/************************************************************************** * * 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/context.h" #include "main/macros.h" #include "main/mtypes.h" #include "main/samplerobj.h" #include "main/teximage.h" #include "main/texobj.h" #include "program/prog_instruction.h" #include "st_context.h" #include "st_atom.h" #include "st_sampler_view.h" #include "st_texture.h" #include "st_format.h" #include "st_cb_texture.h" #include "pipe/p_context.h" #include "util/u_format.h" #include "util/u_inlines.h" #include "cso_cache/cso_context.h" static GLboolean update_single_texture(struct st_context *st, struct pipe_sampler_view **sampler_view, GLuint texUnit, unsigned glsl_version) { struct gl_context *ctx = st->ctx; const struct gl_sampler_object *samp; struct gl_texture_object *texObj; struct st_texture_object *stObj; GLboolean retval; samp = _mesa_get_samplerobj(ctx, texUnit); texObj = ctx->Texture.Unit[texUnit]._Current; assert(texObj); stObj = st_texture_object(texObj); retval = st_finalize_texture(ctx, st->pipe, texObj, 0); if (!retval) { /* out of mem */ return GL_FALSE; } /* Check a few pieces of state outside the texture object to see if we * need to force revalidation. */ if (stObj->prev_glsl_version != glsl_version || stObj->prev_sRGBDecode != samp->sRGBDecode) { st_texture_release_all_sampler_views(st, stObj); stObj->prev_glsl_version = glsl_version; stObj->prev_sRGBDecode = samp->sRGBDecode; } if (texObj->TargetIndex == TEXTURE_EXTERNAL_INDEX && stObj->pt->screen->resource_changed) stObj->pt->screen->resource_changed(stObj->pt->screen, stObj->pt); *sampler_view = st_get_texture_sampler_view_from_stobj(st, stObj, samp, glsl_version); return GL_TRUE; } static void update_textures(struct st_context *st, gl_shader_stage mesa_shader, const struct gl_program *prog, unsigned max_units, struct pipe_sampler_view **sampler_views, unsigned *num_textures) { const GLuint old_max = *num_textures; GLbitfield samplers_used = prog->SamplersUsed; GLbitfield free_slots = ~prog->SamplersUsed; GLbitfield external_samplers_used = prog->ExternalSamplersUsed; GLuint unit; enum pipe_shader_type shader_stage = st_shader_stage_to_ptarget(mesa_shader); if (samplers_used == 0x0 && old_max == 0) return; *num_textures = 0; /* loop over sampler units (aka tex image units) */ for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) { struct pipe_sampler_view *sampler_view = NULL; if (samplers_used & 1) { /* prog->sh.data is NULL if it's ARB_fragment_program */ unsigned glsl_version = prog->sh.data ? prog->sh.data->Version : 0; const GLuint texUnit = prog->SamplerUnits[unit]; GLboolean retval; retval = update_single_texture(st, &sampler_view, texUnit, glsl_version); if (retval == GL_FALSE) continue; *num_textures = unit + 1; } else if (samplers_used == 0 && unit >= old_max) { /* if we've reset all the old views and we have no more new ones */ break; } pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view); } /* For any external samplers with multiplaner YUV, stuff the additional * sampler views we need at the end. * * Trying to cache the sampler view in the stObj looks painful, so just * re-create the sampler view for the extra planes each time. Main use * case is video playback (ie. fps games wouldn't be using this) so I * guess no point to try to optimize this feature. */ 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_view tmpl; if (!stObj) continue; /* use original view as template: */ tmpl = *sampler_views[unit]; switch (st_get_view_format(stObj)) { case PIPE_FORMAT_NV12: /* we need one additional R8G8 view: */ tmpl.format = PIPE_FORMAT_RG88_UNORM; tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R8 */ extra = u_bit_scan(&free_slots); sampler_views[extra] = st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl); break; case PIPE_FORMAT_IYUV: /* we need two additional R8 views: */ tmpl.format = PIPE_FORMAT_R8_UNORM; extra = u_bit_scan(&free_slots); sampler_views[extra] = st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl); extra = u_bit_scan(&free_slots); sampler_views[extra] = st->pipe->create_sampler_view(st->pipe, stObj->pt->next->next, &tmpl); break; default: break; } *num_textures = MAX2(*num_textures, extra + 1); } cso_set_sampler_views(st->cso_context, shader_stage, *num_textures, sampler_views); } void st_update_vertex_textures(struct st_context *st) { const struct gl_context *ctx = st->ctx; if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) { update_textures(st, MESA_SHADER_VERTEX, ctx->VertexProgram._Current, ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_VERTEX], &st->state.num_sampler_views[PIPE_SHADER_VERTEX]); } } void st_update_fragment_textures(struct st_context *st) { const struct gl_context *ctx = st->ctx; update_textures(st, MESA_SHADER_FRAGMENT, ctx->FragmentProgram._Current, ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_FRAGMENT], &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]); } void st_update_geometry_textures(struct st_context *st) { const struct gl_context *ctx = st->ctx; if (ctx->GeometryProgram._Current) { update_textures(st, MESA_SHADER_GEOMETRY, ctx->GeometryProgram._Current, ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_GEOMETRY], &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]); } } void st_update_tessctrl_textures(struct st_context *st) { const struct gl_context *ctx = st->ctx; if (ctx->TessCtrlProgram._Current) { update_textures(st, MESA_SHADER_TESS_CTRL, ctx->TessCtrlProgram._Current, ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_TESS_CTRL], &st->state.num_sampler_views[PIPE_SHADER_TESS_CTRL]); } } void st_update_tesseval_textures(struct st_context *st) { const struct gl_context *ctx = st->ctx; if (ctx->TessEvalProgram._Current) { update_textures(st, MESA_SHADER_TESS_EVAL, ctx->TessEvalProgram._Current, ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_TESS_EVAL], &st->state.num_sampler_views[PIPE_SHADER_TESS_EVAL]); } } void st_update_compute_textures(struct st_context *st) { const struct gl_context *ctx = st->ctx; if (ctx->ComputeProgram._Current) { update_textures(st, MESA_SHADER_COMPUTE, ctx->ComputeProgram._Current, ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_COMPUTE], &st->state.num_sampler_views[PIPE_SHADER_COMPUTE]); } }