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 update_single_texture(struct st_context
*st
,
57 struct pipe_sampler_view
**sampler_view
,
58 GLuint texUnit
, unsigned glsl_version
)
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
;
66 samp
= _mesa_get_samplerobj(ctx
, texUnit
);
68 texObj
= ctx
->Texture
.Unit
[texUnit
]._Current
;
71 texObj
= _mesa_get_fallback_texture(ctx
, TEXTURE_2D_INDEX
);
72 samp
= &texObj
->Sampler
;
74 stObj
= st_texture_object(texObj
);
76 retval
= st_finalize_texture(ctx
, st
->pipe
, texObj
);
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
;
95 st_get_texture_sampler_view_from_stobj(st
, stObj
, samp
, glsl_version
);
102 update_textures(struct st_context
*st
,
103 gl_shader_stage mesa_shader
,
104 const struct gl_program
*prog
,
106 struct pipe_sampler_view
**sampler_views
,
107 unsigned *num_textures
)
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
;
114 struct gl_shader_program
*shader
=
115 st
->ctx
->_Shader
->CurrentProgram
[mesa_shader
];
116 unsigned glsl_version
= shader
? shader
->Version
: 0;
117 enum pipe_shader_type shader_stage
= st_shader_stage_to_ptarget(mesa_shader
);
119 if (samplers_used
== 0x0 && old_max
== 0)
124 /* loop over sampler units (aka tex image units) */
125 for (unit
= 0; unit
< max_units
; unit
++, samplers_used
>>= 1) {
126 struct pipe_sampler_view
*sampler_view
= NULL
;
128 if (samplers_used
& 1) {
129 const GLuint texUnit
= prog
->SamplerUnits
[unit
];
132 retval
= update_single_texture(st
, &sampler_view
, texUnit
,
134 if (retval
== GL_FALSE
)
137 *num_textures
= unit
+ 1;
139 else if (samplers_used
== 0 && unit
>= old_max
) {
140 /* if we've reset all the old views and we have no more new ones */
144 pipe_sampler_view_reference(&(sampler_views
[unit
]), sampler_view
);
147 /* For any external samplers with multiplaner YUV, stuff the additional
148 * sampler views we need at the end.
150 * Trying to cache the sampler view in the stObj looks painful, so just
151 * re-create the sampler view for the extra planes each time. Main use
152 * case is video playback (ie. fps games wouldn't be using this) so I
153 * guess no point to try to optimize this feature.
155 while (unlikely(external_samplers_used
)) {
156 GLuint unit
= u_bit_scan(&external_samplers_used
);
158 struct st_texture_object
*stObj
=
159 st_get_texture_object(st
->ctx
, prog
, unit
);
160 struct pipe_sampler_view tmpl
;
165 /* use original view as template: */
166 tmpl
= *sampler_views
[unit
];
168 switch (st_get_view_format(stObj
)) {
169 case PIPE_FORMAT_NV12
:
170 /* we need one additional R8G8 view: */
171 tmpl
.format
= PIPE_FORMAT_RG88_UNORM
;
172 tmpl
.swizzle_g
= PIPE_SWIZZLE_Y
; /* tmpl from Y plane is R8 */
173 extra
= u_bit_scan(&free_slots
);
174 sampler_views
[extra
] =
175 st
->pipe
->create_sampler_view(st
->pipe
, stObj
->pt
->next
, &tmpl
);
177 case PIPE_FORMAT_IYUV
:
178 /* we need two additional R8 views: */
179 tmpl
.format
= PIPE_FORMAT_R8_UNORM
;
180 extra
= u_bit_scan(&free_slots
);
181 sampler_views
[extra
] =
182 st
->pipe
->create_sampler_view(st
->pipe
, stObj
->pt
->next
, &tmpl
);
183 extra
= u_bit_scan(&free_slots
);
184 sampler_views
[extra
] =
185 st
->pipe
->create_sampler_view(st
->pipe
, stObj
->pt
->next
->next
, &tmpl
);
191 *num_textures
= MAX2(*num_textures
, extra
+ 1);
194 cso_set_sampler_views(st
->cso_context
,
203 update_vertex_textures(struct st_context
*st
)
205 const struct gl_context
*ctx
= st
->ctx
;
207 if (ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxTextureImageUnits
> 0) {
210 &ctx
->VertexProgram
._Current
->Base
,
211 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxTextureImageUnits
,
212 st
->state
.sampler_views
[PIPE_SHADER_VERTEX
],
213 &st
->state
.num_sampler_views
[PIPE_SHADER_VERTEX
]);
219 update_fragment_textures(struct st_context
*st
)
221 const struct gl_context
*ctx
= st
->ctx
;
224 MESA_SHADER_FRAGMENT
,
225 &ctx
->FragmentProgram
._Current
->Base
,
226 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
,
227 st
->state
.sampler_views
[PIPE_SHADER_FRAGMENT
],
228 &st
->state
.num_sampler_views
[PIPE_SHADER_FRAGMENT
]);
233 update_geometry_textures(struct st_context
*st
)
235 const struct gl_context
*ctx
= st
->ctx
;
237 if (ctx
->GeometryProgram
._Current
) {
239 MESA_SHADER_GEOMETRY
,
240 ctx
->GeometryProgram
._Current
,
241 ctx
->Const
.Program
[MESA_SHADER_GEOMETRY
].MaxTextureImageUnits
,
242 st
->state
.sampler_views
[PIPE_SHADER_GEOMETRY
],
243 &st
->state
.num_sampler_views
[PIPE_SHADER_GEOMETRY
]);
249 update_tessctrl_textures(struct st_context
*st
)
251 const struct gl_context
*ctx
= st
->ctx
;
253 if (ctx
->TessCtrlProgram
._Current
) {
255 MESA_SHADER_TESS_CTRL
,
256 ctx
->TessCtrlProgram
._Current
,
257 ctx
->Const
.Program
[MESA_SHADER_TESS_CTRL
].MaxTextureImageUnits
,
258 st
->state
.sampler_views
[PIPE_SHADER_TESS_CTRL
],
259 &st
->state
.num_sampler_views
[PIPE_SHADER_TESS_CTRL
]);
265 update_tesseval_textures(struct st_context
*st
)
267 const struct gl_context
*ctx
= st
->ctx
;
269 if (ctx
->TessEvalProgram
._Current
) {
271 MESA_SHADER_TESS_EVAL
,
272 ctx
->TessEvalProgram
._Current
,
273 ctx
->Const
.Program
[MESA_SHADER_TESS_EVAL
].MaxTextureImageUnits
,
274 st
->state
.sampler_views
[PIPE_SHADER_TESS_EVAL
],
275 &st
->state
.num_sampler_views
[PIPE_SHADER_TESS_EVAL
]);
281 update_compute_textures(struct st_context
*st
)
283 const struct gl_context
*ctx
= st
->ctx
;
285 if (ctx
->ComputeProgram
._Current
) {
288 &ctx
->ComputeProgram
._Current
->Base
,
289 ctx
->Const
.Program
[MESA_SHADER_COMPUTE
].MaxTextureImageUnits
,
290 st
->state
.sampler_views
[PIPE_SHADER_COMPUTE
],
291 &st
->state
.num_sampler_views
[PIPE_SHADER_COMPUTE
]);
296 const struct st_tracked_state st_update_fragment_texture
= {
297 update_fragment_textures
/* update */
301 const struct st_tracked_state st_update_vertex_texture
= {
302 update_vertex_textures
/* update */
306 const struct st_tracked_state st_update_geometry_texture
= {
307 update_geometry_textures
/* update */
311 const struct st_tracked_state st_update_tessctrl_texture
= {
312 update_tessctrl_textures
/* update */
316 const struct st_tracked_state st_update_tesseval_texture
= {
317 update_tesseval_textures
/* update */
321 const struct st_tracked_state st_update_compute_texture
= {
322 update_compute_textures
/* update */