1 /**************************************************************************
3 * Copyright 2007 VMware, Inc.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
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"
42 #include "st_context.h"
43 #include "st_cb_texture.h"
44 #include "st_format.h"
46 #include "st_sampler_view.h"
47 #include "st_texture.h"
48 #include "pipe/p_context.h"
49 #include "pipe/p_defines.h"
51 #include "cso_cache/cso_context.h"
53 #include "util/u_format.h"
57 * Convert GLenum texcoord wrap tokens to pipe tokens.
60 gl_wrap_xlate(GLenum wrap
)
62 /* Take advantage of how the enums are defined. */
63 static const unsigned table
[32] = {
64 [GL_REPEAT
& 0x1f] = PIPE_TEX_WRAP_REPEAT
,
65 [GL_CLAMP
& 0x1f] = PIPE_TEX_WRAP_CLAMP
,
66 [GL_CLAMP_TO_EDGE
& 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_EDGE
,
67 [GL_CLAMP_TO_BORDER
& 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_BORDER
,
68 [GL_MIRRORED_REPEAT
& 0x1f] = PIPE_TEX_WRAP_MIRROR_REPEAT
,
69 [GL_MIRROR_CLAMP_EXT
& 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP
,
70 [GL_MIRROR_CLAMP_TO_EDGE
& 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
,
71 [GL_MIRROR_CLAMP_TO_BORDER_EXT
& 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
,
74 return table
[wrap
& 0x1f];
79 gl_filter_to_mip_filter(GLenum filter
)
81 /* Take advantage of how the enums are defined. */
82 if (filter
<= GL_LINEAR
)
83 return PIPE_TEX_MIPFILTER_NONE
;
84 if (filter
<= GL_LINEAR_MIPMAP_NEAREST
)
85 return PIPE_TEX_MIPFILTER_NEAREST
;
87 return PIPE_TEX_MIPFILTER_LINEAR
;
92 gl_filter_to_img_filter(GLenum filter
)
94 /* Take advantage of how the enums are defined. */
96 return PIPE_TEX_FILTER_LINEAR
;
98 return PIPE_TEX_FILTER_NEAREST
;
103 * Convert a gl_sampler_object to a pipe_sampler_state object.
106 st_convert_sampler(const struct st_context
*st
,
107 const struct gl_texture_object
*texobj
,
108 const struct gl_sampler_object
*msamp
,
109 float tex_unit_lod_bias
,
110 struct pipe_sampler_state
*sampler
)
112 memset(sampler
, 0, sizeof(*sampler
));
113 sampler
->wrap_s
= gl_wrap_xlate(msamp
->WrapS
);
114 sampler
->wrap_t
= gl_wrap_xlate(msamp
->WrapT
);
115 sampler
->wrap_r
= gl_wrap_xlate(msamp
->WrapR
);
117 sampler
->min_img_filter
= gl_filter_to_img_filter(msamp
->MinFilter
);
118 sampler
->min_mip_filter
= gl_filter_to_mip_filter(msamp
->MinFilter
);
119 sampler
->mag_img_filter
= gl_filter_to_img_filter(msamp
->MagFilter
);
121 if (texobj
->Target
!= GL_TEXTURE_RECTANGLE_ARB
)
122 sampler
->normalized_coords
= 1;
124 sampler
->lod_bias
= msamp
->LodBias
+ tex_unit_lod_bias
;
125 /* Reduce the number of states by allowing only the values that AMD GCN
126 * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
129 sampler
->lod_bias
= CLAMP(sampler
->lod_bias
, -16, 16);
130 sampler
->lod_bias
= floorf(sampler
->lod_bias
* 256) / 256;
132 sampler
->min_lod
= MAX2(msamp
->MinLod
, 0.0f
);
133 sampler
->max_lod
= msamp
->MaxLod
;
134 if (sampler
->max_lod
< sampler
->min_lod
) {
135 /* The GL spec doesn't seem to specify what to do in this case.
138 float tmp
= sampler
->max_lod
;
139 sampler
->max_lod
= sampler
->min_lod
;
140 sampler
->min_lod
= tmp
;
141 assert(sampler
->min_lod
<= sampler
->max_lod
);
144 /* Check that only wrap modes using the border color have the first bit
147 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP
& 0x1);
148 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER
& 0x1);
149 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP
& 0x1);
150 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
& 0x1);
151 STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT
|
152 PIPE_TEX_WRAP_CLAMP_TO_EDGE
|
153 PIPE_TEX_WRAP_MIRROR_REPEAT
|
154 PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
) & 0x1) == 0);
156 /* For non-black borders... */
157 if (/* This is true if wrap modes are using the border color: */
158 (sampler
->wrap_s
| sampler
->wrap_t
| sampler
->wrap_r
) & 0x1 &&
159 (msamp
->BorderColor
.ui
[0] ||
160 msamp
->BorderColor
.ui
[1] ||
161 msamp
->BorderColor
.ui
[2] ||
162 msamp
->BorderColor
.ui
[3])) {
163 const GLboolean is_integer
= texobj
->_IsIntegerFormat
;
164 GLenum texBaseFormat
= _mesa_base_tex_image(texobj
)->_BaseFormat
;
166 if (texobj
->StencilSampling
)
167 texBaseFormat
= GL_STENCIL_INDEX
;
169 if (st
->apply_texture_swizzle_to_border_color
) {
170 const struct st_texture_object
*stobj
= st_texture_object_const(texobj
);
171 /* XXX: clean that up to not use the sampler view at all */
172 const struct st_sampler_view
*sv
= st_texture_get_current_sampler_view(st
, stobj
);
175 struct pipe_sampler_view
*view
= sv
->view
;
176 union pipe_color_union tmp
;
177 const unsigned char swz
[4] =
185 st_translate_color(&msamp
->BorderColor
, &tmp
,
186 texBaseFormat
, is_integer
);
188 util_format_apply_color_swizzle(&sampler
->border_color
,
189 &tmp
, swz
, is_integer
);
191 st_translate_color(&msamp
->BorderColor
,
192 &sampler
->border_color
,
193 texBaseFormat
, is_integer
);
196 st_translate_color(&msamp
->BorderColor
,
197 &sampler
->border_color
,
198 texBaseFormat
, is_integer
);
202 sampler
->max_anisotropy
= (msamp
->MaxAnisotropy
== 1.0 ?
203 0 : (GLuint
) msamp
->MaxAnisotropy
);
205 /* If sampling a depth texture and using shadow comparison */
206 if (msamp
->CompareMode
== GL_COMPARE_R_TO_TEXTURE
) {
207 GLenum texBaseFormat
= _mesa_base_tex_image(texobj
)->_BaseFormat
;
209 if (texBaseFormat
== GL_DEPTH_COMPONENT
||
210 (texBaseFormat
== GL_DEPTH_STENCIL
&& !texobj
->StencilSampling
)) {
211 sampler
->compare_mode
= PIPE_TEX_COMPARE_R_TO_TEXTURE
;
212 sampler
->compare_func
= st_compare_func_to_pipe(msamp
->CompareFunc
);
216 /* Only set the seamless cube map texture parameter because the per-context
217 * enable should be ignored and treated as disabled when using texture
218 * handles, as specified by ARB_bindless_texture.
220 sampler
->seamless_cube_map
= msamp
->CubeMapSeamless
;
224 * Get a pipe_sampler_state object from a texture unit.
227 st_convert_sampler_from_unit(const struct st_context
*st
,
228 struct pipe_sampler_state
*sampler
,
231 const struct gl_texture_object
*texobj
;
232 struct gl_context
*ctx
= st
->ctx
;
233 const struct gl_sampler_object
*msamp
;
235 texobj
= ctx
->Texture
.Unit
[texUnit
]._Current
;
237 assert(texobj
->Target
!= GL_TEXTURE_BUFFER
);
239 msamp
= _mesa_get_samplerobj(ctx
, texUnit
);
241 st_convert_sampler(st
, texobj
, msamp
, ctx
->Texture
.Unit
[texUnit
].LodBias
,
244 sampler
->seamless_cube_map
|= ctx
->Texture
.CubeMapSeamless
;
249 * Update the gallium driver's sampler state for fragment, vertex or
250 * geometry shader stage.
253 update_shader_samplers(struct st_context
*st
,
254 enum pipe_shader_type shader_stage
,
255 const struct gl_program
*prog
,
256 struct pipe_sampler_state
*samplers
,
257 unsigned *out_num_samplers
)
259 struct gl_context
*ctx
= st
->ctx
;
260 GLbitfield samplers_used
= prog
->SamplersUsed
;
261 GLbitfield free_slots
= ~prog
->SamplersUsed
;
262 GLbitfield external_samplers_used
= prog
->ExternalSamplersUsed
;
263 unsigned unit
, num_samplers
;
264 struct pipe_sampler_state local_samplers
[PIPE_MAX_SAMPLERS
];
265 const struct pipe_sampler_state
*states
[PIPE_MAX_SAMPLERS
];
267 if (samplers_used
== 0x0) {
268 if (out_num_samplers
)
269 *out_num_samplers
= 0;
274 samplers
= local_samplers
;
276 num_samplers
= util_last_bit(samplers_used
);
278 /* loop over sampler units (aka tex image units) */
279 for (unit
= 0; samplers_used
; unit
++, samplers_used
>>= 1) {
280 struct pipe_sampler_state
*sampler
= samplers
+ unit
;
281 unsigned tex_unit
= prog
->SamplerUnits
[unit
];
283 /* Don't update the sampler for TBOs. cso_context will not bind sampler
284 * states that are NULL.
286 if (samplers_used
& 1 &&
287 ctx
->Texture
.Unit
[tex_unit
]._Current
->Target
!= GL_TEXTURE_BUFFER
) {
288 st_convert_sampler_from_unit(st
, sampler
, tex_unit
);
289 states
[unit
] = sampler
;
295 /* For any external samplers with multiplaner YUV, stuff the additional
296 * sampler states we need at the end.
298 * Just re-use the existing sampler-state from the primary slot.
300 while (unlikely(external_samplers_used
)) {
301 GLuint unit
= u_bit_scan(&external_samplers_used
);
303 struct st_texture_object
*stObj
=
304 st_get_texture_object(st
->ctx
, prog
, unit
);
305 struct pipe_sampler_state
*sampler
= samplers
+ unit
;
310 switch (st_get_view_format(stObj
)) {
311 case PIPE_FORMAT_NV12
:
312 case PIPE_FORMAT_P016
:
313 case PIPE_FORMAT_YUYV
:
314 case PIPE_FORMAT_UYVY
:
315 /* we need one additional sampler: */
316 extra
= u_bit_scan(&free_slots
);
317 states
[extra
] = sampler
;
319 case PIPE_FORMAT_IYUV
:
320 /* we need two additional samplers: */
321 extra
= u_bit_scan(&free_slots
);
322 states
[extra
] = sampler
;
323 extra
= u_bit_scan(&free_slots
);
324 states
[extra
] = sampler
;
330 num_samplers
= MAX2(num_samplers
, extra
+ 1);
333 cso_set_samplers(st
->cso_context
, shader_stage
, num_samplers
, states
);
335 if (out_num_samplers
)
336 *out_num_samplers
= num_samplers
;
341 st_update_vertex_samplers(struct st_context
*st
)
343 const struct gl_context
*ctx
= st
->ctx
;
345 update_shader_samplers(st
,
347 ctx
->VertexProgram
._Current
, NULL
, NULL
);
352 st_update_tessctrl_samplers(struct st_context
*st
)
354 const struct gl_context
*ctx
= st
->ctx
;
356 if (ctx
->TessCtrlProgram
._Current
) {
357 update_shader_samplers(st
,
358 PIPE_SHADER_TESS_CTRL
,
359 ctx
->TessCtrlProgram
._Current
, NULL
, NULL
);
365 st_update_tesseval_samplers(struct st_context
*st
)
367 const struct gl_context
*ctx
= st
->ctx
;
369 if (ctx
->TessEvalProgram
._Current
) {
370 update_shader_samplers(st
,
371 PIPE_SHADER_TESS_EVAL
,
372 ctx
->TessEvalProgram
._Current
, NULL
, NULL
);
378 st_update_geometry_samplers(struct st_context
*st
)
380 const struct gl_context
*ctx
= st
->ctx
;
382 if (ctx
->GeometryProgram
._Current
) {
383 update_shader_samplers(st
,
384 PIPE_SHADER_GEOMETRY
,
385 ctx
->GeometryProgram
._Current
, NULL
, NULL
);
391 st_update_fragment_samplers(struct st_context
*st
)
393 const struct gl_context
*ctx
= st
->ctx
;
395 update_shader_samplers(st
,
396 PIPE_SHADER_FRAGMENT
,
397 ctx
->FragmentProgram
._Current
,
398 st
->state
.frag_samplers
,
399 &st
->state
.num_frag_samplers
);
404 st_update_compute_samplers(struct st_context
*st
)
406 const struct gl_context
*ctx
= st
->ctx
;
408 if (ctx
->ComputeProgram
._Current
) {
409 update_shader_samplers(st
,
411 ctx
->ComputeProgram
._Current
, NULL
, NULL
);