mesa: add bool param to _mesa_free_context_data
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
index b67068df373d7a358c701a08b7714efceda81404..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.
 
  /*
   * Authors:
-  *   Keith Whitwell <keith@tungstengraphics.com>
+  *   Keith Whitwell <keithw@vmware.com>
   *   Brian Paul
   */
  
 
 #include "main/macros.h"
+#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/format/u_format.h"
+
 
 /**
  * Convert GLenum texcoord wrap tokens to pipe tokens.
 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
-xlate_border_color(const GLfloat *colorIn, GLenum baseFormat, GLfloat *colorOut)
+/**
+ * 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)
 {
-   switch (baseFormat) {
-   case GL_RED:
-      colorOut[0] = colorIn[0];
-      colorOut[1] = 0.0F;
-      colorOut[2] = 0.0F;
-      colorOut[3] = 1.0F;
-      break;
-   case GL_RG:
-      colorOut[0] = colorIn[0];
-      colorOut[1] = colorIn[1];
-      colorOut[2] = 0.0F;
-      colorOut[3] = 1.0F;
-      break;
-   case GL_RGB:
-      colorOut[0] = colorIn[0];
-      colorOut[1] = colorIn[1];
-      colorOut[2] = colorIn[2];
-      colorOut[3] = 1.0F;
-      break;
-   case GL_ALPHA:
-      colorOut[0] = colorOut[1] = colorOut[2] = 0.0;
-      colorOut[3] = colorIn[3];
-      break;
-   case GL_LUMINANCE:
-      colorOut[0] = colorOut[1] = colorOut[2] = colorIn[0];
-      colorOut[3] = 1.0;
-      break;
-   case GL_LUMINANCE_ALPHA:
-      colorOut[0] = colorOut[1] = colorOut[2] = colorIn[0];
-      colorOut[3] = colorIn[3];
-      break;
-   case GL_INTENSITY:
-      colorOut[0] = colorOut[1] = colorOut[2] = colorOut[3] = colorIn[0];
-      break;
-   default:
-      COPY_4V(colorOut, colorIn);
+   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);
+
+   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);
+
+   if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
+      sampler->normalized_coords = 1;
+
+   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 = 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.
+       */
+      float tmp = sampler->max_lod;
+      sampler->max_lod = sampler->min_lod;
+      sampler->min_lod = tmp;
+      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 (/* 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;
+      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,
+                            texBaseFormat, is_integer);
+      }
    }
+
+   sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
+                              0 : (GLuint) msamp->MaxAnisotropy);
+
+   /* If sampling a depth texture and using shadow comparison */
+   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);
+      }
+   }
+
+   /* 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;
 }
 
 
-static void 
-update_samplers(struct st_context *st)
+/**
+ * Update the gallium driver's sampler state for fragment, vertex or
+ * geometry shader stage.
+ */
+static void
+update_shader_samplers(struct st_context *st,
+                       enum pipe_shader_type shader_stage,
+                       const struct gl_program *prog,
+                       struct pipe_sampler_state *samplers,
+                       unsigned *out_num_samplers)
 {
-   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;
+   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 (!samplers)
+      samplers = local_samplers;
 
-   st->state.num_samplers = 0;
+   num_samplers = util_last_bit(samplers_used);
 
    /* loop over sampler units (aka tex image units) */
-   for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
-      struct pipe_sampler_state *sampler = st->state.samplers + su;
+   for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
+      struct pipe_sampler_state *sampler = samplers + unit;
+      unsigned tex_unit = prog->SamplerUnits[unit];
+
+      /* 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;
+      }
+   }
 
-      memset(sampler, 0, sizeof(*sampler));
+   /* 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;
+
+      /* 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;
+      }
 
-      if (samplersUsed & (1 << su)) {
-         struct gl_texture_object *texobj;
-         struct gl_texture_image *teximg;
-         GLuint texUnit;
+      num_samplers = MAX2(num_samplers, extra + 1);
+   }
 
-         if (fprog->Base.SamplersUsed & (1 << su))
-            texUnit = fprog->Base.SamplerUnits[su];
-         else
-            texUnit = vprog->Base.SamplerUnits[su];
+   cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
 
-         texobj = st->ctx->Texture.Unit[texUnit]._Current;
-         if (!texobj) {
-            texobj = st_get_default_texture(st);
-         }
+   if (out_num_samplers)
+      *out_num_samplers = num_samplers;
+}
 
-         teximg = texobj->Image[0][texobj->BaseLevel];
 
-         sampler->wrap_s = gl_wrap_xlate(texobj->WrapS);
-         sampler->wrap_t = gl_wrap_xlate(texobj->WrapT);
-         sampler->wrap_r = gl_wrap_xlate(texobj->WrapR);
+void
+st_update_vertex_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
 
-         sampler->min_img_filter = gl_filter_to_img_filter(texobj->MinFilter);
-         sampler->min_mip_filter = gl_filter_to_mip_filter(texobj->MinFilter);
-         sampler->mag_img_filter = gl_filter_to_img_filter(texobj->MagFilter);
+   update_shader_samplers(st,
+                          PIPE_SHADER_VERTEX,
+                          ctx->VertexProgram._Current,
+                          st->state.vert_samplers,
+                          &st->state.num_vert_samplers);
+}
 
-         if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
-            sampler->normalized_coords = 1;
 
-         sampler->lod_bias = st->ctx->Texture.Unit[su].LodBias;
+void
+st_update_tessctrl_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
 
-         sampler->min_lod = texobj->BaseLevel + texobj->MinLod;
-         if (sampler->min_lod < texobj->BaseLevel)
-            sampler->min_lod = texobj->BaseLevel;
+   if (ctx->TessCtrlProgram._Current) {
+      update_shader_samplers(st,
+                             PIPE_SHADER_TESS_CTRL,
+                             ctx->TessCtrlProgram._Current, NULL, NULL);
+   }
+}
 
-         sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel,
-                                 (texobj->MaxLod + texobj->BaseLevel));
-         if (sampler->max_lod < sampler->min_lod) {
-            /* The GL spec doesn't seem to specify what to do in this case.
-             * Swap the values.
-             */
-            float tmp = sampler->max_lod;
-            sampler->max_lod = sampler->min_lod;
-            sampler->min_lod = tmp;
-            assert(sampler->min_lod <= sampler->max_lod);
-         }
 
-         xlate_border_color(texobj->BorderColor.f,
-                            teximg ? teximg->_BaseFormat : GL_RGBA,
-                            sampler->border_color);
+void
+st_update_tesseval_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
 
-        sampler->max_anisotropy = (texobj->MaxAnisotropy == 1.0 ? 0 : (GLuint)texobj->MaxAnisotropy);
+   if (ctx->TessEvalProgram._Current) {
+      update_shader_samplers(st,
+                             PIPE_SHADER_TESS_EVAL,
+                             ctx->TessEvalProgram._Current, NULL, NULL);
+   }
+}
 
-         /* only care about ARB_shadow, not SGI shadow */
-         if (texobj->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
-            sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
-            sampler->compare_func
-               = st_compare_func_to_pipe(texobj->CompareFunc);
-         }
 
-         st->state.num_samplers = su + 1;
+void
+st_update_geometry_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
 
-         /*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
-         cso_single_sampler(st->cso_context, su, sampler);
-         if (su < st->ctx->Const.MaxVertexTextureImageUnits) {
-            cso_single_vertex_sampler(st->cso_context, su, sampler);
-         }
-      }
-      else {
-         /*printf("%s su=%u null\n", __FUNCTION__, su);*/
-         cso_single_sampler(st->cso_context, su, NULL);
-         if (su < st->ctx->Const.MaxVertexTextureImageUnits) {
-            cso_single_vertex_sampler(st->cso_context, su, NULL);
-         }
-      }
+   if (ctx->GeometryProgram._Current) {
+      update_shader_samplers(st,
+                             PIPE_SHADER_GEOMETRY,
+                             ctx->GeometryProgram._Current, NULL, NULL);
    }
+}
 
-   cso_single_sampler_done(st->cso_context);
-   if (st->ctx->Const.MaxVertexTextureImageUnits > 0) {
-      cso_single_vertex_sampler_done(st->cso_context);
-   }
+
+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);
 }
 
 
-const struct st_tracked_state st_update_sampler = {
-   "st_update_sampler",                                        /* name */
-   {                                                   /* dirty */
-      _NEW_TEXTURE,                                    /* mesa */
-      0,                                               /* st */
-   },
-   update_samplers                                     /* update */
-};
+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);
+   }
+}