st/mesa: get Version from gl_program rather than gl_shader_program
[mesa.git] / src / mesa / state_tracker / st_atom_texture.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/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"
42
43 #include "st_context.h"
44 #include "st_atom.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"
53
54
55 static GLboolean
56 update_single_texture(struct st_context *st,
57 struct pipe_sampler_view **sampler_view,
58 GLuint texUnit, unsigned glsl_version)
59 {
60 struct gl_context *ctx = st->ctx;
61 const struct gl_sampler_object *samp;
62 struct gl_texture_object *texObj;
63 struct st_texture_object *stObj;
64 GLboolean retval;
65
66 samp = _mesa_get_samplerobj(ctx, texUnit);
67
68 texObj = ctx->Texture.Unit[texUnit]._Current;
69
70 if (!texObj) {
71 texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
72 samp = &texObj->Sampler;
73 }
74 stObj = st_texture_object(texObj);
75
76 retval = st_finalize_texture(ctx, st->pipe, texObj);
77 if (!retval) {
78 /* out of mem */
79 return GL_FALSE;
80 }
81
82 /* Check a few pieces of state outside the texture object to see if we
83 * need to force revalidation.
84 */
85 if (stObj->prev_glsl_version != glsl_version ||
86 stObj->prev_sRGBDecode != samp->sRGBDecode) {
87
88 st_texture_release_all_sampler_views(st, stObj);
89
90 stObj->prev_glsl_version = glsl_version;
91 stObj->prev_sRGBDecode = samp->sRGBDecode;
92 }
93
94 *sampler_view =
95 st_get_texture_sampler_view_from_stobj(st, stObj, samp, glsl_version);
96 return GL_TRUE;
97 }
98
99
100
101 static void
102 update_textures(struct st_context *st,
103 gl_shader_stage mesa_shader,
104 const struct gl_program *prog,
105 unsigned max_units,
106 struct pipe_sampler_view **sampler_views,
107 unsigned *num_textures)
108 {
109 const GLuint old_max = *num_textures;
110 GLbitfield samplers_used = prog->SamplersUsed;
111 GLbitfield free_slots = ~prog->SamplersUsed;
112 GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
113 GLuint unit;
114 enum pipe_shader_type shader_stage = st_shader_stage_to_ptarget(mesa_shader);
115
116 if (samplers_used == 0x0 && old_max == 0)
117 return;
118
119 *num_textures = 0;
120
121 /* loop over sampler units (aka tex image units) */
122 for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
123 struct pipe_sampler_view *sampler_view = NULL;
124
125 if (samplers_used & 1) {
126 const GLuint texUnit = prog->SamplerUnits[unit];
127 GLboolean retval;
128
129 retval = update_single_texture(st, &sampler_view, texUnit,
130 prog->sh.data->Version);
131 if (retval == GL_FALSE)
132 continue;
133
134 *num_textures = unit + 1;
135 }
136 else if (samplers_used == 0 && unit >= old_max) {
137 /* if we've reset all the old views and we have no more new ones */
138 break;
139 }
140
141 pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
142 }
143
144 /* For any external samplers with multiplaner YUV, stuff the additional
145 * sampler views we need at the end.
146 *
147 * Trying to cache the sampler view in the stObj looks painful, so just
148 * re-create the sampler view for the extra planes each time. Main use
149 * case is video playback (ie. fps games wouldn't be using this) so I
150 * guess no point to try to optimize this feature.
151 */
152 while (unlikely(external_samplers_used)) {
153 GLuint unit = u_bit_scan(&external_samplers_used);
154 GLuint extra = 0;
155 struct st_texture_object *stObj =
156 st_get_texture_object(st->ctx, prog, unit);
157 struct pipe_sampler_view tmpl;
158
159 if (!stObj)
160 continue;
161
162 /* use original view as template: */
163 tmpl = *sampler_views[unit];
164
165 switch (st_get_view_format(stObj)) {
166 case PIPE_FORMAT_NV12:
167 /* we need one additional R8G8 view: */
168 tmpl.format = PIPE_FORMAT_RG88_UNORM;
169 tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R8 */
170 extra = u_bit_scan(&free_slots);
171 sampler_views[extra] =
172 st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
173 break;
174 case PIPE_FORMAT_IYUV:
175 /* we need two additional R8 views: */
176 tmpl.format = PIPE_FORMAT_R8_UNORM;
177 extra = u_bit_scan(&free_slots);
178 sampler_views[extra] =
179 st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
180 extra = u_bit_scan(&free_slots);
181 sampler_views[extra] =
182 st->pipe->create_sampler_view(st->pipe, stObj->pt->next->next, &tmpl);
183 break;
184 default:
185 break;
186 }
187
188 *num_textures = MAX2(*num_textures, extra + 1);
189 }
190
191 cso_set_sampler_views(st->cso_context,
192 shader_stage,
193 *num_textures,
194 sampler_views);
195 }
196
197
198
199 static void
200 update_vertex_textures(struct st_context *st)
201 {
202 const struct gl_context *ctx = st->ctx;
203
204 if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
205 update_textures(st,
206 MESA_SHADER_VERTEX,
207 ctx->VertexProgram._Current,
208 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
209 st->state.sampler_views[PIPE_SHADER_VERTEX],
210 &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
211 }
212 }
213
214
215 static void
216 update_fragment_textures(struct st_context *st)
217 {
218 const struct gl_context *ctx = st->ctx;
219
220 update_textures(st,
221 MESA_SHADER_FRAGMENT,
222 ctx->FragmentProgram._Current,
223 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
224 st->state.sampler_views[PIPE_SHADER_FRAGMENT],
225 &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
226 }
227
228
229 static void
230 update_geometry_textures(struct st_context *st)
231 {
232 const struct gl_context *ctx = st->ctx;
233
234 if (ctx->GeometryProgram._Current) {
235 update_textures(st,
236 MESA_SHADER_GEOMETRY,
237 ctx->GeometryProgram._Current,
238 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
239 st->state.sampler_views[PIPE_SHADER_GEOMETRY],
240 &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
241 }
242 }
243
244
245 static void
246 update_tessctrl_textures(struct st_context *st)
247 {
248 const struct gl_context *ctx = st->ctx;
249
250 if (ctx->TessCtrlProgram._Current) {
251 update_textures(st,
252 MESA_SHADER_TESS_CTRL,
253 ctx->TessCtrlProgram._Current,
254 ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
255 st->state.sampler_views[PIPE_SHADER_TESS_CTRL],
256 &st->state.num_sampler_views[PIPE_SHADER_TESS_CTRL]);
257 }
258 }
259
260
261 static void
262 update_tesseval_textures(struct st_context *st)
263 {
264 const struct gl_context *ctx = st->ctx;
265
266 if (ctx->TessEvalProgram._Current) {
267 update_textures(st,
268 MESA_SHADER_TESS_EVAL,
269 ctx->TessEvalProgram._Current,
270 ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
271 st->state.sampler_views[PIPE_SHADER_TESS_EVAL],
272 &st->state.num_sampler_views[PIPE_SHADER_TESS_EVAL]);
273 }
274 }
275
276
277 static void
278 update_compute_textures(struct st_context *st)
279 {
280 const struct gl_context *ctx = st->ctx;
281
282 if (ctx->ComputeProgram._Current) {
283 update_textures(st,
284 MESA_SHADER_COMPUTE,
285 ctx->ComputeProgram._Current,
286 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
287 st->state.sampler_views[PIPE_SHADER_COMPUTE],
288 &st->state.num_sampler_views[PIPE_SHADER_COMPUTE]);
289 }
290 }
291
292
293 const struct st_tracked_state st_update_fragment_texture = {
294 update_fragment_textures /* update */
295 };
296
297
298 const struct st_tracked_state st_update_vertex_texture = {
299 update_vertex_textures /* update */
300 };
301
302
303 const struct st_tracked_state st_update_geometry_texture = {
304 update_geometry_textures /* update */
305 };
306
307
308 const struct st_tracked_state st_update_tessctrl_texture = {
309 update_tessctrl_textures /* update */
310 };
311
312
313 const struct st_tracked_state st_update_tesseval_texture = {
314 update_tesseval_textures /* update */
315 };
316
317
318 const struct st_tracked_state st_update_compute_texture = {
319 update_compute_textures /* update */
320 };