ff3f49fa4e4908829c6774236f1c16f2905a5af3
[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 float tex_unit_lod_bias,
109 struct pipe_sampler_state *sampler)
110 {
111 memset(sampler, 0, sizeof(*sampler));
112 sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
113 sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
114 sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
115
116 sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
117 sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
118 sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
119
120 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
121 sampler->normalized_coords = 1;
122
123 sampler->lod_bias = msamp->LodBias + tex_unit_lod_bias;
124 /* Reduce the number of states by allowing only the values that AMD GCN
125 * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
126 * levels.
127 */
128 sampler->lod_bias = CLAMP(sampler->lod_bias, -16, 16);
129 sampler->lod_bias = floorf(sampler->lod_bias * 256) / 256;
130
131 sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
132 sampler->max_lod = msamp->MaxLod;
133 if (sampler->max_lod < sampler->min_lod) {
134 /* The GL spec doesn't seem to specify what to do in this case.
135 * Swap the values.
136 */
137 float tmp = sampler->max_lod;
138 sampler->max_lod = sampler->min_lod;
139 sampler->min_lod = tmp;
140 assert(sampler->min_lod <= sampler->max_lod);
141 }
142
143 /* Check that only wrap modes using the border color have the first bit
144 * set.
145 */
146 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
147 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
148 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
149 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
150 STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
151 PIPE_TEX_WRAP_CLAMP_TO_EDGE |
152 PIPE_TEX_WRAP_MIRROR_REPEAT |
153 PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
154
155 /* For non-black borders... */
156 if (/* This is true if wrap modes are using the border color: */
157 (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1 &&
158 (msamp->BorderColor.ui[0] ||
159 msamp->BorderColor.ui[1] ||
160 msamp->BorderColor.ui[2] ||
161 msamp->BorderColor.ui[3])) {
162 const GLboolean is_integer = texobj->_IsIntegerFormat;
163 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
164
165 if (st->apply_texture_swizzle_to_border_color) {
166 const struct st_texture_object *stobj = st_texture_object_const(texobj);
167 const struct pipe_sampler_view *sv = NULL;
168
169 /* Just search for the first used view. We can do this because the
170 swizzle is per-texture, not per context. */
171 /* XXX: clean that up to not use the sampler view at all */
172 for (unsigned i = 0; i < stobj->num_sampler_views; ++i) {
173 if (stobj->sampler_views[i].view) {
174 sv = stobj->sampler_views[i].view;
175 break;
176 }
177 }
178
179 if (sv) {
180 union pipe_color_union tmp;
181 const unsigned char swz[4] =
182 {
183 sv->swizzle_r,
184 sv->swizzle_g,
185 sv->swizzle_b,
186 sv->swizzle_a,
187 };
188
189 st_translate_color(&msamp->BorderColor, &tmp,
190 texBaseFormat, is_integer);
191
192 util_format_apply_color_swizzle(&sampler->border_color,
193 &tmp, swz, is_integer);
194 } else {
195 st_translate_color(&msamp->BorderColor,
196 &sampler->border_color,
197 texBaseFormat, is_integer);
198 }
199 } else {
200 st_translate_color(&msamp->BorderColor,
201 &sampler->border_color,
202 texBaseFormat, is_integer);
203 }
204 }
205
206 sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
207 0 : (GLuint) msamp->MaxAnisotropy);
208
209 /* If sampling a depth texture and using shadow comparison */
210 if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
211 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
212
213 if (texBaseFormat == GL_DEPTH_COMPONENT ||
214 (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) {
215 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
216 sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
217 }
218 }
219
220 /* Only set the seamless cube map texture parameter because the per-context
221 * enable should be ignored and treated as disabled when using texture
222 * handles, as specified by ARB_bindless_texture.
223 */
224 sampler->seamless_cube_map = msamp->CubeMapSeamless;
225 }
226
227 /**
228 * Get a pipe_sampler_state object from a texture unit.
229 */
230 void
231 st_convert_sampler_from_unit(const struct st_context *st,
232 struct pipe_sampler_state *sampler,
233 GLuint texUnit)
234 {
235 const struct gl_texture_object *texobj;
236 struct gl_context *ctx = st->ctx;
237 const struct gl_sampler_object *msamp;
238
239 texobj = ctx->Texture.Unit[texUnit]._Current;
240 assert(texobj);
241 assert(texobj->Target != GL_TEXTURE_BUFFER);
242
243 msamp = _mesa_get_samplerobj(ctx, texUnit);
244
245 st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBias,
246 sampler);
247
248 sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
249 }
250
251
252 /**
253 * Update the gallium driver's sampler state for fragment, vertex or
254 * geometry shader stage.
255 */
256 static void
257 update_shader_samplers(struct st_context *st,
258 enum pipe_shader_type shader_stage,
259 const struct gl_program *prog,
260 struct pipe_sampler_state *samplers,
261 unsigned *out_num_samplers)
262 {
263 struct gl_context *ctx = st->ctx;
264 GLbitfield samplers_used = prog->SamplersUsed;
265 GLbitfield free_slots = ~prog->SamplersUsed;
266 GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
267 unsigned unit, num_samplers;
268 const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
269
270 if (samplers_used == 0x0) {
271 *out_num_samplers = 0;
272 return;
273 }
274
275 num_samplers = util_last_bit(samplers_used);
276
277 /* loop over sampler units (aka tex image units) */
278 for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
279 struct pipe_sampler_state *sampler = samplers + unit;
280 unsigned tex_unit = prog->SamplerUnits[unit];
281
282 /* Don't update the sampler for TBOs. cso_context will not bind sampler
283 * states that are NULL.
284 */
285 if (samplers_used & 1 &&
286 ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER) {
287 st_convert_sampler_from_unit(st, sampler, tex_unit);
288 states[unit] = sampler;
289 } else {
290 states[unit] = NULL;
291 }
292 }
293
294 /* For any external samplers with multiplaner YUV, stuff the additional
295 * sampler states we need at the end.
296 *
297 * Just re-use the existing sampler-state from the primary slot.
298 */
299 while (unlikely(external_samplers_used)) {
300 GLuint unit = u_bit_scan(&external_samplers_used);
301 GLuint extra = 0;
302 struct st_texture_object *stObj =
303 st_get_texture_object(st->ctx, prog, unit);
304 struct pipe_sampler_state *sampler = samplers + unit;
305
306 if (!stObj)
307 continue;
308
309 switch (st_get_view_format(stObj)) {
310 case PIPE_FORMAT_NV12:
311 /* we need one additional sampler: */
312 extra = u_bit_scan(&free_slots);
313 states[extra] = sampler;
314 break;
315 case PIPE_FORMAT_IYUV:
316 /* we need two additional samplers: */
317 extra = u_bit_scan(&free_slots);
318 states[extra] = sampler;
319 extra = u_bit_scan(&free_slots);
320 states[extra] = sampler;
321 break;
322 default:
323 break;
324 }
325
326 num_samplers = MAX2(num_samplers, extra + 1);
327 }
328
329 cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
330 *out_num_samplers = num_samplers;
331 }
332
333
334 void
335 st_update_vertex_samplers(struct st_context *st)
336 {
337 const struct gl_context *ctx = st->ctx;
338
339 update_shader_samplers(st,
340 PIPE_SHADER_VERTEX,
341 ctx->VertexProgram._Current,
342 st->state.samplers[PIPE_SHADER_VERTEX],
343 &st->state.num_samplers[PIPE_SHADER_VERTEX]);
344 }
345
346
347 void
348 st_update_tessctrl_samplers(struct st_context *st)
349 {
350 const struct gl_context *ctx = st->ctx;
351
352 if (ctx->TessCtrlProgram._Current) {
353 update_shader_samplers(st,
354 PIPE_SHADER_TESS_CTRL,
355 ctx->TessCtrlProgram._Current,
356 st->state.samplers[PIPE_SHADER_TESS_CTRL],
357 &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
358 }
359 }
360
361
362 void
363 st_update_tesseval_samplers(struct st_context *st)
364 {
365 const struct gl_context *ctx = st->ctx;
366
367 if (ctx->TessEvalProgram._Current) {
368 update_shader_samplers(st,
369 PIPE_SHADER_TESS_EVAL,
370 ctx->TessEvalProgram._Current,
371 st->state.samplers[PIPE_SHADER_TESS_EVAL],
372 &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
373 }
374 }
375
376
377 void
378 st_update_geometry_samplers(struct st_context *st)
379 {
380 const struct gl_context *ctx = st->ctx;
381
382 if (ctx->GeometryProgram._Current) {
383 update_shader_samplers(st,
384 PIPE_SHADER_GEOMETRY,
385 ctx->GeometryProgram._Current,
386 st->state.samplers[PIPE_SHADER_GEOMETRY],
387 &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
388 }
389 }
390
391
392 void
393 st_update_fragment_samplers(struct st_context *st)
394 {
395 const struct gl_context *ctx = st->ctx;
396
397 update_shader_samplers(st,
398 PIPE_SHADER_FRAGMENT,
399 ctx->FragmentProgram._Current,
400 st->state.samplers[PIPE_SHADER_FRAGMENT],
401 &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
402 }
403
404
405 void
406 st_update_compute_samplers(struct st_context *st)
407 {
408 const struct gl_context *ctx = st->ctx;
409
410 if (ctx->ComputeProgram._Current) {
411 update_shader_samplers(st,
412 PIPE_SHADER_COMPUTE,
413 ctx->ComputeProgram._Current,
414 st->state.samplers[PIPE_SHADER_COMPUTE],
415 &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
416 }
417 }