00fc354532ec6b7a2e3012345c8204da088ca9e6
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 * Brian Paul
32 */
33
34
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/glformats.h"
38 #include "main/samplerobj.h"
39 #include "main/teximage.h"
40 #include "main/texobj.h"
41
42 #include "st_context.h"
43 #include "st_cb_texture.h"
44 #include "st_format.h"
45 #include "st_atom.h"
46 #include "st_texture.h"
47 #include "pipe/p_context.h"
48 #include "pipe/p_defines.h"
49
50 #include "cso_cache/cso_context.h"
51
52 #include "util/u_format.h"
53
54
55 /**
56 * Convert GLenum texcoord wrap tokens to pipe tokens.
57 */
58 static GLuint
59 gl_wrap_xlate(GLenum wrap)
60 {
61 /* Take advantage of how the enums are defined. */
62 static const unsigned table[32] = {
63 [GL_REPEAT & 0x1f] = PIPE_TEX_WRAP_REPEAT,
64 [GL_CLAMP & 0x1f] = PIPE_TEX_WRAP_CLAMP,
65 [GL_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_EDGE,
66 [GL_CLAMP_TO_BORDER & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_BORDER,
67 [GL_MIRRORED_REPEAT & 0x1f] = PIPE_TEX_WRAP_MIRROR_REPEAT,
68 [GL_MIRROR_CLAMP_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP,
69 [GL_MIRROR_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE,
70 [GL_MIRROR_CLAMP_TO_BORDER_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER,
71 };
72
73 return table[wrap & 0x1f];
74 }
75
76
77 static GLuint
78 gl_filter_to_mip_filter(GLenum filter)
79 {
80 /* Take advantage of how the enums are defined. */
81 if (filter <= GL_LINEAR)
82 return PIPE_TEX_MIPFILTER_NONE;
83 if (filter <= GL_LINEAR_MIPMAP_NEAREST)
84 return PIPE_TEX_MIPFILTER_NEAREST;
85
86 return PIPE_TEX_MIPFILTER_LINEAR;
87 }
88
89
90 static GLuint
91 gl_filter_to_img_filter(GLenum filter)
92 {
93 /* Take advantage of how the enums are defined. */
94 if (filter & 1)
95 return PIPE_TEX_FILTER_LINEAR;
96
97 return PIPE_TEX_FILTER_NEAREST;
98 }
99
100
101 /**
102 * Convert a gl_sampler_object to a pipe_sampler_state object.
103 */
104 void
105 st_convert_sampler(const struct st_context *st,
106 const struct gl_texture_object *texobj,
107 const struct gl_sampler_object *msamp,
108 struct pipe_sampler_state *sampler)
109 {
110 memset(sampler, 0, sizeof(*sampler));
111 sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
112 sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
113 sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
114
115 sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
116 sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
117 sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
118
119 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
120 sampler->normalized_coords = 1;
121
122 sampler->lod_bias = msamp->LodBias;
123 /* Reduce the number of states by allowing only the values that AMD GCN
124 * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
125 * levels.
126 */
127 sampler->lod_bias = CLAMP(sampler->lod_bias, -16, 16);
128 sampler->lod_bias = floorf(sampler->lod_bias * 256) / 256;
129
130 sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
131 sampler->max_lod = msamp->MaxLod;
132 if (sampler->max_lod < sampler->min_lod) {
133 /* The GL spec doesn't seem to specify what to do in this case.
134 * Swap the values.
135 */
136 float tmp = sampler->max_lod;
137 sampler->max_lod = sampler->min_lod;
138 sampler->min_lod = tmp;
139 assert(sampler->min_lod <= sampler->max_lod);
140 }
141
142 /* For non-black borders... */
143 if (msamp->BorderColor.ui[0] ||
144 msamp->BorderColor.ui[1] ||
145 msamp->BorderColor.ui[2] ||
146 msamp->BorderColor.ui[3]) {
147 const GLboolean is_integer = texobj->_IsIntegerFormat;
148 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
149
150 if (st->apply_texture_swizzle_to_border_color) {
151 const struct st_texture_object *stobj = st_texture_object_const(texobj);
152 const struct pipe_sampler_view *sv = NULL;
153
154 /* Just search for the first used view. We can do this because the
155 swizzle is per-texture, not per context. */
156 /* XXX: clean that up to not use the sampler view at all */
157 for (unsigned i = 0; i < stobj->num_sampler_views; ++i) {
158 if (stobj->sampler_views[i]) {
159 sv = stobj->sampler_views[i];
160 break;
161 }
162 }
163
164 if (sv) {
165 union pipe_color_union tmp;
166 const unsigned char swz[4] =
167 {
168 sv->swizzle_r,
169 sv->swizzle_g,
170 sv->swizzle_b,
171 sv->swizzle_a,
172 };
173
174 st_translate_color(&msamp->BorderColor, &tmp,
175 texBaseFormat, is_integer);
176
177 util_format_apply_color_swizzle(&sampler->border_color,
178 &tmp, swz, is_integer);
179 } else {
180 st_translate_color(&msamp->BorderColor,
181 &sampler->border_color,
182 texBaseFormat, is_integer);
183 }
184 } else {
185 st_translate_color(&msamp->BorderColor,
186 &sampler->border_color,
187 texBaseFormat, is_integer);
188 }
189 }
190
191 sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
192 0 : (GLuint) msamp->MaxAnisotropy);
193
194 /* If sampling a depth texture and using shadow comparison */
195 if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
196 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
197
198 if (texBaseFormat == GL_DEPTH_COMPONENT ||
199 (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) {
200 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
201 sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
202 }
203 }
204
205 /* Only set the seamless cube map texture parameter because the per-context
206 * enable should be ignored and treated as disabled when using texture
207 * handles, as specified by ARB_bindless_texture.
208 */
209 sampler->seamless_cube_map = msamp->CubeMapSeamless;
210 }
211
212 /**
213 * Get a pipe_sampler_state object from a texture unit.
214 */
215 void
216 st_convert_sampler_from_unit(const struct st_context *st,
217 struct pipe_sampler_state *sampler,
218 GLuint texUnit)
219 {
220 const struct gl_texture_object *texobj;
221 struct gl_context *ctx = st->ctx;
222 const struct gl_sampler_object *msamp;
223
224 texobj = ctx->Texture.Unit[texUnit]._Current;
225 assert(texobj);
226 assert(texobj->Target != GL_TEXTURE_BUFFER);
227
228 msamp = _mesa_get_samplerobj(ctx, texUnit);
229
230 st_convert_sampler(st, texobj, msamp, sampler);
231
232 sampler->lod_bias += ctx->Texture.Unit[texUnit].LodBias;
233 sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
234 }
235
236
237 /**
238 * Update the gallium driver's sampler state for fragment, vertex or
239 * geometry shader stage.
240 */
241 static void
242 update_shader_samplers(struct st_context *st,
243 enum pipe_shader_type shader_stage,
244 const struct gl_program *prog,
245 struct pipe_sampler_state *samplers,
246 unsigned *out_num_samplers)
247 {
248 struct gl_context *ctx = st->ctx;
249 GLbitfield samplers_used = prog->SamplersUsed;
250 GLbitfield free_slots = ~prog->SamplersUsed;
251 GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
252 unsigned unit, num_samplers;
253 const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
254
255 if (samplers_used == 0x0) {
256 *out_num_samplers = 0;
257 return;
258 }
259
260 num_samplers = util_last_bit(samplers_used);
261
262 /* loop over sampler units (aka tex image units) */
263 for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
264 struct pipe_sampler_state *sampler = samplers + unit;
265 unsigned tex_unit = prog->SamplerUnits[unit];
266
267 /* Don't update the sampler for TBOs. cso_context will not bind sampler
268 * states that are NULL.
269 */
270 if (samplers_used & 1 &&
271 ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER) {
272 st_convert_sampler_from_unit(st, sampler, tex_unit);
273 states[unit] = sampler;
274 } else {
275 states[unit] = NULL;
276 }
277 }
278
279 /* For any external samplers with multiplaner YUV, stuff the additional
280 * sampler states we need at the end.
281 *
282 * Just re-use the existing sampler-state from the primary slot.
283 */
284 while (unlikely(external_samplers_used)) {
285 GLuint unit = u_bit_scan(&external_samplers_used);
286 GLuint extra = 0;
287 struct st_texture_object *stObj =
288 st_get_texture_object(st->ctx, prog, unit);
289 struct pipe_sampler_state *sampler = samplers + unit;
290
291 if (!stObj)
292 continue;
293
294 switch (st_get_view_format(stObj)) {
295 case PIPE_FORMAT_NV12:
296 /* we need one additional sampler: */
297 extra = u_bit_scan(&free_slots);
298 states[extra] = sampler;
299 break;
300 case PIPE_FORMAT_IYUV:
301 /* we need two additional samplers: */
302 extra = u_bit_scan(&free_slots);
303 states[extra] = sampler;
304 extra = u_bit_scan(&free_slots);
305 states[extra] = sampler;
306 break;
307 default:
308 break;
309 }
310
311 num_samplers = MAX2(num_samplers, extra + 1);
312 }
313
314 cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
315 *out_num_samplers = num_samplers;
316 }
317
318
319 void
320 st_update_vertex_samplers(struct st_context *st)
321 {
322 const struct gl_context *ctx = st->ctx;
323
324 update_shader_samplers(st,
325 PIPE_SHADER_VERTEX,
326 ctx->VertexProgram._Current,
327 st->state.samplers[PIPE_SHADER_VERTEX],
328 &st->state.num_samplers[PIPE_SHADER_VERTEX]);
329 }
330
331
332 void
333 st_update_tessctrl_samplers(struct st_context *st)
334 {
335 const struct gl_context *ctx = st->ctx;
336
337 if (ctx->TessCtrlProgram._Current) {
338 update_shader_samplers(st,
339 PIPE_SHADER_TESS_CTRL,
340 ctx->TessCtrlProgram._Current,
341 st->state.samplers[PIPE_SHADER_TESS_CTRL],
342 &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
343 }
344 }
345
346
347 void
348 st_update_tesseval_samplers(struct st_context *st)
349 {
350 const struct gl_context *ctx = st->ctx;
351
352 if (ctx->TessEvalProgram._Current) {
353 update_shader_samplers(st,
354 PIPE_SHADER_TESS_EVAL,
355 ctx->TessEvalProgram._Current,
356 st->state.samplers[PIPE_SHADER_TESS_EVAL],
357 &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
358 }
359 }
360
361
362 void
363 st_update_geometry_samplers(struct st_context *st)
364 {
365 const struct gl_context *ctx = st->ctx;
366
367 if (ctx->GeometryProgram._Current) {
368 update_shader_samplers(st,
369 PIPE_SHADER_GEOMETRY,
370 ctx->GeometryProgram._Current,
371 st->state.samplers[PIPE_SHADER_GEOMETRY],
372 &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
373 }
374 }
375
376
377 void
378 st_update_fragment_samplers(struct st_context *st)
379 {
380 const struct gl_context *ctx = st->ctx;
381
382 update_shader_samplers(st,
383 PIPE_SHADER_FRAGMENT,
384 ctx->FragmentProgram._Current,
385 st->state.samplers[PIPE_SHADER_FRAGMENT],
386 &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
387 }
388
389
390 void
391 st_update_compute_samplers(struct st_context *st)
392 {
393 const struct gl_context *ctx = st->ctx;
394
395 if (ctx->ComputeProgram._Current) {
396 update_shader_samplers(st,
397 PIPE_SHADER_COMPUTE,
398 ctx->ComputeProgram._Current,
399 st->state.samplers[PIPE_SHADER_COMPUTE],
400 &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
401 }
402 }