/**************************************************************************
*
* 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.
*
**************************************************************************/
/**
* Largely a copy of llvmpipe's lp_tex_sample.c
*/
/**
* 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)
* - SWR driver
*
* All interesting code is in the functions mentioned above. There is really
* nothing to see here.
*
* @author Jose Fonseca <jfonseca@vmware.com>
*/
#include "state.h"
#include "JitManager.h"
#include "gen_state_llvm.h"
#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 "util/u_memory.h"
#include "swr_tex_sample.h"
#include "gen_swr_context_llvm.h"
using namespace SwrJit;
/**
* 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 swr_sampler_dynamic_state {
struct lp_sampler_dynamic_state base;
const struct swr_sampler_static_state *static_state;
enum pipe_shader_type shader_type;
};
/**
* This is the bridge between our sampler and the TGSI translator.
*/
struct swr_sampler_soa {
struct lp_build_sampler_soa base;
struct swr_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
swr_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 */
auto dynamic = (const struct swr_sampler_dynamic_state *)base;
switch (dynamic->shader_type) {
case PIPE_SHADER_FRAGMENT:
indices[1] = lp_build_const_int32(gallivm, swr_draw_context_texturesFS);
break;
case PIPE_SHADER_VERTEX:
indices[1] = lp_build_const_int32(gallivm, swr_draw_context_texturesVS);
break;
case PIPE_SHADER_GEOMETRY:
indices[1] = lp_build_const_int32(gallivm, swr_draw_context_texturesGS);
break;
default:
assert(0 && "unsupported shader type");
break;
}
/* 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
* swr internals.
*/
#define SWR_TEXTURE_MEMBER(_name, _emit_load) \
static LLVMValueRef swr_texture_##_name( \
const struct lp_sampler_dynamic_state *base, \
struct gallivm_state *gallivm, \
LLVMValueRef context_ptr, \
unsigned texture_unit) \
{ \
return swr_texture_member(base, \
gallivm, \
context_ptr, \
texture_unit, \
swr_jit_texture_##_name, \
#_name, \
_emit_load); \
}
SWR_TEXTURE_MEMBER(width, TRUE)
SWR_TEXTURE_MEMBER(height, TRUE)
SWR_TEXTURE_MEMBER(depth, TRUE)
SWR_TEXTURE_MEMBER(first_level, TRUE)
SWR_TEXTURE_MEMBER(last_level, TRUE)
SWR_TEXTURE_MEMBER(base_ptr, TRUE)
SWR_TEXTURE_MEMBER(row_stride, FALSE)
SWR_TEXTURE_MEMBER(img_stride, FALSE)
SWR_TEXTURE_MEMBER(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
swr_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 */
auto dynamic = (const struct swr_sampler_dynamic_state *)base;
switch (dynamic->shader_type) {
case PIPE_SHADER_FRAGMENT:
indices[1] = lp_build_const_int32(gallivm, swr_draw_context_samplersFS);
break;
case PIPE_SHADER_VERTEX:
indices[1] = lp_build_const_int32(gallivm, swr_draw_context_samplersVS);
break;
case PIPE_SHADER_GEOMETRY:
indices[1] = lp_build_const_int32(gallivm, swr_draw_context_samplersGS);
break;
default:
assert(0 && "unsupported shader type");
break;
}
/* 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 SWR_SAMPLER_MEMBER(_name, _emit_load) \
static LLVMValueRef swr_sampler_##_name( \
const struct lp_sampler_dynamic_state *base, \
struct gallivm_state *gallivm, \
LLVMValueRef context_ptr, \
unsigned sampler_unit) \
{ \
return swr_sampler_member(base, \
gallivm, \
context_ptr, \
sampler_unit, \
swr_jit_sampler_##_name, \
#_name, \
_emit_load); \
}
SWR_SAMPLER_MEMBER(min_lod, TRUE)
SWR_SAMPLER_MEMBER(max_lod, TRUE)
SWR_SAMPLER_MEMBER(lod_bias, TRUE)
SWR_SAMPLER_MEMBER(border_color, FALSE)
static void
swr_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
swr_sampler_soa_emit_fetch_texel(const struct lp_build_sampler_soa *base,
struct gallivm_state *gallivm,
const struct lp_sampler_params *params)
{
struct swr_sampler_soa *sampler = (struct swr_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 0
lp_build_sample_nop(gallivm, params->type, params->coords, params->texel);
#else
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);
#endif
}
/**
* Fetch the texture size.
*/
static void
swr_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 swr_sampler_soa *sampler = (struct swr_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 *
swr_sampler_soa_create(const struct swr_sampler_static_state *static_state,
enum pipe_shader_type shader_type)
{
struct swr_sampler_soa *sampler;
sampler = CALLOC_STRUCT(swr_sampler_soa);
if (!sampler)
return NULL;
sampler->base.destroy = swr_sampler_soa_destroy;
sampler->base.emit_tex_sample = swr_sampler_soa_emit_fetch_texel;
sampler->base.emit_size_query = swr_sampler_soa_emit_size_query;
sampler->dynamic_state.base.width = swr_texture_width;
sampler->dynamic_state.base.height = swr_texture_height;
sampler->dynamic_state.base.depth = swr_texture_depth;
sampler->dynamic_state.base.first_level = swr_texture_first_level;
sampler->dynamic_state.base.last_level = swr_texture_last_level;
sampler->dynamic_state.base.base_ptr = swr_texture_base_ptr;
sampler->dynamic_state.base.row_stride = swr_texture_row_stride;
sampler->dynamic_state.base.img_stride = swr_texture_img_stride;
sampler->dynamic_state.base.mip_offsets = swr_texture_mip_offsets;
sampler->dynamic_state.base.min_lod = swr_sampler_min_lod;
sampler->dynamic_state.base.max_lod = swr_sampler_max_lod;
sampler->dynamic_state.base.lod_bias = swr_sampler_lod_bias;
sampler->dynamic_state.base.border_color = swr_sampler_border_color;
sampler->dynamic_state.static_state = static_state;
sampler->dynamic_state.shader_type = shader_type;
return &sampler->base;
}