); } } 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, st->state.samplers[PIPE_SHADER_TESS_EVAL], &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]); } } 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, st->state.samplers[PIPE_SHADER_GEOMETRY], &st->state.num_samplers[PIPE_SHADER_GEOMETRY]); } } 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.samplers[PIPE_SHADER_FRAGMENT], &st->state.num_samplers[PIPE_SHADER_FRAGMENT]); } 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, st->state.samplers[PIPE_SHADER_COMPUTE], &st->state.num_samplers[PIPE_SHADER_COMPUTE]); } }