/**************************************************************************
*
* Copyright 2007 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.
*
**************************************************************************/
/*
* Authors:
* 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/u_format.h"
/**
* Convert GLenum texcoord wrap tokens to pipe tokens.
*/
static GLuint
gl_wrap_xlate(GLenum wrap)
{
/* 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)
{
/* Take advantage of how the enums are defined. */
if (filter <= GL_LINEAR)
return PIPE_TEX_MIPFILTER_NONE;
if (filter <= GL_LINEAR_MIPMAP_NEAREST)
return PIPE_TEX_MIPFILTER_NEAREST;
return PIPE_TEX_MIPFILTER_LINEAR;
}
static GLuint
gl_filter_to_img_filter(GLenum filter)
{
/* Take advantage of how the enums are defined. */
if (filter & 1)
return PIPE_TEX_FILTER_LINEAR;
return PIPE_TEX_FILTER_NEAREST;
}
/**
* 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)
{
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);
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 = 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 (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;
}
/**
* 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_context *ctx = st->ctx;
GLbitfield samplers_used = prog->SamplersUsed;
GLbitfield free_slots = ~prog->SamplersUsed;
GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
unsigned unit, num_samplers;
const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
if (samplers_used == 0x0) {
*out_num_samplers = 0;
return;
}
num_samplers = util_last_bit(samplers_used);
/* loop over sampler units (aka tex image units) */
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;
}
}
/* 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 (!stObj)
continue;
switch (st_get_view_format(stObj)) {
case PIPE_FORMAT_NV12:
/* 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_set_samplers(st->cso_context, shader_stage, num_samplers, states);
*out_num_samplers = num_samplers;
}
void
st_update_vertex_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
update_shader_samplers(st,
PIPE_SHADER_VERTEX,
ctx->VertexProgram._Current,
st->state.samplers[PIPE_SHADER_VERTEX],
&st->state.num_samplers[PIPE_SHADER_VERTEX]);
}
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,
st->state.samplers[PIPE_SHADER_TESS_CTRL],
&st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
}
}
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,
st->state.samplers[PIPE_SHADER_TESS_EVAL],
&st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
}
}
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,
st->state.samplers[PIPE_SHADER_GEOMETRY],
&st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
}
}
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.samplers[PIPE_SHADER_FRAGMENT],
&st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
}
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,
st->state.samplers[PIPE_SHADER_COMPUTE],
&st->state.num_samplers[PIPE_SHADER_COMPUTE]);
}
}