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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_sampler_view.h"
#include "st_texture.h"
#include "st_format.h"
#include "st_cb_texture.h"
#include "pipe/p_context.h"
#include "util/format/u_format.h"
#include "util/u_inlines.h"
#include "cso_cache/cso_context.h"
/**
* Get a pipe_sampler_view object from a texture unit.
*/
void
st_update_single_texture(struct st_context *st,
struct pipe_sampler_view **sampler_view,
GLuint texUnit, bool glsl130_or_later,
bool ignore_srgb_decode)
{
struct gl_context *ctx = st->ctx;
const struct gl_sampler_object *samp;
struct gl_texture_object *texObj;
struct st_texture_object *stObj;
samp = _mesa_get_samplerobj(ctx, texUnit);
texObj = ctx->Texture.Unit[texUnit]._Current;
assert(texObj);
stObj = st_texture_object(texObj);
if (unlikely(texObj->Target == GL_TEXTURE_BUFFER)) {
*sampler_view = st_get_buffer_sampler_view_from_stobj(st, stObj);
return;
}
if (!st_finalize_texture(ctx, st->pipe, texObj, 0) ||
!stObj->pt) {
/* out of mem */
*sampler_view = NULL;
return;
}
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,
glsl130_or_later,
ignore_srgb_decode);
}
static void
update_textures(struct st_context *st,
enum pipe_shader_type shader_stage,
const struct gl_program *prog,
struct pipe_sampler_view **sampler_views)
{
const GLuint old_max = st->state.num_sampler_views[shader_stage];
GLbitfield samplers_used = prog->SamplersUsed;
GLbitfield texel_fetch_samplers = prog->info.textures_used_by_txf;
GLbitfield free_slots = ~prog->SamplersUsed;
GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
GLuint unit;
if (samplers_used == 0x0 && old_max == 0)
return;
unsigned num_textures = 0;
/* prog->sh.data is NULL if it's ARB_fragment_program */
bool glsl130 = (prog->sh.data ? prog->sh.data->Version : 0) >= 130;
/* loop over sampler units (aka tex image units) */
for (unit = 0; samplers_used || unit < old_max;
unit++, samplers_used >>= 1, texel_fetch_samplers >>= 1) {
struct pipe_sampler_view *sampler_view = NULL;
if (samplers_used & 1) {
const GLuint texUnit = prog->SamplerUnits[unit];
/* The EXT_texture_sRGB_decode extension says:
*
* "The conversion of sRGB color space components to linear color
* space is always performed if the texel lookup function is one
* of the texelFetch builtin functions.
*
* Otherwise, if the texel lookup function is one of the texture
* builtin functions or one of the texture gather functions, the
* conversion of sRGB color space components to linear color space
* is controlled by the TEXTURE_SRGB_DECODE_EXT parameter.
*
* If the TEXTURE_SRGB_DECODE_EXT parameter is DECODE_EXT, the
* conversion of sRGB color space components to linear color space
* is performed.
*
* If the TEXTURE_SRGB_DECODE_EXT parameter is SKIP_DECODE_EXT,
* the value is returned without decoding. However, if the texture
* is also [statically] accessed with a texelFetch function, then
* the result of texture builtin functions and/or texture gather
* functions may be returned with decoding or without decoding."
*
* Note: the "statically" will be added to the language per
* https://cvs.khronos.org/bugzilla/show_bug.cgi?id=14934
*
* So we simply ignore the setting entirely for samplers that are
* (statically) accessed with a texelFetch function.
*/
st_update_single_texture(st, &sampler_view, texUnit, glsl130,
texel_fetch_samplers & 1);
num_textures = unit + 1;
}
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_P016:
/* we need one additional R16G16 view: */
tmpl.format = PIPE_FORMAT_RG1616_UNORM;
tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R16 */
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;
case PIPE_FORMAT_YUYV:
/* we need one additional BGRA8888 view: */
tmpl.format = PIPE_FORMAT_BGRA8888_UNORM;
tmpl.swizzle_b = PIPE_SWIZZLE_Z;
tmpl.swizzle_a = PIPE_SWIZZLE_W;
extra = u_bit_scan(&free_slots);
sampler_views[extra] =
st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
break;
case PIPE_FORMAT_UYVY:
/* we need one additional RGBA8888 view: */
tmpl.format = PIPE_FORMAT_RGBA8888_UNORM;
tmpl.swizzle_b = PIPE_SWIZZLE_Z;
tmpl.swizzle_a = PIPE_SWIZZLE_W;
extra = u_bit_scan(&free_slots);
sampler_views[extra] =
st->pipe->create_sampler_view(st->pipe, stObj->pt->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);
st->state.num_sampler_views[shader_stage] = num_textures;
}
/* Same as update_textures, but don't store the views in st_context. */
static void
update_textures_local(struct st_context *st,
enum pipe_shader_type shader_stage,
const struct gl_program *prog)
{
struct pipe_sampler_view *local_views[PIPE_MAX_SAMPLERS] = {0};
update_textures(st, shader_stage, prog, local_views);
unsigned num = st->state.num_sampler_views[shader_stage];
for (unsigned i = 0; i < num; i++)
pipe_sampler_view_reference(&local_views[i], NULL);
}
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_local(st, PIPE_SHADER_VERTEX,
ctx->VertexProgram._Current);
}
}
void
st_update_fragment_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
update_textures(st,
PIPE_SHADER_FRAGMENT,
ctx->FragmentProgram._Current,
st->state.frag_sampler_views);
}
void
st_update_geometry_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->GeometryProgram._Current) {
update_textures_local(st, PIPE_SHADER_GEOMETRY,
ctx->GeometryProgram._Current);
}
}
void
st_update_tessctrl_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->TessCtrlProgram._Current) {
update_textures_local(st, PIPE_SHADER_TESS_CTRL,
ctx->TessCtrlProgram._Current);
}
}
void
st_update_tesseval_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->TessEvalProgram._Current) {
update_textures_local(st, PIPE_SHADER_TESS_EVAL,
ctx->TessEvalProgram._Current);
}
}
void
st_update_compute_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->ComputeProgram._Current) {
update_textures_local(st, PIPE_SHADER_COMPUTE,
ctx->ComputeProgram._Current);
}
}
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