/**************************************************************************
*
* Copyright 2009 VMware, Inc.
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* 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 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.
*
**************************************************************************/
/**
* Texture sampling code generation
*
* This file is nothing more than ugly glue between three largely independent
* entities:
* - TGSI -> LLVM translation (i.e., lp_build_tgsi_soa)
* - texture sampling code generation (i.e., lp_build_sample_soa)
* - LLVM pipe driver
*
* All interesting code is in the functions mentioned above. There is really
* nothing to see here.
*
* @author Jose Fonseca <jfonseca@vmware.com>
*/
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "gallivm/lp_bld_debug.h"
#include "gallivm/lp_bld_const.h"
#include "gallivm/lp_bld_type.h"
#include "gallivm/lp_bld_sample.h"
#include "gallivm/lp_bld_tgsi.h"
#include "lp_jit.h"
#include "lp_tex_sample.h"
#include "lp_state_fs.h"
#include "lp_debug.h"
/**
* This provides the bridge between the sampler state store in
* lp_jit_context and lp_jit_texture and the sampler code
* generator. It provides the texture layout information required by
* the texture sampler code generator in terms of the state stored in
* lp_jit_context and lp_jit_texture in runtime.
*/
struct llvmpipe_sampler_dynamic_state
{
struct lp_sampler_dynamic_state base;
const struct lp_sampler_static_state *static_state;
};
/**
* This is the bridge between our sampler and the TGSI translator.
*/
struct lp_llvm_sampler_soa
{
struct lp_build_sampler_soa base;
struct llvmpipe_sampler_dynamic_state dynamic_state;
};
/**
* Fetch the specified member of the lp_jit_texture structure.
* \param emit_load if TRUE, emit the LLVM load instruction to actually
* fetch the field's value. Otherwise, just emit the
* GEP code to address the field.
*
* @sa http://llvm.org/docs/GetElementPtr.html
*/
static LLVMValueRef
lp_llvm_texture_member(const struct lp_sampler_dynamic_state *base,
struct gallivm_state *gallivm,
LLVMValueRef context_ptr,
unsigned texture_unit,
unsigned member_index,
const char *member_name,
boolean emit_load)
{
LLVMBuilderRef builder = gallivm->builder;
LLVMValueRef indices[4];
LLVMValueRef ptr;
LLVMValueRef res;
assert(texture_unit < PIPE_MAX_SHADER_SAMPLER_VIEWS);
/* context[0] */
indices[0] = lp_build_const_int32(gallivm, 0);
/* context[0].textures */
indices[1] = lp_build_const_int32(gallivm, LP_JIT_CTX_TEXTURES);
/* context[0].textures[unit] */
indices[2] = lp_build_const_int32(gallivm, texture_unit);
/* context[0].textures[unit].member */
indices[3] = lp_build_const_int32(gallivm, member_index);
ptr = LLVMBuildGEP(builder, context_ptr, indices, ARRAY_SIZE(indices), "");
if (emit_load)
res = LLVMBuildLoad(builder, ptr, "");
else
res = ptr;
lp_build_name(res, "context.texture%u.%s", texture_unit, member_name);
return res;
}
/**
* Helper macro to instantiate the functions that generate the code to
* fetch the members of lp_jit_texture to fulfill the sampler code
* generator requests.
*
* This complexity is the price we have to pay to keep the texture
* sampler code generator a reusable module without dependencies to
* llvmpipe internals.
*/
#define LP_LLVM_TEXTURE_MEMBER(_name, _index, _emit_load) \
static LLVMValueRef \
lp_llvm_texture_##_name( const struct lp_sampler_dynamic_state *base, \
struct gallivm_state *gallivm, \
LLVMValueRef context_ptr, \
unsigned texture_unit) \
{ \
return lp_llvm_texture_member(base, gallivm, context_ptr, \
texture_unit, _index, #_name, _emit_load ); \
}
LP_LLVM_TEXTURE_MEMBER(width, LP_JIT_TEXTURE_WIDTH, TRUE)
LP_LLVM_TEXTURE_MEMBER(height, LP_JIT_TEXTURE_HEIGHT, TRUE)
LP_LLVM_TEXTURE_MEMBER(depth, LP_JIT_TEXTURE_DEPTH, TRUE)
LP_LLVM_TEXTURE_MEMBER(first_level, LP_JIT_TEXTURE_FIRST_LEVEL, TRUE)
LP_LLVM_TEXTURE_MEMBER(last_level, LP_JIT_TEXTURE_LAST_LEVEL, TRUE)
LP_LLVM_TEXTURE_MEMBER(base_ptr, LP_JIT_TEXTURE_BASE, TRUE)
LP_LLVM_TEXTURE_MEMBER(row_stride, LP_JIT_TEXTURE_ROW_STRIDE, FALSE)
LP_LLVM_TEXTURE_MEMBER(img_stride, LP_JIT_TEXTURE_IMG_STRIDE, FALSE)
LP_LLVM_TEXTURE_MEMBER(mip_offsets, LP_JIT_TEXTURE_MIP_OFFSETS, FALSE)
/**
* Fetch the specified member of the lp_jit_sampler structure.
* \param emit_load if TRUE, emit the LLVM load instruction to actually
* fetch the field's value. Otherwise, just emit the
* GEP code to address the field.
*
* @sa http://llvm.org/docs/GetElementPtr.html
*/
static LLVMValueRef
lp_llvm_sampler_member(const struct lp_sampler_dynamic_state *base,
struct gallivm_state *gallivm,
LLVMValueRef context_ptr,
unsigned sampler_unit,
unsigned member_index,
const char *member_name,
boolean emit_load)
{
LLVMBuilderRef builder = gallivm->builder;
LLVMValueRef indices[4];
LLVMValueRef ptr;
LLVMValueRef res;
assert(sampler_unit < PIPE_MAX_SAMPLERS);
/* context[0] */
indices[0] = lp_build_const_int32(gallivm, 0);
/* context[0].samplers */
indices[1] = lp_build_const_int32(gallivm, LP_JIT_CTX_SAMPLERS);
/* context[0].samplers[unit] */
indices[2] = lp_build_const_int32(gallivm, sampler_unit);
/* context[0].samplers[unit].member */
indices[3] = lp_build_const_int32(gallivm, member_index);
ptr = LLVMBuildGEP(builder, context_ptr, indices, ARRAY_SIZE(indices), "");
if (emit_load)
res = LLVMBuildLoad(builder, ptr, "");
else
res = ptr;
lp_build_name(res, "context.sampler%u.%s", sampler_unit, member_name);
return res;
}
#define LP_LLVM_SAMPLER_MEMBER(_name, _index, _emit_load) \
static LLVMValueRef \
lp_llvm_sampler_##_name( const struct lp_sampler_dynamic_state *base, \
struct gallivm_state *gallivm, \
LLVMValueRef context_ptr, \
unsigned sampler_unit) \
{ \
return lp_llvm_sampler_member(base, gallivm, context_ptr, \
sampler_unit, _index, #_name, _emit_load ); \
}
LP_LLVM_SAMPLER_MEMBER(min_lod, LP_JIT_SAMPLER_MIN_LOD, TRUE)
LP_LLVM_SAMPLER_MEMBER(max_lod, LP_JIT_SAMPLER_MAX_LOD, TRUE)
LP_LLVM_SAMPLER_MEMBER(lod_bias, LP_JIT_SAMPLER_LOD_BIAS, TRUE)
LP_LLVM_SAMPLER_MEMBER(border_color, LP_JIT_SAMPLER_BORDER_COLOR, FALSE)
#if LP_USE_TEXTURE_CACHE
static LLVMValueRef
lp_llvm_texture_cache_ptr(const struct lp_sampler_dynamic_state *base,
struct gallivm_state *gallivm,
LLVMValueRef thread_data_ptr,
unsigned unit)
{
/* We use the same cache for all units */
(void)unit;
return lp_jit_thread_data_cache(gallivm, thread_data_ptr);
}
#endif
static void
lp_llvm_sampler_soa_destroy(struct lp_build_sampler_soa *sampler)
{
FREE(sampler);
}
/**
* Fetch filtered values from texture.
* The 'texel' parameter returns four vectors corresponding to R, G, B, A.
*/
static void
lp_llvm_sampler_soa_emit_fetch_texel(const struct lp_build_sampler_soa *base,
struct gallivm_state *gallivm,
const struct lp_sampler_params *params)
{
struct lp_llvm_sampler_soa *sampler = (struct lp_llvm_sampler_soa *)base;
unsigned texture_index = params->texture_index;
unsigned sampler_index = params->sampler_index;
assert(sampler_index < PIPE_MAX_SAMPLERS);
assert(texture_index < PIPE_MAX_SHADER_SAMPLER_VIEWS);
if (LP_PERF & PERF_NO_TEX) {
lp_build_sample_nop(gallivm, params->type, params->coords, params->texel);
return;
}
lp_build_sample_soa(&sampler->dynamic_state.static_state[texture_index].texture_state,
&sampler->dynamic_state.static_state[sampler_index].sampler_state,
&sampler->dynamic_state.base,
gallivm, params);
}
/**
* Fetch the texture size.
*/
static void
lp_llvm_sampler_soa_emit_size_query(const struct lp_build_sampler_soa *base,
struct gallivm_state *gallivm,
const struct lp_sampler_size_query_params *params)
{
struct lp_llvm_sampler_soa *sampler = (struct lp_llvm_sampler_soa *)base;
assert(params->texture_unit < PIPE_MAX_SHADER_SAMPLER_VIEWS);
lp_build_size_query_soa(gallivm,
&sampler->dynamic_state.static_state[params->texture_unit].texture_state,
&sampler->dynamic_state.base,
params);
}
struct lp_build_sampler_soa *
lp_llvm_sampler_soa_create(const struct lp_sampler_static_state *static_state)
{
struct lp_llvm_sampler_soa *sampler;
sampler = CALLOC_STRUCT(lp_llvm_sampler_soa);
if (!sampler)
return NULL;
sampler->base.destroy = lp_llvm_sampler_soa_destroy;
sampler->base.emit_tex_sample = lp_llvm_sampler_soa_emit_fetch_texel;
sampler->base.emit_size_query = lp_llvm_sampler_soa_emit_size_query;
sampler->dynamic_state.base.width = lp_llvm_texture_width;
sampler->dynamic_state.base.height = lp_llvm_texture_height;
sampler->dynamic_state.base.depth = lp_llvm_texture_depth;
sampler->dynamic_state.base.first_level = lp_llvm_texture_first_level;
sampler->dynamic_state.base.last_level = lp_llvm_texture_last_level;
sampler->dynamic_state.base.base_ptr = lp_llvm_texture_base_ptr;
sampler->dynamic_state.base.row_stride = lp_llvm_texture_row_stride;
sampler->dynamic_state.base.img_stride = lp_llvm_texture_img_stride;
sampler->dynamic_state.base.mip_offsets = lp_llvm_texture_mip_offsets;
sampler->dynamic_state.base.min_lod = lp_llvm_sampler_min_lod;
sampler->dynamic_state.base.max_lod = lp_llvm_sampler_max_lod;
sampler->dynamic_state.base.lod_bias = lp_llvm_sampler_lod_bias;
sampler->dynamic_state.base.border_color = lp_llvm_sampler_border_color;
#if LP_USE_TEXTURE_CACHE
sampler->dynamic_state.base.cache_ptr = lp_llvm_texture_cache_ptr;
#endif
sampler->dynamic_state.static_state = static_state;
return &sampler->base;
}