
Use a single sampler adapter instead of per-sampler-unit samplers, and just pass along texture unit and sampler unit in the calls. The reason is that for dx10-style sample opcodes pre-wired samplers including all the texture state aren't really feasible (and for sample_i/sviewinfo we don't even have samplers). Of course right now softpipe doesn't actually do anything more than just look up all its pre-wired per-texunit/per-samplerunit sampler as it did before so this doesn't really achieve much except one more function call, however this is now all softpipe's fault (fixing that in a way which doesn't suck is still an unsolved problem). Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
392 lines
12 KiB
C
392 lines
12 KiB
C
/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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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 TUNGSTEN GRAPHICS 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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**************************************************************************/
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/* Authors:
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* Brian Paul
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*/
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#include "util/u_memory.h"
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#include "util/u_inlines.h"
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#include "draw/draw_context.h"
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#include "sp_context.h"
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#include "sp_state.h"
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#include "sp_texture.h"
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#include "sp_tex_sample.h"
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#include "sp_tex_tile_cache.h"
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struct sp_sampler {
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struct pipe_sampler_state base;
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struct sp_sampler_variant *variants;
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struct sp_sampler_variant *current;
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};
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static struct sp_sampler *sp_sampler( struct pipe_sampler_state *sampler )
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{
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return (struct sp_sampler *)sampler;
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}
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static void *
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softpipe_create_sampler_state(struct pipe_context *pipe,
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const struct pipe_sampler_state *sampler)
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{
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struct sp_sampler *sp_sampler = CALLOC_STRUCT(sp_sampler);
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sp_sampler->base = *sampler;
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sp_sampler->variants = NULL;
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return (void *)sp_sampler;
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}
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/**
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* Bind a range [start, start+num-1] of samplers for a shader stage.
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*/
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static void
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softpipe_bind_sampler_states(struct pipe_context *pipe,
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unsigned shader,
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unsigned start,
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unsigned num,
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void **samplers)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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unsigned i;
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assert(shader < PIPE_SHADER_TYPES);
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assert(start + num <= Elements(softpipe->samplers[shader]));
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/* Check for no-op */
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if (start + num <= softpipe->num_samplers[shader] &&
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!memcmp(softpipe->samplers[shader] + start, samplers,
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num * sizeof(void *))) {
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return;
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}
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draw_flush(softpipe->draw);
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/* set the new samplers */
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for (i = 0; i < num; i++) {
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softpipe->samplers[shader][start + i] = samplers[i];
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}
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/* find highest non-null samplers[] entry */
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{
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unsigned j = MAX2(softpipe->num_samplers[shader], start + num);
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while (j > 0 && softpipe->samplers[shader][j - 1] == NULL)
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j--;
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softpipe->num_samplers[shader] = j;
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}
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if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) {
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draw_set_samplers(softpipe->draw,
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shader,
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softpipe->samplers[shader],
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softpipe->num_samplers[shader]);
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}
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softpipe->dirty |= SP_NEW_SAMPLER;
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}
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static void
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softpipe_bind_fragment_sampler_states(struct pipe_context *pipe,
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unsigned num, void **samplers)
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{
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softpipe_bind_sampler_states(pipe, PIPE_SHADER_FRAGMENT, 0, num, samplers);
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}
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static void
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softpipe_bind_vertex_sampler_states(struct pipe_context *pipe,
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unsigned num,
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void **samplers)
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{
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softpipe_bind_sampler_states(pipe, PIPE_SHADER_VERTEX, 0, num, samplers);
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}
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static void
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softpipe_bind_geometry_sampler_states(struct pipe_context *pipe,
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unsigned num,
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void **samplers)
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{
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softpipe_bind_sampler_states(pipe, PIPE_SHADER_GEOMETRY, 0, num, samplers);
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}
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static struct pipe_sampler_view *
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softpipe_create_sampler_view(struct pipe_context *pipe,
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struct pipe_resource *resource,
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const struct pipe_sampler_view *templ)
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{
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struct pipe_sampler_view *view = CALLOC_STRUCT(pipe_sampler_view);
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if (view) {
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*view = *templ;
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view->reference.count = 1;
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view->texture = NULL;
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pipe_resource_reference(&view->texture, resource);
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view->context = pipe;
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}
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return view;
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}
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static void
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softpipe_sampler_view_destroy(struct pipe_context *pipe,
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struct pipe_sampler_view *view)
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{
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pipe_resource_reference(&view->texture, NULL);
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FREE(view);
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}
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static void
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softpipe_set_sampler_views(struct pipe_context *pipe,
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unsigned shader,
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unsigned start,
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unsigned num,
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struct pipe_sampler_view **views)
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{
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struct softpipe_context *softpipe = softpipe_context(pipe);
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uint i;
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assert(shader < PIPE_SHADER_TYPES);
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assert(start + num <= Elements(softpipe->sampler_views[shader]));
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/* Check for no-op */
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if (start + num <= softpipe->num_sampler_views[shader] &&
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!memcmp(softpipe->sampler_views[shader] + start, views,
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num * sizeof(struct pipe_sampler_view *))) {
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return;
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}
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draw_flush(softpipe->draw);
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/* set the new sampler views */
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for (i = 0; i < num; i++) {
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pipe_sampler_view_reference(&softpipe->sampler_views[shader][start + i],
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views[i]);
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sp_tex_tile_cache_set_sampler_view(softpipe->tex_cache[shader][start + i],
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views[i]);
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}
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/* find highest non-null sampler_views[] entry */
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{
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unsigned j = MAX2(softpipe->num_sampler_views[shader], start + num);
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while (j > 0 && softpipe->sampler_views[shader][j - 1] == NULL)
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j--;
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softpipe->num_sampler_views[shader] = j;
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}
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if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) {
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draw_set_sampler_views(softpipe->draw,
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shader,
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softpipe->sampler_views[shader],
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softpipe->num_sampler_views[shader]);
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}
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softpipe->dirty |= SP_NEW_TEXTURE;
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}
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static void
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softpipe_set_fragment_sampler_views(struct pipe_context *pipe,
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unsigned num,
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struct pipe_sampler_view **views)
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{
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softpipe_set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, num, views);
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}
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static void
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softpipe_set_vertex_sampler_views(struct pipe_context *pipe,
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unsigned num,
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struct pipe_sampler_view **views)
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{
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softpipe_set_sampler_views(pipe, PIPE_SHADER_VERTEX, 0, num, views);
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}
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static void
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softpipe_set_geometry_sampler_views(struct pipe_context *pipe,
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unsigned num,
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struct pipe_sampler_view **views)
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{
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softpipe_set_sampler_views(pipe, PIPE_SHADER_GEOMETRY, 0, num, views);
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}
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/**
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* Find/create an sp_sampler_variant object for sampling the given texture,
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* sampler and tex unit.
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*
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* Note that the tex unit is significant. We can't re-use a sampler
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* variant for multiple texture units because the sampler variant contains
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* the texture object pointer. If the texture object pointer were stored
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* somewhere outside the sampler variant, we could re-use samplers for
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* multiple texture units.
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*/
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static struct sp_sampler_variant *
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get_sampler_variant( unsigned unit,
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struct sp_sampler *sampler,
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struct pipe_sampler_view *view,
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unsigned processor )
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{
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struct softpipe_resource *sp_texture = softpipe_resource(view->texture);
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struct sp_sampler_variant *v = NULL;
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union sp_sampler_key key;
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/* if this fails, widen the key.unit field and update this assertion */
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assert(PIPE_MAX_SAMPLERS <= 16);
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key.bits.target = sp_texture->base.target;
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key.bits.is_pot = sp_texture->pot;
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key.bits.processor = processor;
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key.bits.unit = unit;
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key.bits.swizzle_r = view->swizzle_r;
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key.bits.swizzle_g = view->swizzle_g;
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key.bits.swizzle_b = view->swizzle_b;
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key.bits.swizzle_a = view->swizzle_a;
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key.bits.pad = 0;
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if (sampler->current &&
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key.value == sampler->current->key.value) {
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v = sampler->current;
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}
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if (v == NULL) {
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for (v = sampler->variants; v; v = v->next)
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if (v->key.value == key.value)
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break;
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if (v == NULL) {
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v = sp_create_sampler_variant( &sampler->base, key );
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v->next = sampler->variants;
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sampler->variants = v;
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}
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}
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sampler->current = v;
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return v;
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}
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/**
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* Reset the sampler variants for a shader stage (vert, frag, geom).
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*/
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static void
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reset_sampler_variants(struct softpipe_context *softpipe,
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unsigned shader,
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unsigned tgsi_shader,
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int max_sampler)
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{
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int i;
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for (i = 0; i <= max_sampler; i++) {
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if (softpipe->samplers[shader][i]) {
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softpipe->tgsi.sampler[shader]->sp_sampler[i] =
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get_sampler_variant(i,
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sp_sampler(softpipe->samplers[shader][i]),
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softpipe->sampler_views[shader][i],
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tgsi_shader);
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sp_sampler_variant_bind_view(softpipe->tgsi.sampler[shader]->sp_sampler[i],
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softpipe->tex_cache[shader][i],
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softpipe->sampler_views[shader][i]);
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}
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}
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}
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void
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softpipe_reset_sampler_variants(struct softpipe_context *softpipe)
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{
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/* It's a bit hard to build these samplers ahead of time -- don't
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* really know which samplers are going to be used for vertex and
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* fragment programs.
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*/
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/* XXX note: PIPE_SHADER_x != TGSI_PROCESSOR_x (fix that someday) */
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reset_sampler_variants(softpipe,
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PIPE_SHADER_VERTEX,
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TGSI_PROCESSOR_VERTEX,
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softpipe->vs->max_sampler);
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reset_sampler_variants(softpipe,
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PIPE_SHADER_FRAGMENT,
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TGSI_PROCESSOR_FRAGMENT,
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softpipe->fs_variant->info.file_max[TGSI_FILE_SAMPLER]);
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if (softpipe->gs) {
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reset_sampler_variants(softpipe,
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PIPE_SHADER_GEOMETRY,
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TGSI_PROCESSOR_GEOMETRY,
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softpipe->gs->max_sampler);
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}
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}
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static void
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softpipe_delete_sampler_state(struct pipe_context *pipe,
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void *sampler)
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{
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struct sp_sampler *sp_sampler = (struct sp_sampler *)sampler;
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struct sp_sampler_variant *v, *tmp;
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for (v = sp_sampler->variants; v; v = tmp) {
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tmp = v->next;
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sp_sampler_variant_destroy(v);
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}
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FREE( sampler );
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}
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void
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softpipe_init_sampler_funcs(struct pipe_context *pipe)
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{
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pipe->create_sampler_state = softpipe_create_sampler_state;
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pipe->bind_fragment_sampler_states = softpipe_bind_fragment_sampler_states;
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pipe->bind_vertex_sampler_states = softpipe_bind_vertex_sampler_states;
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pipe->bind_geometry_sampler_states = softpipe_bind_geometry_sampler_states;
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pipe->delete_sampler_state = softpipe_delete_sampler_state;
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pipe->set_fragment_sampler_views = softpipe_set_fragment_sampler_views;
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pipe->set_vertex_sampler_views = softpipe_set_vertex_sampler_views;
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pipe->set_geometry_sampler_views = softpipe_set_geometry_sampler_views;
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pipe->create_sampler_view = softpipe_create_sampler_view;
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pipe->sampler_view_destroy = softpipe_sampler_view_destroy;
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}
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