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/context.h"
36 #include "main/macros.h"
37 #include "main/mtypes.h"
38 #include "main/samplerobj.h"
39 #include "main/teximage.h"
40 #include "main/texobj.h"
41 #include "program/prog_instruction.h"
43 #include "st_context.h"
45 #include "st_sampler_view.h"
46 #include "st_texture.h"
47 #include "st_format.h"
48 #include "st_cb_texture.h"
49 #include "pipe/p_context.h"
50 #include "util/u_format.h"
51 #include "util/u_inlines.h"
52 #include "cso_cache/cso_context.h"
56 * Get a pipe_sampler_view object from a texture unit.
59 st_update_single_texture(struct st_context
*st
,
60 struct pipe_sampler_view
**sampler_view
,
61 GLuint texUnit
, unsigned glsl_version
)
63 struct gl_context
*ctx
= st
->ctx
;
64 const struct gl_sampler_object
*samp
;
65 struct gl_texture_object
*texObj
;
66 struct st_texture_object
*stObj
;
69 samp
= _mesa_get_samplerobj(ctx
, texUnit
);
71 texObj
= ctx
->Texture
.Unit
[texUnit
]._Current
;
74 stObj
= st_texture_object(texObj
);
76 retval
= st_finalize_texture(ctx
, st
->pipe
, texObj
, 0);
82 /* Check a few pieces of state outside the texture object to see if we
83 * need to force revalidation.
85 if (stObj
->prev_glsl_version
!= glsl_version
||
86 stObj
->prev_sRGBDecode
!= samp
->sRGBDecode
) {
88 st_texture_release_all_sampler_views(st
, stObj
);
90 stObj
->prev_glsl_version
= glsl_version
;
91 stObj
->prev_sRGBDecode
= samp
->sRGBDecode
;
94 if (texObj
->TargetIndex
== TEXTURE_EXTERNAL_INDEX
&&
95 stObj
->pt
->screen
->resource_changed
)
96 stObj
->pt
->screen
->resource_changed(stObj
->pt
->screen
, stObj
->pt
);
99 st_get_texture_sampler_view_from_stobj(st
, stObj
, samp
, glsl_version
);
106 update_textures(struct st_context
*st
,
107 enum pipe_shader_type shader_stage
,
108 const struct gl_program
*prog
,
109 struct pipe_sampler_view
**sampler_views
,
110 unsigned *num_textures
)
112 const GLuint old_max
= *num_textures
;
113 GLbitfield samplers_used
= prog
->SamplersUsed
;
114 GLbitfield free_slots
= ~prog
->SamplersUsed
;
115 GLbitfield external_samplers_used
= prog
->ExternalSamplersUsed
;
118 if (samplers_used
== 0x0 && old_max
== 0)
123 /* loop over sampler units (aka tex image units) */
124 for (unit
= 0; samplers_used
|| unit
< old_max
;
125 unit
++, samplers_used
>>= 1) {
126 struct pipe_sampler_view
*sampler_view
= NULL
;
128 if (samplers_used
& 1) {
129 /* prog->sh.data is NULL if it's ARB_fragment_program */
130 unsigned glsl_version
= prog
->sh
.data
? prog
->sh
.data
->Version
: 0;
131 const GLuint texUnit
= prog
->SamplerUnits
[unit
];
134 retval
= st_update_single_texture(st
, &sampler_view
, texUnit
,
136 if (retval
== GL_FALSE
)
139 *num_textures
= unit
+ 1;
142 pipe_sampler_view_reference(&(sampler_views
[unit
]), sampler_view
);
145 /* For any external samplers with multiplaner YUV, stuff the additional
146 * sampler views we need at the end.
148 * Trying to cache the sampler view in the stObj looks painful, so just
149 * re-create the sampler view for the extra planes each time. Main use
150 * case is video playback (ie. fps games wouldn't be using this) so I
151 * guess no point to try to optimize this feature.
153 while (unlikely(external_samplers_used
)) {
154 GLuint unit
= u_bit_scan(&external_samplers_used
);
156 struct st_texture_object
*stObj
=
157 st_get_texture_object(st
->ctx
, prog
, unit
);
158 struct pipe_sampler_view tmpl
;
163 /* use original view as template: */
164 tmpl
= *sampler_views
[unit
];
166 switch (st_get_view_format(stObj
)) {
167 case PIPE_FORMAT_NV12
:
168 /* we need one additional R8G8 view: */
169 tmpl
.format
= PIPE_FORMAT_RG88_UNORM
;
170 tmpl
.swizzle_g
= PIPE_SWIZZLE_Y
; /* tmpl from Y plane is R8 */
171 extra
= u_bit_scan(&free_slots
);
172 sampler_views
[extra
] =
173 st
->pipe
->create_sampler_view(st
->pipe
, stObj
->pt
->next
, &tmpl
);
175 case PIPE_FORMAT_IYUV
:
176 /* we need two additional R8 views: */
177 tmpl
.format
= PIPE_FORMAT_R8_UNORM
;
178 extra
= u_bit_scan(&free_slots
);
179 sampler_views
[extra
] =
180 st
->pipe
->create_sampler_view(st
->pipe
, stObj
->pt
->next
, &tmpl
);
181 extra
= u_bit_scan(&free_slots
);
182 sampler_views
[extra
] =
183 st
->pipe
->create_sampler_view(st
->pipe
, stObj
->pt
->next
->next
, &tmpl
);
189 *num_textures
= MAX2(*num_textures
, extra
+ 1);
192 cso_set_sampler_views(st
->cso_context
,
201 st_update_vertex_textures(struct st_context
*st
)
203 const struct gl_context
*ctx
= st
->ctx
;
205 if (ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxTextureImageUnits
> 0) {
208 ctx
->VertexProgram
._Current
,
209 st
->state
.sampler_views
[PIPE_SHADER_VERTEX
],
210 &st
->state
.num_sampler_views
[PIPE_SHADER_VERTEX
]);
216 st_update_fragment_textures(struct st_context
*st
)
218 const struct gl_context
*ctx
= st
->ctx
;
221 PIPE_SHADER_FRAGMENT
,
222 ctx
->FragmentProgram
._Current
,
223 st
->state
.sampler_views
[PIPE_SHADER_FRAGMENT
],
224 &st
->state
.num_sampler_views
[PIPE_SHADER_FRAGMENT
]);
229 st_update_geometry_textures(struct st_context
*st
)
231 const struct gl_context
*ctx
= st
->ctx
;
233 if (ctx
->GeometryProgram
._Current
) {
235 PIPE_SHADER_GEOMETRY
,
236 ctx
->GeometryProgram
._Current
,
237 st
->state
.sampler_views
[PIPE_SHADER_GEOMETRY
],
238 &st
->state
.num_sampler_views
[PIPE_SHADER_GEOMETRY
]);
244 st_update_tessctrl_textures(struct st_context
*st
)
246 const struct gl_context
*ctx
= st
->ctx
;
248 if (ctx
->TessCtrlProgram
._Current
) {
250 PIPE_SHADER_TESS_CTRL
,
251 ctx
->TessCtrlProgram
._Current
,
252 st
->state
.sampler_views
[PIPE_SHADER_TESS_CTRL
],
253 &st
->state
.num_sampler_views
[PIPE_SHADER_TESS_CTRL
]);
259 st_update_tesseval_textures(struct st_context
*st
)
261 const struct gl_context
*ctx
= st
->ctx
;
263 if (ctx
->TessEvalProgram
._Current
) {
265 PIPE_SHADER_TESS_EVAL
,
266 ctx
->TessEvalProgram
._Current
,
267 st
->state
.sampler_views
[PIPE_SHADER_TESS_EVAL
],
268 &st
->state
.num_sampler_views
[PIPE_SHADER_TESS_EVAL
]);
274 st_update_compute_textures(struct st_context
*st
)
276 const struct gl_context
*ctx
= st
->ctx
;
278 if (ctx
->ComputeProgram
._Current
) {
281 ctx
->ComputeProgram
._Current
,
282 st
->state
.sampler_views
[PIPE_SHADER_COMPUTE
],
283 &st
->state
.num_sampler_views
[PIPE_SHADER_COMPUTE
]);