/**************************************************************************
- *
+ *
* 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.
* 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 "util/u_inlines.h"
#include "cso_cache/cso_context.h"
+
/**
* Combine depth texture mode with "swizzle" so that depth mode swizzling
* takes place before texture swizzling, and return the resulting swizzle.
* \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)
+static GLuint
+apply_depthmode(enum pipe_format format, GLuint swizzle, GLenum depthmode)
{
const struct util_format_description *desc =
util_format_description(format);
return MAKE_SWIZZLE4(swiz[0], swiz[1], swiz[2], swiz[3]);
}
+
/**
* Return TRUE if the swizzling described by "swizzle" and
* "depthmode" (for depth textures only) is different from the swizzling
* \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)
+static boolean
+check_sampler_swizzle(struct pipe_sampler_view *sv,
+ GLuint swizzle, GLenum depthmode)
{
swizzle = apply_depthmode(sv->texture->format, swizzle, depthmode);
(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;
+ return TRUE;
+ return FALSE;
}
-static INLINE struct pipe_sampler_view *
+
+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->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;
+ }
+
if (swizzle != SWIZZLE_NOOP) {
templ.swizzle_r = GET_SWZ(swizzle, 0);
templ.swizzle_g = GET_SWZ(swizzle, 1);
}
-static INLINE struct pipe_sampler_view *
+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, format);
+ stObj->sampler_view =
+ st_create_texture_sampler_view_from_stobj(pipe, stObj, samp, format);
}
return stObj->sampler_view;
}
-static void
-update_textures(struct st_context *st)
+
+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_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;
+ 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;
+
+ 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;
+
+ /* 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;
- st->state.num_textures = 0;
+ *num_textures = 0;
/* loop over sampler units (aka tex image units) */
- for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
+ for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
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;
+
+ if (samplers_used & 1) {
+ const GLuint texUnit = prog->SamplerUnits[unit];
GLboolean retval;
- GLuint texUnit;
- if (fprog->Base.SamplersUsed & (1 << su))
- texUnit = fprog->Base.SamplerUnits[su];
- else
- texUnit = vprog->Base.SamplerUnits[su];
+ retval = update_single_texture(st, &sampler_view, texUnit);
+ if (retval == GL_FALSE)
+ continue;
- texObj = st->ctx->Texture.Unit[texUnit]._Current;
+ *num_textures = unit + 1;
+ }
+ else if (samplers_used == 0 && unit >= old_max) {
+ /* if we've reset all the old views and we have no more new ones */
+ break;
+ }
- if (!texObj) {
- texObj = st_get_default_texture(st);
- }
- stObj = st_texture_object(texObj);
+ pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
+ }
- retval = st_finalize_texture(st->ctx, st->pipe, texObj);
- if (!retval) {
- /* out of mem */
- continue;
- }
+ /* 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);
+}
- 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]);
- 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;
+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]);
+ }
+}
- /* 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);
- 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);
- }
+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;
+ = ctx->Texture.Unit[texUnit]._Current;
if (texObj) {
GLboolean retval;
- retval = st_finalize_texture(st->ctx, st->pipe, texObj);
+ retval = st_finalize_texture(ctx, st->pipe, texObj);
if (!retval) {
/* out of mem */
st->missing_textures = GL_TRUE;
}
-
const struct st_tracked_state st_finalize_textures = {
"st_finalize_textures", /* name */
{ /* dirty */