glsl: move variables in to ir_variable::data, part II
[mesa.git] / src / mesa / state_tracker / st_atom_texture.c
index 241c001f94fa5b865876e83d8f45c0aee28cdb13..d79e04cf49c859e5caea7ceac5fec87fb9c1cd37 100644 (file)
@@ -1,8 +1,8 @@
 /**************************************************************************
- * 
+ *
  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
  * All Rights Reserved.
- * 
+ *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the
  * "Software"), to deal in the Software without restriction, including
  * distribute, sub license, and/or sell copies of the Software, and to
  * permit persons to whom the Software is furnished to do so, subject to
  * the following conditions:
- * 
+ *
  * The above copyright notice and this permission notice (including the
  * next paragraph) shall be included in all copies or substantial portions
  * of the Software.
- * 
+ *
  * 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.
@@ -22,7 +22,7 @@
  * 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.
- * 
+ *
  **************************************************************************/
 
  /*
   *   Keith Whitwell <keith@tungstengraphics.com>
   *   Brian Paul
   */
+
 
 #include "main/macros.h"
+#include "main/mtypes.h"
+#include "main/samplerobj.h"
+#include "main/texobj.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 "util/u_format.h"
 #include "util/u_inlines.h"
 #include "cso_cache/cso_context.h"
 
 
-static void 
-update_textures(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, GL_RED.
+ */
+static GLuint
+apply_depthmode(enum pipe_format format, GLuint swizzle, GLenum depthmode)
 {
-   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;
+   const struct util_format_description *desc =
+         util_format_description(format);
+   unsigned char swiz[4];
+   unsigned i;
+
+   if (desc->colorspace != UTIL_FORMAT_COLORSPACE_ZS ||
+       desc->swizzle[0] == UTIL_FORMAT_SWIZZLE_NONE) {
+      /* Not a depth format. */
+      return swizzle;
+   }
 
-   st->state.num_textures = 0;
+   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;
+      case GL_RED:
+        /* Rewrite reads W to 1, XYZ to X00 */
+        for (i = 0; i < 4; i++)
+           if (swiz[i] == SWIZZLE_W)
+              swiz[i] = SWIZZLE_ONE;
+           else if (swiz[i] == SWIZZLE_Y || swiz[i] == SWIZZLE_Z)
+              swiz[i] = SWIZZLE_ZERO;
+        break;
+   }
 
-   /* loop over sampler units (aka tex image units) */
-   for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
-      struct pipe_sampler_view *sampler_view = NULL;
+   return MAKE_SWIZZLE4(swiz[0], swiz[1], swiz[2], swiz[3]);
+}
 
-      if (samplersUsed & (1 << su)) {
-         struct gl_texture_object *texObj;
-         struct st_texture_object *stObj;
-         GLboolean flush, retval;
-         GLuint texUnit;
 
-         if (fprog->Base.SamplersUsed & (1 << su))
-            texUnit = fprog->Base.SamplerUnits[su];
-         else
-            texUnit = vprog->Base.SamplerUnits[su];
+/**
+ * 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;
+}
 
-         texObj = st->ctx->Texture.Unit[texUnit]._Current;
 
-         if (!texObj) {
-            texObj = st_get_default_texture(st);
-         }
-         stObj = st_texture_object(texObj);
+static struct pipe_sampler_view *
+st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
+                                         struct st_texture_object *stObj,
+                                          const struct gl_sampler_object *samp,
+                                         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 (stObj->pt->target == PIPE_BUFFER) {
+      unsigned base, size;
+      unsigned f, n;
+      const struct util_format_description *desc
+         = util_format_description(templ.format);
+
+      base = stObj->base.BufferOffset;
+      if (base >= stObj->pt->width0)
+         return NULL;
+      size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
+
+      f = ((base * 8) / desc->block.bits) * desc->block.width;
+      n = ((size * 8) / desc->block.bits) * desc->block.width;
+      if (!n)
+         return NULL;
+      templ.u.buf.first_element = f;
+      templ.u.buf.last_element  = f + (n - 1);
+   } else {
+      templ.u.tex.first_level = stObj->base.BaseLevel;
+   }
 
-         retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
-         if (!retval) {
-            /* out of mem */
-            continue;
-         }
+   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 struct pipe_sampler_view *
+st_get_texture_sampler_view_from_stobj(struct st_texture_object *stObj,
+                                      struct pipe_context *pipe,
+                                       const struct gl_sampler_object *samp,
+                                      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, samp, format);
+   }
+
+   return stObj->sampler_view;
+}
+
+
+static GLboolean
+update_single_texture(struct st_context *st,
+                      struct pipe_sampler_view **sampler_view,
+                     GLuint texUnit)
+{
+   struct pipe_context *pipe = st->pipe;
+   struct gl_context *ctx = st->ctx;
+   const struct gl_sampler_object *samp;
+   struct gl_texture_object *texObj;
+   struct st_texture_object *stObj;
+   enum pipe_format view_format;
+   GLboolean retval;
+
+   samp = _mesa_get_samplerobj(ctx, texUnit);
+
+   texObj = ctx->Texture.Unit[texUnit]._Current;
 
-         st->state.num_textures = su + 1;
+   if (!texObj) {
+      texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
+      samp = &texObj->Sampler;
+   }
+   stObj = st_texture_object(texObj);
+
+   retval = st_finalize_texture(ctx, st->pipe, texObj);
+   if (!retval) {
+      /* out of mem */
+      return GL_FALSE;
+   }
+
+   /* Determine the format of the texture sampler view */
+   if (texObj->Target == GL_TEXTURE_BUFFER) {
+      view_format =
+         st_mesa_format_to_pipe_format(stObj->base._BufferObjectFormat);
+   }
+   else {
+      view_format =
+         stObj->surface_based ? stObj->surface_format : stObj->pt->format;
 
-         sampler_view = st_get_stobj_sampler_view(stObj);
+      /* If sRGB decoding is off, use the linear format */
+      if (samp->sRGBDecode == GL_SKIP_DECODE_EXT) {
+         view_format = util_format_linear(view_format);
       }
+   }
+
+   /* if sampler view has changed dereference it */
+   if (stObj->sampler_view) {
+      if (check_sampler_swizzle(stObj->sampler_view,
+                               stObj->base._Swizzle,
+                               stObj->base.DepthMode) ||
+         (view_format != stObj->sampler_view->format) ||
+         stObj->base.BaseLevel != stObj->sampler_view->u.tex.first_level) {
+        pipe_sampler_view_reference(&stObj->sampler_view, NULL);
+      }
+   }
+
+   *sampler_view = st_get_texture_sampler_view_from_stobj(stObj, pipe,
+                                                         samp,
+                                                         view_format);
+   return GL_TRUE;
+}
+
+
+
+static void
+update_textures(struct st_context *st,
+                unsigned shader_stage,
+                const struct gl_program *prog,
+                unsigned max_units,
+                struct pipe_sampler_view **sampler_views,
+                unsigned *num_textures)
+{
+   const GLuint old_max = *num_textures;
+   GLbitfield samplers_used = prog->SamplersUsed;
+   GLuint unit, new_count;
+
+   if (samplers_used == 0x0 && old_max == 0)
+      return;
+
+   *num_textures = 0;
+
+   /* loop over sampler units (aka tex image units) */
+   for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
+      struct pipe_sampler_view *sampler_view = NULL;
 
-      /*
-      if (pt) {
-         printf("%s su=%u non-null\n", __FUNCTION__, su);
+      if (samplers_used & 1) {
+         const GLuint texUnit = prog->SamplerUnits[unit];
+         GLboolean retval;
+
+         retval = update_single_texture(st, &sampler_view, texUnit);
+         if (retval == GL_FALSE)
+            continue;
+
+         *num_textures = unit + 1;
       }
-      else {
-         printf("%s su=%u null\n", __FUNCTION__, su);
+      else if (samplers_used == 0 && unit >= old_max) {
+         /* if we've reset all the old views and we have no more new ones */
+         break;
       }
-      */
 
-      pipe_sampler_view_reference(&st->state.sampler_views[su], sampler_view);
+      pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
+   }
+
+   /* Ex: if old_max = 3 and *num_textures = 1, we need to pass an
+    * array of views={X, NULL, NULL} to unref the old texture views
+    * at positions [1] and [2].
+    */
+   new_count = MAX2(*num_textures, old_max);
+   assert(new_count <= max_units);
+
+   cso_set_sampler_views(st->cso_context,
+                         shader_stage,
+                         new_count,
+                         sampler_views);
+}
+
+
+
+static void
+update_vertex_textures(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
+
+   if (ctx->Const.VertexProgram.MaxTextureImageUnits > 0) {
+      update_textures(st,
+                      PIPE_SHADER_VERTEX,
+                      &ctx->VertexProgram._Current->Base,
+                      ctx->Const.VertexProgram.MaxTextureImageUnits,
+                      st->state.sampler_views[PIPE_SHADER_VERTEX],
+                      &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
    }
+}
+
+
+static void
+update_fragment_textures(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
+
+   update_textures(st,
+                   PIPE_SHADER_FRAGMENT,
+                   &ctx->FragmentProgram._Current->Base,
+                   ctx->Const.FragmentProgram.MaxTextureImageUnits,
+                   st->state.sampler_views[PIPE_SHADER_FRAGMENT],
+                   &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
+}
 
-   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);
+
+static void
+update_geometry_textures(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
+
+   if (ctx->GeometryProgram._Current) {
+      update_textures(st,
+                      PIPE_SHADER_GEOMETRY,
+                      &ctx->GeometryProgram._Current->Base,
+                      ctx->Const.FragmentProgram.MaxTextureImageUnits,
+                      st->state.sampler_views[PIPE_SHADER_GEOMETRY],
+                      &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
    }
 }
 
 
-const struct st_tracked_state st_update_texture = {
+const struct st_tracked_state st_update_fragment_texture = {
    "st_update_texture",                                        /* name */
    {                                                   /* dirty */
       _NEW_TEXTURE,                                    /* mesa */
       ST_NEW_FRAGMENT_PROGRAM,                         /* st */
    },
-   update_textures                                     /* update */
+   update_fragment_textures                            /* update */
+};
+
+
+const struct st_tracked_state st_update_vertex_texture = {
+   "st_update_vertex_texture",                         /* name */
+   {                                                   /* dirty */
+      _NEW_TEXTURE,                                    /* mesa */
+      ST_NEW_VERTEX_PROGRAM,                           /* st */
+   },
+   update_vertex_textures                              /* update */
 };
 
 
+const struct st_tracked_state st_update_geometry_texture = {
+   "st_update_geometry_texture",                       /* name */
+   {                                                   /* dirty */
+      _NEW_TEXTURE,                                    /* mesa */
+      ST_NEW_GEOMETRY_PROGRAM,                         /* st */
+   },
+   update_geometry_textures                            /* update */
+};
+
 
 
-static void 
+static void
 finalize_textures(struct st_context *st)
 {
-   struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
+   struct gl_context *ctx = st->ctx;
+   struct gl_fragment_program *fprog = 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++) {
+   for (su = 0; su < 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;
-         struct st_texture_object *stObj = st_texture_object(texObj);
+            = ctx->Texture.Unit[texUnit]._Current;
 
          if (texObj) {
-            GLboolean flush, retval;
+            GLboolean retval;
 
-            retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
+            retval = st_finalize_texture(ctx, st->pipe, texObj);
             if (!retval) {
                /* out of mem */
                st->missing_textures = GL_TRUE;
                continue;
             }
-
-            stObj->teximage_realloc = TRUE;
          }
       }
    }
@@ -159,7 +432,6 @@ finalize_textures(struct st_context *st)
 }
 
 
-
 const struct st_tracked_state st_finalize_textures = {
    "st_finalize_textures",             /* name */
    {                                   /* dirty */