303 lines
9.9 KiB
C
303 lines
9.9 KiB
C
/**************************************************************************
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*
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* Copyright 2007 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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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keithw@vmware.com>
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* Brian Paul
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*/
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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/samplerobj.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_atom.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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#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 "cso_cache/cso_context.h"
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/**
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* Get a pipe_sampler_view object from a texture unit.
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*/
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void
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st_update_single_texture(struct st_context *st,
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struct pipe_sampler_view **sampler_view,
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GLuint texUnit, bool glsl130_or_later,
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bool ignore_srgb_decode)
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{
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struct gl_context *ctx = st->ctx;
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const struct gl_sampler_object *samp;
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struct gl_texture_object *texObj;
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struct st_texture_object *stObj;
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samp = _mesa_get_samplerobj(ctx, texUnit);
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texObj = ctx->Texture.Unit[texUnit]._Current;
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assert(texObj);
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stObj = st_texture_object(texObj);
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if (unlikely(texObj->Target == GL_TEXTURE_BUFFER)) {
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*sampler_view = st_get_buffer_sampler_view_from_stobj(st, stObj);
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return;
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}
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if (!st_finalize_texture(ctx, st->pipe, texObj, 0) ||
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!stObj->pt) {
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/* out of mem */
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*sampler_view = NULL;
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return;
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}
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if (texObj->TargetIndex == TEXTURE_EXTERNAL_INDEX &&
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stObj->pt->screen->resource_changed)
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stObj->pt->screen->resource_changed(stObj->pt->screen, stObj->pt);
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*sampler_view =
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st_get_texture_sampler_view_from_stobj(st, stObj, samp,
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glsl130_or_later,
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ignore_srgb_decode);
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}
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static void
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update_textures(struct st_context *st,
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enum pipe_shader_type shader_stage,
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const struct gl_program *prog,
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struct pipe_sampler_view **sampler_views)
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{
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const GLuint old_max = st->state.num_sampler_views[shader_stage];
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GLbitfield samplers_used = prog->SamplersUsed;
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GLbitfield texel_fetch_samplers = prog->info.textures_used_by_txf;
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GLbitfield free_slots = ~prog->SamplersUsed;
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GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
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GLuint unit;
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if (samplers_used == 0x0 && old_max == 0)
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return;
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unsigned num_textures = 0;
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/* prog->sh.data is NULL if it's ARB_fragment_program */
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bool glsl130 = (prog->sh.data ? prog->sh.data->Version : 0) >= 130;
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/* loop over sampler units (aka tex image units) */
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for (unit = 0; samplers_used || unit < old_max;
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unit++, samplers_used >>= 1, texel_fetch_samplers >>= 1) {
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struct pipe_sampler_view *sampler_view = NULL;
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if (samplers_used & 1) {
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const GLuint texUnit = prog->SamplerUnits[unit];
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/* The EXT_texture_sRGB_decode extension says:
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*
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* "The conversion of sRGB color space components to linear color
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* space is always performed if the texel lookup function is one
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* of the texelFetch builtin functions.
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*
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* Otherwise, if the texel lookup function is one of the texture
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* builtin functions or one of the texture gather functions, the
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* conversion of sRGB color space components to linear color space
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* is controlled by the TEXTURE_SRGB_DECODE_EXT parameter.
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*
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* If the TEXTURE_SRGB_DECODE_EXT parameter is DECODE_EXT, the
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* conversion of sRGB color space components to linear color space
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* is performed.
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*
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* If the TEXTURE_SRGB_DECODE_EXT parameter is SKIP_DECODE_EXT,
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* the value is returned without decoding. However, if the texture
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* is also [statically] accessed with a texelFetch function, then
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* the result of texture builtin functions and/or texture gather
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* functions may be returned with decoding or without decoding."
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*
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* Note: the "statically" will be added to the language per
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* https://cvs.khronos.org/bugzilla/show_bug.cgi?id=14934
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*
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* So we simply ignore the setting entirely for samplers that are
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* (statically) accessed with a texelFetch function.
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*/
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st_update_single_texture(st, &sampler_view, texUnit, glsl130,
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texel_fetch_samplers & 1);
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num_textures = unit + 1;
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}
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pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
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}
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/* For any external samplers with multiplaner YUV, stuff the additional
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* sampler views we need at the end.
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*
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* Trying to cache the sampler view in the stObj looks painful, so just
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* re-create the sampler view for the extra planes each time. Main use
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* case is video playback (ie. fps games wouldn't be using this) so I
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* guess no point to try to optimize this feature.
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*/
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while (unlikely(external_samplers_used)) {
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GLuint unit = u_bit_scan(&external_samplers_used);
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GLuint extra = 0;
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struct st_texture_object *stObj =
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st_get_texture_object(st->ctx, prog, unit);
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struct pipe_sampler_view tmpl;
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if (!stObj)
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continue;
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/* use original view as template: */
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tmpl = *sampler_views[unit];
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switch (st_get_view_format(stObj)) {
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case PIPE_FORMAT_NV12:
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/* we need one additional R8G8 view: */
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tmpl.format = PIPE_FORMAT_RG88_UNORM;
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tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R8 */
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extra = u_bit_scan(&free_slots);
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sampler_views[extra] =
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st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
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break;
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case PIPE_FORMAT_IYUV:
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/* we need two additional R8 views: */
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tmpl.format = PIPE_FORMAT_R8_UNORM;
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extra = u_bit_scan(&free_slots);
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sampler_views[extra] =
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st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
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extra = u_bit_scan(&free_slots);
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sampler_views[extra] =
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st->pipe->create_sampler_view(st->pipe, stObj->pt->next->next, &tmpl);
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break;
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default:
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break;
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}
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num_textures = MAX2(num_textures, extra + 1);
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}
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cso_set_sampler_views(st->cso_context,
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shader_stage,
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num_textures,
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sampler_views);
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st->state.num_sampler_views[shader_stage] = num_textures;
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}
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/* Same as update_textures, but don't store the views in st_context. */
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static void
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update_textures_local(struct st_context *st,
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enum pipe_shader_type shader_stage,
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const struct gl_program *prog)
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{
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struct pipe_sampler_view *local_views[PIPE_MAX_SAMPLERS] = {0};
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update_textures(st, shader_stage, prog, local_views);
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unsigned num = st->state.num_sampler_views[shader_stage];
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for (unsigned i = 0; i < num; i++)
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pipe_sampler_view_reference(&local_views[i], NULL);
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}
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void
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st_update_vertex_textures(struct st_context *st)
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{
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const struct gl_context *ctx = st->ctx;
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if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
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update_textures_local(st, PIPE_SHADER_VERTEX,
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ctx->VertexProgram._Current);
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}
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}
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void
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st_update_fragment_textures(struct st_context *st)
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{
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const struct gl_context *ctx = st->ctx;
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update_textures(st,
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PIPE_SHADER_FRAGMENT,
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ctx->FragmentProgram._Current,
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st->state.frag_sampler_views);
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}
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void
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st_update_geometry_textures(struct st_context *st)
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{
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const struct gl_context *ctx = st->ctx;
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if (ctx->GeometryProgram._Current) {
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update_textures_local(st, PIPE_SHADER_GEOMETRY,
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ctx->GeometryProgram._Current);
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}
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}
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void
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st_update_tessctrl_textures(struct st_context *st)
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{
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const struct gl_context *ctx = st->ctx;
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if (ctx->TessCtrlProgram._Current) {
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update_textures_local(st, PIPE_SHADER_TESS_CTRL,
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ctx->TessCtrlProgram._Current);
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}
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}
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void
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st_update_tesseval_textures(struct st_context *st)
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{
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const struct gl_context *ctx = st->ctx;
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if (ctx->TessEvalProgram._Current) {
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update_textures_local(st, PIPE_SHADER_TESS_EVAL,
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ctx->TessEvalProgram._Current);
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}
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}
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void
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st_update_compute_textures(struct st_context *st)
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{
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const struct gl_context *ctx = st->ctx;
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if (ctx->ComputeProgram._Current) {
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update_textures_local(st, PIPE_SHADER_COMPUTE,
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ctx->ComputeProgram._Current);
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}
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}
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