/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
/*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
* Brian Paul
*/
#include "main/macros.h"
#include "main/mtypes.h"
+#include "main/glformats.h"
#include "main/samplerobj.h"
+#include "main/teximage.h"
#include "main/texobj.h"
#include "st_context.h"
#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"
#include "cso_cache/cso_context.h"
+#include "util/u_format.h"
+
/**
* Convert GLenum texcoord wrap tokens to pipe tokens.
static GLuint
gl_wrap_xlate(GLenum wrap)
{
- switch (wrap) {
- case GL_REPEAT:
- return PIPE_TEX_WRAP_REPEAT;
- case GL_CLAMP:
- return PIPE_TEX_WRAP_CLAMP;
- case GL_CLAMP_TO_EDGE:
- return PIPE_TEX_WRAP_CLAMP_TO_EDGE;
- case GL_CLAMP_TO_BORDER:
- return PIPE_TEX_WRAP_CLAMP_TO_BORDER;
- case GL_MIRRORED_REPEAT:
- return PIPE_TEX_WRAP_MIRROR_REPEAT;
- case GL_MIRROR_CLAMP_EXT:
- return PIPE_TEX_WRAP_MIRROR_CLAMP;
- case GL_MIRROR_CLAMP_TO_EDGE_EXT:
- return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE;
- case GL_MIRROR_CLAMP_TO_BORDER_EXT:
- return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER;
- default:
- assert(0);
- return 0;
- }
+ /* Take advantage of how the enums are defined. */
+ static const unsigned table[32] = {
+ [GL_REPEAT & 0x1f] = PIPE_TEX_WRAP_REPEAT,
+ [GL_CLAMP & 0x1f] = PIPE_TEX_WRAP_CLAMP,
+ [GL_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_EDGE,
+ [GL_CLAMP_TO_BORDER & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_BORDER,
+ [GL_MIRRORED_REPEAT & 0x1f] = PIPE_TEX_WRAP_MIRROR_REPEAT,
+ [GL_MIRROR_CLAMP_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP,
+ [GL_MIRROR_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE,
+ [GL_MIRROR_CLAMP_TO_BORDER_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER,
+ };
+
+ return table[wrap & 0x1f];
}
static GLuint
gl_filter_to_mip_filter(GLenum filter)
{
- switch (filter) {
- case GL_NEAREST:
- case GL_LINEAR:
+ /* Take advantage of how the enums are defined. */
+ if (filter <= GL_LINEAR)
return PIPE_TEX_MIPFILTER_NONE;
-
- case GL_NEAREST_MIPMAP_NEAREST:
- case GL_LINEAR_MIPMAP_NEAREST:
+ if (filter <= GL_LINEAR_MIPMAP_NEAREST)
return PIPE_TEX_MIPFILTER_NEAREST;
- case GL_NEAREST_MIPMAP_LINEAR:
- case GL_LINEAR_MIPMAP_LINEAR:
- return PIPE_TEX_MIPFILTER_LINEAR;
-
- default:
- assert(0);
- return PIPE_TEX_MIPFILTER_NONE;
- }
+ return PIPE_TEX_MIPFILTER_LINEAR;
}
static GLuint
gl_filter_to_img_filter(GLenum filter)
{
- switch (filter) {
- case GL_NEAREST:
- case GL_NEAREST_MIPMAP_NEAREST:
- case GL_NEAREST_MIPMAP_LINEAR:
- return PIPE_TEX_FILTER_NEAREST;
-
- case GL_LINEAR:
- case GL_LINEAR_MIPMAP_NEAREST:
- case GL_LINEAR_MIPMAP_LINEAR:
+ /* Take advantage of how the enums are defined. */
+ if (filter & 1)
return PIPE_TEX_FILTER_LINEAR;
- default:
- assert(0);
- return PIPE_TEX_FILTER_NEAREST;
- }
+ return PIPE_TEX_FILTER_NEAREST;
}
-static void
-convert_sampler(struct st_context *st,
- struct pipe_sampler_state *sampler,
- GLuint texUnit)
+/**
+ * Convert a gl_sampler_object to a pipe_sampler_state object.
+ */
+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)
{
- struct gl_texture_object *texobj;
- struct gl_context *ctx = st->ctx;
- struct gl_sampler_object *msamp;
-
- texobj = ctx->Texture.Unit[texUnit]._Current;
- if (!texobj) {
- texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
- }
-
- msamp = _mesa_get_samplerobj(ctx, texUnit);
-
memset(sampler, 0, sizeof(*sampler));
sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
sampler->normalized_coords = 1;
- sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + 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.
+ */
+ sampler->lod_bias = CLAMP(sampler->lod_bias, -16, 16);
+ sampler->lod_bias = floorf(sampler->lod_bias * 256) / 256;
- sampler->min_lod = CLAMP(msamp->MinLod,
- 0.0f,
- (GLfloat) texobj->MaxLevel - texobj->BaseLevel);
- sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
- msamp->MaxLod);
+ sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
+ sampler->max_lod = msamp->MaxLod;
if (sampler->max_lod < sampler->min_lod) {
/* The GL spec doesn't seem to specify what to do in this case.
* Swap the values.
assert(sampler->min_lod <= sampler->max_lod);
}
- if (msamp->BorderColor.ui[0] ||
- msamp->BorderColor.ui[1] ||
- msamp->BorderColor.ui[2] ||
- msamp->BorderColor.ui[3]) {
- struct gl_texture_image *teximg;
-
- teximg = texobj->Image[0][texobj->BaseLevel];
-
- st_translate_color(msamp->BorderColor.f,
- teximg ? teximg->_BaseFormat : GL_RGBA,
- sampler->border_color.f);
+ /* 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 (/* 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);
+ /* XXX: clean that up to not use the sampler view at all */
+ 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] =
+ {
+ view->swizzle_r,
+ view->swizzle_g,
+ view->swizzle_b,
+ view->swizzle_a,
+ };
+
+ st_translate_color(&msamp->BorderColor, &tmp,
+ texBaseFormat, is_integer);
+
+ util_format_apply_color_swizzle(&sampler->border_color,
+ &tmp, swz, is_integer);
+ } else {
+ st_translate_color(&msamp->BorderColor,
+ &sampler->border_color,
+ texBaseFormat, is_integer);
+ }
+ } else {
+ st_translate_color(&msamp->BorderColor,
+ &sampler->border_color,
+ texBaseFormat, is_integer);
+ }
}
sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
0 : (GLuint) msamp->MaxAnisotropy);
- /* only care about ARB_shadow, not SGI shadow */
+ /* If sampling a depth texture and using shadow comparison */
if (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);
+ 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);
+ }
}
- sampler->seamless_cube_map =
- ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
+ /* Only set the seamless cube map texture parameter because the per-context
+ * enable should be ignored and treated as disabled when using texture
+ * handles, as specified by ARB_bindless_texture.
+ */
+ sampler->seamless_cube_map = msamp->CubeMapSeamless;
}
-
-static void
-update_vertex_samplers(struct st_context *st)
+/**
+ * Get a pipe_sampler_state object from a texture unit.
+ */
+void
+st_convert_sampler_from_unit(const struct st_context *st,
+ struct pipe_sampler_state *sampler,
+ GLuint texUnit)
{
- const struct gl_context *ctx = st->ctx;
- struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
- GLuint su;
- GLuint samplers_used = vprog->Base.SamplersUsed;
- const GLuint old_max = st->state.num_vertex_samplers;
+ const struct gl_texture_object *texobj;
+ struct gl_context *ctx = st->ctx;
+ const struct gl_sampler_object *msamp;
- if (st->state.num_vertex_samplers == 0 && vprog->Base.SamplersUsed == 0)
- return;
+ texobj = ctx->Texture.Unit[texUnit]._Current;
+ assert(texobj);
+ assert(texobj->Target != GL_TEXTURE_BUFFER);
- st->state.num_vertex_samplers = 0;
+ msamp = _mesa_get_samplerobj(ctx, texUnit);
- /* loop over sampler units (aka tex image units) */
- for (su = 0; su < ctx->Const.MaxVertexTextureImageUnits; su++, samplers_used >>= 1) {
- struct pipe_sampler_state *sampler = st->state.vertex_samplers + su;
+ st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBias,
+ sampler);
- if (samplers_used & 1) {
- GLuint texUnit = vprog->Base.SamplerUnits[su];
+ sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
+}
- convert_sampler(st, sampler, texUnit);
- st->state.num_vertex_samplers = su + 1;
+/**
+ * Update the gallium driver's sampler state for fragment, vertex or
+ * geometry shader stage.
+ */
+static void
+update_shader_samplers(struct st_context *st,
+ enum pipe_shader_type shader_stage,
+ const struct gl_program *prog,
+ 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 (out_num_samplers)
+ *out_num_samplers = 0;
+ return;
+ }
- cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, sampler);
- }
- else if (samplers_used != 0 || su < old_max) {
- cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, NULL);
+ 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];
+
+ /* 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 {
- /* if we've reset all the old samplers and we have no more new ones */
+ states[unit] = NULL;
+ }
+ }
+
+ /* For any external samplers with multiplaner YUV, stuff the additional
+ * sampler states we need at the end.
+ *
+ * Just re-use the existing sampler-state from the primary slot.
+ */
+ while (unlikely(external_samplers_used)) {
+ GLuint unit = u_bit_scan(&external_samplers_used);
+ GLuint extra = 0;
+ struct st_texture_object *stObj =
+ st_get_texture_object(st->ctx, prog, unit);
+ struct pipe_sampler_state *sampler = samplers + unit;
+
+ if (!stObj)
+ continue;
+
+ 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;
+ break;
+ case PIPE_FORMAT_IYUV:
+ /* we need two additional samplers: */
+ extra = u_bit_scan(&free_slots);
+ states[extra] = sampler;
+ extra = u_bit_scan(&free_slots);
+ states[extra] = sampler;
+ break;
+ default:
break;
}
+
+ num_samplers = MAX2(num_samplers, extra + 1);
}
- cso_single_sampler_done(st->cso_context, PIPE_SHADER_VERTEX);
+
+ cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
+
+ if (out_num_samplers)
+ *out_num_samplers = num_samplers;
}
-static void
-update_fragment_samplers(struct st_context *st)
+void
+st_update_vertex_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
- struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
- GLuint su;
- GLuint samplers_used = fprog->Base.SamplersUsed;
- const GLuint old_max = st->state.num_fragment_samplers;
- if (st->state.num_fragment_samplers == 0 && fprog->Base.SamplersUsed == 0)
- return;
+ update_shader_samplers(st,
+ PIPE_SHADER_VERTEX,
+ ctx->VertexProgram._Current, NULL, NULL);
+}
- st->state.num_fragment_samplers = 0;
- /* loop over sampler units (aka tex image units) */
- for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++, samplers_used >>= 1) {
- struct pipe_sampler_state *sampler = st->state.fragment_samplers + su;
+void
+st_update_tessctrl_samplers(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
- if (samplers_used & 1) {
- GLuint texUnit = fprog->Base.SamplerUnits[su];
+ if (ctx->TessCtrlProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_CTRL,
+ ctx->TessCtrlProgram._Current, NULL, NULL);
+ }
+}
- convert_sampler(st, sampler, texUnit);
- st->state.num_fragment_samplers = su + 1;
+void
+st_update_tesseval_samplers(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
- cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, sampler);
- }
- else if (samplers_used != 0 || su < old_max) {
- cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, NULL);
- } else {
- /* if we've reset all the old samplers and we have no more new ones */
- break;
- }
+ if (ctx->TessEvalProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_EVAL,
+ ctx->TessEvalProgram._Current, NULL, NULL);
}
+}
+
+
+void
+st_update_geometry_samplers(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
- cso_single_sampler_done(st->cso_context, PIPE_SHADER_FRAGMENT);
+ if (ctx->GeometryProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_GEOMETRY,
+ ctx->GeometryProgram._Current, NULL, NULL);
+ }
}
-static void
-update_samplers(struct st_context *st)
+void
+st_update_fragment_samplers(struct st_context *st)
{
- update_fragment_samplers(st);
- update_vertex_samplers(st);
+ const struct gl_context *ctx = st->ctx;
+
+ update_shader_samplers(st,
+ PIPE_SHADER_FRAGMENT,
+ ctx->FragmentProgram._Current,
+ st->state.frag_samplers,
+ &st->state.num_frag_samplers);
}
-const struct st_tracked_state st_update_sampler = {
- "st_update_sampler", /* name */
- { /* dirty */
- _NEW_TEXTURE, /* mesa */
- 0, /* st */
- },
- update_samplers /* update */
-};
+void
+st_update_compute_samplers(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ if (ctx->ComputeProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_COMPUTE,
+ ctx->ComputeProgram._Current, NULL, NULL);
+ }
+}