#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"
+#include "util/format/u_format.h"
/**
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)
{
- const struct gl_texture_object *texobj;
- struct gl_context *ctx = st->ctx;
- const struct gl_sampler_object *msamp;
- GLenum texBaseFormat;
-
- texobj = ctx->Texture.Unit[texUnit]._Current;
- if (!texobj) {
- texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
- msamp = &texobj->Sampler;
- } else {
- msamp = _mesa_get_samplerobj(ctx, texUnit);
- }
-
- 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);
sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
- sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
+ if (texobj->_IsIntegerFormat && st->ctx->Const.ForceIntegerTexNearest) {
+ sampler->min_img_filter = gl_filter_to_img_filter(GL_NEAREST);
+ sampler->mag_img_filter = gl_filter_to_img_filter(GL_NEAREST);
+ } else {
+ sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
+ sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
+ }
sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
- sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
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 = MAX2(msamp->MinLod, 0.0f);
sampler->max_lod = msamp->MaxLod;
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]) {
- const struct st_texture_object *stobj = st_texture_object_const(texobj);
+ 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;
- const struct pipe_sampler_view *sv = NULL;
- union pipe_color_union border_color;
- GLuint i;
-
- /* 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 (i = 0; i < stobj->num_sampler_views; ++i) {
- if (stobj->sampler_views[i]) {
- sv = stobj->sampler_views[i];
- break;
+ 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);
}
- }
-
- if (st->apply_texture_swizzle_to_border_color && sv) {
- const unsigned char swz[4] =
- {
- sv->swizzle_r,
- sv->swizzle_g,
- sv->swizzle_b,
- sv->swizzle_a,
- };
-
- st_translate_color(&msamp->BorderColor,
- &border_color,
- texBaseFormat, is_integer);
-
- util_format_apply_color_swizzle(&sampler->border_color,
- &border_color, swz, is_integer);
} else {
st_translate_color(&msamp->BorderColor,
&sampler->border_color,
0 : (GLuint) msamp->MaxAnisotropy);
/* If sampling a depth texture and using shadow comparison */
- if ((texBaseFormat == GL_DEPTH_COMPONENT ||
- texBaseFormat == GL_DEPTH_STENCIL) &&
- 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);
+ }
}
- 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;
+}
+
+/**
+ * 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_texture_object *texobj;
+ struct gl_context *ctx = st->ctx;
+ const struct gl_sampler_object *msamp;
+
+ 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, ctx->Texture.Unit[texUnit].LodBias,
+ sampler);
+
+ sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
}
update_shader_samplers(struct st_context *st,
enum pipe_shader_type shader_stage,
const struct gl_program *prog,
- unsigned max_units,
struct pipe_sampler_state *samplers,
- unsigned *num_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;
- GLuint unit;
- const GLuint old_max = *num_samplers;
+ unsigned unit, num_samplers;
+ struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
- if (*num_samplers == 0 && samplers_used == 0x0)
+ if (samplers_used == 0x0) {
+ if (out_num_samplers)
+ *out_num_samplers = 0;
return;
+ }
+
+ if (!samplers)
+ samplers = local_samplers;
- *num_samplers = 0;
+ num_samplers = util_last_bit(samplers_used);
/* loop over sampler units (aka tex image units) */
- for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
+ 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) {
- const GLuint texUnit = prog->SamplerUnits[unit];
-
- convert_sampler(st, sampler, texUnit);
+ /* 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;
- *num_samplers = unit + 1;
- }
- else if (samplers_used != 0 || unit < old_max) {
+ } else {
states[unit] = NULL;
}
- else {
- /* if we've reset all the old samplers and we have no more new ones */
- break;
- }
}
/* For any external samplers with multiplaner YUV, stuff the additional
st_get_texture_object(st->ctx, prog, unit);
struct pipe_sampler_state *sampler = samplers + unit;
- if (!stObj)
+ /* if resource format matches then YUV wasn't lowered */
+ if (!stObj || st_get_view_format(stObj) == stObj->pt->format)
continue;
switch (st_get_view_format(stObj)) {
case PIPE_FORMAT_NV12:
+ case PIPE_FORMAT_P010:
+ 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;
}
- *num_samplers = MAX2(*num_samplers, extra + 1);
+ num_samplers = MAX2(num_samplers, extra + 1);
}
- cso_set_samplers(st->cso_context, shader_stage, *num_samplers, states);
+ cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
+
+ if (out_num_samplers)
+ *out_num_samplers = num_samplers;
}
-static void
-update_samplers(struct st_context *st)
+void
+st_update_vertex_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
- update_shader_samplers(st,
- PIPE_SHADER_FRAGMENT,
- ctx->FragmentProgram._Current,
- ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
- st->state.samplers[PIPE_SHADER_FRAGMENT],
- &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
-
update_shader_samplers(st,
PIPE_SHADER_VERTEX,
ctx->VertexProgram._Current,
- ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
- st->state.samplers[PIPE_SHADER_VERTEX],
- &st->state.num_samplers[PIPE_SHADER_VERTEX]);
+ st->state.vert_samplers,
+ &st->state.num_vert_samplers);
+}
+
+
+void
+st_update_tessctrl_samplers(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
- if (ctx->GeometryProgram._Current) {
- update_shader_samplers(st,
- PIPE_SHADER_GEOMETRY,
- ctx->GeometryProgram._Current,
- ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
- st->state.samplers[PIPE_SHADER_GEOMETRY],
- &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
- }
if (ctx->TessCtrlProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_TESS_CTRL,
- ctx->TessCtrlProgram._Current,
- ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
- st->state.samplers[PIPE_SHADER_TESS_CTRL],
- &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
+ ctx->TessCtrlProgram._Current, NULL, NULL);
}
+}
+
+
+void
+st_update_tesseval_samplers(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
if (ctx->TessEvalProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_TESS_EVAL,
- ctx->TessEvalProgram._Current,
- ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
- st->state.samplers[PIPE_SHADER_TESS_EVAL],
- &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
+ ctx->TessEvalProgram._Current, NULL, NULL);
}
- if (ctx->ComputeProgram._Current) {
+}
+
+
+void
+st_update_geometry_samplers(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ if (ctx->GeometryProgram._Current) {
update_shader_samplers(st,
- PIPE_SHADER_COMPUTE,
- ctx->ComputeProgram._Current,
- ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
- st->state.samplers[PIPE_SHADER_COMPUTE],
- &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
+ PIPE_SHADER_GEOMETRY,
+ ctx->GeometryProgram._Current, NULL, NULL);
}
}
-const struct st_tracked_state st_update_sampler = {
- update_samplers /* update */
-};
+void
+st_update_fragment_samplers(struct st_context *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);
+}
+
+
+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);
+ }
+}