aboutsummaryrefslogtreecommitdiffstats
path: root/src/mesa/state_tracker/st_atom_sampler.c
blob: 539b28933b9f4ce6b596c323b9e25cc75be1654a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
/**************************************************************************
 * 
 * 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 <keithw@vmware.com>
  *   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;
   }
}


/**
 * 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)
{
   GLenum texBaseFormat;

   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 = 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);
   }

   /* 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 && !texobj->StencilSampling)) &&
       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);
   }

   /* 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);

   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,
                       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 (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];

         st_convert_sampler_from_unit(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);
}


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,
                          ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
                          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,
                             ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
                             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,
                             ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
                             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,
                             ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
                             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,
                          ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
                          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,
                             ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
                             st->state.samplers[PIPE_SHADER_COMPUTE],
                             &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
   }
}