df05e83c2d48fc87624bf7f21c24e50c9d168fa2
[mesa.git] / src / mesa / state_tracker / st_atom_texture.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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 <keith@tungstengraphics.com>
31 * Brian Paul
32 */
33
34
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/samplerobj.h"
38 #include "main/texobj.h"
39 #include "program/prog_instruction.h"
40
41 #include "st_context.h"
42 #include "st_atom.h"
43 #include "st_texture.h"
44 #include "st_format.h"
45 #include "st_cb_texture.h"
46 #include "pipe/p_context.h"
47 #include "util/u_format.h"
48 #include "util/u_inlines.h"
49 #include "cso_cache/cso_context.h"
50
51
52 /**
53 * Combine depth texture mode with "swizzle" so that depth mode swizzling
54 * takes place before texture swizzling, and return the resulting swizzle.
55 * If the format is not a depth format, return "swizzle" unchanged.
56 *
57 * \param format PIPE_FORMAT_*.
58 * \param swizzle Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
59 * \param depthmode One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA, GL_RED.
60 */
61 static GLuint
62 apply_depthmode(enum pipe_format format, GLuint swizzle, GLenum depthmode)
63 {
64 const struct util_format_description *desc =
65 util_format_description(format);
66 unsigned char swiz[4];
67 unsigned i;
68
69 if (desc->colorspace != UTIL_FORMAT_COLORSPACE_ZS ||
70 desc->swizzle[0] == UTIL_FORMAT_SWIZZLE_NONE) {
71 /* Not a depth format. */
72 return swizzle;
73 }
74
75 for (i = 0; i < 4; i++)
76 swiz[i] = GET_SWZ(swizzle, i);
77
78 switch (depthmode) {
79 case GL_LUMINANCE:
80 /* Rewrite reads from W to ONE, and reads from XYZ to XXX. */
81 for (i = 0; i < 4; i++)
82 if (swiz[i] == SWIZZLE_W)
83 swiz[i] = SWIZZLE_ONE;
84 else if (swiz[i] < SWIZZLE_W)
85 swiz[i] = SWIZZLE_X;
86 break;
87
88 case GL_INTENSITY:
89 /* Rewrite reads from XYZW to XXXX. */
90 for (i = 0; i < 4; i++)
91 if (swiz[i] <= SWIZZLE_W)
92 swiz[i] = SWIZZLE_X;
93 break;
94
95 case GL_ALPHA:
96 /* Rewrite reads from W to X, and reads from XYZ to 000. */
97 for (i = 0; i < 4; i++)
98 if (swiz[i] == SWIZZLE_W)
99 swiz[i] = SWIZZLE_X;
100 else if (swiz[i] < SWIZZLE_W)
101 swiz[i] = SWIZZLE_ZERO;
102 break;
103 case GL_RED:
104 /* Rewrite reads W to 1, XYZ to X00 */
105 for (i = 0; i < 4; i++)
106 if (swiz[i] == SWIZZLE_W)
107 swiz[i] = SWIZZLE_ONE;
108 else if (swiz[i] == SWIZZLE_Y || swiz[i] == SWIZZLE_Z)
109 swiz[i] = SWIZZLE_ZERO;
110 break;
111 }
112
113 return MAKE_SWIZZLE4(swiz[0], swiz[1], swiz[2], swiz[3]);
114 }
115
116
117 /**
118 * Return TRUE if the swizzling described by "swizzle" and
119 * "depthmode" (for depth textures only) is different from the swizzling
120 * set in the given sampler view.
121 *
122 * \param sv A sampler view.
123 * \param swizzle Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
124 * \param depthmode One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA.
125 */
126 static boolean
127 check_sampler_swizzle(struct pipe_sampler_view *sv,
128 GLuint swizzle, GLenum depthmode)
129 {
130 swizzle = apply_depthmode(sv->texture->format, swizzle, depthmode);
131
132 if ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
133 (sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
134 (sv->swizzle_b != GET_SWZ(swizzle, 2)) ||
135 (sv->swizzle_a != GET_SWZ(swizzle, 3)))
136 return TRUE;
137 return FALSE;
138 }
139
140
141 static struct pipe_sampler_view *
142 st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
143 struct st_texture_object *stObj,
144 const struct gl_sampler_object *samp,
145 enum pipe_format format)
146 {
147 struct pipe_sampler_view templ;
148 GLuint swizzle = apply_depthmode(stObj->pt->format,
149 stObj->base._Swizzle,
150 stObj->base.DepthMode);
151
152 u_sampler_view_default_template(&templ,
153 stObj->pt,
154 format);
155 templ.u.tex.first_level = stObj->base.BaseLevel;
156
157 if (swizzle != SWIZZLE_NOOP) {
158 templ.swizzle_r = GET_SWZ(swizzle, 0);
159 templ.swizzle_g = GET_SWZ(swizzle, 1);
160 templ.swizzle_b = GET_SWZ(swizzle, 2);
161 templ.swizzle_a = GET_SWZ(swizzle, 3);
162 }
163
164 return pipe->create_sampler_view(pipe, stObj->pt, &templ);
165 }
166
167
168 static struct pipe_sampler_view *
169 st_get_texture_sampler_view_from_stobj(struct st_texture_object *stObj,
170 struct pipe_context *pipe,
171 const struct gl_sampler_object *samp,
172 enum pipe_format format)
173 {
174 if (!stObj || !stObj->pt) {
175 return NULL;
176 }
177
178 if (!stObj->sampler_view) {
179 stObj->sampler_view =
180 st_create_texture_sampler_view_from_stobj(pipe, stObj, samp, format);
181 }
182
183 return stObj->sampler_view;
184 }
185
186
187 static GLboolean
188 update_single_texture(struct st_context *st,
189 struct pipe_sampler_view **sampler_view,
190 GLuint texUnit)
191 {
192 struct pipe_context *pipe = st->pipe;
193 struct gl_context *ctx = st->ctx;
194 const struct gl_sampler_object *samp;
195 struct gl_texture_object *texObj;
196 struct st_texture_object *stObj;
197 enum pipe_format st_view_format;
198 GLboolean retval;
199
200 samp = _mesa_get_samplerobj(ctx, texUnit);
201
202 texObj = ctx->Texture.Unit[texUnit]._Current;
203
204 if (!texObj) {
205 texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
206 samp = &texObj->Sampler;
207 }
208 stObj = st_texture_object(texObj);
209
210 retval = st_finalize_texture(ctx, st->pipe, texObj);
211 if (!retval) {
212 /* out of mem */
213 return GL_FALSE;
214 }
215
216 /* Determine the format of the texture sampler view */
217 st_view_format = stObj->pt->format;
218 {
219 const struct st_texture_image *firstImage =
220 st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
221 const gl_format texFormat = firstImage->base.TexFormat;
222 enum pipe_format firstImageFormat =
223 st_mesa_format_to_pipe_format(texFormat);
224
225 if ((samp->sRGBDecode == GL_SKIP_DECODE_EXT) &&
226 (_mesa_get_format_color_encoding(texFormat) == GL_SRGB)) {
227 /* Don't do sRGB->RGB conversion. Interpret the texture data as
228 * linear values.
229 */
230 const gl_format linearFormat =
231 _mesa_get_srgb_format_linear(texFormat);
232 firstImageFormat = st_mesa_format_to_pipe_format(linearFormat);
233 }
234
235 if (firstImageFormat != stObj->pt->format)
236 st_view_format = firstImageFormat;
237 }
238
239 /* if sampler view has changed dereference it */
240 if (stObj->sampler_view) {
241 if (check_sampler_swizzle(stObj->sampler_view,
242 stObj->base._Swizzle,
243 stObj->base.DepthMode) ||
244 (st_view_format != stObj->sampler_view->format) ||
245 stObj->base.BaseLevel != stObj->sampler_view->u.tex.first_level) {
246 pipe_sampler_view_reference(&stObj->sampler_view, NULL);
247 }
248 }
249
250 *sampler_view = st_get_texture_sampler_view_from_stobj(stObj, pipe,
251 samp,
252 st_view_format);
253 return GL_TRUE;
254 }
255
256
257
258 static void
259 update_textures(struct st_context *st,
260 unsigned shader_stage,
261 const struct gl_program *prog,
262 unsigned max_units,
263 struct pipe_sampler_view **sampler_views,
264 unsigned *num_textures)
265 {
266 const GLuint old_max = *num_textures;
267 GLbitfield samplers_used = prog->SamplersUsed;
268 GLuint unit, new_count;
269
270 if (samplers_used == 0x0 && old_max == 0)
271 return;
272
273 *num_textures = 0;
274
275 /* loop over sampler units (aka tex image units) */
276 for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
277 struct pipe_sampler_view *sampler_view = NULL;
278
279 if (samplers_used & 1) {
280 const GLuint texUnit = prog->SamplerUnits[unit];
281 GLboolean retval;
282
283 retval = update_single_texture(st, &sampler_view, texUnit);
284 if (retval == GL_FALSE)
285 continue;
286
287 *num_textures = unit + 1;
288 }
289 else if (samplers_used == 0 && unit >= old_max) {
290 /* if we've reset all the old views and we have no more new ones */
291 break;
292 }
293
294 pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
295 }
296
297 /* Ex: if old_max = 3 and *num_textures = 1, we need to pass an
298 * array of views={X, NULL, NULL} to unref the old texture views
299 * at positions [1] and [2].
300 */
301 new_count = MAX2(*num_textures, old_max);
302 assert(new_count <= max_units);
303
304 cso_set_sampler_views(st->cso_context,
305 shader_stage,
306 new_count,
307 sampler_views);
308 }
309
310
311
312 static void
313 update_vertex_textures(struct st_context *st)
314 {
315 const struct gl_context *ctx = st->ctx;
316
317 if (ctx->Const.MaxVertexTextureImageUnits > 0) {
318 update_textures(st,
319 PIPE_SHADER_VERTEX,
320 &ctx->VertexProgram._Current->Base,
321 ctx->Const.MaxVertexTextureImageUnits,
322 st->state.sampler_views[PIPE_SHADER_VERTEX],
323 &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
324 }
325 }
326
327
328 static void
329 update_fragment_textures(struct st_context *st)
330 {
331 const struct gl_context *ctx = st->ctx;
332
333 update_textures(st,
334 PIPE_SHADER_FRAGMENT,
335 &ctx->FragmentProgram._Current->Base,
336 ctx->Const.MaxTextureImageUnits,
337 st->state.sampler_views[PIPE_SHADER_FRAGMENT],
338 &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
339 }
340
341
342 static void
343 update_geometry_textures(struct st_context *st)
344 {
345 const struct gl_context *ctx = st->ctx;
346
347 if (ctx->GeometryProgram._Current) {
348 update_textures(st,
349 PIPE_SHADER_GEOMETRY,
350 &ctx->GeometryProgram._Current->Base,
351 ctx->Const.MaxTextureImageUnits,
352 st->state.sampler_views[PIPE_SHADER_GEOMETRY],
353 &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
354 }
355 }
356
357
358 const struct st_tracked_state st_update_fragment_texture = {
359 "st_update_texture", /* name */
360 { /* dirty */
361 _NEW_TEXTURE, /* mesa */
362 ST_NEW_FRAGMENT_PROGRAM, /* st */
363 },
364 update_fragment_textures /* update */
365 };
366
367
368 const struct st_tracked_state st_update_vertex_texture = {
369 "st_update_vertex_texture", /* name */
370 { /* dirty */
371 _NEW_TEXTURE, /* mesa */
372 ST_NEW_VERTEX_PROGRAM, /* st */
373 },
374 update_vertex_textures /* update */
375 };
376
377
378 const struct st_tracked_state st_update_geometry_texture = {
379 "st_update_geometry_texture", /* name */
380 { /* dirty */
381 _NEW_TEXTURE, /* mesa */
382 ST_NEW_GEOMETRY_PROGRAM, /* st */
383 },
384 update_geometry_textures /* update */
385 };
386
387
388
389 static void
390 finalize_textures(struct st_context *st)
391 {
392 struct gl_context *ctx = st->ctx;
393 struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
394 const GLboolean prev_missing_textures = st->missing_textures;
395 GLuint su;
396
397 st->missing_textures = GL_FALSE;
398
399 for (su = 0; su < ctx->Const.MaxTextureCoordUnits; su++) {
400 if (fprog->Base.SamplersUsed & (1 << su)) {
401 const GLuint texUnit = fprog->Base.SamplerUnits[su];
402 struct gl_texture_object *texObj
403 = ctx->Texture.Unit[texUnit]._Current;
404
405 if (texObj) {
406 GLboolean retval;
407
408 retval = st_finalize_texture(ctx, st->pipe, texObj);
409 if (!retval) {
410 /* out of mem */
411 st->missing_textures = GL_TRUE;
412 continue;
413 }
414 }
415 }
416 }
417
418 if (prev_missing_textures != st->missing_textures)
419 st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
420 }
421
422
423 const struct st_tracked_state st_finalize_textures = {
424 "st_finalize_textures", /* name */
425 { /* dirty */
426 _NEW_TEXTURE, /* mesa */
427 0, /* st */
428 },
429 finalize_textures /* update */
430 };