st/mesa: move all sampler view code into new st_sampler_view.[ch] files
Previously, the sampler view code was scattered across several different files. Note, the previous REALLOC(), FREE() for st_texture_object::sampler_views are replaced by realloc(), free() to avoid conflicting macros in Mesa vs. Gallium. Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net> Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
495
src/mesa/state_tracker/st_sampler_view.c
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495
src/mesa/state_tracker/st_sampler_view.c
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@@ -0,0 +1,495 @@
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/*
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* Copyright 2016 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "pipe/p_context.h"
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#include "util/u_format.h"
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#include "util/u_inlines.h"
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#include "main/context.h"
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#include "main/macros.h"
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#include "main/mtypes.h"
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#include "main/teximage.h"
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#include "main/texobj.h"
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#include "program/prog_instruction.h"
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#include "st_context.h"
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#include "st_sampler_view.h"
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#include "st_texture.h"
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#include "st_format.h"
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#include "st_cb_texture.h"
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/**
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* Try to find a matching sampler view for the given context.
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* If none is found an empty slot is initialized with a
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* template and returned instead.
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*/
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struct pipe_sampler_view **
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st_texture_get_sampler_view(struct st_context *st,
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struct st_texture_object *stObj)
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{
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struct pipe_sampler_view **free = NULL;
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GLuint i;
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for (i = 0; i < stObj->num_sampler_views; ++i) {
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struct pipe_sampler_view **sv = &stObj->sampler_views[i];
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/* Is the array entry used ? */
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if (*sv) {
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/* check if the context matches */
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if ((*sv)->context == st->pipe) {
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return sv;
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}
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} else {
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/* Found a free slot, remember that */
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free = sv;
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}
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}
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/* Couldn't find a slot for our context, create a new one */
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if (!free) {
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/* Haven't even found a free one, resize the array */
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unsigned new_size = (stObj->num_sampler_views + 1) *
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sizeof(struct pipe_sampler_view *);
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stObj->sampler_views = realloc(stObj->sampler_views, new_size);
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free = &stObj->sampler_views[stObj->num_sampler_views++];
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*free = NULL;
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}
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assert(*free == NULL);
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return free;
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}
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/**
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* For the given texture object, release any sampler views which belong
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* to the calling context.
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*/
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void
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st_texture_release_sampler_view(struct st_context *st,
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struct st_texture_object *stObj)
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{
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GLuint i;
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for (i = 0; i < stObj->num_sampler_views; ++i) {
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struct pipe_sampler_view **sv = &stObj->sampler_views[i];
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if (*sv && (*sv)->context == st->pipe) {
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pipe_sampler_view_reference(sv, NULL);
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break;
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}
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}
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}
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/**
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* Release all sampler views attached to the given texture object, regardless
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* of the context.
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*/
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void
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st_texture_release_all_sampler_views(struct st_context *st,
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struct st_texture_object *stObj)
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{
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GLuint i;
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/* XXX This should use sampler_views[i]->pipe, not st->pipe */
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for (i = 0; i < stObj->num_sampler_views; ++i)
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pipe_sampler_view_release(st->pipe, &stObj->sampler_views[i]);
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}
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void
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st_texture_free_sampler_views(struct st_texture_object *stObj)
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{
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free(stObj->sampler_views);
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stObj->sampler_views = NULL;
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stObj->num_sampler_views = 0;
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}
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/**
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* Return swizzle1(swizzle2)
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*/
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static unsigned
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swizzle_swizzle(unsigned swizzle1, unsigned swizzle2)
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{
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unsigned i, swz[4];
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if (swizzle1 == SWIZZLE_XYZW) {
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/* identity swizzle, no change to swizzle2 */
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return swizzle2;
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}
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for (i = 0; i < 4; i++) {
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unsigned s = GET_SWZ(swizzle1, i);
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switch (s) {
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case SWIZZLE_X:
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case SWIZZLE_Y:
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case SWIZZLE_Z:
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case SWIZZLE_W:
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swz[i] = GET_SWZ(swizzle2, s);
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break;
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case SWIZZLE_ZERO:
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swz[i] = SWIZZLE_ZERO;
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break;
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case SWIZZLE_ONE:
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swz[i] = SWIZZLE_ONE;
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break;
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default:
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assert(!"Bad swizzle term");
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swz[i] = SWIZZLE_X;
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}
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}
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return MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]);
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}
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/**
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* Given a user-specified texture base format, the actual gallium texture
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* format and the current GL_DEPTH_MODE, return a texture swizzle.
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*
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* Consider the case where the user requests a GL_RGB internal texture
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* format the driver actually uses an RGBA format. The A component should
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* be ignored and sampling from the texture should always return (r,g,b,1).
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* But if we rendered to the texture we might have written A values != 1.
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* By sampling the texture with a ".xyz1" swizzle we'll get the expected A=1.
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* This function computes the texture swizzle needed to get the expected
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* values.
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*
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* In the case of depth textures, the GL_DEPTH_MODE state determines the
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* texture swizzle.
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*
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* This result must be composed with the user-specified swizzle to get
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* the final swizzle.
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*/
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static unsigned
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compute_texture_format_swizzle(GLenum baseFormat, GLenum depthMode,
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enum pipe_format actualFormat,
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unsigned glsl_version)
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{
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switch (baseFormat) {
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case GL_RGBA:
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return SWIZZLE_XYZW;
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case GL_RGB:
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if (util_format_has_alpha(actualFormat))
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return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_ONE);
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else
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return SWIZZLE_XYZW;
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case GL_RG:
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if (util_format_get_nr_components(actualFormat) > 2)
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return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_ZERO, SWIZZLE_ONE);
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else
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return SWIZZLE_XYZW;
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case GL_RED:
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if (util_format_get_nr_components(actualFormat) > 1)
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return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
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SWIZZLE_ZERO, SWIZZLE_ONE);
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else
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return SWIZZLE_XYZW;
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case GL_ALPHA:
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if (util_format_get_nr_components(actualFormat) > 1)
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return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
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SWIZZLE_ZERO, SWIZZLE_W);
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else
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return SWIZZLE_XYZW;
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case GL_LUMINANCE:
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if (util_format_get_nr_components(actualFormat) > 1)
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return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
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else
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return SWIZZLE_XYZW;
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case GL_LUMINANCE_ALPHA:
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if (util_format_get_nr_components(actualFormat) > 2)
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return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_W);
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else
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return SWIZZLE_XYZW;
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case GL_INTENSITY:
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if (util_format_get_nr_components(actualFormat) > 1)
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return SWIZZLE_XXXX;
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else
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return SWIZZLE_XYZW;
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case GL_STENCIL_INDEX:
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case GL_DEPTH_STENCIL:
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case GL_DEPTH_COMPONENT:
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/* Now examine the depth mode */
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switch (depthMode) {
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case GL_LUMINANCE:
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return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
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case GL_INTENSITY:
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return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_X);
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case GL_ALPHA:
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/* The texture(sampler*Shadow) functions from GLSL 1.30 ignore
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* the depth mode and return float, while older shadow* functions
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* and ARB_fp instructions return vec4 according to the depth mode.
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*
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* The problem with the GLSL 1.30 functions is that GL_ALPHA forces
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* them to return 0, breaking them completely.
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*
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* A proper fix would increase code complexity and that's not worth
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* it for a rarely used feature such as the GL_ALPHA depth mode
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* in GL3. Therefore, change GL_ALPHA to GL_INTENSITY for all
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* shaders that use GLSL 1.30 or later.
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*
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* BTW, it's required that sampler views are updated when
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* shaders change (check_sampler_swizzle takes care of that).
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*/
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if (glsl_version && glsl_version >= 130)
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return SWIZZLE_XXXX;
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else
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return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
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SWIZZLE_ZERO, SWIZZLE_X);
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case GL_RED:
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return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
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SWIZZLE_ZERO, SWIZZLE_ONE);
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default:
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assert(!"Unexpected depthMode");
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return SWIZZLE_XYZW;
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}
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default:
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assert(!"Unexpected baseFormat");
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return SWIZZLE_XYZW;
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}
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}
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static unsigned
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get_texture_format_swizzle(const struct st_context *st,
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const struct st_texture_object *stObj,
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unsigned glsl_version)
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{
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GLenum baseFormat = _mesa_texture_base_format(&stObj->base);
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unsigned tex_swizzle;
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if (baseFormat != GL_NONE) {
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GLenum depth_mode = stObj->base.DepthMode;
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/* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures
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* with depth component data specified with a sized internal format.
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*/
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if (_mesa_is_gles3(st->ctx) &&
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util_format_is_depth_or_stencil(stObj->pt->format)) {
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const struct gl_texture_image *firstImage =
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_mesa_base_tex_image(&stObj->base);
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if (firstImage->InternalFormat != GL_DEPTH_COMPONENT &&
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firstImage->InternalFormat != GL_DEPTH_STENCIL &&
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firstImage->InternalFormat != GL_STENCIL_INDEX)
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depth_mode = GL_RED;
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}
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tex_swizzle = compute_texture_format_swizzle(baseFormat,
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depth_mode,
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stObj->pt->format,
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glsl_version);
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}
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else {
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tex_swizzle = SWIZZLE_XYZW;
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}
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/* Combine the texture format swizzle with user's swizzle */
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return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);
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}
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/**
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* Return TRUE if the texture's sampler view swizzle is not equal to
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* the texture's swizzle.
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*
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* \param stObj the st texture object,
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*/
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static boolean
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check_sampler_swizzle(const struct st_context *st,
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const struct st_texture_object *stObj,
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const struct pipe_sampler_view *sv, unsigned glsl_version)
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{
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unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl_version);
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return ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
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(sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
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(sv->swizzle_b != GET_SWZ(swizzle, 2)) ||
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(sv->swizzle_a != GET_SWZ(swizzle, 3)));
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}
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static unsigned
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last_level(const struct st_texture_object *stObj)
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{
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unsigned ret = MIN2(stObj->base.MinLevel + stObj->base._MaxLevel,
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stObj->pt->last_level);
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if (stObj->base.Immutable)
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ret = MIN2(ret, stObj->base.MinLevel + stObj->base.NumLevels - 1);
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return ret;
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}
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static unsigned
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last_layer(const struct st_texture_object *stObj)
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{
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if (stObj->base.Immutable && stObj->pt->array_size > 1)
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return MIN2(stObj->base.MinLayer + stObj->base.NumLayers - 1,
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stObj->pt->array_size - 1);
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return stObj->pt->array_size - 1;
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}
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/**
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* Determine the format for the texture sampler view.
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*/
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static enum pipe_format
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get_sampler_view_format(struct st_context *st,
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const struct st_texture_object *stObj,
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const struct gl_sampler_object *samp)
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{
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enum pipe_format format;
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if (stObj->base.Target == GL_TEXTURE_BUFFER) {
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format =
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st_mesa_format_to_pipe_format(st, stObj->base._BufferObjectFormat);
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}
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else {
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format =
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stObj->surface_based ? stObj->surface_format : stObj->pt->format;
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if (util_format_is_depth_and_stencil(format)) {
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if (stObj->base.StencilSampling) {
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format = util_format_stencil_only(format);
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}
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else {
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GLenum baseFormat = _mesa_texture_base_format(&stObj->base);
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if (baseFormat == GL_STENCIL_INDEX) {
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format = util_format_stencil_only(format);
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}
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}
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}
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else {
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/* If sRGB decoding is off, use the linear format */
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if (samp->sRGBDecode == GL_SKIP_DECODE_EXT) {
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format = util_format_linear(format);
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}
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/* Use R8_UNORM for video formats */
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switch (format) {
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case PIPE_FORMAT_NV12:
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case PIPE_FORMAT_IYUV:
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format = PIPE_FORMAT_R8_UNORM;
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break;
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default:
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break;
|
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}
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}
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}
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return format;
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}
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static struct pipe_sampler_view *
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st_create_texture_sampler_view_from_stobj(struct st_context *st,
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struct st_texture_object *stObj,
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enum pipe_format format,
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unsigned glsl_version)
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{
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struct pipe_sampler_view templ;
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unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl_version);
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u_sampler_view_default_template(&templ, stObj->pt, format);
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if (stObj->pt->target == PIPE_BUFFER) {
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unsigned base, size;
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base = stObj->base.BufferOffset;
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if (base >= stObj->pt->width0)
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return NULL;
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size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
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if (!size)
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return NULL;
|
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|
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templ.u.buf.offset = base;
|
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templ.u.buf.size = size;
|
||||
} else {
|
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templ.u.tex.first_level = stObj->base.MinLevel + stObj->base.BaseLevel;
|
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templ.u.tex.last_level = last_level(stObj);
|
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assert(templ.u.tex.first_level <= templ.u.tex.last_level);
|
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templ.u.tex.first_layer = stObj->base.MinLayer;
|
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templ.u.tex.last_layer = last_layer(stObj);
|
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assert(templ.u.tex.first_layer <= templ.u.tex.last_layer);
|
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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;
|
||||
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);
|
||||
assert(stObj->base.MinLayer == view->u.tex.first_layer);
|
||||
assert(last_layer(stObj) == 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;
|
||||
}
|
Reference in New Issue
Block a user