intel/perf: create a vtable entry for emit_report_count
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
index 2481a72a55bf2e945ed13142ee26bdbfc097a052..758ace10b8a2e4c124a60bfd677b9e1a7a0e01d1 100644 (file)
@@ -43,6 +43,7 @@
 #include "st_cb_texture.h"
 #include "st_format.h"
 #include "st_atom.h"
+#include "st_sampler_view.h"
 #include "st_texture.h"
 #include "pipe/p_context.h"
 #include "pipe/p_defines.h"
@@ -105,12 +106,9 @@ void
 st_convert_sampler(const struct st_context *st,
                    const struct gl_texture_object *texobj,
                    const struct gl_sampler_object *msamp,
+                   float tex_unit_lod_bias,
                    struct pipe_sampler_state *sampler)
 {
-   GLenum texBaseFormat;
-
-   texBaseFormat = _mesa_texture_base_format(texobj);
-
    memset(sampler, 0, sizeof(*sampler));
    sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
    sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
@@ -123,7 +121,7 @@ st_convert_sampler(const struct st_context *st,
    if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
       sampler->normalized_coords = 1;
 
-   sampler->lod_bias = msamp->LodBias;
+   sampler->lod_bias = msamp->LodBias + tex_unit_lod_bias;
    /* Reduce the number of states by allowing only the values that AMD GCN
     * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
     * levels.
@@ -143,35 +141,45 @@ st_convert_sampler(const struct st_context *st,
       assert(sampler->min_lod <= sampler->max_lod);
    }
 
+   /* Check that only wrap modes using the border color have the first bit
+    * set.
+    */
+   STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
+   STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
+   STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
+   STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
+   STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
+                   PIPE_TEX_WRAP_CLAMP_TO_EDGE |
+                   PIPE_TEX_WRAP_MIRROR_REPEAT |
+                   PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
+
    /* For non-black borders... */
-   if (msamp->BorderColor.ui[0] ||
-       msamp->BorderColor.ui[1] ||
-       msamp->BorderColor.ui[2] ||
-       msamp->BorderColor.ui[3]) {
+   if (/* This is true if wrap modes are using the border color: */
+       (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1 &&
+       (msamp->BorderColor.ui[0] ||
+        msamp->BorderColor.ui[1] ||
+        msamp->BorderColor.ui[2] ||
+        msamp->BorderColor.ui[3])) {
       const GLboolean is_integer = texobj->_IsIntegerFormat;
+      GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
+
+      if (texobj->StencilSampling)
+         texBaseFormat = GL_STENCIL_INDEX;
 
       if (st->apply_texture_swizzle_to_border_color) {
          const struct st_texture_object *stobj = st_texture_object_const(texobj);
-         const struct pipe_sampler_view *sv = NULL;
-
-         /* Just search for the first used view. We can do this because the
-            swizzle is per-texture, not per context. */
          /* XXX: clean that up to not use the sampler view at all */
-         for (unsigned i = 0; i < stobj->num_sampler_views; ++i) {
-            if (stobj->sampler_views[i]) {
-               sv = stobj->sampler_views[i];
-               break;
-            }
-         }
+         const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
 
          if (sv) {
+            struct pipe_sampler_view *view = sv->view;
             union pipe_color_union tmp;
             const unsigned char swz[4] =
             {
-               sv->swizzle_r,
-               sv->swizzle_g,
-               sv->swizzle_b,
-               sv->swizzle_a,
+               view->swizzle_r,
+               view->swizzle_g,
+               view->swizzle_b,
+               view->swizzle_a,
             };
 
             st_translate_color(&msamp->BorderColor, &tmp,
@@ -195,11 +203,14 @@ st_convert_sampler(const struct st_context *st,
                               0 : (GLuint) msamp->MaxAnisotropy);
 
    /* If sampling a depth texture and using shadow comparison */
-   if ((texBaseFormat == GL_DEPTH_COMPONENT ||
-        (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) &&
-       msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
-      sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
-      sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
+   if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
+      GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
+
+      if (texBaseFormat == GL_DEPTH_COMPONENT ||
+          (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) {
+         sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
+         sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
+      }
    }
 
    /* Only set the seamless cube map texture parameter because the per-context
@@ -223,12 +234,13 @@ st_convert_sampler_from_unit(const struct st_context *st,
 
    texobj = ctx->Texture.Unit[texUnit]._Current;
    assert(texobj);
+   assert(texobj->Target != GL_TEXTURE_BUFFER);
 
    msamp = _mesa_get_samplerobj(ctx, texUnit);
 
-   st_convert_sampler(st, texobj, msamp, sampler);
+   st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBias,
+                      sampler);
 
-   sampler->lod_bias += ctx->Texture.Unit[texUnit].LodBias;
    sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
 }
 
@@ -244,23 +256,36 @@ update_shader_samplers(struct st_context *st,
                        struct pipe_sampler_state *samplers,
                        unsigned *out_num_samplers)
 {
+   struct gl_context *ctx = st->ctx;
    GLbitfield samplers_used = prog->SamplersUsed;
    GLbitfield free_slots = ~prog->SamplersUsed;
    GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
    unsigned unit, num_samplers;
+   struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
    const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
 
-   if (samplers_used == 0x0)
+   if (samplers_used == 0x0) {
+      if (out_num_samplers)
+         *out_num_samplers = 0;
       return;
+   }
+
+   if (!samplers)
+      samplers = local_samplers;
 
    num_samplers = util_last_bit(samplers_used);
 
    /* loop over sampler units (aka tex image units) */
    for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
       struct pipe_sampler_state *sampler = samplers + unit;
+      unsigned tex_unit = prog->SamplerUnits[unit];
 
-      if (samplers_used & 1) {
-         st_convert_sampler_from_unit(st, sampler, prog->SamplerUnits[unit]);
+      /* Don't update the sampler for TBOs. cso_context will not bind sampler
+       * states that are NULL.
+       */
+      if (samplers_used & 1 &&
+          ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER) {
+         st_convert_sampler_from_unit(st, sampler, tex_unit);
          states[unit] = sampler;
       } else {
          states[unit] = NULL;
@@ -284,6 +309,9 @@ update_shader_samplers(struct st_context *st,
 
       switch (st_get_view_format(stObj)) {
       case PIPE_FORMAT_NV12:
+      case PIPE_FORMAT_P016:
+      case PIPE_FORMAT_YUYV:
+      case PIPE_FORMAT_UYVY:
          /* we need one additional sampler: */
          extra = u_bit_scan(&free_slots);
          states[extra] = sampler;
@@ -303,7 +331,9 @@ update_shader_samplers(struct st_context *st,
    }
 
    cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
-   *out_num_samplers = num_samplers;
+
+   if (out_num_samplers)
+      *out_num_samplers = num_samplers;
 }
 
 
@@ -314,9 +344,7 @@ st_update_vertex_samplers(struct st_context *st)
 
    update_shader_samplers(st,
                           PIPE_SHADER_VERTEX,
-                          ctx->VertexProgram._Current,
-                          st->state.samplers[PIPE_SHADER_VERTEX],
-                          &st->state.num_samplers[PIPE_SHADER_VERTEX]);
+                          ctx->VertexProgram._Current, NULL, NULL);
 }
 
 
@@ -328,9 +356,7 @@ st_update_tessctrl_samplers(struct st_context *st)
    if (ctx->TessCtrlProgram._Current) {
       update_shader_samplers(st,
                              PIPE_SHADER_TESS_CTRL,
-                             ctx->TessCtrlProgram._Current,
-                             st->state.samplers[PIPE_SHADER_TESS_CTRL],
-                             &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
+                             ctx->TessCtrlProgram._Current, NULL, NULL);
    }
 }
 
@@ -343,9 +369,7 @@ st_update_tesseval_samplers(struct st_context *st)
    if (ctx->TessEvalProgram._Current) {
       update_shader_samplers(st,
                              PIPE_SHADER_TESS_EVAL,
-                             ctx->TessEvalProgram._Current,
-                             st->state.samplers[PIPE_SHADER_TESS_EVAL],
-                             &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
+                             ctx->TessEvalProgram._Current, NULL, NULL);
    }
 }
 
@@ -358,9 +382,7 @@ st_update_geometry_samplers(struct st_context *st)
    if (ctx->GeometryProgram._Current) {
       update_shader_samplers(st,
                              PIPE_SHADER_GEOMETRY,
-                             ctx->GeometryProgram._Current,
-                             st->state.samplers[PIPE_SHADER_GEOMETRY],
-                             &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
+                             ctx->GeometryProgram._Current, NULL, NULL);
    }
 }
 
@@ -373,8 +395,8 @@ st_update_fragment_samplers(struct st_context *st)
    update_shader_samplers(st,
                           PIPE_SHADER_FRAGMENT,
                           ctx->FragmentProgram._Current,
-                          st->state.samplers[PIPE_SHADER_FRAGMENT],
-                          &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
+                          st->state.frag_samplers,
+                          &st->state.num_frag_samplers);
 }
 
 
@@ -386,8 +408,6 @@ st_update_compute_samplers(struct st_context *st)
    if (ctx->ComputeProgram._Current) {
       update_shader_samplers(st,
                              PIPE_SHADER_COMPUTE,
-                             ctx->ComputeProgram._Current,
-                             st->state.samplers[PIPE_SHADER_COMPUTE],
-                             &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
+                             ctx->ComputeProgram._Current, NULL, NULL);
    }
 }