#include "main/fbobject.h"
#include "main/framebuffer.h"
#include "main/glformats.h"
+#include "main/samplerobj.h"
#include "main/shaderapi.h"
#include "main/stencil.h"
#include "main/transformfeedback.h"
#include "main/varray.h"
#include "main/viewport.h"
+#include "util/half_float.h"
UNUSED static void *
emit_dwords(struct brw_context *brw, unsigned n)
/* ---------------------------------------------------------------------- */
+/**
+ * Emit a 3DSTATE_SAMPLER_STATE_POINTERS_{VS,HS,GS,DS,PS} packet.
+ */
+static void
+genX(emit_sampler_state_pointers_xs)(struct brw_context *brw,
+ struct brw_stage_state *stage_state)
+{
+#if GEN_GEN >= 7
+ static const uint16_t packet_headers[] = {
+ [MESA_SHADER_VERTEX] = 43,
+ [MESA_SHADER_TESS_CTRL] = 44,
+ [MESA_SHADER_TESS_EVAL] = 45,
+ [MESA_SHADER_GEOMETRY] = 46,
+ [MESA_SHADER_FRAGMENT] = 47,
+ };
+
+ /* Ivybridge requires a workaround flush before VS packets. */
+ if (GEN_GEN == 7 && !GEN_IS_HASWELL &&
+ stage_state->stage == MESA_SHADER_VERTEX) {
+ gen7_emit_vs_workaround_flush(brw);
+ }
+
+ brw_batch_emit(brw, GENX(3DSTATE_SAMPLER_STATE_POINTERS_VS), ptr) {
+ ptr._3DCommandSubOpcode = packet_headers[stage_state->stage];
+ ptr.PointertoVSSamplerState = stage_state->sampler_offset;
+ }
+#endif
+}
+
+static bool
+has_component(mesa_format format, int i)
+{
+ if (_mesa_is_format_color_format(format))
+ return _mesa_format_has_color_component(format, i);
+
+ /* depth and stencil have only one component */
+ return i == 0;
+}
+
+/**
+ * Upload SAMPLER_BORDER_COLOR_STATE.
+ */
+static void
+upload_default_color(struct brw_context *brw,
+ const struct gl_sampler_object *sampler,
+ mesa_format format, GLenum base_format,
+ bool is_integer_format, bool is_stencil_sampling,
+ uint32_t *sdc_offset)
+{
+ union gl_color_union color;
+
+ switch (base_format) {
+ case GL_DEPTH_COMPONENT:
+ /* GL specs that border color for depth textures is taken from the
+ * R channel, while the hardware uses A. Spam R into all the
+ * channels for safety.
+ */
+ color.ui[0] = sampler->BorderColor.ui[0];
+ color.ui[1] = sampler->BorderColor.ui[0];
+ color.ui[2] = sampler->BorderColor.ui[0];
+ color.ui[3] = sampler->BorderColor.ui[0];
+ break;
+ case GL_ALPHA:
+ color.ui[0] = 0u;
+ color.ui[1] = 0u;
+ color.ui[2] = 0u;
+ color.ui[3] = sampler->BorderColor.ui[3];
+ break;
+ case GL_INTENSITY:
+ color.ui[0] = sampler->BorderColor.ui[0];
+ color.ui[1] = sampler->BorderColor.ui[0];
+ color.ui[2] = sampler->BorderColor.ui[0];
+ color.ui[3] = sampler->BorderColor.ui[0];
+ break;
+ case GL_LUMINANCE:
+ color.ui[0] = sampler->BorderColor.ui[0];
+ color.ui[1] = sampler->BorderColor.ui[0];
+ color.ui[2] = sampler->BorderColor.ui[0];
+ color.ui[3] = float_as_int(1.0);
+ break;
+ case GL_LUMINANCE_ALPHA:
+ color.ui[0] = sampler->BorderColor.ui[0];
+ color.ui[1] = sampler->BorderColor.ui[0];
+ color.ui[2] = sampler->BorderColor.ui[0];
+ color.ui[3] = sampler->BorderColor.ui[3];
+ break;
+ default:
+ color.ui[0] = sampler->BorderColor.ui[0];
+ color.ui[1] = sampler->BorderColor.ui[1];
+ color.ui[2] = sampler->BorderColor.ui[2];
+ color.ui[3] = sampler->BorderColor.ui[3];
+ break;
+ }
+
+ /* In some cases we use an RGBA surface format for GL RGB textures,
+ * where we've initialized the A channel to 1.0. We also have to set
+ * the border color alpha to 1.0 in that case.
+ */
+ if (base_format == GL_RGB)
+ color.ui[3] = float_as_int(1.0);
+
+ if (brw->gen >= 8) {
+ /* On Broadwell, the border color is represented as four 32-bit floats,
+ * integers, or unsigned values, interpreted according to the surface
+ * format. This matches the sampler->BorderColor union exactly; just
+ * memcpy the values.
+ */
+ uint32_t *sdc = brw_state_batch(brw, 4 * 4, 64, sdc_offset);
+ memcpy(sdc, color.ui, 4 * 4);
+ } else if (brw->is_haswell && (is_integer_format || is_stencil_sampling)) {
+ /* Haswell's integer border color support is completely insane:
+ * SAMPLER_BORDER_COLOR_STATE is 20 DWords. The first four are
+ * for float colors. The next 12 DWords are MBZ and only exist to
+ * pad it out to a 64 byte cacheline boundary. DWords 16-19 then
+ * contain integer colors; these are only used if SURFACE_STATE
+ * has the "Integer Surface Format" bit set. Even then, the
+ * arrangement of the RGBA data devolves into madness.
+ */
+ uint32_t *sdc = brw_state_batch(brw, 20 * 4, 512, sdc_offset);
+ memset(sdc, 0, 20 * 4);
+ sdc = &sdc[16];
+
+ bool stencil = format == MESA_FORMAT_S_UINT8 || is_stencil_sampling;
+ const int bits_per_channel =
+ _mesa_get_format_bits(format, stencil ? GL_STENCIL_BITS : GL_RED_BITS);
+
+ /* From the Haswell PRM, "Command Reference: Structures", Page 36:
+ * "If any color channel is missing from the surface format,
+ * corresponding border color should be programmed as zero and if
+ * alpha channel is missing, corresponding Alpha border color should
+ * be programmed as 1."
+ */
+ unsigned c[4] = { 0, 0, 0, 1 };
+ for (int i = 0; i < 4; i++) {
+ if (has_component(format, i))
+ c[i] = color.ui[i];
+ }
+
+ switch (bits_per_channel) {
+ case 8:
+ /* Copy RGBA in order. */
+ for (int i = 0; i < 4; i++)
+ ((uint8_t *) sdc)[i] = c[i];
+ break;
+ case 10:
+ /* R10G10B10A2_UINT is treated like a 16-bit format. */
+ case 16:
+ ((uint16_t *) sdc)[0] = c[0]; /* R -> DWord 0, bits 15:0 */
+ ((uint16_t *) sdc)[1] = c[1]; /* G -> DWord 0, bits 31:16 */
+ /* DWord 1 is Reserved/MBZ! */
+ ((uint16_t *) sdc)[4] = c[2]; /* B -> DWord 2, bits 15:0 */
+ ((uint16_t *) sdc)[5] = c[3]; /* A -> DWord 3, bits 31:16 */
+ break;
+ case 32:
+ if (base_format == GL_RG) {
+ /* Careful inspection of the tables reveals that for RG32 formats,
+ * the green channel needs to go where blue normally belongs.
+ */
+ sdc[0] = c[0];
+ sdc[2] = c[1];
+ sdc[3] = 1;
+ } else {
+ /* Copy RGBA in order. */
+ for (int i = 0; i < 4; i++)
+ sdc[i] = c[i];
+ }
+ break;
+ default:
+ assert(!"Invalid number of bits per channel in integer format.");
+ break;
+ }
+ } else if (brw->gen == 5 || brw->gen == 6) {
+ struct gen5_sampler_default_color *sdc;
+
+ sdc = brw_state_batch(brw, sizeof(*sdc), 32, sdc_offset);
+
+ memset(sdc, 0, sizeof(*sdc));
+
+ UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[0], color.f[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[1], color.f[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[2], color.f[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(sdc->ub[3], color.f[3]);
+
+ UNCLAMPED_FLOAT_TO_USHORT(sdc->us[0], color.f[0]);
+ UNCLAMPED_FLOAT_TO_USHORT(sdc->us[1], color.f[1]);
+ UNCLAMPED_FLOAT_TO_USHORT(sdc->us[2], color.f[2]);
+ UNCLAMPED_FLOAT_TO_USHORT(sdc->us[3], color.f[3]);
+
+ UNCLAMPED_FLOAT_TO_SHORT(sdc->s[0], color.f[0]);
+ UNCLAMPED_FLOAT_TO_SHORT(sdc->s[1], color.f[1]);
+ UNCLAMPED_FLOAT_TO_SHORT(sdc->s[2], color.f[2]);
+ UNCLAMPED_FLOAT_TO_SHORT(sdc->s[3], color.f[3]);
+
+ sdc->hf[0] = _mesa_float_to_half(color.f[0]);
+ sdc->hf[1] = _mesa_float_to_half(color.f[1]);
+ sdc->hf[2] = _mesa_float_to_half(color.f[2]);
+ sdc->hf[3] = _mesa_float_to_half(color.f[3]);
+
+ sdc->b[0] = sdc->s[0] >> 8;
+ sdc->b[1] = sdc->s[1] >> 8;
+ sdc->b[2] = sdc->s[2] >> 8;
+ sdc->b[3] = sdc->s[3] >> 8;
+
+ sdc->f[0] = color.f[0];
+ sdc->f[1] = color.f[1];
+ sdc->f[2] = color.f[2];
+ sdc->f[3] = color.f[3];
+ } else {
+ float *sdc = brw_state_batch(brw, 4 * 4, 32, sdc_offset);
+ memcpy(sdc, color.f, 4 * 4);
+ }
+}
+
+static uint32_t
+translate_wrap_mode(struct brw_context *brw, GLenum wrap, bool using_nearest)
+{
+ switch (wrap) {
+ case GL_REPEAT:
+ return TCM_WRAP;
+ case GL_CLAMP:
+#if GEN_GEN >= 8
+ /* GL_CLAMP is the weird mode where coordinates are clamped to
+ * [0.0, 1.0], so linear filtering of coordinates outside of
+ * [0.0, 1.0] give you half edge texel value and half border
+ * color.
+ *
+ * Gen8+ supports this natively.
+ */
+ return TCM_HALF_BORDER;
+#endif
+
+ /* On Gen4-7.5, we clamp the coordinates in the fragment shader
+ * and set clamp_border here, which gets the result desired.
+ * We just use clamp(_to_edge) for nearest, because for nearest
+ * clamping to 1.0 gives border color instead of the desired
+ * edge texels.
+ */
+ if (using_nearest)
+ return TCM_CLAMP;
+ else
+ return TCM_CLAMP_BORDER;
+ case GL_CLAMP_TO_EDGE:
+ return TCM_CLAMP;
+ case GL_CLAMP_TO_BORDER:
+ return TCM_CLAMP_BORDER;
+ case GL_MIRRORED_REPEAT:
+ return TCM_MIRROR;
+ case GL_MIRROR_CLAMP_TO_EDGE:
+ return TCM_MIRROR_ONCE;
+ default:
+ return TCM_WRAP;
+ }
+}
+
+/**
+ * Return true if the given wrap mode requires the border color to exist.
+ */
+static bool
+wrap_mode_needs_border_color(unsigned wrap_mode)
+{
+#if GEN_GEN >= 8
+ return wrap_mode == TCM_CLAMP_BORDER ||
+ wrap_mode == TCM_HALF_BORDER;
+#else
+ return wrap_mode == TCM_CLAMP_BORDER;
+#endif
+}
+
+/**
+ * Sets the sampler state for a single unit based off of the sampler key
+ * entry.
+ */
+static void
+genX(update_sampler_state)(struct brw_context *brw,
+ GLenum target, bool tex_cube_map_seamless,
+ GLfloat tex_unit_lod_bias,
+ mesa_format format, GLenum base_format,
+ const struct gl_texture_object *texObj,
+ const struct gl_sampler_object *sampler,
+ uint32_t *sampler_state,
+ uint32_t batch_offset_for_sampler_state)
+{
+ struct GENX(SAMPLER_STATE) samp_st = { 0 };
+
+ /* Select min and mip filters. */
+ switch (sampler->MinFilter) {
+ case GL_NEAREST:
+ samp_st.MinModeFilter = MAPFILTER_NEAREST;
+ samp_st.MipModeFilter = MIPFILTER_NONE;
+ break;
+ case GL_LINEAR:
+ samp_st.MinModeFilter = MAPFILTER_LINEAR;
+ samp_st.MipModeFilter = MIPFILTER_NONE;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ samp_st.MinModeFilter = MAPFILTER_NEAREST;
+ samp_st.MipModeFilter = MIPFILTER_NEAREST;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ samp_st.MinModeFilter = MAPFILTER_LINEAR;
+ samp_st.MipModeFilter = MIPFILTER_NEAREST;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ samp_st.MinModeFilter = MAPFILTER_NEAREST;
+ samp_st.MipModeFilter = MIPFILTER_LINEAR;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ samp_st.MinModeFilter = MAPFILTER_LINEAR;
+ samp_st.MipModeFilter = MIPFILTER_LINEAR;
+ break;
+ default:
+ unreachable("not reached");
+ }
+
+ /* Select mag filter. */
+ samp_st.MagModeFilter = sampler->MagFilter == GL_LINEAR ?
+ MAPFILTER_LINEAR : MAPFILTER_NEAREST;
+
+ /* Enable anisotropic filtering if desired. */
+ samp_st.MaximumAnisotropy = RATIO21;
+
+ if (sampler->MaxAnisotropy > 1.0f) {
+ if (samp_st.MinModeFilter == MAPFILTER_LINEAR)
+ samp_st.MinModeFilter = MAPFILTER_ANISOTROPIC;
+ if (samp_st.MinModeFilter == MAPFILTER_LINEAR)
+ samp_st.MagModeFilter = MAPFILTER_ANISOTROPIC;
+
+ if (sampler->MaxAnisotropy > 2.0f) {
+ samp_st.MaximumAnisotropy =
+ MIN2((sampler->MaxAnisotropy - 2) / 2, RATIO161);
+ }
+ }
+
+ /* Set address rounding bits if not using nearest filtering. */
+ if (samp_st.MinModeFilter != MAPFILTER_NEAREST) {
+ samp_st.UAddressMinFilterRoundingEnable = true;
+ samp_st.VAddressMinFilterRoundingEnable = true;
+ samp_st.RAddressMinFilterRoundingEnable = true;
+ }
+
+ if (samp_st.MagModeFilter != MAPFILTER_NEAREST) {
+ samp_st.UAddressMagFilterRoundingEnable = true;
+ samp_st.VAddressMagFilterRoundingEnable = true;
+ samp_st.RAddressMagFilterRoundingEnable = true;
+ }
+
+ bool either_nearest =
+ sampler->MinFilter == GL_NEAREST || sampler->MagFilter == GL_NEAREST;
+ unsigned wrap_s = translate_wrap_mode(brw, sampler->WrapS, either_nearest);
+ unsigned wrap_t = translate_wrap_mode(brw, sampler->WrapT, either_nearest);
+ unsigned wrap_r = translate_wrap_mode(brw, sampler->WrapR, either_nearest);
+
+ if (target == GL_TEXTURE_CUBE_MAP ||
+ target == GL_TEXTURE_CUBE_MAP_ARRAY) {
+ /* Cube maps must use the same wrap mode for all three coordinate
+ * dimensions. Prior to Haswell, only CUBE and CLAMP are valid.
+ *
+ * Ivybridge and Baytrail seem to have problems with CUBE mode and
+ * integer formats. Fall back to CLAMP for now.
+ */
+ if ((tex_cube_map_seamless || sampler->CubeMapSeamless) &&
+ !(GEN_GEN == 7 && !GEN_IS_HASWELL && texObj->_IsIntegerFormat)) {
+ wrap_s = TCM_CUBE;
+ wrap_t = TCM_CUBE;
+ wrap_r = TCM_CUBE;
+ } else {
+ wrap_s = TCM_CLAMP;
+ wrap_t = TCM_CLAMP;
+ wrap_r = TCM_CLAMP;
+ }
+ } else if (target == GL_TEXTURE_1D) {
+ /* There's a bug in 1D texture sampling - it actually pays
+ * attention to the wrap_t value, though it should not.
+ * Override the wrap_t value here to GL_REPEAT to keep
+ * any nonexistent border pixels from floating in.
+ */
+ wrap_t = TCM_WRAP;
+ }
+
+ samp_st.TCXAddressControlMode = wrap_s;
+ samp_st.TCYAddressControlMode = wrap_t;
+ samp_st.TCZAddressControlMode = wrap_r;
+
+ samp_st.ShadowFunction =
+ sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB ?
+ intel_translate_shadow_compare_func(sampler->CompareFunc) : 0;
+
+#if GEN_GEN >= 7
+ /* Set shadow function. */
+ samp_st.AnisotropicAlgorithm =
+ samp_st.MinModeFilter == MAPFILTER_ANISOTROPIC ?
+ EWAApproximation : LEGACY;
+#endif
+
+#if GEN_GEN >= 6
+ samp_st.NonnormalizedCoordinateEnable = target == GL_TEXTURE_RECTANGLE;
+#endif
+
+ const float hw_max_lod = GEN_GEN >= 7 ? 14 : 13;
+ samp_st.MinLOD = CLAMP(sampler->MinLod, 0, hw_max_lod);
+ samp_st.MaxLOD = CLAMP(sampler->MaxLod, 0, hw_max_lod);
+ samp_st.TextureLODBias =
+ CLAMP(tex_unit_lod_bias + sampler->LodBias, -16, 15);
+
+#if GEN_GEN == 6
+ samp_st.BaseMipLevel =
+ CLAMP(texObj->MinLevel + texObj->BaseLevel, 0, hw_max_lod);
+ samp_st.MinandMagStateNotEqual =
+ samp_st.MinModeFilter != samp_st.MagModeFilter;
+#endif
+
+ /* Upload the border color if necessary. If not, just point it at
+ * offset 0 (the start of the batch) - the color should be ignored,
+ * but that address won't fault in case something reads it anyway.
+ */
+ uint32_t border_color_offset = 0;
+ if (wrap_mode_needs_border_color(wrap_s) ||
+ wrap_mode_needs_border_color(wrap_t) ||
+ wrap_mode_needs_border_color(wrap_r)) {
+ upload_default_color(brw, sampler, format, base_format,
+ texObj->_IsIntegerFormat, texObj->StencilSampling,
+ &border_color_offset);
+ }
+
+ samp_st.BorderColorPointer = border_color_offset;
+
+ if (GEN_GEN < 6) {
+ samp_st.BorderColorPointer += brw->batch.bo->offset64; /* reloc */
+ brw_emit_reloc(&brw->batch, batch_offset_for_sampler_state + 8,
+ brw->batch.bo, border_color_offset,
+ I915_GEM_DOMAIN_SAMPLER, 0);
+ }
+
+#if GEN_GEN >= 8
+ samp_st.LODPreClampMode = CLAMP_MODE_OGL;
+#else
+ samp_st.LODPreClampEnable = true;
+#endif
+
+ GENX(SAMPLER_STATE_pack)(brw, sampler_state, &samp_st);
+}
+
+static void
+update_sampler_state(struct brw_context *brw,
+ int unit,
+ uint32_t *sampler_state,
+ uint32_t batch_offset_for_sampler_state)
+{
+ struct gl_context *ctx = &brw->ctx;
+ const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ const struct gl_texture_object *texObj = texUnit->_Current;
+ const struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
+
+ /* These don't use samplers at all. */
+ if (texObj->Target == GL_TEXTURE_BUFFER)
+ return;
+
+ struct gl_texture_image *firstImage = texObj->Image[0][texObj->BaseLevel];
+ genX(update_sampler_state)(brw, texObj->Target,
+ ctx->Texture.CubeMapSeamless,
+ texUnit->LodBias,
+ firstImage->TexFormat, firstImage->_BaseFormat,
+ texObj, sampler,
+ sampler_state, batch_offset_for_sampler_state);
+}
+
+static void
+genX(upload_sampler_state_table)(struct brw_context *brw,
+ struct gl_program *prog,
+ struct brw_stage_state *stage_state)
+{
+ struct gl_context *ctx = &brw->ctx;
+ uint32_t sampler_count = stage_state->sampler_count;
+
+ GLbitfield SamplersUsed = prog->SamplersUsed;
+
+ if (sampler_count == 0)
+ return;
+
+ /* SAMPLER_STATE is 4 DWords on all platforms. */
+ const int dwords = GENX(SAMPLER_STATE_length);
+ const int size_in_bytes = dwords * sizeof(uint32_t);
+
+ uint32_t *sampler_state = brw_state_batch(brw,
+ sampler_count * size_in_bytes,
+ 32, &stage_state->sampler_offset);
+ /* memset(sampler_state, 0, sampler_count * size_in_bytes); */
+
+ uint32_t batch_offset_for_sampler_state = stage_state->sampler_offset;
+
+ for (unsigned s = 0; s < sampler_count; s++) {
+ if (SamplersUsed & (1 << s)) {
+ const unsigned unit = prog->SamplerUnits[s];
+ if (ctx->Texture.Unit[unit]._Current) {
+ update_sampler_state(brw, unit, sampler_state,
+ batch_offset_for_sampler_state);
+ }
+ }
+
+ sampler_state += dwords;
+ batch_offset_for_sampler_state += size_in_bytes;
+ }
+
+ if (GEN_GEN >= 7 && stage_state->stage != MESA_SHADER_COMPUTE) {
+ /* Emit a 3DSTATE_SAMPLER_STATE_POINTERS_XS packet. */
+ genX(emit_sampler_state_pointers_xs)(brw, stage_state);
+ } else {
+ /* Flag that the sampler state table pointer has changed; later atoms
+ * will handle it.
+ */
+ brw->ctx.NewDriverState |= BRW_NEW_SAMPLER_STATE_TABLE;
+ }
+}
+
+static void
+genX(upload_fs_samplers)(struct brw_context *brw)
+{
+ /* BRW_NEW_FRAGMENT_PROGRAM */
+ struct gl_program *fs = (struct gl_program *) brw->fragment_program;
+ genX(upload_sampler_state_table)(brw, fs, &brw->wm.base);
+}
+
+static const struct brw_tracked_state genX(fs_samplers) = {
+ .dirty = {
+ .mesa = _NEW_TEXTURE,
+ .brw = BRW_NEW_BATCH |
+ BRW_NEW_BLORP |
+ BRW_NEW_FRAGMENT_PROGRAM,
+ },
+ .emit = genX(upload_fs_samplers),
+};
+
+/* ---------------------------------------------------------------------- */
+
void
genX(init_atoms)(struct brw_context *brw)
{
&brw_vs_binding_table,
&brw_wm_binding_table,
- &brw_fs_samplers,
+ &genX(fs_samplers),
&brw_vs_samplers,
/* These set up state for brw_psp_urb_cbs */
&gen6_gs_binding_table,
&brw_wm_binding_table,
- &brw_fs_samplers,
+ &genX(fs_samplers),
&brw_vs_samplers,
&brw_gs_samplers,
&gen6_sampler_state,
&brw_gs_binding_table,
&brw_wm_binding_table,
- &brw_fs_samplers,
+ &genX(fs_samplers),
&brw_vs_samplers,
&brw_tcs_samplers,
&brw_tes_samplers,
&brw_gs_binding_table,
&brw_wm_binding_table,
- &brw_fs_samplers,
+ &genX(fs_samplers),
&brw_vs_samplers,
&brw_tcs_samplers,
&brw_tes_samplers,