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|
/**************************************************************************
*
* 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/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];
if (swizzle1 == SWIZZLE_XYZW) {
/* identity swizzle, no change to swizzle2 */
return swizzle2;
}
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);
}
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);
}
}
switch (view_format) {
case PIPE_FORMAT_NV12:
case PIPE_FORMAT_IYUV:
view_format = PIPE_FORMAT_R8_UNORM;
break;
default:
break;
}
*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;
GLbitfield free_slots = ~prog->SamplersUsed;
GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
GLuint unit;
struct gl_shader_program *shader =
st->ctx->_Shader->CurrentProgram[mesa_shader];
unsigned glsl_version = shader ? shader->Version : 0;
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) {
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);
}
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 */
};
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