compiler: Move gl_program::TexelFetchSamplers to shader_info.
[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,
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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
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23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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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 bool ignore_srgb_decode)
63 {
64 struct gl_context *ctx = st->ctx;
65 const struct gl_sampler_object *samp;
66 struct gl_texture_object *texObj;
67 struct st_texture_object *stObj;
68
69 samp = _mesa_get_samplerobj(ctx, texUnit);
70
71 texObj = ctx->Texture.Unit[texUnit]._Current;
72 assert(texObj);
73
74 stObj = st_texture_object(texObj);
75
76 if (unlikely(texObj->Target == GL_TEXTURE_BUFFER)) {
77 *sampler_view = st_get_buffer_sampler_view_from_stobj(st, stObj);
78 return;
79 }
80
81 if (!st_finalize_texture(ctx, st->pipe, texObj, 0) ||
82 !stObj->pt) {
83 /* out of mem */
84 *sampler_view = NULL;
85 return;
86 }
87
88 if (texObj->TargetIndex == TEXTURE_EXTERNAL_INDEX &&
89 stObj->pt->screen->resource_changed)
90 stObj->pt->screen->resource_changed(stObj->pt->screen, stObj->pt);
91
92 *sampler_view =
93 st_get_texture_sampler_view_from_stobj(st, stObj, samp,
94 glsl130_or_later,
95 ignore_srgb_decode);
96 }
97
98
99
100 static void
101 update_textures(struct st_context *st,
102 enum pipe_shader_type shader_stage,
103 const struct gl_program *prog,
104 struct pipe_sampler_view **sampler_views,
105 unsigned *out_num_textures)
106 {
107 const GLuint old_max = *out_num_textures;
108 GLbitfield samplers_used = prog->SamplersUsed;
109 GLbitfield texel_fetch_samplers = prog->info.textures_used_by_txf;
110 GLbitfield free_slots = ~prog->SamplersUsed;
111 GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
112 GLuint unit;
113
114 if (samplers_used == 0x0 && old_max == 0)
115 return;
116
117 unsigned num_textures = 0;
118
119 /* prog->sh.data is NULL if it's ARB_fragment_program */
120 bool glsl130 = (prog->sh.data ? prog->sh.data->Version : 0) >= 130;
121
122 /* loop over sampler units (aka tex image units) */
123 for (unit = 0; samplers_used || unit < old_max;
124 unit++, samplers_used >>= 1, texel_fetch_samplers >>= 1) {
125 struct pipe_sampler_view *sampler_view = NULL;
126
127 if (samplers_used & 1) {
128 const GLuint texUnit = prog->SamplerUnits[unit];
129
130 /* The EXT_texture_sRGB_decode extension says:
131 *
132 * "The conversion of sRGB color space components to linear color
133 * space is always performed if the texel lookup function is one
134 * of the texelFetch builtin functions.
135 *
136 * Otherwise, if the texel lookup function is one of the texture
137 * builtin functions or one of the texture gather functions, the
138 * conversion of sRGB color space components to linear color space
139 * is controlled by the TEXTURE_SRGB_DECODE_EXT parameter.
140 *
141 * If the TEXTURE_SRGB_DECODE_EXT parameter is DECODE_EXT, the
142 * conversion of sRGB color space components to linear color space
143 * is performed.
144 *
145 * If the TEXTURE_SRGB_DECODE_EXT parameter is SKIP_DECODE_EXT,
146 * the value is returned without decoding. However, if the texture
147 * is also [statically] accessed with a texelFetch function, then
148 * the result of texture builtin functions and/or texture gather
149 * functions may be returned with decoding or without decoding."
150 *
151 * Note: the "statically" will be added to the language per
152 * https://cvs.khronos.org/bugzilla/show_bug.cgi?id=14934
153 *
154 * So we simply ignore the setting entirely for samplers that are
155 * (statically) accessed with a texelFetch function.
156 */
157 st_update_single_texture(st, &sampler_view, texUnit, glsl130,
158 texel_fetch_samplers & 1);
159 num_textures = unit + 1;
160 }
161
162 pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
163 }
164
165 /* For any external samplers with multiplaner YUV, stuff the additional
166 * sampler views we need at the end.
167 *
168 * Trying to cache the sampler view in the stObj looks painful, so just
169 * re-create the sampler view for the extra planes each time. Main use
170 * case is video playback (ie. fps games wouldn't be using this) so I
171 * guess no point to try to optimize this feature.
172 */
173 while (unlikely(external_samplers_used)) {
174 GLuint unit = u_bit_scan(&external_samplers_used);
175 GLuint extra = 0;
176 struct st_texture_object *stObj =
177 st_get_texture_object(st->ctx, prog, unit);
178 struct pipe_sampler_view tmpl;
179
180 if (!stObj)
181 continue;
182
183 /* use original view as template: */
184 tmpl = *sampler_views[unit];
185
186 switch (st_get_view_format(stObj)) {
187 case PIPE_FORMAT_NV12:
188 /* we need one additional R8G8 view: */
189 tmpl.format = PIPE_FORMAT_RG88_UNORM;
190 tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R8 */
191 extra = u_bit_scan(&free_slots);
192 sampler_views[extra] =
193 st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
194 break;
195 case PIPE_FORMAT_IYUV:
196 /* we need two additional R8 views: */
197 tmpl.format = PIPE_FORMAT_R8_UNORM;
198 extra = u_bit_scan(&free_slots);
199 sampler_views[extra] =
200 st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
201 extra = u_bit_scan(&free_slots);
202 sampler_views[extra] =
203 st->pipe->create_sampler_view(st->pipe, stObj->pt->next->next, &tmpl);
204 break;
205 default:
206 break;
207 }
208
209 num_textures = MAX2(num_textures, extra + 1);
210 }
211
212 cso_set_sampler_views(st->cso_context,
213 shader_stage,
214 num_textures,
215 sampler_views);
216 *out_num_textures = num_textures;
217 }
218
219
220
221 void
222 st_update_vertex_textures(struct st_context *st)
223 {
224 const struct gl_context *ctx = st->ctx;
225
226 if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
227 update_textures(st,
228 PIPE_SHADER_VERTEX,
229 ctx->VertexProgram._Current,
230 st->state.sampler_views[PIPE_SHADER_VERTEX],
231 &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
232 }
233 }
234
235
236 void
237 st_update_fragment_textures(struct st_context *st)
238 {
239 const struct gl_context *ctx = st->ctx;
240
241 update_textures(st,
242 PIPE_SHADER_FRAGMENT,
243 ctx->FragmentProgram._Current,
244 st->state.sampler_views[PIPE_SHADER_FRAGMENT],
245 &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
246 }
247
248
249 void
250 st_update_geometry_textures(struct st_context *st)
251 {
252 const struct gl_context *ctx = st->ctx;
253
254 if (ctx->GeometryProgram._Current) {
255 update_textures(st,
256 PIPE_SHADER_GEOMETRY,
257 ctx->GeometryProgram._Current,
258 st->state.sampler_views[PIPE_SHADER_GEOMETRY],
259 &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
260 }
261 }
262
263
264 void
265 st_update_tessctrl_textures(struct st_context *st)
266 {
267 const struct gl_context *ctx = st->ctx;
268
269 if (ctx->TessCtrlProgram._Current) {
270 update_textures(st,
271 PIPE_SHADER_TESS_CTRL,
272 ctx->TessCtrlProgram._Current,
273 st->state.sampler_views[PIPE_SHADER_TESS_CTRL],
274 &st->state.num_sampler_views[PIPE_SHADER_TESS_CTRL]);
275 }
276 }
277
278
279 void
280 st_update_tesseval_textures(struct st_context *st)
281 {
282 const struct gl_context *ctx = st->ctx;
283
284 if (ctx->TessEvalProgram._Current) {
285 update_textures(st,
286 PIPE_SHADER_TESS_EVAL,
287 ctx->TessEvalProgram._Current,
288 st->state.sampler_views[PIPE_SHADER_TESS_EVAL],
289 &st->state.num_sampler_views[PIPE_SHADER_TESS_EVAL]);
290 }
291 }
292
293
294 void
295 st_update_compute_textures(struct st_context *st)
296 {
297 const struct gl_context *ctx = st->ctx;
298
299 if (ctx->ComputeProgram._Current) {
300 update_textures(st,
301 PIPE_SHADER_COMPUTE,
302 ctx->ComputeProgram._Current,
303 st->state.sampler_views[PIPE_SHADER_COMPUTE],
304 &st->state.num_sampler_views[PIPE_SHADER_COMPUTE]);
305 }
306 }