mesa: add bool param to _mesa_free_context_data
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
index 57670ce259bc3d696e962d5a2aaefd9efd5a7012..7ae981b71b4c7c37d69184f29564a006846a9d07 100644 (file)
@@ -1,6 +1,6 @@
 /**************************************************************************
  * 
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
  * All Rights Reserved.
  * 
  * Permission is hereby granted, free of charge, to any person obtaining a
@@ -18,7 +18,7 @@
  * 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.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  * 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.
@@ -27,7 +27,7 @@
 
  /*
   * Authors:
-  *   Keith Whitwell <keith@tungstengraphics.com>
+  *   Keith Whitwell <keithw@vmware.com>
   *   Brian Paul
   */
  
 #include "main/mtypes.h"
 #include "main/glformats.h"
 #include "main/samplerobj.h"
+#include "main/teximage.h"
 #include "main/texobj.h"
 
 #include "st_context.h"
 #include "st_cb_texture.h"
 #include "st_format.h"
 #include "st_atom.h"
+#include "st_sampler_view.h"
 #include "st_texture.h"
 #include "pipe/p_context.h"
 #include "pipe/p_defines.h"
 
 #include "cso_cache/cso_context.h"
 
-#include "util/u_format.h"
+#include "util/format/u_format.h"
 
 
 /**
 static GLuint
 gl_wrap_xlate(GLenum wrap)
 {
-   switch (wrap) {
-   case GL_REPEAT:
-      return PIPE_TEX_WRAP_REPEAT;
-   case GL_CLAMP:
-      return PIPE_TEX_WRAP_CLAMP;
-   case GL_CLAMP_TO_EDGE:
-      return PIPE_TEX_WRAP_CLAMP_TO_EDGE;
-   case GL_CLAMP_TO_BORDER:
-      return PIPE_TEX_WRAP_CLAMP_TO_BORDER;
-   case GL_MIRRORED_REPEAT:
-      return PIPE_TEX_WRAP_MIRROR_REPEAT;
-   case GL_MIRROR_CLAMP_EXT:
-      return PIPE_TEX_WRAP_MIRROR_CLAMP;
-   case GL_MIRROR_CLAMP_TO_EDGE_EXT:
-      return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE;
-   case GL_MIRROR_CLAMP_TO_BORDER_EXT:
-      return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER;
-   default:
-      assert(0);
-      return 0;
-   }
+   /* Take advantage of how the enums are defined. */
+   static const unsigned table[32] = {
+      [GL_REPEAT & 0x1f] = PIPE_TEX_WRAP_REPEAT,
+      [GL_CLAMP & 0x1f] = PIPE_TEX_WRAP_CLAMP,
+      [GL_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_EDGE,
+      [GL_CLAMP_TO_BORDER & 0x1f] = PIPE_TEX_WRAP_CLAMP_TO_BORDER,
+      [GL_MIRRORED_REPEAT & 0x1f] = PIPE_TEX_WRAP_MIRROR_REPEAT,
+      [GL_MIRROR_CLAMP_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP,
+      [GL_MIRROR_CLAMP_TO_EDGE & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE,
+      [GL_MIRROR_CLAMP_TO_BORDER_EXT & 0x1f] = PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER,
+   };
+
+   return table[wrap & 0x1f];
 }
 
 
 static GLuint
 gl_filter_to_mip_filter(GLenum filter)
 {
-   switch (filter) {
-   case GL_NEAREST:
-   case GL_LINEAR:
+   /* Take advantage of how the enums are defined. */
+   if (filter <= GL_LINEAR)
       return PIPE_TEX_MIPFILTER_NONE;
-
-   case GL_NEAREST_MIPMAP_NEAREST:
-   case GL_LINEAR_MIPMAP_NEAREST:
+   if (filter <= GL_LINEAR_MIPMAP_NEAREST)
       return PIPE_TEX_MIPFILTER_NEAREST;
 
-   case GL_NEAREST_MIPMAP_LINEAR:
-   case GL_LINEAR_MIPMAP_LINEAR:
-      return PIPE_TEX_MIPFILTER_LINEAR;
-
-   default:
-      assert(0);
-      return PIPE_TEX_MIPFILTER_NONE;
-   }
+   return PIPE_TEX_MIPFILTER_LINEAR;
 }
 
 
 static GLuint
 gl_filter_to_img_filter(GLenum filter)
 {
-   switch (filter) {
-   case GL_NEAREST:
-   case GL_NEAREST_MIPMAP_NEAREST:
-   case GL_NEAREST_MIPMAP_LINEAR:
-      return PIPE_TEX_FILTER_NEAREST;
-
-   case GL_LINEAR:
-   case GL_LINEAR_MIPMAP_NEAREST:
-   case GL_LINEAR_MIPMAP_LINEAR:
+   /* Take advantage of how the enums are defined. */
+   if (filter & 1)
       return PIPE_TEX_FILTER_LINEAR;
 
-   default:
-      assert(0);
-      return PIPE_TEX_FILTER_NEAREST;
-   }
+   return PIPE_TEX_FILTER_NEAREST;
 }
 
 
-static void
-convert_sampler(struct st_context *st,
-                struct pipe_sampler_state *sampler,
-                GLuint texUnit)
+/**
+ * Convert a gl_sampler_object to a pipe_sampler_state object.
+ */
+void
+st_convert_sampler(const struct st_context *st,
+                   const struct gl_texture_object *texobj,
+                   const struct gl_sampler_object *msamp,
+                   float tex_unit_lod_bias,
+                   struct pipe_sampler_state *sampler)
 {
-   const struct gl_texture_object *texobj;
-   struct gl_context *ctx = st->ctx;
-   struct gl_sampler_object *msamp;
-   const struct gl_texture_image *teximg;
-   GLenum texBaseFormat;
-
-   texobj = ctx->Texture.Unit[texUnit]._Current;
-   if (!texobj) {
-      texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
-   }
-
-   teximg = texobj->Image[0][texobj->BaseLevel];
-   texBaseFormat = teximg ? teximg->_BaseFormat : GL_RGBA;
-
-   msamp = _mesa_get_samplerobj(ctx, texUnit);
-
    memset(sampler, 0, sizeof(*sampler));
    sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
    sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
    sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
 
-   sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
+   if (texobj->_IsIntegerFormat && st->ctx->Const.ForceIntegerTexNearest) {
+      sampler->min_img_filter = gl_filter_to_img_filter(GL_NEAREST);
+      sampler->mag_img_filter = gl_filter_to_img_filter(GL_NEAREST);
+   } else {
+      sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
+      sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
+   }
    sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
-   sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
 
    if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
       sampler->normalized_coords = 1;
 
-   sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
+   sampler->lod_bias = msamp->LodBias + tex_unit_lod_bias;
+   /* Reduce the number of states by allowing only the values that AMD GCN
+    * can represent. Apps use lod_bias for smooth transitions to bigger mipmap
+    * levels.
+    */
+   sampler->lod_bias = CLAMP(sampler->lod_bias, -16, 16);
+   sampler->lod_bias = floorf(sampler->lod_bias * 256) / 256;
 
-   sampler->min_lod = CLAMP(msamp->MinLod,
-                            0.0f,
-                            (GLfloat) texobj->MaxLevel - texobj->BaseLevel);
-   sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
-                           msamp->MaxLod);
+   sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
+   sampler->max_lod = msamp->MaxLod;
    if (sampler->max_lod < sampler->min_lod) {
       /* The GL spec doesn't seem to specify what to do in this case.
        * Swap the values.
@@ -175,30 +146,57 @@ convert_sampler(struct st_context *st,
       assert(sampler->min_lod <= sampler->max_lod);
    }
 
+   /* Check that only wrap modes using the border color have the first bit
+    * set.
+    */
+   STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
+   STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
+   STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
+   STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
+   STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
+                   PIPE_TEX_WRAP_CLAMP_TO_EDGE |
+                   PIPE_TEX_WRAP_MIRROR_REPEAT |
+                   PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
+
    /* For non-black borders... */
-   if (msamp->BorderColor.ui[0] ||
-       msamp->BorderColor.ui[1] ||
-       msamp->BorderColor.ui[2] ||
-       msamp->BorderColor.ui[3]) {
-      const struct st_texture_object *stobj = st_texture_object_const(texobj);
+   if (/* This is true if wrap modes are using the border color: */
+       (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1 &&
+       (msamp->BorderColor.ui[0] ||
+        msamp->BorderColor.ui[1] ||
+        msamp->BorderColor.ui[2] ||
+        msamp->BorderColor.ui[3])) {
       const GLboolean is_integer = texobj->_IsIntegerFormat;
-      union pipe_color_union border_color;
-
-      if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) {
-         const unsigned char swz[4] =
-         {
-            stobj->sampler_view->swizzle_r,
-            stobj->sampler_view->swizzle_g,
-            stobj->sampler_view->swizzle_b,
-            stobj->sampler_view->swizzle_a,
-         };
-
-         st_translate_color(&msamp->BorderColor,
-                            &border_color,
-                            texBaseFormat, is_integer);
-
-         util_format_apply_color_swizzle(&sampler->border_color,
-                                         &border_color, swz, is_integer);
+      GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
+
+      if (texobj->StencilSampling)
+         texBaseFormat = GL_STENCIL_INDEX;
+
+      if (st->apply_texture_swizzle_to_border_color) {
+         const struct st_texture_object *stobj = st_texture_object_const(texobj);
+         /* XXX: clean that up to not use the sampler view at all */
+         const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
+
+         if (sv) {
+            struct pipe_sampler_view *view = sv->view;
+            union pipe_color_union tmp;
+            const unsigned char swz[4] =
+            {
+               view->swizzle_r,
+               view->swizzle_g,
+               view->swizzle_b,
+               view->swizzle_a,
+            };
+
+            st_translate_color(&msamp->BorderColor, &tmp,
+                               texBaseFormat, is_integer);
+
+            util_format_apply_color_swizzle(&sampler->border_color,
+                                            &tmp, swz, is_integer);
+         } else {
+            st_translate_color(&msamp->BorderColor,
+                               &sampler->border_color,
+                               texBaseFormat, is_integer);
+         }
       } else {
          st_translate_color(&msamp->BorderColor,
                             &sampler->border_color,
@@ -210,15 +208,45 @@ convert_sampler(struct st_context *st,
                               0 : (GLuint) msamp->MaxAnisotropy);
 
    /* If sampling a depth texture and using shadow comparison */
-   if ((texBaseFormat == GL_DEPTH_COMPONENT ||
-        texBaseFormat == GL_DEPTH_STENCIL) &&
-       msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
-      sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
-      sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
+   if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
+      GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
+
+      if (texBaseFormat == GL_DEPTH_COMPONENT ||
+          (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling)) {
+         sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
+         sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
+      }
    }
 
-   sampler->seamless_cube_map =
-      ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
+   /* Only set the seamless cube map texture parameter because the per-context
+    * enable should be ignored and treated as disabled when using texture
+    * handles, as specified by ARB_bindless_texture.
+    */
+   sampler->seamless_cube_map = msamp->CubeMapSeamless;
+}
+
+/**
+ * Get a pipe_sampler_state object from a texture unit.
+ */
+void
+st_convert_sampler_from_unit(const struct st_context *st,
+                             struct pipe_sampler_state *sampler,
+                             GLuint texUnit)
+{
+   const struct gl_texture_object *texobj;
+   struct gl_context *ctx = st->ctx;
+   const struct gl_sampler_object *msamp;
+
+   texobj = ctx->Texture.Unit[texUnit]._Current;
+   assert(texobj);
+   assert(texobj->Target != GL_TEXTURE_BUFFER);
+
+   msamp = _mesa_get_samplerobj(ctx, texUnit);
+
+   st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBias,
+                      sampler);
+
+   sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
 }
 
 
@@ -228,84 +256,167 @@ convert_sampler(struct st_context *st,
  */
 static void
 update_shader_samplers(struct st_context *st,
-                       unsigned shader_stage,
+                       enum pipe_shader_type shader_stage,
                        const struct gl_program *prog,
-                       unsigned max_units,
                        struct pipe_sampler_state *samplers,
-                       unsigned *num_samplers)
+                       unsigned *out_num_samplers)
 {
-   GLuint unit;
-   GLbitfield samplers_used;
-   const GLuint old_max = *num_samplers;
-
-   samplers_used = prog->SamplersUsed;
+   struct gl_context *ctx = st->ctx;
+   GLbitfield samplers_used = prog->SamplersUsed;
+   GLbitfield free_slots = ~prog->SamplersUsed;
+   GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
+   unsigned unit, num_samplers;
+   struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
+   const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
+
+   if (samplers_used == 0x0) {
+      if (out_num_samplers)
+         *out_num_samplers = 0;
+      return;
+   }
 
-   if (*num_samplers == 0 && samplers_used == 0x0)
-       return;
+   if (!samplers)
+      samplers = local_samplers;
 
-   *num_samplers = 0;
+   num_samplers = util_last_bit(samplers_used);
 
    /* loop over sampler units (aka tex image units) */
-   for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
+   for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
       struct pipe_sampler_state *sampler = samplers + unit;
+      unsigned tex_unit = prog->SamplerUnits[unit];
 
-      if (samplers_used & 1) {
-         const GLuint texUnit = prog->SamplerUnits[unit];
-
-         convert_sampler(st, sampler, texUnit);
+      /* Don't update the sampler for TBOs. cso_context will not bind sampler
+       * states that are NULL.
+       */
+      if (samplers_used & 1 &&
+          ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER) {
+         st_convert_sampler_from_unit(st, sampler, tex_unit);
+         states[unit] = sampler;
+      } else {
+         states[unit] = NULL;
+      }
+   }
 
-         *num_samplers = unit + 1;
+   /* For any external samplers with multiplaner YUV, stuff the additional
+    * sampler states we need at the end.
+    *
+    * Just re-use the existing sampler-state from the primary slot.
+    */
+   while (unlikely(external_samplers_used)) {
+      GLuint unit = u_bit_scan(&external_samplers_used);
+      GLuint extra = 0;
+      struct st_texture_object *stObj =
+            st_get_texture_object(st->ctx, prog, unit);
+      struct pipe_sampler_state *sampler = samplers + unit;
 
-         cso_single_sampler(st->cso_context, shader_stage, unit, sampler);
-      }
-      else if (samplers_used != 0 || unit < old_max) {
-         cso_single_sampler(st->cso_context, shader_stage, unit, NULL);
-      }
-      else {
-         /* if we've reset all the old samplers and we have no more new ones */
+      /* if resource format matches then YUV wasn't lowered */
+      if (!stObj || st_get_view_format(stObj) == stObj->pt->format)
+         continue;
+
+      switch (st_get_view_format(stObj)) {
+      case PIPE_FORMAT_NV12:
+      case PIPE_FORMAT_P010:
+      case PIPE_FORMAT_P016:
+      case PIPE_FORMAT_YUYV:
+      case PIPE_FORMAT_UYVY:
+         /* we need one additional sampler: */
+         extra = u_bit_scan(&free_slots);
+         states[extra] = sampler;
+         break;
+      case PIPE_FORMAT_IYUV:
+         /* we need two additional samplers: */
+         extra = u_bit_scan(&free_slots);
+         states[extra] = sampler;
+         extra = u_bit_scan(&free_slots);
+         states[extra] = sampler;
+         break;
+      default:
          break;
       }
+
+      num_samplers = MAX2(num_samplers, extra + 1);
    }
 
-   cso_single_sampler_done(st->cso_context, shader_stage);
+   cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
+
+   if (out_num_samplers)
+      *out_num_samplers = num_samplers;
 }
 
 
-static void
-update_samplers(struct st_context *st)
+void
+st_update_vertex_samplers(struct st_context *st)
 {
    const struct gl_context *ctx = st->ctx;
 
-   update_shader_samplers(st,
-                          PIPE_SHADER_FRAGMENT,
-                          &ctx->FragmentProgram._Current->Base,
-                          ctx->Const.FragmentProgram.MaxTextureImageUnits,
-                          st->state.samplers[PIPE_SHADER_FRAGMENT],
-                          &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
-
    update_shader_samplers(st,
                           PIPE_SHADER_VERTEX,
-                          &ctx->VertexProgram._Current->Base,
-                          ctx->Const.VertexProgram.MaxTextureImageUnits,
-                          st->state.samplers[PIPE_SHADER_VERTEX],
-                          &st->state.num_samplers[PIPE_SHADER_VERTEX]);
+                          ctx->VertexProgram._Current,
+                          st->state.vert_samplers,
+                          &st->state.num_vert_samplers);
+}
+
+
+void
+st_update_tessctrl_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
+
+   if (ctx->TessCtrlProgram._Current) {
+      update_shader_samplers(st,
+                             PIPE_SHADER_TESS_CTRL,
+                             ctx->TessCtrlProgram._Current, NULL, NULL);
+   }
+}
+
+
+void
+st_update_tesseval_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
+
+   if (ctx->TessEvalProgram._Current) {
+      update_shader_samplers(st,
+                             PIPE_SHADER_TESS_EVAL,
+                             ctx->TessEvalProgram._Current, NULL, NULL);
+   }
+}
+
+
+void
+st_update_geometry_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
 
    if (ctx->GeometryProgram._Current) {
       update_shader_samplers(st,
                              PIPE_SHADER_GEOMETRY,
-                             &ctx->GeometryProgram._Current->Base,
-                             ctx->Const.GeometryProgram.MaxTextureImageUnits,
-                             st->state.samplers[PIPE_SHADER_GEOMETRY],
-                             &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
+                             ctx->GeometryProgram._Current, NULL, NULL);
    }
 }
 
 
-const struct st_tracked_state st_update_sampler = {
-   "st_update_sampler",                                        /* name */
-   {                                                   /* dirty */
-      _NEW_TEXTURE,                                    /* mesa */
-      0,                                               /* st */
-   },
-   update_samplers                                     /* update */
-};
+void
+st_update_fragment_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
+
+   update_shader_samplers(st,
+                          PIPE_SHADER_FRAGMENT,
+                          ctx->FragmentProgram._Current,
+                          st->state.frag_samplers,
+                          &st->state.num_frag_samplers);
+}
+
+
+void
+st_update_compute_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
+
+   if (ctx->ComputeProgram._Current) {
+      update_shader_samplers(st,
+                             PIPE_SHADER_COMPUTE,
+                             ctx->ComputeProgram._Current, NULL, NULL);
+   }
+}