/************************************************************************** * * 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_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" /** * Return swizzle1(swizzle2) */ static unsigned swizzle_swizzle(unsigned swizzle1, unsigned swizzle2) { unsigned i, swz[4]; for (i = 0; i < 4; i++) { unsigned s = GET_SWZ(swizzle1, i); switch (s) { case SWIZZLE_X: case SWIZZLE_Y: case SWIZZLE_Z: case SWIZZLE_W: swz[i] = GET_SWZ(swizzle2, s); break; case SWIZZLE_ZERO: swz[i] = SWIZZLE_ZERO; break; case SWIZZLE_ONE: swz[i] = SWIZZLE_ONE; break; default: assert(!"Bad swizzle term"); swz[i] = SWIZZLE_X; } } return MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]); } /** * Given a user-specified texture base format, the actual gallium texture * format and the current GL_DEPTH_MODE, return a texture swizzle. * * Consider the case where the user requests a GL_RGB internal texture * format the driver actually uses an RGBA format. The A component should * be ignored and sampling from the texture should always return (r,g,b,1). * But if we rendered to the texture we might have written A values != 1. * By sampling the texture with a ".xyz1" swizzle we'll get the expected A=1. * This function computes the texture swizzle needed to get the expected * values. * * In the case of depth textures, the GL_DEPTH_MODE state determines the * texture swizzle. * * This result must be composed with the user-specified swizzle to get * the final swizzle. */ static unsigned compute_texture_format_swizzle(GLenum baseFormat, GLenum depthMode, enum pipe_format actualFormat, unsigned glsl_version) { switch (baseFormat) { case GL_RGBA: return SWIZZLE_XYZW; case GL_RGB: if (util_format_has_alpha(actualFormat)) return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_ONE); else return SWIZZLE_XYZW; case GL_RG: if (util_format_get_nr_components(actualFormat) > 2) return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_ZERO, SWIZZLE_ONE); else return SWIZZLE_XYZW; case GL_RED: if (util_format_get_nr_components(actualFormat) > 1) return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO, SWIZZLE_ZERO, SWIZZLE_ONE); else return SWIZZLE_XYZW; case GL_ALPHA: if (util_format_get_nr_components(actualFormat) > 1) return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO, SWIZZLE_ZERO, SWIZZLE_W); else return SWIZZLE_XYZW; case GL_LUMINANCE: if (util_format_get_nr_components(actualFormat) > 1) return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE); else return SWIZZLE_XYZW; case GL_LUMINANCE_ALPHA: if (util_format_get_nr_components(actualFormat) > 2) return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_W); else return SWIZZLE_XYZW; case GL_INTENSITY: if (util_format_get_nr_components(actualFormat) > 1) return SWIZZLE_XXXX; else return SWIZZLE_XYZW; case GL_STENCIL_INDEX: case GL_DEPTH_STENCIL: case GL_DEPTH_COMPONENT: /* Now examine the depth mode */ switch (depthMode) { case GL_LUMINANCE: return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE); case GL_INTENSITY: return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_X); case GL_ALPHA: /* The texture(sampler*Shadow) functions from GLSL 1.30 ignore * the depth mode and return float, while older shadow* functions * and ARB_fp instructions return vec4 according to the depth mode. * * The problem with the GLSL 1.30 functions is that GL_ALPHA forces * them to return 0, breaking them completely. * * A proper fix would increase code complexity and that's not worth * it for a rarely used feature such as the GL_ALPHA depth mode * in GL3. Therefore, change GL_ALPHA to GL_INTENSITY for all * shaders that use GLSL 1.30 or later. * * BTW, it's required that sampler views are updated when * shaders change (check_sampler_swizzle takes care of that). */ if (glsl_version && glsl_version >= 130) return SWIZZLE_XXXX; else return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO, SWIZZLE_ZERO, SWIZZLE_X); case GL_RED: return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO, SWIZZLE_ZERO, SWIZZLE_ONE); default: assert(!"Unexpected depthMode"); return SWIZZLE_XYZW; } default: assert(!"Unexpected baseFormat"); return SWIZZLE_XYZW; } } static unsigned get_texture_format_swizzle(const struct st_context *st, const struct st_texture_object *stObj, unsigned glsl_version) { GLenum baseFormat = _mesa_texture_base_format(&stObj->base); unsigned tex_swizzle; if (baseFormat != GL_NONE) { GLenum depth_mode = stObj->base.DepthMode; /* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures * with depth component data specified with a sized internal format. */ if (_mesa_is_gles3(st->ctx) && util_format_is_depth_or_stencil(stObj->pt->format)) { const struct st_texture_image *firstImage = st_texture_image_const(_mesa_base_tex_image(&stObj->base)); if (firstImage->base.InternalFormat != GL_DEPTH_COMPONENT && firstImage->base.InternalFormat != GL_DEPTH_STENCIL && firstImage->base.InternalFormat != GL_STENCIL_INDEX) depth_mode = GL_RED; } tex_swizzle = compute_texture_format_swizzle(baseFormat, depth_mode, stObj->pt->format, glsl_version); } else { tex_swizzle = SWIZZLE_XYZW; } /* Combine the texture format swizzle with user's swizzle */ return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle); } /** * Return TRUE if the texture's sampler view swizzle is not equal to * the texture's swizzle. * * \param stObj the st texture object, */ static boolean check_sampler_swizzle(const struct st_context *st, const struct st_texture_object *stObj, struct pipe_sampler_view *sv, unsigned glsl_version) { unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl_version); return ((sv->swizzle_r != GET_SWZ(swizzle, 0)) || (sv->swizzle_g != GET_SWZ(swizzle, 1)) || (sv->swizzle_b != GET_SWZ(swizzle, 2)) || (sv->swizzle_a != GET_SWZ(swizzle, 3))); } static unsigned last_level(struct st_texture_object *stObj) { unsigned ret = MIN2(stObj->base.MinLevel + stObj->base._MaxLevel, stObj->pt->last_level); if (stObj->base.Immutable) ret = MIN2(ret, stObj->base.MinLevel + stObj->base.NumLevels - 1); return ret; } static unsigned last_layer(struct st_texture_object *stObj) { if (stObj->base.Immutable && stObj->pt->array_size > 1) return MIN2(stObj->base.MinLayer + stObj->base.NumLayers - 1, stObj->pt->array_size - 1); return stObj->pt->array_size - 1; } static struct pipe_sampler_view * st_create_texture_sampler_view_from_stobj(struct st_context *st, struct st_texture_object *stObj, enum pipe_format format, unsigned glsl_version) { struct pipe_sampler_view templ; unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl_version); u_sampler_view_default_template(&templ, stObj->pt, format); if (stObj->pt->target == PIPE_BUFFER) { unsigned base, size; base = stObj->base.BufferOffset; if (base >= stObj->pt->width0) return NULL; size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize); if (!size) return NULL; templ.u.buf.offset = base; templ.u.buf.size = size; } else { templ.u.tex.first_level = stObj->base.MinLevel + stObj->base.BaseLevel; templ.u.tex.last_level = last_level(stObj); assert(templ.u.tex.first_level <= templ.u.tex.last_level); templ.u.tex.first_layer = stObj->base.MinLayer; templ.u.tex.last_layer = last_layer(stObj); assert(templ.u.tex.first_layer <= templ.u.tex.last_layer); templ.target = gl_target_to_pipe(stObj->base.Target); } if (swizzle != SWIZZLE_NOOP) { templ.swizzle_r = GET_SWZ(swizzle, 0); templ.swizzle_g = GET_SWZ(swizzle, 1); templ.swizzle_b = GET_SWZ(swizzle, 2); templ.swizzle_a = GET_SWZ(swizzle, 3); } return st->pipe->create_sampler_view(st->pipe, stObj->pt, &templ); } static struct pipe_sampler_view * st_get_texture_sampler_view_from_stobj(struct st_context *st, struct st_texture_object *stObj, enum pipe_format format, unsigned glsl_version) { struct pipe_sampler_view **sv; const struct st_texture_image *firstImage; if (!stObj || !stObj->pt) { return NULL; } sv = st_texture_get_sampler_view(st, stObj); if (util_format_is_depth_and_stencil(format)) { if (stObj->base.StencilSampling) format = util_format_stencil_only(format); else { firstImage = st_texture_image_const(_mesa_base_tex_image(&stObj->base)); if (firstImage->base._BaseFormat == GL_STENCIL_INDEX) format = util_format_stencil_only(format); } } /* if sampler view has changed dereference it */ if (*sv) { if (check_sampler_swizzle(st, stObj, *sv, glsl_version) || (format != (*sv)->format) || gl_target_to_pipe(stObj->base.Target) != (*sv)->target || stObj->base.MinLevel + stObj->base.BaseLevel != (*sv)->u.tex.first_level || last_level(stObj) != (*sv)->u.tex.last_level || stObj->base.MinLayer != (*sv)->u.tex.first_layer || last_layer(stObj) != (*sv)->u.tex.last_layer) { pipe_sampler_view_reference(sv, NULL); } } if (!*sv) { *sv = st_create_texture_sampler_view_from_stobj(st, stObj, format, glsl_version); } else if ((*sv)->context != st->pipe) { /* Recreate view in correct context, use existing view as template */ struct pipe_sampler_view *new_sv = st->pipe->create_sampler_view(st->pipe, stObj->pt, *sv); pipe_sampler_view_reference(sv, NULL); *sv = new_sv; } return *sv; } 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; enum pipe_format view_format; GLboolean retval; samp = _mesa_get_samplerobj(ctx, texUnit); texObj = ctx->Texture.Unit[texUnit]._Current; if (!texObj) { texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX); samp = &texObj->Sampler; } stObj = st_texture_object(texObj); retval = st_finalize_texture(ctx, st->pipe, texObj); if (!retval) { /* out of mem */ return GL_FALSE; } /* Determine the format of the texture sampler view */ if (texObj->Target == GL_TEXTURE_BUFFER) { view_format = st_mesa_format_to_pipe_format(st, stObj->base._BufferObjectFormat); } else { view_format = stObj->surface_based ? stObj->surface_format : stObj->pt->format; /* If sRGB decoding is off, use the linear format */ if (samp->sRGBDecode == GL_SKIP_DECODE_EXT) { view_format = util_format_linear(view_format); } } *sampler_view = st_get_texture_sampler_view_from_stobj(st, stObj, view_format, 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; GLuint unit; struct gl_shader_program *shader = st->ctx->_Shader->CurrentProgram[mesa_shader]; unsigned glsl_version = shader ? shader->Version : 0; unsigned 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) { 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); } cso_set_sampler_views(st->cso_context, shader_stage, *num_textures, sampler_views); } static void 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->Base, ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_VERTEX], &st->state.num_sampler_views[PIPE_SHADER_VERTEX]); } } static void update_fragment_textures(struct st_context *st) { const struct gl_context *ctx = st->ctx; update_textures(st, MESA_SHADER_FRAGMENT, &ctx->FragmentProgram._Current->Base, ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_FRAGMENT], &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]); } static void 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->Base, ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_GEOMETRY], &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]); } } static void 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->Base, 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]); } } static void 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->Base, 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]); } } static void 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->Base, ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits, st->state.sampler_views[PIPE_SHADER_COMPUTE], &st->state.num_sampler_views[PIPE_SHADER_COMPUTE]); } } const struct st_tracked_state st_update_fragment_texture = { update_fragment_textures /* update */ }; const struct st_tracked_state st_update_vertex_texture = { update_vertex_textures /* update */ }; const struct st_tracked_state st_update_geometry_texture = { update_geometry_textures /* update */ }; const struct st_tracked_state st_update_tessctrl_texture = { update_tessctrl_textures /* update */ }; const struct st_tracked_state st_update_tesseval_texture = { update_tesseval_textures /* update */ }; const struct st_tracked_state st_update_compute_texture = { update_compute_textures /* update */ };