st/mesa: don't pass compare mode for stencil-sampled textures
[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 switch (wrap) {
62 case GL_REPEAT:
63 return PIPE_TEX_WRAP_REPEAT;
64 case GL_CLAMP:
65 return PIPE_TEX_WRAP_CLAMP;
66 case GL_CLAMP_TO_EDGE:
67 return PIPE_TEX_WRAP_CLAMP_TO_EDGE;
68 case GL_CLAMP_TO_BORDER:
69 return PIPE_TEX_WRAP_CLAMP_TO_BORDER;
70 case GL_MIRRORED_REPEAT:
71 return PIPE_TEX_WRAP_MIRROR_REPEAT;
72 case GL_MIRROR_CLAMP_EXT:
73 return PIPE_TEX_WRAP_MIRROR_CLAMP;
74 case GL_MIRROR_CLAMP_TO_EDGE_EXT:
75 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE;
76 case GL_MIRROR_CLAMP_TO_BORDER_EXT:
77 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER;
78 default:
79 assert(0);
80 return 0;
81 }
82 }
83
84
85 static GLuint
86 gl_filter_to_mip_filter(GLenum filter)
87 {
88 switch (filter) {
89 case GL_NEAREST:
90 case GL_LINEAR:
91 return PIPE_TEX_MIPFILTER_NONE;
92
93 case GL_NEAREST_MIPMAP_NEAREST:
94 case GL_LINEAR_MIPMAP_NEAREST:
95 return PIPE_TEX_MIPFILTER_NEAREST;
96
97 case GL_NEAREST_MIPMAP_LINEAR:
98 case GL_LINEAR_MIPMAP_LINEAR:
99 return PIPE_TEX_MIPFILTER_LINEAR;
100
101 default:
102 assert(0);
103 return PIPE_TEX_MIPFILTER_NONE;
104 }
105 }
106
107
108 static GLuint
109 gl_filter_to_img_filter(GLenum filter)
110 {
111 switch (filter) {
112 case GL_NEAREST:
113 case GL_NEAREST_MIPMAP_NEAREST:
114 case GL_NEAREST_MIPMAP_LINEAR:
115 return PIPE_TEX_FILTER_NEAREST;
116
117 case GL_LINEAR:
118 case GL_LINEAR_MIPMAP_NEAREST:
119 case GL_LINEAR_MIPMAP_LINEAR:
120 return PIPE_TEX_FILTER_LINEAR;
121
122 default:
123 assert(0);
124 return PIPE_TEX_FILTER_NEAREST;
125 }
126 }
127
128
129 static void
130 convert_sampler(struct st_context *st,
131 struct pipe_sampler_state *sampler,
132 GLuint texUnit)
133 {
134 const struct gl_texture_object *texobj;
135 struct gl_context *ctx = st->ctx;
136 const struct gl_sampler_object *msamp;
137 GLenum texBaseFormat;
138
139 texobj = ctx->Texture.Unit[texUnit]._Current;
140 if (!texobj) {
141 texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
142 msamp = &texobj->Sampler;
143 } else {
144 msamp = _mesa_get_samplerobj(ctx, texUnit);
145 }
146
147 texBaseFormat = _mesa_texture_base_format(texobj);
148
149 memset(sampler, 0, sizeof(*sampler));
150 sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
151 sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
152 sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
153
154 sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
155 sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
156 sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
157
158 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
159 sampler->normalized_coords = 1;
160
161 sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
162 /* Reduce the number of states by allowing only the values that AMD GCN
163 * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
164 * levels.
165 */
166 sampler->lod_bias = CLAMP(sampler->lod_bias, -16, 16);
167 sampler->lod_bias = floorf(sampler->lod_bias * 256) / 256;
168
169 sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
170 sampler->max_lod = msamp->MaxLod;
171 if (sampler->max_lod < sampler->min_lod) {
172 /* The GL spec doesn't seem to specify what to do in this case.
173 * Swap the values.
174 */
175 float tmp = sampler->max_lod;
176 sampler->max_lod = sampler->min_lod;
177 sampler->min_lod = tmp;
178 assert(sampler->min_lod <= sampler->max_lod);
179 }
180
181 /* For non-black borders... */
182 if (msamp->BorderColor.ui[0] ||
183 msamp->BorderColor.ui[1] ||
184 msamp->BorderColor.ui[2] ||
185 msamp->BorderColor.ui[3]) {
186 const struct st_texture_object *stobj = st_texture_object_const(texobj);
187 const GLboolean is_integer = texobj->_IsIntegerFormat;
188 const struct pipe_sampler_view *sv = NULL;
189 union pipe_color_union border_color;
190 GLuint i;
191
192 /* Just search for the first used view. We can do this because the
193 swizzle is per-texture, not per context. */
194 /* XXX: clean that up to not use the sampler view at all */
195 for (i = 0; i < stobj->num_sampler_views; ++i) {
196 if (stobj->sampler_views[i]) {
197 sv = stobj->sampler_views[i];
198 break;
199 }
200 }
201
202 if (st->apply_texture_swizzle_to_border_color && sv) {
203 const unsigned char swz[4] =
204 {
205 sv->swizzle_r,
206 sv->swizzle_g,
207 sv->swizzle_b,
208 sv->swizzle_a,
209 };
210
211 st_translate_color(&msamp->BorderColor,
212 &border_color,
213 texBaseFormat, is_integer);
214
215 util_format_apply_color_swizzle(&sampler->border_color,
216 &border_color, swz, is_integer);
217 } else {
218 st_translate_color(&msamp->BorderColor,
219 &sampler->border_color,
220 texBaseFormat, is_integer);
221 }
222 }
223
224 sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
225 0 : (GLuint) msamp->MaxAnisotropy);
226
227 /* If sampling a depth texture and using shadow comparison */
228 if ((texBaseFormat == GL_DEPTH_COMPONENT ||
229 (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) &&
230 msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
231 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
232 sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
233 }
234
235 sampler->seamless_cube_map =
236 ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
237 }
238
239
240 /**
241 * Update the gallium driver's sampler state for fragment, vertex or
242 * geometry shader stage.
243 */
244 static void
245 update_shader_samplers(struct st_context *st,
246 enum pipe_shader_type shader_stage,
247 const struct gl_program *prog,
248 unsigned max_units,
249 struct pipe_sampler_state *samplers,
250 unsigned *num_samplers)
251 {
252 GLbitfield samplers_used = prog->SamplersUsed;
253 GLbitfield free_slots = ~prog->SamplersUsed;
254 GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
255 GLuint unit;
256 const GLuint old_max = *num_samplers;
257 const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
258
259 if (*num_samplers == 0 && samplers_used == 0x0)
260 return;
261
262 *num_samplers = 0;
263
264 /* loop over sampler units (aka tex image units) */
265 for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
266 struct pipe_sampler_state *sampler = samplers + unit;
267
268 if (samplers_used & 1) {
269 const GLuint texUnit = prog->SamplerUnits[unit];
270
271 convert_sampler(st, sampler, texUnit);
272 states[unit] = sampler;
273 *num_samplers = unit + 1;
274 }
275 else if (samplers_used != 0 || unit < old_max) {
276 states[unit] = NULL;
277 }
278 else {
279 /* if we've reset all the old samplers and we have no more new ones */
280 break;
281 }
282 }
283
284 /* For any external samplers with multiplaner YUV, stuff the additional
285 * sampler states we need at the end.
286 *
287 * Just re-use the existing sampler-state from the primary slot.
288 */
289 while (unlikely(external_samplers_used)) {
290 GLuint unit = u_bit_scan(&external_samplers_used);
291 GLuint extra = 0;
292 struct st_texture_object *stObj =
293 st_get_texture_object(st->ctx, prog, unit);
294 struct pipe_sampler_state *sampler = samplers + unit;
295
296 if (!stObj)
297 continue;
298
299 switch (st_get_view_format(stObj)) {
300 case PIPE_FORMAT_NV12:
301 /* we need one additional sampler: */
302 extra = u_bit_scan(&free_slots);
303 states[extra] = sampler;
304 break;
305 case PIPE_FORMAT_IYUV:
306 /* we need two additional samplers: */
307 extra = u_bit_scan(&free_slots);
308 states[extra] = sampler;
309 extra = u_bit_scan(&free_slots);
310 states[extra] = sampler;
311 break;
312 default:
313 break;
314 }
315
316 *num_samplers = MAX2(*num_samplers, extra + 1);
317 }
318
319 cso_set_samplers(st->cso_context, shader_stage, *num_samplers, states);
320 }
321
322
323 static void
324 update_samplers(struct st_context *st)
325 {
326 const struct gl_context *ctx = st->ctx;
327
328 update_shader_samplers(st,
329 PIPE_SHADER_FRAGMENT,
330 ctx->FragmentProgram._Current,
331 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
332 st->state.samplers[PIPE_SHADER_FRAGMENT],
333 &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
334
335 update_shader_samplers(st,
336 PIPE_SHADER_VERTEX,
337 ctx->VertexProgram._Current,
338 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
339 st->state.samplers[PIPE_SHADER_VERTEX],
340 &st->state.num_samplers[PIPE_SHADER_VERTEX]);
341
342 if (ctx->GeometryProgram._Current) {
343 update_shader_samplers(st,
344 PIPE_SHADER_GEOMETRY,
345 ctx->GeometryProgram._Current,
346 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
347 st->state.samplers[PIPE_SHADER_GEOMETRY],
348 &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
349 }
350 if (ctx->TessCtrlProgram._Current) {
351 update_shader_samplers(st,
352 PIPE_SHADER_TESS_CTRL,
353 ctx->TessCtrlProgram._Current,
354 ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
355 st->state.samplers[PIPE_SHADER_TESS_CTRL],
356 &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
357 }
358 if (ctx->TessEvalProgram._Current) {
359 update_shader_samplers(st,
360 PIPE_SHADER_TESS_EVAL,
361 ctx->TessEvalProgram._Current,
362 ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
363 st->state.samplers[PIPE_SHADER_TESS_EVAL],
364 &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
365 }
366 if (ctx->ComputeProgram._Current) {
367 update_shader_samplers(st,
368 PIPE_SHADER_COMPUTE,
369 ctx->ComputeProgram._Current,
370 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
371 st->state.samplers[PIPE_SHADER_COMPUTE],
372 &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
373 }
374 }
375
376
377 const struct st_tracked_state st_update_sampler = {
378 update_samplers /* update */
379 };