1 /**************************************************************************
3 * Copyright 2007 VMware, Inc.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
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"
42 #include "st_context.h"
43 #include "st_cb_texture.h"
44 #include "st_format.h"
46 #include "st_texture.h"
47 #include "pipe/p_context.h"
48 #include "pipe/p_defines.h"
50 #include "cso_cache/cso_context.h"
52 #include "util/u_format.h"
56 * Convert GLenum texcoord wrap tokens to pipe tokens.
59 gl_wrap_xlate(GLenum wrap
)
61 /* Take advantage of how the enums are defined. */
62 static const unsigned table
[32] = {
63 [GL_REPEAT
& 0x1f] = PIPE_TEX_WRAP_REPEAT
,
64 [GL_CLAMP
& 0x1f] = PIPE_TEX_WRAP_CLAMP
,
65 [GL_CLAMP_TO_EDGE
& 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_EDGE
,
66 [GL_CLAMP_TO_BORDER
& 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_BORDER
,
67 [GL_MIRRORED_REPEAT
& 0x1f] = PIPE_TEX_WRAP_MIRROR_REPEAT
,
68 [GL_MIRROR_CLAMP_EXT
& 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP
,
69 [GL_MIRROR_CLAMP_TO_EDGE
& 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
,
70 [GL_MIRROR_CLAMP_TO_BORDER_EXT
& 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
,
73 return table
[wrap
& 0x1f];
78 gl_filter_to_mip_filter(GLenum filter
)
80 /* Take advantage of how the enums are defined. */
81 if (filter
<= GL_LINEAR
)
82 return PIPE_TEX_MIPFILTER_NONE
;
83 if (filter
<= GL_LINEAR_MIPMAP_NEAREST
)
84 return PIPE_TEX_MIPFILTER_NEAREST
;
86 return PIPE_TEX_MIPFILTER_LINEAR
;
91 gl_filter_to_img_filter(GLenum filter
)
93 /* Take advantage of how the enums are defined. */
95 return PIPE_TEX_FILTER_LINEAR
;
97 return PIPE_TEX_FILTER_NEAREST
;
102 * Convert a gl_sampler_object to a pipe_sampler_state object.
105 st_convert_sampler(const struct st_context
*st
,
106 const struct gl_texture_object
*texobj
,
107 const struct gl_sampler_object
*msamp
,
108 struct pipe_sampler_state
*sampler
)
110 memset(sampler
, 0, sizeof(*sampler
));
111 sampler
->wrap_s
= gl_wrap_xlate(msamp
->WrapS
);
112 sampler
->wrap_t
= gl_wrap_xlate(msamp
->WrapT
);
113 sampler
->wrap_r
= gl_wrap_xlate(msamp
->WrapR
);
115 sampler
->min_img_filter
= gl_filter_to_img_filter(msamp
->MinFilter
);
116 sampler
->min_mip_filter
= gl_filter_to_mip_filter(msamp
->MinFilter
);
117 sampler
->mag_img_filter
= gl_filter_to_img_filter(msamp
->MagFilter
);
119 if (texobj
->Target
!= GL_TEXTURE_RECTANGLE_ARB
)
120 sampler
->normalized_coords
= 1;
122 sampler
->lod_bias
= msamp
->LodBias
;
123 /* Reduce the number of states by allowing only the values that AMD GCN
124 * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
127 sampler
->lod_bias
= CLAMP(sampler
->lod_bias
, -16, 16);
128 sampler
->lod_bias
= floorf(sampler
->lod_bias
* 256) / 256;
130 sampler
->min_lod
= MAX2(msamp
->MinLod
, 0.0f
);
131 sampler
->max_lod
= msamp
->MaxLod
;
132 if (sampler
->max_lod
< sampler
->min_lod
) {
133 /* The GL spec doesn't seem to specify what to do in this case.
136 float tmp
= sampler
->max_lod
;
137 sampler
->max_lod
= sampler
->min_lod
;
138 sampler
->min_lod
= tmp
;
139 assert(sampler
->min_lod
<= sampler
->max_lod
);
142 /* Check that only wrap modes using the border color have the first bit
145 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP
& 0x1);
146 STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER
& 0x1);
147 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP
& 0x1);
148 STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
& 0x1);
149 STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT
|
150 PIPE_TEX_WRAP_CLAMP_TO_EDGE
|
151 PIPE_TEX_WRAP_MIRROR_REPEAT
|
152 PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
) & 0x1) == 0);
154 /* For non-black borders... */
155 if (/* This is true if wrap modes are using the border color: */
156 (sampler
->wrap_s
| sampler
->wrap_t
| sampler
->wrap_r
) & 0x1 &&
157 (msamp
->BorderColor
.ui
[0] ||
158 msamp
->BorderColor
.ui
[1] ||
159 msamp
->BorderColor
.ui
[2] ||
160 msamp
->BorderColor
.ui
[3])) {
161 const GLboolean is_integer
= texobj
->_IsIntegerFormat
;
162 GLenum texBaseFormat
= _mesa_base_tex_image(texobj
)->_BaseFormat
;
164 if (st
->apply_texture_swizzle_to_border_color
) {
165 const struct st_texture_object
*stobj
= st_texture_object_const(texobj
);
166 const struct pipe_sampler_view
*sv
= NULL
;
168 /* Just search for the first used view. We can do this because the
169 swizzle is per-texture, not per context. */
170 /* XXX: clean that up to not use the sampler view at all */
171 for (unsigned i
= 0; i
< stobj
->num_sampler_views
; ++i
) {
172 if (stobj
->sampler_views
[i
]) {
173 sv
= stobj
->sampler_views
[i
];
179 union pipe_color_union tmp
;
180 const unsigned char swz
[4] =
188 st_translate_color(&msamp
->BorderColor
, &tmp
,
189 texBaseFormat
, is_integer
);
191 util_format_apply_color_swizzle(&sampler
->border_color
,
192 &tmp
, swz
, is_integer
);
194 st_translate_color(&msamp
->BorderColor
,
195 &sampler
->border_color
,
196 texBaseFormat
, is_integer
);
199 st_translate_color(&msamp
->BorderColor
,
200 &sampler
->border_color
,
201 texBaseFormat
, is_integer
);
205 sampler
->max_anisotropy
= (msamp
->MaxAnisotropy
== 1.0 ?
206 0 : (GLuint
) msamp
->MaxAnisotropy
);
208 /* If sampling a depth texture and using shadow comparison */
209 if (msamp
->CompareMode
== GL_COMPARE_R_TO_TEXTURE
) {
210 GLenum texBaseFormat
= _mesa_base_tex_image(texobj
)->_BaseFormat
;
212 if (texBaseFormat
== GL_DEPTH_COMPONENT
||
213 (texBaseFormat
== GL_DEPTH_STENCIL
&& !texobj
->StencilSampling
)) {
214 sampler
->compare_mode
= PIPE_TEX_COMPARE_R_TO_TEXTURE
;
215 sampler
->compare_func
= st_compare_func_to_pipe(msamp
->CompareFunc
);
219 /* Only set the seamless cube map texture parameter because the per-context
220 * enable should be ignored and treated as disabled when using texture
221 * handles, as specified by ARB_bindless_texture.
223 sampler
->seamless_cube_map
= msamp
->CubeMapSeamless
;
227 * Get a pipe_sampler_state object from a texture unit.
230 st_convert_sampler_from_unit(const struct st_context
*st
,
231 struct pipe_sampler_state
*sampler
,
234 const struct gl_texture_object
*texobj
;
235 struct gl_context
*ctx
= st
->ctx
;
236 const struct gl_sampler_object
*msamp
;
238 texobj
= ctx
->Texture
.Unit
[texUnit
]._Current
;
240 assert(texobj
->Target
!= GL_TEXTURE_BUFFER
);
242 msamp
= _mesa_get_samplerobj(ctx
, texUnit
);
244 st_convert_sampler(st
, texobj
, msamp
, sampler
);
246 sampler
->lod_bias
+= ctx
->Texture
.Unit
[texUnit
].LodBias
;
247 sampler
->seamless_cube_map
|= ctx
->Texture
.CubeMapSeamless
;
252 * Update the gallium driver's sampler state for fragment, vertex or
253 * geometry shader stage.
256 update_shader_samplers(struct st_context
*st
,
257 enum pipe_shader_type shader_stage
,
258 const struct gl_program
*prog
,
259 struct pipe_sampler_state
*samplers
,
260 unsigned *out_num_samplers
)
262 struct gl_context
*ctx
= st
->ctx
;
263 GLbitfield samplers_used
= prog
->SamplersUsed
;
264 GLbitfield free_slots
= ~prog
->SamplersUsed
;
265 GLbitfield external_samplers_used
= prog
->ExternalSamplersUsed
;
266 unsigned unit
, num_samplers
;
267 const struct pipe_sampler_state
*states
[PIPE_MAX_SAMPLERS
];
269 if (samplers_used
== 0x0) {
270 *out_num_samplers
= 0;
274 num_samplers
= util_last_bit(samplers_used
);
276 /* loop over sampler units (aka tex image units) */
277 for (unit
= 0; samplers_used
; unit
++, samplers_used
>>= 1) {
278 struct pipe_sampler_state
*sampler
= samplers
+ unit
;
279 unsigned tex_unit
= prog
->SamplerUnits
[unit
];
281 /* Don't update the sampler for TBOs. cso_context will not bind sampler
282 * states that are NULL.
284 if (samplers_used
& 1 &&
285 ctx
->Texture
.Unit
[tex_unit
]._Current
->Target
!= GL_TEXTURE_BUFFER
) {
286 st_convert_sampler_from_unit(st
, sampler
, tex_unit
);
287 states
[unit
] = sampler
;
293 /* For any external samplers with multiplaner YUV, stuff the additional
294 * sampler states we need at the end.
296 * Just re-use the existing sampler-state from the primary slot.
298 while (unlikely(external_samplers_used
)) {
299 GLuint unit
= u_bit_scan(&external_samplers_used
);
301 struct st_texture_object
*stObj
=
302 st_get_texture_object(st
->ctx
, prog
, unit
);
303 struct pipe_sampler_state
*sampler
= samplers
+ unit
;
308 switch (st_get_view_format(stObj
)) {
309 case PIPE_FORMAT_NV12
:
310 /* we need one additional sampler: */
311 extra
= u_bit_scan(&free_slots
);
312 states
[extra
] = sampler
;
314 case PIPE_FORMAT_IYUV
:
315 /* we need two additional samplers: */
316 extra
= u_bit_scan(&free_slots
);
317 states
[extra
] = sampler
;
318 extra
= u_bit_scan(&free_slots
);
319 states
[extra
] = sampler
;
325 num_samplers
= MAX2(num_samplers
, extra
+ 1);
328 cso_set_samplers(st
->cso_context
, shader_stage
, num_samplers
, states
);
329 *out_num_samplers
= num_samplers
;
334 st_update_vertex_samplers(struct st_context
*st
)
336 const struct gl_context
*ctx
= st
->ctx
;
338 update_shader_samplers(st
,
340 ctx
->VertexProgram
._Current
,
341 st
->state
.samplers
[PIPE_SHADER_VERTEX
],
342 &st
->state
.num_samplers
[PIPE_SHADER_VERTEX
]);
347 st_update_tessctrl_samplers(struct st_context
*st
)
349 const struct gl_context
*ctx
= st
->ctx
;
351 if (ctx
->TessCtrlProgram
._Current
) {
352 update_shader_samplers(st
,
353 PIPE_SHADER_TESS_CTRL
,
354 ctx
->TessCtrlProgram
._Current
,
355 st
->state
.samplers
[PIPE_SHADER_TESS_CTRL
],
356 &st
->state
.num_samplers
[PIPE_SHADER_TESS_CTRL
]);
362 st_update_tesseval_samplers(struct st_context
*st
)
364 const struct gl_context
*ctx
= st
->ctx
;
366 if (ctx
->TessEvalProgram
._Current
) {
367 update_shader_samplers(st
,
368 PIPE_SHADER_TESS_EVAL
,
369 ctx
->TessEvalProgram
._Current
,
370 st
->state
.samplers
[PIPE_SHADER_TESS_EVAL
],
371 &st
->state
.num_samplers
[PIPE_SHADER_TESS_EVAL
]);
377 st_update_geometry_samplers(struct st_context
*st
)
379 const struct gl_context
*ctx
= st
->ctx
;
381 if (ctx
->GeometryProgram
._Current
) {
382 update_shader_samplers(st
,
383 PIPE_SHADER_GEOMETRY
,
384 ctx
->GeometryProgram
._Current
,
385 st
->state
.samplers
[PIPE_SHADER_GEOMETRY
],
386 &st
->state
.num_samplers
[PIPE_SHADER_GEOMETRY
]);
392 st_update_fragment_samplers(struct st_context
*st
)
394 const struct gl_context
*ctx
= st
->ctx
;
396 update_shader_samplers(st
,
397 PIPE_SHADER_FRAGMENT
,
398 ctx
->FragmentProgram
._Current
,
399 st
->state
.samplers
[PIPE_SHADER_FRAGMENT
],
400 &st
->state
.num_samplers
[PIPE_SHADER_FRAGMENT
]);
405 st_update_compute_samplers(struct st_context
*st
)
407 const struct gl_context
*ctx
= st
->ctx
;
409 if (ctx
->ComputeProgram
._Current
) {
410 update_shader_samplers(st
,
412 ctx
->ComputeProgram
._Current
,
413 st
->state
.samplers
[PIPE_SHADER_COMPUTE
],
414 &st
->state
.num_samplers
[PIPE_SHADER_COMPUTE
]);