st/mesa: unify fail paths for update_single_texture
[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 /**
56 * Get a pipe_sampler_view object from a texture unit.
57 */
58 void
59 st_update_single_texture(struct st_context *st,
60 struct pipe_sampler_view **sampler_view,
61 GLuint texUnit, bool glsl130_or_later)
62 {
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;
67
68 samp = _mesa_get_samplerobj(ctx, texUnit);
69
70 texObj = ctx->Texture.Unit[texUnit]._Current;
71 assert(texObj);
72
73 stObj = st_texture_object(texObj);
74
75 if (unlikely(texObj->Target == GL_TEXTURE_BUFFER)) {
76 *sampler_view = st_get_buffer_sampler_view_from_stobj(st, stObj);
77 return;
78 }
79
80 if (!st_finalize_texture(ctx, st->pipe, texObj, 0) ||
81 !stObj->pt) {
82 /* out of mem */
83 *sampler_view = NULL;
84 return;
85 }
86
87 /* Check a few pieces of state outside the texture object to see if we
88 * need to force revalidation.
89 */
90 if (stObj->prev_glsl130_or_later != glsl130_or_later ||
91 stObj->prev_sRGBDecode != samp->sRGBDecode) {
92
93 st_texture_release_all_sampler_views(st, stObj);
94
95 stObj->prev_glsl130_or_later = glsl130_or_later;
96 stObj->prev_sRGBDecode = samp->sRGBDecode;
97 }
98
99 if (texObj->TargetIndex == TEXTURE_EXTERNAL_INDEX &&
100 stObj->pt->screen->resource_changed)
101 stObj->pt->screen->resource_changed(stObj->pt->screen, stObj->pt);
102
103 *sampler_view =
104 st_get_texture_sampler_view_from_stobj(st, stObj, samp,
105 glsl130_or_later);
106 }
107
108
109
110 static void
111 update_textures(struct st_context *st,
112 enum pipe_shader_type shader_stage,
113 const struct gl_program *prog,
114 struct pipe_sampler_view **sampler_views,
115 unsigned *out_num_textures)
116 {
117 const GLuint old_max = *out_num_textures;
118 GLbitfield samplers_used = prog->SamplersUsed;
119 GLbitfield free_slots = ~prog->SamplersUsed;
120 GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
121 GLuint unit;
122
123 if (samplers_used == 0x0 && old_max == 0)
124 return;
125
126 unsigned num_textures = 0;
127
128 /* prog->sh.data is NULL if it's ARB_fragment_program */
129 bool glsl130 = (prog->sh.data ? prog->sh.data->Version : 0) >= 130;
130
131 /* loop over sampler units (aka tex image units) */
132 for (unit = 0; samplers_used || unit < old_max;
133 unit++, samplers_used >>= 1) {
134 struct pipe_sampler_view *sampler_view = NULL;
135
136 if (samplers_used & 1) {
137 const GLuint texUnit = prog->SamplerUnits[unit];
138
139 st_update_single_texture(st, &sampler_view, texUnit, glsl130);
140 num_textures = unit + 1;
141 }
142
143 pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
144 }
145
146 /* For any external samplers with multiplaner YUV, stuff the additional
147 * sampler views we need at the end.
148 *
149 * Trying to cache the sampler view in the stObj looks painful, so just
150 * re-create the sampler view for the extra planes each time. Main use
151 * case is video playback (ie. fps games wouldn't be using this) so I
152 * guess no point to try to optimize this feature.
153 */
154 while (unlikely(external_samplers_used)) {
155 GLuint unit = u_bit_scan(&external_samplers_used);
156 GLuint extra = 0;
157 struct st_texture_object *stObj =
158 st_get_texture_object(st->ctx, prog, unit);
159 struct pipe_sampler_view tmpl;
160
161 if (!stObj)
162 continue;
163
164 /* use original view as template: */
165 tmpl = *sampler_views[unit];
166
167 switch (st_get_view_format(stObj)) {
168 case PIPE_FORMAT_NV12:
169 /* we need one additional R8G8 view: */
170 tmpl.format = PIPE_FORMAT_RG88_UNORM;
171 tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R8 */
172 extra = u_bit_scan(&free_slots);
173 sampler_views[extra] =
174 st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
175 break;
176 case PIPE_FORMAT_IYUV:
177 /* we need two additional R8 views: */
178 tmpl.format = PIPE_FORMAT_R8_UNORM;
179 extra = u_bit_scan(&free_slots);
180 sampler_views[extra] =
181 st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
182 extra = u_bit_scan(&free_slots);
183 sampler_views[extra] =
184 st->pipe->create_sampler_view(st->pipe, stObj->pt->next->next, &tmpl);
185 break;
186 default:
187 break;
188 }
189
190 num_textures = MAX2(num_textures, extra + 1);
191 }
192
193 cso_set_sampler_views(st->cso_context,
194 shader_stage,
195 num_textures,
196 sampler_views);
197 *out_num_textures = num_textures;
198 }
199
200
201
202 void
203 st_update_vertex_textures(struct st_context *st)
204 {
205 const struct gl_context *ctx = st->ctx;
206
207 if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
208 update_textures(st,
209 PIPE_SHADER_VERTEX,
210 ctx->VertexProgram._Current,
211 st->state.sampler_views[PIPE_SHADER_VERTEX],
212 &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
213 }
214 }
215
216
217 void
218 st_update_fragment_textures(struct st_context *st)
219 {
220 const struct gl_context *ctx = st->ctx;
221
222 update_textures(st,
223 PIPE_SHADER_FRAGMENT,
224 ctx->FragmentProgram._Current,
225 st->state.sampler_views[PIPE_SHADER_FRAGMENT],
226 &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
227 }
228
229
230 void
231 st_update_geometry_textures(struct st_context *st)
232 {
233 const struct gl_context *ctx = st->ctx;
234
235 if (ctx->GeometryProgram._Current) {
236 update_textures(st,
237 PIPE_SHADER_GEOMETRY,
238 ctx->GeometryProgram._Current,
239 st->state.sampler_views[PIPE_SHADER_GEOMETRY],
240 &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
241 }
242 }
243
244
245 void
246 st_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 PIPE_SHADER_TESS_CTRL,
253 ctx->TessCtrlProgram._Current,
254 st->state.sampler_views[PIPE_SHADER_TESS_CTRL],
255 &st->state.num_sampler_views[PIPE_SHADER_TESS_CTRL]);
256 }
257 }
258
259
260 void
261 st_update_tesseval_textures(struct st_context *st)
262 {
263 const struct gl_context *ctx = st->ctx;
264
265 if (ctx->TessEvalProgram._Current) {
266 update_textures(st,
267 PIPE_SHADER_TESS_EVAL,
268 ctx->TessEvalProgram._Current,
269 st->state.sampler_views[PIPE_SHADER_TESS_EVAL],
270 &st->state.num_sampler_views[PIPE_SHADER_TESS_EVAL]);
271 }
272 }
273
274
275 void
276 st_update_compute_textures(struct st_context *st)
277 {
278 const struct gl_context *ctx = st->ctx;
279
280 if (ctx->ComputeProgram._Current) {
281 update_textures(st,
282 PIPE_SHADER_COMPUTE,
283 ctx->ComputeProgram._Current,
284 st->state.sampler_views[PIPE_SHADER_COMPUTE],
285 &st->state.num_sampler_views[PIPE_SHADER_COMPUTE]);
286 }
287 }