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path: root/src/mesa/state_tracker/st_texture.c
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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.
 *
 **************************************************************************/

#include <stdio.h>

#include "st_context.h"
#include "st_format.h"
#include "st_texture.h"
#include "st_cb_fbo.h"
#include "main/enums.h"

#include "pipe/p_state.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_format.h"
#include "util/u_rect.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "tgsi/tgsi_from_mesa.h"


#define DBG if(0) printf


/**
 * Allocate a new pipe_resource object
 * width0, height0, depth0 are the dimensions of the level 0 image
 * (the highest resolution).  last_level indicates how many mipmap levels
 * to allocate storage for.  For non-mipmapped textures, this will be zero.
 */
struct pipe_resource *
st_texture_create(struct st_context *st,
                  enum pipe_texture_target target,
                  enum pipe_format format,
                  GLuint last_level,
                  GLuint width0,
                  GLuint height0,
                  GLuint depth0,
                  GLuint layers,
                  GLuint nr_samples,
                  GLuint bind)
{
   struct pipe_resource pt, *newtex;
   struct pipe_screen *screen = st->pipe->screen;

   assert(target < PIPE_MAX_TEXTURE_TYPES);
   assert(width0 > 0);
   assert(height0 > 0);
   assert(depth0 > 0);
   if (target == PIPE_TEXTURE_CUBE)
      assert(layers == 6);

   DBG("%s target %d format %s last_level %d\n", __func__,
       (int) target, util_format_name(format), last_level);

   assert(format);
   assert(screen->is_format_supported(screen, format, target, 0, 0,
                                      PIPE_BIND_SAMPLER_VIEW));

   memset(&pt, 0, sizeof(pt));
   pt.target = target;
   pt.format = format;
   pt.last_level = last_level;
   pt.width0 = width0;
   pt.height0 = height0;
   pt.depth0 = depth0;
   pt.array_size = layers;
   pt.usage = PIPE_USAGE_DEFAULT;
   pt.bind = bind;
   /* only set this for OpenGL textures, not renderbuffers */
   pt.flags = PIPE_RESOURCE_FLAG_TEXTURING_MORE_LIKELY;
   pt.nr_samples = nr_samples;
   pt.nr_storage_samples = nr_samples;

   newtex = screen->resource_create(screen, &pt);

   assert(!newtex || pipe_is_referenced(&newtex->reference));

   return newtex;
}


/**
 * In OpenGL the number of 1D array texture layers is the "height" and
 * the number of 2D array texture layers is the "depth".  In Gallium the
 * number of layers in an array texture is a separate 'array_size' field.
 * This function converts dimensions from the former to the later.
 */
void
st_gl_texture_dims_to_pipe_dims(GLenum texture,
                                unsigned widthIn,
                                uint16_t heightIn,
                                uint16_t depthIn,
                                unsigned *widthOut,
                                uint16_t *heightOut,
                                uint16_t *depthOut,
                                uint16_t *layersOut)
{
   switch (texture) {
   case GL_TEXTURE_1D:
   case GL_PROXY_TEXTURE_1D:
      assert(heightIn == 1);
      assert(depthIn == 1);
      *widthOut = widthIn;
      *heightOut = 1;
      *depthOut = 1;
      *layersOut = 1;
      break;
   case GL_TEXTURE_1D_ARRAY:
   case GL_PROXY_TEXTURE_1D_ARRAY:
      assert(depthIn == 1);
      *widthOut = widthIn;
      *heightOut = 1;
      *depthOut = 1;
      *layersOut = heightIn;
      break;
   case GL_TEXTURE_2D:
   case GL_PROXY_TEXTURE_2D:
   case GL_TEXTURE_RECTANGLE:
   case GL_PROXY_TEXTURE_RECTANGLE:
   case GL_TEXTURE_EXTERNAL_OES:
   case GL_PROXY_TEXTURE_2D_MULTISAMPLE:
   case GL_TEXTURE_2D_MULTISAMPLE:
      assert(depthIn == 1);
      *widthOut = widthIn;
      *heightOut = heightIn;
      *depthOut = 1;
      *layersOut = 1;
      break;
   case GL_TEXTURE_CUBE_MAP:
   case GL_PROXY_TEXTURE_CUBE_MAP:
   case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
   case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
   case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
   case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
   case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
   case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
      assert(depthIn == 1);
      *widthOut = widthIn;
      *heightOut = heightIn;
      *depthOut = 1;
      *layersOut = 6;
      break;
   case GL_TEXTURE_2D_ARRAY:
   case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
   case GL_PROXY_TEXTURE_2D_ARRAY:
   case GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY:
      *widthOut = widthIn;
      *heightOut = heightIn;
      *depthOut = 1;
      *layersOut = depthIn;
      break;
   case GL_TEXTURE_CUBE_MAP_ARRAY:
   case GL_PROXY_TEXTURE_CUBE_MAP_ARRAY:
      *widthOut = widthIn;
      *heightOut = heightIn;
      *depthOut = 1;
      *layersOut = util_align_npot(depthIn, 6);
      break;
   default:
      assert(0 && "Unexpected texture in st_gl_texture_dims_to_pipe_dims()");
      /* fall-through */
   case GL_TEXTURE_3D:
   case GL_PROXY_TEXTURE_3D:
      *widthOut = widthIn;
      *heightOut = heightIn;
      *depthOut = depthIn;
      *layersOut = 1;
      break;
   }
}


/**
 * Check if a texture image can be pulled into a unified mipmap texture.
 */
GLboolean
st_texture_match_image(struct st_context *st,
                       const struct pipe_resource *pt,
                       const struct gl_texture_image *image)
{
   unsigned ptWidth;
   uint16_t ptHeight, ptDepth, ptLayers;

   /* Images with borders are never pulled into mipmap textures.
    */
   if (image->Border)
      return GL_FALSE;

   /* Check if this image's format matches the established texture's format.
    */
   if (st_mesa_format_to_pipe_format(st, image->TexFormat) != pt->format)
      return GL_FALSE;

   st_gl_texture_dims_to_pipe_dims(image->TexObject->Target,
                                   image->Width, image->Height, image->Depth,
                                   &ptWidth, &ptHeight, &ptDepth, &ptLayers);

   /* Test if this image's size matches what's expected in the
    * established texture.
    */
   if (ptWidth != u_minify(pt->width0, image->Level) ||
       ptHeight != u_minify(pt->height0, image->Level) ||
       ptDepth != u_minify(pt->depth0, image->Level) ||
       ptLayers != pt->array_size)
      return GL_FALSE;

   if (image->Level > pt->last_level)
      return GL_FALSE;

   return GL_TRUE;
}


/**
 * Map a texture image and return the address for a particular 2D face/slice/
 * layer.  The stImage indicates the cube face and mipmap level.  The slice
 * of the 3D texture is passed in 'zoffset'.
 * \param usage  one of the PIPE_TRANSFER_x values
 * \param x, y, w, h  the region of interest of the 2D image.
 * \return address of mapping or NULL if any error
 */
GLubyte *
st_texture_image_map(struct st_context *st, struct st_texture_image *stImage,
                     enum pipe_transfer_usage usage,
                     GLuint x, GLuint y, GLuint z,
                     GLuint w, GLuint h, GLuint d,
                     struct pipe_transfer **transfer)
{
   struct st_texture_object *stObj =
      st_texture_object(stImage->base.TexObject);
   GLuint level;
   void *map;

   DBG("%s \n", __func__);

   if (!stImage->pt)
      return NULL;

   if (stObj->pt != stImage->pt)
      level = 0;
   else
      level = stImage->base.Level;

   if (stObj->base.Immutable) {
      level += stObj->base.MinLevel;
      z += stObj->base.MinLayer;
      if (stObj->pt->array_size > 1)
         d = MIN2(d, stObj->base.NumLayers);
   }

   z += stImage->base.Face;

   map = pipe_transfer_map_3d(st->pipe, stImage->pt, level, usage,
                              x, y, z, w, h, d, transfer);
   if (map) {
      /* Enlarge the transfer array if it's not large enough. */
      if (z >= stImage->num_transfers) {
         unsigned new_size = z + 1;

         stImage->transfer = realloc(stImage->transfer,
                     new_size * sizeof(struct st_texture_image_transfer));
         memset(&stImage->transfer[stImage->num_transfers], 0,
                (new_size - stImage->num_transfers) *
                sizeof(struct st_texture_image_transfer));
         stImage->num_transfers = new_size;
      }

      assert(!stImage->transfer[z].transfer);
      stImage->transfer[z].transfer = *transfer;
   }
   return map;
}


void
st_texture_image_unmap(struct st_context *st,
                       struct st_texture_image *stImage, unsigned slice)
{
   struct pipe_context *pipe = st->pipe;
   struct st_texture_object *stObj =
      st_texture_object(stImage->base.TexObject);
   struct pipe_transfer **transfer;

   if (stObj->base.Immutable)
      slice += stObj->base.MinLayer;
   transfer = &stImage->transfer[slice + stImage->base.Face].transfer;

   DBG("%s\n", __func__);

   pipe_transfer_unmap(pipe, *transfer);
   *transfer = NULL;
}


/**
 * For debug only: get/print center pixel in the src resource.
 */
static void
print_center_pixel(struct pipe_context *pipe, struct pipe_resource *src)
{
   struct pipe_transfer *xfer;
   struct pipe_box region;
   ubyte *map;

   region.x = src->width0 / 2;
   region.y = src->height0 / 2;
   region.z = 0;
   region.width = 1;
   region.height = 1;
   region.depth = 1;

   map = pipe->transfer_map(pipe, src, 0, PIPE_TRANSFER_READ, &region, &xfer);

   printf("center pixel: %d %d %d %d\n", map[0], map[1], map[2], map[3]);

   pipe->transfer_unmap(pipe, xfer);
}


/**
 * Copy the image at level=0 in 'src' to the 'dst' resource at 'dstLevel'.
 * This is used to copy mipmap images from one texture buffer to another.
 * This typically happens when our initial guess at the total texture size
 * is incorrect (see the guess_and_alloc_texture() function).
 */
void
st_texture_image_copy(struct pipe_context *pipe,
                      struct pipe_resource *dst, GLuint dstLevel,
                      struct pipe_resource *src, GLuint srcLevel,
                      GLuint face)
{
   GLuint width = u_minify(dst->width0, dstLevel);
   GLuint height = u_minify(dst->height0, dstLevel);
   GLuint depth = u_minify(dst->depth0, dstLevel);
   struct pipe_box src_box;
   GLuint i;

   if (u_minify(src->width0, srcLevel) != width ||
       u_minify(src->height0, srcLevel) != height ||
       u_minify(src->depth0, srcLevel) != depth) {
      /* The source image size doesn't match the destination image size.
       * This can happen in some degenerate situations such as rendering to a
       * cube map face which was set up with mismatched texture sizes.
       */
      return;
   }

   src_box.x = 0;
   src_box.y = 0;
   src_box.width = width;
   src_box.height = height;
   src_box.depth = 1;

   if (src->target == PIPE_TEXTURE_1D_ARRAY ||
       src->target == PIPE_TEXTURE_2D_ARRAY ||
       src->target == PIPE_TEXTURE_CUBE_ARRAY) {
      face = 0;
      depth = src->array_size;
   }

   /* Loop over 3D image slices */
   /* could (and probably should) use "true" 3d box here -
      but drivers can't quite handle it yet */
   for (i = face; i < face + depth; i++) {
      src_box.z = i;

      if (0)  {
         print_center_pixel(pipe, src);
      }

      pipe->resource_copy_region(pipe,
                                 dst,
                                 dstLevel,
                                 0, 0, i,/* destX, Y, Z */
                                 src,
                                 srcLevel,
                                 &src_box);
   }
}


struct pipe_resource *
st_create_color_map_texture(struct gl_context *ctx)
{
   struct st_context *st = st_context(ctx);
   struct pipe_resource *pt;
   enum pipe_format format;
   const uint texSize = 256; /* simple, and usually perfect */

   /* find an RGBA texture format */
   format = st_choose_format(st, GL_RGBA, GL_NONE, GL_NONE,
                             PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW,
                             FALSE);

   /* create texture for color map/table */
   pt = st_texture_create(st, PIPE_TEXTURE_2D, format, 0,
                          texSize, texSize, 1, 1, 0, PIPE_BIND_SAMPLER_VIEW);
   return pt;
}


/**
 * Destroy bound texture handles for the given stage.
 */
static void
st_destroy_bound_texture_handles_per_stage(struct st_context *st,
                                           enum pipe_shader_type shader)
{
   struct st_bound_handles *bound_handles = &st->bound_texture_handles[shader];
   struct pipe_context *pipe = st->pipe;
   unsigned i;

   if (likely(!bound_handles->num_handles))
      return;

   for (i = 0; i < bound_handles->num_handles; i++) {
      uint64_t handle = bound_handles->handles[i];

      pipe->make_texture_handle_resident(pipe, handle, false);
      pipe->delete_texture_handle(pipe, handle);
   }
   free(bound_handles->handles);
   bound_handles->handles = NULL;
   bound_handles->num_handles = 0;
}


/**
 * Destroy all bound texture handles in the context.
 */
void
st_destroy_bound_texture_handles(struct st_context *st)
{
   unsigned i;

   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
      st_destroy_bound_texture_handles_per_stage(st, i);
   }
}


/**
 * Destroy bound image handles for the given stage.
 */
static void
st_destroy_bound_image_handles_per_stage(struct st_context *st,
                                         enum pipe_shader_type shader)
{
   struct st_bound_handles *bound_handles = &st->bound_image_handles[shader];
   struct pipe_context *pipe = st->pipe;
   unsigned i;

   if (likely(!bound_handles->num_handles))
      return;

   for (i = 0; i < bound_handles->num_handles; i++) {
      uint64_t handle = bound_handles->handles[i];

      pipe->make_image_handle_resident(pipe, handle, GL_READ_WRITE, false);
      pipe->delete_image_handle(pipe, handle);
   }
   free(bound_handles->handles);
   bound_handles->handles = NULL;
   bound_handles->num_handles = 0;
}


/**
 * Destroy all bound image handles in the context.
 */
void
st_destroy_bound_image_handles(struct st_context *st)
{
   unsigned i;

   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
      st_destroy_bound_image_handles_per_stage(st, i);
   }
}


/**
 * Create a texture handle from a texture unit.
 */
static GLuint64
st_create_texture_handle_from_unit(struct st_context *st,
                                   struct gl_program *prog, GLuint texUnit)
{
   struct pipe_context *pipe = st->pipe;
   struct pipe_sampler_view *view;
   struct pipe_sampler_state sampler = {0};

   /* TODO: Clarify the interaction of ARB_bindless_texture and EXT_texture_sRGB_decode */
   st_update_single_texture(st, &view, texUnit, prog->sh.data->Version >= 130, true);
   if (!view)
      return 0;

   if (view->target != PIPE_BUFFER)
      st_convert_sampler_from_unit(st, &sampler, texUnit);

   assert(st->ctx->Texture.Unit[texUnit]._Current);

   return pipe->create_texture_handle(pipe, view, &sampler);
}


/**
 * Create an image handle from an image unit.
 */
static GLuint64
st_create_image_handle_from_unit(struct st_context *st,
                                 struct gl_program *prog, GLuint imgUnit)
{
   struct pipe_context *pipe = st->pipe;
   struct pipe_image_view img;

   st_convert_image_from_unit(st, &img, imgUnit, GL_READ_WRITE);

   return pipe->create_image_handle(pipe, &img);
}


/**
 * Make all bindless samplers bound to texture units resident in the context.
 */
void
st_make_bound_samplers_resident(struct st_context *st,
                                struct gl_program *prog)
{
   enum pipe_shader_type shader = pipe_shader_type_from_mesa(prog->info.stage);
   struct st_bound_handles *bound_handles = &st->bound_texture_handles[shader];
   struct pipe_context *pipe = st->pipe;
   GLuint64 handle;
   int i;

   /* Remove previous bound texture handles for this stage. */
   st_destroy_bound_texture_handles_per_stage(st, shader);

   if (likely(!prog->sh.HasBoundBindlessSampler))
      return;

   for (i = 0; i < prog->sh.NumBindlessSamplers; i++) {
      struct gl_bindless_sampler *sampler = &prog->sh.BindlessSamplers[i];

      if (!sampler->bound)
         continue;

      /* Request a new texture handle from the driver and make it resident. */
      handle = st_create_texture_handle_from_unit(st, prog, sampler->unit);
      if (!handle)
         continue;

      pipe->make_texture_handle_resident(st->pipe, handle, true);

      /* Overwrite the texture unit value by the resident handle before
       * uploading the constant buffer.
       */
      *(uint64_t *)sampler->data = handle;

      /* Store the handle in the context. */
      bound_handles->handles = (uint64_t *)
         realloc(bound_handles->handles,
                 (bound_handles->num_handles + 1) * sizeof(uint64_t));
      bound_handles->handles[bound_handles->num_handles] = handle;
      bound_handles->num_handles++;
   }
}


/**
 * Make all bindless images bound to image units resident in the context.
 */
void
st_make_bound_images_resident(struct st_context *st,
                              struct gl_program *prog)
{
   enum pipe_shader_type shader = pipe_shader_type_from_mesa(prog->info.stage);
   struct st_bound_handles *bound_handles = &st->bound_image_handles[shader];
   struct pipe_context *pipe = st->pipe;
   GLuint64 handle;
   int i;

   /* Remove previous bound image handles for this stage. */
   st_destroy_bound_image_handles_per_stage(st, shader);

   if (likely(!prog->sh.HasBoundBindlessImage))
      return;

   for (i = 0; i < prog->sh.NumBindlessImages; i++) {
      struct gl_bindless_image *image = &prog->sh.BindlessImages[i];

      if (!image->bound)
         continue;

      /* Request a new image handle from the driver and make it resident. */
      handle = st_create_image_handle_from_unit(st, prog, image->unit);
      if (!handle)
         continue;

      pipe->make_image_handle_resident(st->pipe, handle, GL_READ_WRITE, true);

      /* Overwrite the image unit value by the resident handle before uploading
       * the constant buffer.
       */
      *(uint64_t *)image->data = handle;

      /* Store the handle in the context. */
      bound_handles->handles = (uint64_t *)
         realloc(bound_handles->handles,
                 (bound_handles->num_handles + 1) * sizeof(uint64_t));
      bound_handles->handles[bound_handles->num_handles] = handle;
      bound_handles->num_handles++;
   }
}