Merge remote-tracking branch 'mesa-public/master' into vulkan
[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 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 }
143
144 texBaseFormat = _mesa_texture_base_format(texobj);
145
146 msamp = _mesa_get_samplerobj(ctx, texUnit);
147
148 memset(sampler, 0, sizeof(*sampler));
149 sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
150 sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
151 sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
152
153 sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
154 sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
155 sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
156
157 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
158 sampler->normalized_coords = 1;
159
160 sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
161
162 sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
163 sampler->max_lod = msamp->MaxLod;
164 if (sampler->max_lod < sampler->min_lod) {
165 /* The GL spec doesn't seem to specify what to do in this case.
166 * Swap the values.
167 */
168 float tmp = sampler->max_lod;
169 sampler->max_lod = sampler->min_lod;
170 sampler->min_lod = tmp;
171 assert(sampler->min_lod <= sampler->max_lod);
172 }
173
174 /* For non-black borders... */
175 if (msamp->BorderColor.ui[0] ||
176 msamp->BorderColor.ui[1] ||
177 msamp->BorderColor.ui[2] ||
178 msamp->BorderColor.ui[3]) {
179 const struct st_texture_object *stobj = st_texture_object_const(texobj);
180 const GLboolean is_integer = texobj->_IsIntegerFormat;
181 const struct pipe_sampler_view *sv = NULL;
182 union pipe_color_union border_color;
183 GLuint i;
184
185 /* Just search for the first used view. We can do this because the
186 swizzle is per-texture, not per context. */
187 /* XXX: clean that up to not use the sampler view at all */
188 for (i = 0; i < stobj->num_sampler_views; ++i) {
189 if (stobj->sampler_views[i]) {
190 sv = stobj->sampler_views[i];
191 break;
192 }
193 }
194
195 if (st->apply_texture_swizzle_to_border_color && sv) {
196 const unsigned char swz[4] =
197 {
198 sv->swizzle_r,
199 sv->swizzle_g,
200 sv->swizzle_b,
201 sv->swizzle_a,
202 };
203
204 st_translate_color(&msamp->BorderColor,
205 &border_color,
206 texBaseFormat, is_integer);
207
208 util_format_apply_color_swizzle(&sampler->border_color,
209 &border_color, swz, is_integer);
210 } else {
211 st_translate_color(&msamp->BorderColor,
212 &sampler->border_color,
213 texBaseFormat, is_integer);
214 }
215 }
216
217 sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
218 0 : (GLuint) msamp->MaxAnisotropy);
219
220 /* If sampling a depth texture and using shadow comparison */
221 if ((texBaseFormat == GL_DEPTH_COMPONENT ||
222 texBaseFormat == GL_DEPTH_STENCIL) &&
223 msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
224 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
225 sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
226 }
227
228 sampler->seamless_cube_map =
229 ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
230 }
231
232
233 /**
234 * Update the gallium driver's sampler state for fragment, vertex or
235 * geometry shader stage.
236 */
237 static void
238 update_shader_samplers(struct st_context *st,
239 unsigned shader_stage,
240 const struct gl_program *prog,
241 unsigned max_units,
242 struct pipe_sampler_state *samplers,
243 unsigned *num_samplers)
244 {
245 GLuint unit;
246 GLbitfield samplers_used;
247 const GLuint old_max = *num_samplers;
248 const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
249
250 samplers_used = prog->SamplersUsed;
251
252 if (*num_samplers == 0 && samplers_used == 0x0)
253 return;
254
255 *num_samplers = 0;
256
257 /* loop over sampler units (aka tex image units) */
258 for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
259 struct pipe_sampler_state *sampler = samplers + unit;
260
261 if (samplers_used & 1) {
262 const GLuint texUnit = prog->SamplerUnits[unit];
263
264 convert_sampler(st, sampler, texUnit);
265 states[unit] = sampler;
266 *num_samplers = unit + 1;
267 }
268 else if (samplers_used != 0 || unit < old_max) {
269 states[unit] = NULL;
270 }
271 else {
272 /* if we've reset all the old samplers and we have no more new ones */
273 break;
274 }
275 }
276
277 cso_set_samplers(st->cso_context, shader_stage, *num_samplers, states);
278 }
279
280
281 static void
282 update_samplers(struct st_context *st)
283 {
284 const struct gl_context *ctx = st->ctx;
285
286 update_shader_samplers(st,
287 PIPE_SHADER_FRAGMENT,
288 &ctx->FragmentProgram._Current->Base,
289 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
290 st->state.samplers[PIPE_SHADER_FRAGMENT],
291 &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
292
293 update_shader_samplers(st,
294 PIPE_SHADER_VERTEX,
295 &ctx->VertexProgram._Current->Base,
296 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
297 st->state.samplers[PIPE_SHADER_VERTEX],
298 &st->state.num_samplers[PIPE_SHADER_VERTEX]);
299
300 if (ctx->GeometryProgram._Current) {
301 update_shader_samplers(st,
302 PIPE_SHADER_GEOMETRY,
303 &ctx->GeometryProgram._Current->Base,
304 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
305 st->state.samplers[PIPE_SHADER_GEOMETRY],
306 &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
307 }
308 if (ctx->TessCtrlProgram._Current) {
309 update_shader_samplers(st,
310 PIPE_SHADER_TESS_CTRL,
311 &ctx->TessCtrlProgram._Current->Base,
312 ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
313 st->state.samplers[PIPE_SHADER_TESS_CTRL],
314 &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
315 }
316 if (ctx->TessEvalProgram._Current) {
317 update_shader_samplers(st,
318 PIPE_SHADER_TESS_EVAL,
319 &ctx->TessEvalProgram._Current->Base,
320 ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
321 st->state.samplers[PIPE_SHADER_TESS_EVAL],
322 &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
323 }
324 }
325
326
327 const struct st_tracked_state st_update_sampler = {
328 "st_update_sampler", /* name */
329 { /* dirty */
330 _NEW_TEXTURE, /* mesa */
331 0, /* st */
332 },
333 update_samplers /* update */
334 };