*/
+#include "main/macros.h"
+#include "program/prog_instruction.h"
+
#include "st_context.h"
#include "st_atom.h"
#include "st_texture.h"
+#include "st_format.h"
#include "st_cb_texture.h"
#include "pipe/p_context.h"
-#include "pipe/p_inlines.h"
+#include "util/u_format.h"
+#include "util/u_inlines.h"
#include "cso_cache/cso_context.h"
-#include "util/u_simple_shaders.h"
-
-static void *
-get_passthrough_fs(struct st_context *st)
+/**
+ * Combine depth texture mode with "swizzle" so that depth mode swizzling
+ * takes place before texture swizzling, and return the resulting swizzle.
+ * If the format is not a depth format, return "swizzle" unchanged.
+ *
+ * \param format PIPE_FORMAT_*.
+ * \param swizzle Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
+ * \param depthmode One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA.
+ */
+static GLuint apply_depthmode(enum pipe_format format,
+ GLuint swizzle, GLenum depthmode)
{
- struct pipe_shader_state shader;
+ const struct util_format_description *desc =
+ util_format_description(format);
+ unsigned char swiz[4];
+ unsigned i;
- if (!st->passthrough_fs) {
- st->passthrough_fs =
- util_make_fragment_passthrough_shader(st->pipe, &shader);
- free((void *) shader.tokens);
+ if (desc->colorspace != UTIL_FORMAT_COLORSPACE_ZS ||
+ desc->swizzle[0] == UTIL_FORMAT_SWIZZLE_NONE) {
+ /* Not a depth format. */
+ return swizzle;
}
- return st->passthrough_fs;
-}
+ for (i = 0; i < 4; i++)
+ swiz[i] = GET_SWZ(swizzle, i);
+ switch (depthmode) {
+ case GL_LUMINANCE:
+ /* Rewrite reads from W to ONE, and reads from XYZ to XXX. */
+ for (i = 0; i < 4; i++)
+ if (swiz[i] == SWIZZLE_W)
+ swiz[i] = SWIZZLE_ONE;
+ else if (swiz[i] < SWIZZLE_W)
+ swiz[i] = SWIZZLE_X;
+ break;
+
+ case GL_INTENSITY:
+ /* Rewrite reads from XYZW to XXXX. */
+ for (i = 0; i < 4; i++)
+ if (swiz[i] <= SWIZZLE_W)
+ swiz[i] = SWIZZLE_X;
+ break;
+
+ case GL_ALPHA:
+ /* Rewrite reads from W to X, and reads from XYZ to 000. */
+ for (i = 0; i < 4; i++)
+ if (swiz[i] == SWIZZLE_W)
+ swiz[i] = SWIZZLE_X;
+ else if (swiz[i] < SWIZZLE_W)
+ swiz[i] = SWIZZLE_ZERO;
+ break;
+ }
+
+ return MAKE_SWIZZLE4(swiz[0], swiz[1], swiz[2], swiz[3]);
+}
/**
- * XXX This needs some work yet....
- * Need to "upload" texture images at appropriate times.
+ * Return TRUE if the swizzling described by "swizzle" and
+ * "depthmode" (for depth textures only) is different from the swizzling
+ * set in the given sampler view.
+ *
+ * \param sv A sampler view.
+ * \param swizzle Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
+ * \param depthmode One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA.
*/
+static boolean check_sampler_swizzle(struct pipe_sampler_view *sv,
+ GLuint swizzle, GLenum depthmode)
+{
+ swizzle = apply_depthmode(sv->texture->format, swizzle, depthmode);
+
+ if ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
+ (sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
+ (sv->swizzle_b != GET_SWZ(swizzle, 2)) ||
+ (sv->swizzle_a != GET_SWZ(swizzle, 3)))
+ return true;
+ return false;
+}
+
+static INLINE struct pipe_sampler_view *
+st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
+ struct st_texture_object *stObj,
+ enum pipe_format format)
+
+{
+ struct pipe_sampler_view templ;
+ GLuint swizzle = apply_depthmode(stObj->pt->format,
+ stObj->base._Swizzle,
+ stObj->base.DepthMode);
+
+ u_sampler_view_default_template(&templ,
+ stObj->pt,
+ format);
+
+ if (swizzle != SWIZZLE_NOOP) {
+ templ.swizzle_r = GET_SWZ(swizzle, 0);
+ templ.swizzle_g = GET_SWZ(swizzle, 1);
+ templ.swizzle_b = GET_SWZ(swizzle, 2);
+ templ.swizzle_a = GET_SWZ(swizzle, 3);
+ }
+
+ return pipe->create_sampler_view(pipe, stObj->pt, &templ);
+}
+
+
+static INLINE struct pipe_sampler_view *
+st_get_texture_sampler_view_from_stobj(struct st_texture_object *stObj,
+ struct pipe_context *pipe,
+ enum pipe_format format)
+
+{
+ if (!stObj || !stObj->pt) {
+ return NULL;
+ }
+
+ if (!stObj->sampler_view) {
+ stObj->sampler_view = st_create_texture_sampler_view_from_stobj(pipe, stObj, format);
+ }
+
+ return stObj->sampler_view;
+}
+
static void
update_textures(struct st_context *st)
{
+ struct pipe_context *pipe = st->pipe;
+ struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
+ const GLbitfield samplersUsed = (vprog->Base.SamplersUsed |
+ fprog->Base.SamplersUsed);
GLuint su;
- GLboolean missing_textures = GL_FALSE;
st->state.num_textures = 0;
- for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
- struct pipe_texture *pt = NULL;
+ /* loop over sampler units (aka tex image units) */
+ for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
+ struct pipe_sampler_view *sampler_view = NULL;
+ enum pipe_format st_view_format;
+ if (samplersUsed & (1 << su)) {
+ struct gl_texture_object *texObj;
+ struct st_texture_object *stObj;
+ GLboolean retval;
+ GLuint texUnit;
- if (fprog->Base.SamplersUsed & (1 << su)) {
- const GLuint texUnit = fprog->Base.SamplerUnits[su];
- struct gl_texture_object *texObj
- = st->ctx->Texture.Unit[texUnit]._Current;
- struct st_texture_object *stObj = st_texture_object(texObj);
+ if (fprog->Base.SamplersUsed & (1 << su))
+ texUnit = fprog->Base.SamplerUnits[su];
+ else
+ texUnit = vprog->Base.SamplerUnits[su];
- if (texObj) {
- GLboolean flush, retval;
+ texObj = st->ctx->Texture.Unit[texUnit]._Current;
- retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
- if (!retval) {
- /* out of mem */
- missing_textures = GL_TRUE;
- continue;
- }
+ if (!texObj) {
+ texObj = st_get_default_texture(st);
+ }
+ stObj = st_texture_object(texObj);
- st->state.num_textures = su + 1;
+ retval = st_finalize_texture(st->ctx, st->pipe, texObj);
+ if (!retval) {
+ /* out of mem */
+ continue;
}
- pt = st_get_stobj_texture(stObj);
- }
+ st_view_format = stObj->pt->format;
+ {
+ struct st_texture_image *firstImage;
+ enum pipe_format firstImageFormat;
+ firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
- pipe_texture_reference(&st->state.sampler_texture[su], pt);
- }
+ firstImageFormat = st_mesa_format_to_pipe_format(firstImage->base.TexFormat);
+ if (firstImageFormat != stObj->pt->format)
+ st_view_format = firstImageFormat;
+
+ }
+ st->state.num_textures = su + 1;
+
+ /* if sampler view has changed dereference it */
+ if (stObj->sampler_view)
+ if (check_sampler_swizzle(stObj->sampler_view,
+ stObj->base._Swizzle,
+ stObj->base.DepthMode) ||
+ (st_view_format != stObj->sampler_view->format))
+ pipe_sampler_view_reference(&stObj->sampler_view, NULL);
- cso_set_sampler_textures(st->cso_context,
- st->state.num_textures,
- st->state.sampler_texture);
+ sampler_view = st_get_texture_sampler_view_from_stobj(stObj, pipe, st_view_format);
+ }
+ pipe_sampler_view_reference(&st->state.sampler_views[su], sampler_view);
+ }
- if (missing_textures) {
- /* use a pass-through frag shader that uses no textures */
- void *fs = get_passthrough_fs(st);
- cso_set_fragment_shader_handle(st->cso_context, fs);
+ cso_set_fragment_sampler_views(st->cso_context,
+ st->state.num_textures,
+ st->state.sampler_views);
+ if (st->ctx->Const.MaxVertexTextureImageUnits > 0) {
+ cso_set_vertex_sampler_views(st->cso_context,
+ MIN2(st->state.num_textures,
+ st->ctx->Const.MaxVertexTextureImageUnits),
+ st->state.sampler_views);
}
}
const struct st_tracked_state st_update_texture = {
- .name = "st_update_texture",
- .dirty = {
- .mesa = _NEW_TEXTURE,
- .st = ST_NEW_FRAGMENT_PROGRAM,
+ "st_update_texture", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ ST_NEW_FRAGMENT_PROGRAM, /* st */
},
- .update = update_textures
+ update_textures /* update */
};
+static void
+finalize_textures(struct st_context *st)
+{
+ struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
+ const GLboolean prev_missing_textures = st->missing_textures;
+ GLuint su;
+
+ st->missing_textures = GL_FALSE;
+ for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
+ if (fprog->Base.SamplersUsed & (1 << su)) {
+ const GLuint texUnit = fprog->Base.SamplerUnits[su];
+ struct gl_texture_object *texObj
+ = st->ctx->Texture.Unit[texUnit]._Current;
+
+ if (texObj) {
+ GLboolean retval;
+
+ retval = st_finalize_texture(st->ctx, st->pipe, texObj);
+ if (!retval) {
+ /* out of mem */
+ st->missing_textures = GL_TRUE;
+ continue;
+ }
+ }
+ }
+ }
+
+ if (prev_missing_textures != st->missing_textures)
+ st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
+}
+
+
+
+const struct st_tracked_state st_finalize_textures = {
+ "st_finalize_textures", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ 0, /* st */
+ },
+ finalize_textures /* update */
+};