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
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23  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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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 a gl_sampler_object to a pipe_sampler_state object.
58  */
59 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,bool seamless_cube_map)60 st_convert_sampler(const struct st_context *st,
61                    const struct gl_texture_object *texobj,
62                    const struct gl_sampler_object *msamp,
63                    float tex_unit_lod_bias,
64                    struct pipe_sampler_state *sampler,
65                    bool seamless_cube_map)
66 {
67    memcpy(sampler, &msamp->Attrib.state, sizeof(*sampler));
68 
69    sampler->seamless_cube_map |= seamless_cube_map;
70 
71    if (texobj->_IsIntegerFormat && st->ctx->Const.ForceIntegerTexNearest) {
72       sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST;
73       sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST;
74    }
75 
76    if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
77       sampler->normalized_coords = 1;
78 
79    sampler->lod_bias += tex_unit_lod_bias;
80 
81    /* Check that only wrap modes using the border color have the first bit
82     * set.
83     */
84    STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
85    STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
86    STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
87    STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
88    STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
89                    PIPE_TEX_WRAP_CLAMP_TO_EDGE |
90                    PIPE_TEX_WRAP_MIRROR_REPEAT |
91                    PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
92 
93    /* For non-black borders... */
94    if (msamp->Attrib.IsBorderColorNonZero &&
95        /* This is true if wrap modes are using the border color: */
96        (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1) {
97       const GLboolean is_integer = texobj->_IsIntegerFormat;
98       GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
99 
100       if (texobj->StencilSampling)
101          texBaseFormat = GL_STENCIL_INDEX;
102 
103       if (st->apply_texture_swizzle_to_border_color) {
104          const struct st_texture_object *stobj = st_texture_object_const(texobj);
105          /* XXX: clean that up to not use the sampler view at all */
106          const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
107 
108          if (sv) {
109             struct pipe_sampler_view *view = sv->view;
110             union pipe_color_union tmp = sampler->border_color;
111             const unsigned char swz[4] =
112             {
113                view->swizzle_r,
114                view->swizzle_g,
115                view->swizzle_b,
116                view->swizzle_a,
117             };
118 
119             st_translate_color(&tmp, texBaseFormat, is_integer);
120 
121             util_format_apply_color_swizzle(&sampler->border_color,
122                                             &tmp, swz, is_integer);
123          } else {
124             st_translate_color(&sampler->border_color,
125                                texBaseFormat, is_integer);
126          }
127       } else {
128          st_translate_color(&sampler->border_color,
129                             texBaseFormat, is_integer);
130       }
131       sampler->border_color_is_integer = is_integer;
132    }
133 
134    /* If sampling a depth texture and using shadow comparison */
135    if (msamp->Attrib.CompareMode == GL_COMPARE_R_TO_TEXTURE) {
136       GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
137 
138       if (texBaseFormat == GL_DEPTH_COMPONENT ||
139           (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling))
140          sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
141    }
142 }
143 
144 /**
145  * Get a pipe_sampler_state object from a texture unit.
146  */
147 void
st_convert_sampler_from_unit(const struct st_context * st,struct pipe_sampler_state * sampler,GLuint texUnit)148 st_convert_sampler_from_unit(const struct st_context *st,
149                              struct pipe_sampler_state *sampler,
150                              GLuint texUnit)
151 {
152    const struct gl_texture_object *texobj;
153    struct gl_context *ctx = st->ctx;
154    const struct gl_sampler_object *msamp;
155 
156    texobj = ctx->Texture.Unit[texUnit]._Current;
157    assert(texobj);
158 
159    msamp = _mesa_get_samplerobj(ctx, texUnit);
160 
161    st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBiasQuantized,
162                       sampler, ctx->Texture.CubeMapSeamless);
163 }
164 
165 
166 /**
167  * Update the gallium driver's sampler state for fragment, vertex or
168  * geometry shader stage.
169  */
170 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)171 update_shader_samplers(struct st_context *st,
172                        enum pipe_shader_type shader_stage,
173                        const struct gl_program *prog,
174                        struct pipe_sampler_state *samplers,
175                        unsigned *out_num_samplers)
176 {
177    struct gl_context *ctx = st->ctx;
178    GLbitfield samplers_used = prog->SamplersUsed;
179    GLbitfield free_slots = ~prog->SamplersUsed;
180    GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
181    unsigned unit, num_samplers;
182    struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
183    const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
184 
185    if (samplers_used == 0x0) {
186       if (out_num_samplers)
187          *out_num_samplers = 0;
188       return;
189    }
190 
191    if (!samplers)
192       samplers = local_samplers;
193 
194    num_samplers = util_last_bit(samplers_used);
195 
196    /* loop over sampler units (aka tex image units) */
197    for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
198       struct pipe_sampler_state *sampler = samplers + unit;
199       unsigned tex_unit = prog->SamplerUnits[unit];
200 
201       /* Don't update the sampler for TBOs. cso_context will not bind sampler
202        * states that are NULL.
203        */
204       if (samplers_used & 1 &&
205           (ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER ||
206            st->texture_buffer_sampler)) {
207          st_convert_sampler_from_unit(st, sampler, tex_unit);
208          states[unit] = sampler;
209       } else {
210          states[unit] = NULL;
211       }
212    }
213 
214    /* For any external samplers with multiplaner YUV, stuff the additional
215     * sampler states we need at the end.
216     *
217     * Just re-use the existing sampler-state from the primary slot.
218     */
219    while (unlikely(external_samplers_used)) {
220       GLuint unit = u_bit_scan(&external_samplers_used);
221       GLuint extra = 0;
222       struct st_texture_object *stObj =
223             st_get_texture_object(st->ctx, prog, unit);
224       struct pipe_sampler_state *sampler = samplers + unit;
225 
226       /* if resource format matches then YUV wasn't lowered */
227       if (!stObj || st_get_view_format(stObj) == stObj->pt->format)
228          continue;
229 
230       switch (st_get_view_format(stObj)) {
231       case PIPE_FORMAT_NV12:
232          if (stObj->pt->format == PIPE_FORMAT_R8_G8B8_420_UNORM)
233             /* no additional views needed */
234             break;
235          FALLTHROUGH;
236       case PIPE_FORMAT_P010:
237       case PIPE_FORMAT_P012:
238       case PIPE_FORMAT_P016:
239       case PIPE_FORMAT_Y210:
240       case PIPE_FORMAT_Y212:
241       case PIPE_FORMAT_Y216:
242       case PIPE_FORMAT_YUYV:
243       case PIPE_FORMAT_UYVY:
244          if (stObj->pt->format == PIPE_FORMAT_R8G8_R8B8_UNORM ||
245              stObj->pt->format == PIPE_FORMAT_G8R8_B8R8_UNORM) {
246             /* no additional views needed */
247             break;
248          }
249 
250          /* we need one additional sampler: */
251          extra = u_bit_scan(&free_slots);
252          states[extra] = sampler;
253          break;
254       case PIPE_FORMAT_IYUV:
255          /* we need two additional samplers: */
256          extra = u_bit_scan(&free_slots);
257          states[extra] = sampler;
258          extra = u_bit_scan(&free_slots);
259          states[extra] = sampler;
260          break;
261       default:
262          break;
263       }
264 
265       num_samplers = MAX2(num_samplers, extra + 1);
266    }
267 
268    cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
269 
270    if (out_num_samplers)
271       *out_num_samplers = num_samplers;
272 }
273 
274 
275 void
st_update_vertex_samplers(struct st_context * st)276 st_update_vertex_samplers(struct st_context *st)
277 {
278    const struct gl_context *ctx = st->ctx;
279 
280    update_shader_samplers(st,
281                           PIPE_SHADER_VERTEX,
282                           ctx->VertexProgram._Current,
283                           st->state.vert_samplers,
284                           &st->state.num_vert_samplers);
285 }
286 
287 
288 void
st_update_tessctrl_samplers(struct st_context * st)289 st_update_tessctrl_samplers(struct st_context *st)
290 {
291    const struct gl_context *ctx = st->ctx;
292 
293    if (ctx->TessCtrlProgram._Current) {
294       update_shader_samplers(st,
295                              PIPE_SHADER_TESS_CTRL,
296                              ctx->TessCtrlProgram._Current, NULL, NULL);
297    }
298 }
299 
300 
301 void
st_update_tesseval_samplers(struct st_context * st)302 st_update_tesseval_samplers(struct st_context *st)
303 {
304    const struct gl_context *ctx = st->ctx;
305 
306    if (ctx->TessEvalProgram._Current) {
307       update_shader_samplers(st,
308                              PIPE_SHADER_TESS_EVAL,
309                              ctx->TessEvalProgram._Current, NULL, NULL);
310    }
311 }
312 
313 
314 void
st_update_geometry_samplers(struct st_context * st)315 st_update_geometry_samplers(struct st_context *st)
316 {
317    const struct gl_context *ctx = st->ctx;
318 
319    if (ctx->GeometryProgram._Current) {
320       update_shader_samplers(st,
321                              PIPE_SHADER_GEOMETRY,
322                              ctx->GeometryProgram._Current, NULL, NULL);
323    }
324 }
325 
326 
327 void
st_update_fragment_samplers(struct st_context * st)328 st_update_fragment_samplers(struct st_context *st)
329 {
330    const struct gl_context *ctx = st->ctx;
331 
332    update_shader_samplers(st,
333                           PIPE_SHADER_FRAGMENT,
334                           ctx->FragmentProgram._Current,
335                           st->state.frag_samplers,
336                           &st->state.num_frag_samplers);
337 }
338 
339 
340 void
st_update_compute_samplers(struct st_context * st)341 st_update_compute_samplers(struct st_context *st)
342 {
343    const struct gl_context *ctx = st->ctx;
344 
345    if (ctx->ComputeProgram._Current) {
346       update_shader_samplers(st,
347                              PIPE_SHADER_COMPUTE,
348                              ctx->ComputeProgram._Current, NULL, NULL);
349    }
350 }
351