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third_party_mesa3d/src/mesa/state_tracker/st_sampler_view.c

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/*
* Copyright 2016 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.
*/
#include "pipe/p_context.h"
#include "util/u_format.h"
#include "util/u_inlines.h"
#include "main/context.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/teximage.h"
#include "main/texobj.h"
#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_sampler_view.h"
#include "st_texture.h"
#include "st_format.h"
#include "st_cb_texture.h"
/**
* Try to find a matching sampler view for the given context.
* If none is found an empty slot is initialized with a
* template and returned instead.
*/
static struct pipe_sampler_view **
st_texture_get_sampler_view(struct st_context *st,
struct st_texture_object *stObj)
{
struct pipe_sampler_view **free = NULL;
GLuint i;
for (i = 0; i < stObj->num_sampler_views; ++i) {
struct pipe_sampler_view **sv = &stObj->sampler_views[i];
/* Is the array entry used ? */
if (*sv) {
/* check if the context matches */
if ((*sv)->context == st->pipe) {
return sv;
}
} else {
/* Found a free slot, remember that */
free = sv;
}
}
/* Couldn't find a slot for our context, create a new one */
if (!free) {
/* Haven't even found a free one, resize the array */
unsigned new_size = (stObj->num_sampler_views + 1) *
sizeof(struct pipe_sampler_view *);
stObj->sampler_views = realloc(stObj->sampler_views, new_size);
free = &stObj->sampler_views[stObj->num_sampler_views++];
*free = NULL;
}
assert(*free == NULL);
return free;
}
/**
* For the given texture object, release any sampler views which belong
* to the calling context.
*/
void
st_texture_release_sampler_view(struct st_context *st,
struct st_texture_object *stObj)
{
GLuint i;
for (i = 0; i < stObj->num_sampler_views; ++i) {
struct pipe_sampler_view **sv = &stObj->sampler_views[i];
if (*sv && (*sv)->context == st->pipe) {
pipe_sampler_view_reference(sv, NULL);
break;
}
}
}
/**
* Release all sampler views attached to the given texture object, regardless
* of the context.
*/
void
st_texture_release_all_sampler_views(struct st_context *st,
struct st_texture_object *stObj)
{
GLuint i;
/* XXX This should use sampler_views[i]->pipe, not st->pipe */
for (i = 0; i < stObj->num_sampler_views; ++i)
pipe_sampler_view_release(st->pipe, &stObj->sampler_views[i]);
}
void
st_texture_free_sampler_views(struct st_texture_object *stObj)
{
free(stObj->sampler_views);
stObj->sampler_views = NULL;
stObj->num_sampler_views = 0;
}
/**
* Return swizzle1(swizzle2)
*/
static unsigned
swizzle_swizzle(unsigned swizzle1, unsigned swizzle2)
{
unsigned i, swz[4];
if (swizzle1 == SWIZZLE_XYZW) {
/* identity swizzle, no change to swizzle2 */
return swizzle2;
}
for (i = 0; i < 4; i++) {
unsigned s = GET_SWZ(swizzle1, i);
switch (s) {
case SWIZZLE_X:
case SWIZZLE_Y:
case SWIZZLE_Z:
case SWIZZLE_W:
swz[i] = GET_SWZ(swizzle2, s);
break;
case SWIZZLE_ZERO:
swz[i] = SWIZZLE_ZERO;
break;
case SWIZZLE_ONE:
swz[i] = SWIZZLE_ONE;
break;
default:
assert(!"Bad swizzle term");
swz[i] = SWIZZLE_X;
}
}
return MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]);
}
/**
* Given a user-specified texture base format, the actual gallium texture
* format and the current GL_DEPTH_MODE, return a texture swizzle.
*
* Consider the case where the user requests a GL_RGB internal texture
* format the driver actually uses an RGBA format. The A component should
* be ignored and sampling from the texture should always return (r,g,b,1).
* But if we rendered to the texture we might have written A values != 1.
* By sampling the texture with a ".xyz1" swizzle we'll get the expected A=1.
* This function computes the texture swizzle needed to get the expected
* values.
*
* In the case of depth textures, the GL_DEPTH_MODE state determines the
* texture swizzle.
*
* This result must be composed with the user-specified swizzle to get
* the final swizzle.
*/
static unsigned
compute_texture_format_swizzle(GLenum baseFormat, GLenum depthMode,
enum pipe_format actualFormat,
unsigned glsl_version)
{
switch (baseFormat) {
case GL_RGBA:
return SWIZZLE_XYZW;
case GL_RGB:
if (util_format_has_alpha(actualFormat))
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_ONE);
else
return SWIZZLE_XYZW;
case GL_RG:
if (util_format_get_nr_components(actualFormat) > 2)
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_ZERO, SWIZZLE_ONE);
else
return SWIZZLE_XYZW;
case GL_RED:
if (util_format_get_nr_components(actualFormat) > 1)
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
SWIZZLE_ZERO, SWIZZLE_ONE);
else
return SWIZZLE_XYZW;
case GL_ALPHA:
if (util_format_get_nr_components(actualFormat) > 1)
return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
SWIZZLE_ZERO, SWIZZLE_W);
else
return SWIZZLE_XYZW;
case GL_LUMINANCE:
if (util_format_get_nr_components(actualFormat) > 1)
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
else
return SWIZZLE_XYZW;
case GL_LUMINANCE_ALPHA:
if (util_format_get_nr_components(actualFormat) > 2)
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_W);
else
return SWIZZLE_XYZW;
case GL_INTENSITY:
if (util_format_get_nr_components(actualFormat) > 1)
return SWIZZLE_XXXX;
else
return SWIZZLE_XYZW;
case GL_STENCIL_INDEX:
case GL_DEPTH_STENCIL:
case GL_DEPTH_COMPONENT:
/* Now examine the depth mode */
switch (depthMode) {
case GL_LUMINANCE:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
case GL_INTENSITY:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_X);
case GL_ALPHA:
/* The texture(sampler*Shadow) functions from GLSL 1.30 ignore
* the depth mode and return float, while older shadow* functions
* and ARB_fp instructions return vec4 according to the depth mode.
*
* The problem with the GLSL 1.30 functions is that GL_ALPHA forces
* them to return 0, breaking them completely.
*
* A proper fix would increase code complexity and that's not worth
* it for a rarely used feature such as the GL_ALPHA depth mode
* in GL3. Therefore, change GL_ALPHA to GL_INTENSITY for all
* shaders that use GLSL 1.30 or later.
*
* BTW, it's required that sampler views are updated when
* shaders change (check_sampler_swizzle takes care of that).
*/
if (glsl_version && glsl_version >= 130)
return SWIZZLE_XXXX;
else
return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
SWIZZLE_ZERO, SWIZZLE_X);
case GL_RED:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
SWIZZLE_ZERO, SWIZZLE_ONE);
default:
assert(!"Unexpected depthMode");
return SWIZZLE_XYZW;
}
default:
assert(!"Unexpected baseFormat");
return SWIZZLE_XYZW;
}
}
static unsigned
get_texture_format_swizzle(const struct st_context *st,
const struct st_texture_object *stObj,
unsigned glsl_version)
{
GLenum baseFormat = _mesa_texture_base_format(&stObj->base);
unsigned tex_swizzle;
if (baseFormat != GL_NONE) {
GLenum depth_mode = stObj->base.DepthMode;
/* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures
* with depth component data specified with a sized internal format.
*/
if (_mesa_is_gles3(st->ctx) &&
util_format_is_depth_or_stencil(stObj->pt->format)) {
const struct gl_texture_image *firstImage =
_mesa_base_tex_image(&stObj->base);
if (firstImage->InternalFormat != GL_DEPTH_COMPONENT &&
firstImage->InternalFormat != GL_DEPTH_STENCIL &&
firstImage->InternalFormat != GL_STENCIL_INDEX)
depth_mode = GL_RED;
}
tex_swizzle = compute_texture_format_swizzle(baseFormat,
depth_mode,
stObj->pt->format,
glsl_version);
}
else {
tex_swizzle = SWIZZLE_XYZW;
}
/* Combine the texture format swizzle with user's swizzle */
return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);
}
/**
* Return TRUE if the texture's sampler view swizzle is not equal to
* the texture's swizzle.
*
* \param stObj the st texture object,
*/
MAYBE_UNUSED static boolean
check_sampler_swizzle(const struct st_context *st,
const struct st_texture_object *stObj,
const struct pipe_sampler_view *sv, unsigned glsl_version)
{
unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl_version);
return ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
(sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
(sv->swizzle_b != GET_SWZ(swizzle, 2)) ||
(sv->swizzle_a != GET_SWZ(swizzle, 3)));
}
static unsigned
last_level(const struct st_texture_object *stObj)
{
unsigned ret = MIN2(stObj->base.MinLevel + stObj->base._MaxLevel,
stObj->pt->last_level);
if (stObj->base.Immutable)
ret = MIN2(ret, stObj->base.MinLevel + stObj->base.NumLevels - 1);
return ret;
}
static unsigned
last_layer(const struct st_texture_object *stObj)
{
if (stObj->base.Immutable && stObj->pt->array_size > 1)
return MIN2(stObj->base.MinLayer + stObj->base.NumLayers - 1,
stObj->pt->array_size - 1);
return stObj->pt->array_size - 1;
}
/**
* Determine the format for the texture sampler view.
*/
static enum pipe_format
get_sampler_view_format(struct st_context *st,
const struct st_texture_object *stObj,
const struct gl_sampler_object *samp)
{
enum pipe_format format;
if (stObj->base.Target == GL_TEXTURE_BUFFER) {
format =
st_mesa_format_to_pipe_format(st, stObj->base._BufferObjectFormat);
}
else {
format =
stObj->surface_based ? stObj->surface_format : stObj->pt->format;
if (util_format_is_depth_and_stencil(format)) {
if (stObj->base.StencilSampling) {
format = util_format_stencil_only(format);
}
else {
GLenum baseFormat = _mesa_texture_base_format(&stObj->base);
if (baseFormat == GL_STENCIL_INDEX) {
format = util_format_stencil_only(format);
}
}
}
else {
/* If sRGB decoding is off, use the linear format */
if (samp->sRGBDecode == GL_SKIP_DECODE_EXT) {
format = util_format_linear(format);
}
/* Use R8_UNORM for video formats */
switch (format) {
case PIPE_FORMAT_NV12:
case PIPE_FORMAT_IYUV:
format = PIPE_FORMAT_R8_UNORM;
break;
default:
break;
}
}
}
return format;
}
static struct pipe_sampler_view *
st_create_texture_sampler_view_from_stobj(struct st_context *st,
struct st_texture_object *stObj,
enum pipe_format format,
unsigned glsl_version)
{
struct pipe_sampler_view templ;
unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl_version);
u_sampler_view_default_template(&templ, stObj->pt, format);
if (stObj->pt->target == PIPE_BUFFER) {
unsigned base, size;
base = stObj->base.BufferOffset;
if (base >= stObj->pt->width0)
return NULL;
size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
if (!size)
return NULL;
templ.u.buf.offset = base;
templ.u.buf.size = size;
} else {
templ.u.tex.first_level = stObj->base.MinLevel + stObj->base.BaseLevel;
templ.u.tex.last_level = last_level(stObj);
assert(templ.u.tex.first_level <= templ.u.tex.last_level);
st/mesa: fix the layer of VDPAU surface samplers A (latent) bug in VDPAU interop was exposed by commit e5cc84dd43be066c1dd418e32f5ad258e31a150a. Before that commit, the st_vdpau code created samplers with first_layer == last_layer == 1 that the general texture handling code would immediately delete and re-create, because the layer does not match the information in the GL texture object. This was correct behavior at least in the DMABUF case, because the imported resource is supposed to have the correct offset already applied. In the non-DMABUF case, this was just plain wrong but apparently nobody noticed. After that commit, the state tracker assumes that an existing sampler is correct at all times. Existing samplers are supposed to be deleted when they may become invalid, and they will be created on-demand. This meant that the sampler with first_layer == last_layer == 1 stuck around, leading to rendering artefacts (on radeonsi), command stream failures (on r600), and assertions (in debug builds everywhere). This patch fixes the problem by simply not creating a sampler at all in st_vdpau_map_surface. We rely on the generic texture code to do the right thing, adding the layer_override to make the non-DMABUF case work. v2: add the layer_override Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98512 Cc: 13.0 <mesa-stable@lists.freedesktop.org> Cc: Christian König <deathsimple@vodafone.de> Cc: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v1) Reviewed-by: Christian König <christian.koenig@amd.com>
2016-11-03 21:49:40 +01:00
if (stObj->layer_override) {
templ.u.tex.first_layer = templ.u.tex.last_layer = stObj->layer_override;
} else {
templ.u.tex.first_layer = stObj->base.MinLayer;
templ.u.tex.last_layer = last_layer(stObj);
}
assert(templ.u.tex.first_layer <= templ.u.tex.last_layer);
templ.target = gl_target_to_pipe(stObj->base.Target);
}
templ.swizzle_r = GET_SWZ(swizzle, 0);
templ.swizzle_g = GET_SWZ(swizzle, 1);
templ.swizzle_b = GET_SWZ(swizzle, 2);
templ.swizzle_a = GET_SWZ(swizzle, 3);
return st->pipe->create_sampler_view(st->pipe, stObj->pt, &templ);
}
struct pipe_sampler_view *
st_get_texture_sampler_view_from_stobj(struct st_context *st,
struct st_texture_object *stObj,
const struct gl_sampler_object *samp,
unsigned glsl_version)
{
struct pipe_sampler_view **sv;
if (!stObj || !stObj->pt) {
return NULL;
}
sv = st_texture_get_sampler_view(st, stObj);
if (*sv) {
/* Debug check: make sure that the sampler view's parameters are
* what they're supposed to be.
*/
MAYBE_UNUSED struct pipe_sampler_view *view = *sv;
assert(!check_sampler_swizzle(st, stObj, view, glsl_version));
assert(get_sampler_view_format(st, stObj, samp) == view->format);
assert(gl_target_to_pipe(stObj->base.Target) == view->target);
if (stObj->base.Target == GL_TEXTURE_BUFFER) {
unsigned base = stObj->base.BufferOffset;
MAYBE_UNUSED unsigned size = MIN2(stObj->pt->width0 - base,
(unsigned) stObj->base.BufferSize);
assert(view->u.buf.offset == base);
assert(view->u.buf.size == size);
}
else {
assert(stObj->base.MinLevel + stObj->base.BaseLevel ==
view->u.tex.first_level);
assert(last_level(stObj) == view->u.tex.last_level);
st/mesa: fix the layer of VDPAU surface samplers A (latent) bug in VDPAU interop was exposed by commit e5cc84dd43be066c1dd418e32f5ad258e31a150a. Before that commit, the st_vdpau code created samplers with first_layer == last_layer == 1 that the general texture handling code would immediately delete and re-create, because the layer does not match the information in the GL texture object. This was correct behavior at least in the DMABUF case, because the imported resource is supposed to have the correct offset already applied. In the non-DMABUF case, this was just plain wrong but apparently nobody noticed. After that commit, the state tracker assumes that an existing sampler is correct at all times. Existing samplers are supposed to be deleted when they may become invalid, and they will be created on-demand. This meant that the sampler with first_layer == last_layer == 1 stuck around, leading to rendering artefacts (on radeonsi), command stream failures (on r600), and assertions (in debug builds everywhere). This patch fixes the problem by simply not creating a sampler at all in st_vdpau_map_surface. We rely on the generic texture code to do the right thing, adding the layer_override to make the non-DMABUF case work. v2: add the layer_override Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98512 Cc: 13.0 <mesa-stable@lists.freedesktop.org> Cc: Christian König <deathsimple@vodafone.de> Cc: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v1) Reviewed-by: Christian König <christian.koenig@amd.com>
2016-11-03 21:49:40 +01:00
assert(stObj->layer_override || stObj->base.MinLayer == view->u.tex.first_layer);
assert(stObj->layer_override || last_layer(stObj) == view->u.tex.last_layer);
assert(!stObj->layer_override ||
(stObj->layer_override == view->u.tex.first_layer &&
stObj->layer_override == view->u.tex.last_layer));
}
}
else {
/* create new sampler view */
enum pipe_format format = get_sampler_view_format(st, stObj, samp);
*sv = st_create_texture_sampler_view_from_stobj(st, stObj,
format, glsl_version);
}
return *sv;
}