mesa/st: Use memset to zero out struct
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 * Brian Paul
32 */
33
34
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/glformats.h"
38 #include "main/samplerobj.h"
39 #include "main/teximage.h"
40 #include "main/texobj.h"
41
42 #include "st_context.h"
43 #include "st_cb_texture.h"
44 #include "st_format.h"
45 #include "st_atom.h"
46 #include "st_sampler_view.h"
47 #include "st_texture.h"
48 #include "pipe/p_context.h"
49 #include "pipe/p_defines.h"
50
51 #include "cso_cache/cso_context.h"
52
53 #include "util/format/u_format.h"
54
55
56 /**
57 * Convert GLenum texcoord wrap tokens to pipe tokens.
58 */
59 static GLuint
60 gl_wrap_xlate(GLenum wrap)
61 {
62 /* Take advantage of how the enums are defined. */
63 static const unsigned table[32] = {
64 [GL_REPEAT & 0x1f] = PIPE_TEX_WRAP_REPEAT,
65 [GL_CLAMP & 0x1f] = PIPE_TEX_WRAP_CLAMP,
66 [GL_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_EDGE,
67 [GL_CLAMP_TO_BORDER & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_BORDER,
68 [GL_MIRRORED_REPEAT & 0x1f] = PIPE_TEX_WRAP_MIRROR_REPEAT,
69 [GL_MIRROR_CLAMP_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP,
70 [GL_MIRROR_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE,
71 [GL_MIRROR_CLAMP_TO_BORDER_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER,
72 };
73
74 return table[wrap & 0x1f];
75 }
76
77
78 static GLuint
79 gl_filter_to_mip_filter(GLenum filter)
80 {
81 /* Take advantage of how the enums are defined. */
82 if (filter <= GL_LINEAR)
83 return PIPE_TEX_MIPFILTER_NONE;
84 if (filter <= GL_LINEAR_MIPMAP_NEAREST)
85 return PIPE_TEX_MIPFILTER_NEAREST;
86
87 return PIPE_TEX_MIPFILTER_LINEAR;
88 }
89
90
91 static GLuint
92 gl_filter_to_img_filter(GLenum filter)
93 {
94 /* Take advantage of how the enums are defined. */
95 if (filter & 1)
96 return PIPE_TEX_FILTER_LINEAR;
97
98 return PIPE_TEX_FILTER_NEAREST;
99 }
100
101
102 /**
103 * Convert a gl_sampler_object to a pipe_sampler_state object.
104 */
105 void
106 st_convert_sampler(const struct st_context *st,
107 const struct gl_texture_object *texobj,
108 const struct gl_sampler_object *msamp,
109 float tex_unit_lod_bias,
110 struct pipe_sampler_state *sampler)
111 {
112 memset(sampler, 0, sizeof(*sampler));
113 sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
114 sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
115 sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
116
117 if (texobj->_IsIntegerFormat && st->ctx->Const.ForceIntegerTexNearest) {
118 sampler->min_img_filter = gl_filter_to_img_filter(GL_NEAREST);
119 sampler->mag_img_filter = gl_filter_to_img_filter(GL_NEAREST);
120 } else {
121 sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
122 sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
123 }
124 sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
125
126 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
127 sampler->normalized_coords = 1;
128
129 sampler->lod_bias = msamp->LodBias + tex_unit_lod_bias;
130 /* Reduce the number of states by allowing only the values that AMD GCN
131 * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
132 * levels.
133 */
134 sampler->lod_bias = CLAMP(sampler->lod_bias, -16, 16);
135 sampler->lod_bias = floorf(sampler->lod_bias * 256) / 256;
136
137 sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
138 sampler->max_lod = msamp->MaxLod;
139 if (sampler->max_lod < sampler->min_lod) {
140 /* The GL spec doesn't seem to specify what to do in this case.
141 * Swap the values.
142 */
143 float tmp = sampler->max_lod;
144 sampler->max_lod = sampler->min_lod;
145 sampler->min_lod = tmp;
146 assert(sampler->min_lod <= sampler->max_lod);
147 }
148
149 /* Check that only wrap modes using the border color have the first bit
150 * set.
151 */
152 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
153 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
154 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
155 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
156 STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
157 PIPE_TEX_WRAP_CLAMP_TO_EDGE |
158 PIPE_TEX_WRAP_MIRROR_REPEAT |
159 PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
160
161 /* For non-black borders... */
162 if (/* This is true if wrap modes are using the border color: */
163 (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1 &&
164 (msamp->BorderColor.ui[0] ||
165 msamp->BorderColor.ui[1] ||
166 msamp->BorderColor.ui[2] ||
167 msamp->BorderColor.ui[3])) {
168 const GLboolean is_integer = texobj->_IsIntegerFormat;
169 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
170
171 if (texobj->StencilSampling)
172 texBaseFormat = GL_STENCIL_INDEX;
173
174 if (st->apply_texture_swizzle_to_border_color) {
175 const struct st_texture_object *stobj = st_texture_object_const(texobj);
176 /* XXX: clean that up to not use the sampler view at all */
177 const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
178
179 if (sv) {
180 struct pipe_sampler_view *view = sv->view;
181 union pipe_color_union tmp;
182 const unsigned char swz[4] =
183 {
184 view->swizzle_r,
185 view->swizzle_g,
186 view->swizzle_b,
187 view->swizzle_a,
188 };
189
190 st_translate_color(&msamp->BorderColor, &tmp,
191 texBaseFormat, is_integer);
192
193 util_format_apply_color_swizzle(&sampler->border_color,
194 &tmp, swz, is_integer);
195 } else {
196 st_translate_color(&msamp->BorderColor,
197 &sampler->border_color,
198 texBaseFormat, is_integer);
199 }
200 } else {
201 st_translate_color(&msamp->BorderColor,
202 &sampler->border_color,
203 texBaseFormat, is_integer);
204 }
205 }
206
207 sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
208 0 : (GLuint) msamp->MaxAnisotropy);
209
210 /* If sampling a depth texture and using shadow comparison */
211 if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
212 GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
213
214 if (texBaseFormat == GL_DEPTH_COMPONENT ||
215 (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) {
216 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
217 sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
218 }
219 }
220
221 /* Only set the seamless cube map texture parameter because the per-context
222 * enable should be ignored and treated as disabled when using texture
223 * handles, as specified by ARB_bindless_texture.
224 */
225 sampler->seamless_cube_map = msamp->CubeMapSeamless;
226 }
227
228 /**
229 * Get a pipe_sampler_state object from a texture unit.
230 */
231 void
232 st_convert_sampler_from_unit(const struct st_context *st,
233 struct pipe_sampler_state *sampler,
234 GLuint texUnit)
235 {
236 const struct gl_texture_object *texobj;
237 struct gl_context *ctx = st->ctx;
238 const struct gl_sampler_object *msamp;
239
240 texobj = ctx->Texture.Unit[texUnit]._Current;
241 assert(texobj);
242 assert(texobj->Target != GL_TEXTURE_BUFFER);
243
244 msamp = _mesa_get_samplerobj(ctx, texUnit);
245
246 st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBias,
247 sampler);
248
249 sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
250 }
251
252
253 /**
254 * Update the gallium driver's sampler state for fragment, vertex or
255 * geometry shader stage.
256 */
257 static void
258 update_shader_samplers(struct st_context *st,
259 enum pipe_shader_type shader_stage,
260 const struct gl_program *prog,
261 struct pipe_sampler_state *samplers,
262 unsigned *out_num_samplers)
263 {
264 struct gl_context *ctx = st->ctx;
265 GLbitfield samplers_used = prog->SamplersUsed;
266 GLbitfield free_slots = ~prog->SamplersUsed;
267 GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
268 unsigned unit, num_samplers;
269 struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
270 const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
271
272 if (samplers_used == 0x0) {
273 if (out_num_samplers)
274 *out_num_samplers = 0;
275 return;
276 }
277
278 if (!samplers)
279 samplers = local_samplers;
280
281 num_samplers = util_last_bit(samplers_used);
282
283 /* loop over sampler units (aka tex image units) */
284 for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
285 struct pipe_sampler_state *sampler = samplers + unit;
286 unsigned tex_unit = prog->SamplerUnits[unit];
287
288 /* Don't update the sampler for TBOs. cso_context will not bind sampler
289 * states that are NULL.
290 */
291 if (samplers_used & 1 &&
292 ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER) {
293 st_convert_sampler_from_unit(st, sampler, tex_unit);
294 states[unit] = sampler;
295 } else {
296 states[unit] = NULL;
297 }
298 }
299
300 /* For any external samplers with multiplaner YUV, stuff the additional
301 * sampler states we need at the end.
302 *
303 * Just re-use the existing sampler-state from the primary slot.
304 */
305 while (unlikely(external_samplers_used)) {
306 GLuint unit = u_bit_scan(&external_samplers_used);
307 GLuint extra = 0;
308 struct st_texture_object *stObj =
309 st_get_texture_object(st->ctx, prog, unit);
310 struct pipe_sampler_state *sampler = samplers + unit;
311
312 /* if resource format matches then YUV wasn't lowered */
313 if (!stObj || st_get_view_format(stObj) == stObj->pt->format)
314 continue;
315
316 switch (st_get_view_format(stObj)) {
317 case PIPE_FORMAT_NV12:
318 case PIPE_FORMAT_P010:
319 case PIPE_FORMAT_P016:
320 case PIPE_FORMAT_YUYV:
321 case PIPE_FORMAT_UYVY:
322 /* we need one additional sampler: */
323 extra = u_bit_scan(&free_slots);
324 states[extra] = sampler;
325 break;
326 case PIPE_FORMAT_IYUV:
327 /* we need two additional samplers: */
328 extra = u_bit_scan(&free_slots);
329 states[extra] = sampler;
330 extra = u_bit_scan(&free_slots);
331 states[extra] = sampler;
332 break;
333 default:
334 break;
335 }
336
337 num_samplers = MAX2(num_samplers, extra + 1);
338 }
339
340 cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
341
342 if (out_num_samplers)
343 *out_num_samplers = num_samplers;
344 }
345
346
347 void
348 st_update_vertex_samplers(struct st_context *st)
349 {
350 const struct gl_context *ctx = st->ctx;
351
352 update_shader_samplers(st,
353 PIPE_SHADER_VERTEX,
354 ctx->VertexProgram._Current,
355 st->state.vert_samplers,
356 &st->state.num_vert_samplers);
357 }
358
359
360 void
361 st_update_tessctrl_samplers(struct st_context *st)
362 {
363 const struct gl_context *ctx = st->ctx;
364
365 if (ctx->TessCtrlProgram._Current) {
366 update_shader_samplers(st,
367 PIPE_SHADER_TESS_CTRL,
368 ctx->TessCtrlProgram._Current, NULL, NULL);
369 }
370 }
371
372
373 void
374 st_update_tesseval_samplers(struct st_context *st)
375 {
376 const struct gl_context *ctx = st->ctx;
377
378 if (ctx->TessEvalProgram._Current) {
379 update_shader_samplers(st,
380 PIPE_SHADER_TESS_EVAL,
381 ctx->TessEvalProgram._Current, NULL, NULL);
382 }
383 }
384
385
386 void
387 st_update_geometry_samplers(struct st_context *st)
388 {
389 const struct gl_context *ctx = st->ctx;
390
391 if (ctx->GeometryProgram._Current) {
392 update_shader_samplers(st,
393 PIPE_SHADER_GEOMETRY,
394 ctx->GeometryProgram._Current, NULL, NULL);
395 }
396 }
397
398
399 void
400 st_update_fragment_samplers(struct st_context *st)
401 {
402 const struct gl_context *ctx = st->ctx;
403
404 update_shader_samplers(st,
405 PIPE_SHADER_FRAGMENT,
406 ctx->FragmentProgram._Current,
407 st->state.frag_samplers,
408 &st->state.num_frag_samplers);
409 }
410
411
412 void
413 st_update_compute_samplers(struct st_context *st)
414 {
415 const struct gl_context *ctx = st->ctx;
416
417 if (ctx->ComputeProgram._Current) {
418 update_shader_samplers(st,
419 PIPE_SHADER_COMPUTE,
420 ctx->ComputeProgram._Current, NULL, NULL);
421 }
422 }