318 lines
10 KiB
C
318 lines
10 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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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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* Brian Paul
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*/
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#include "main/macros.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_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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* Combine depth texture mode with "swizzle" so that depth mode swizzling
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* takes place before texture swizzling, and return the resulting swizzle.
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* If the format is not a depth format, return "swizzle" unchanged.
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*
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* \param format PIPE_FORMAT_*.
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* \param swizzle Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
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* \param depthmode One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA, GL_RED.
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*/
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static GLuint
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apply_depthmode(enum pipe_format format, GLuint swizzle, GLenum depthmode)
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{
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const struct util_format_description *desc =
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util_format_description(format);
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unsigned char swiz[4];
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unsigned i;
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if (desc->colorspace != UTIL_FORMAT_COLORSPACE_ZS ||
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desc->swizzle[0] == UTIL_FORMAT_SWIZZLE_NONE) {
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/* Not a depth format. */
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return swizzle;
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}
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for (i = 0; i < 4; i++)
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swiz[i] = GET_SWZ(swizzle, i);
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switch (depthmode) {
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case GL_LUMINANCE:
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/* Rewrite reads from W to ONE, and reads from XYZ to XXX. */
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for (i = 0; i < 4; i++)
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if (swiz[i] == SWIZZLE_W)
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swiz[i] = SWIZZLE_ONE;
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else if (swiz[i] < SWIZZLE_W)
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swiz[i] = SWIZZLE_X;
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break;
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case GL_INTENSITY:
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/* Rewrite reads from XYZW to XXXX. */
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for (i = 0; i < 4; i++)
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if (swiz[i] <= SWIZZLE_W)
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swiz[i] = SWIZZLE_X;
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break;
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case GL_ALPHA:
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/* Rewrite reads from W to X, and reads from XYZ to 000. */
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for (i = 0; i < 4; i++)
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if (swiz[i] == SWIZZLE_W)
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swiz[i] = SWIZZLE_X;
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else if (swiz[i] < SWIZZLE_W)
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swiz[i] = SWIZZLE_ZERO;
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break;
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case GL_RED:
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/* Rewrite reads W to 1, XYZ to X00 */
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for (i = 0; i < 4; i++)
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if (swiz[i] == SWIZZLE_W)
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swiz[i] = SWIZZLE_ONE;
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else if (swiz[i] == SWIZZLE_Y || swiz[i] == SWIZZLE_Z)
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swiz[i] = SWIZZLE_ZERO;
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break;
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}
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return MAKE_SWIZZLE4(swiz[0], swiz[1], swiz[2], swiz[3]);
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}
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/**
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* Return TRUE if the swizzling described by "swizzle" and
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* "depthmode" (for depth textures only) is different from the swizzling
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* set in the given sampler view.
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*
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* \param sv A sampler view.
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* \param swizzle Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
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* \param depthmode One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA.
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*/
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static boolean
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check_sampler_swizzle(struct pipe_sampler_view *sv,
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GLuint swizzle, GLenum depthmode)
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{
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swizzle = apply_depthmode(sv->texture->format, swizzle, depthmode);
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if ((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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return TRUE;
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return FALSE;
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}
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static INLINE struct pipe_sampler_view *
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st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
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struct st_texture_object *stObj,
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enum pipe_format format)
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{
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struct pipe_sampler_view templ;
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GLuint swizzle = apply_depthmode(stObj->pt->format,
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stObj->base._Swizzle,
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stObj->base.DepthMode);
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u_sampler_view_default_template(&templ,
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stObj->pt,
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format);
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if (swizzle != SWIZZLE_NOOP) {
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templ.swizzle_r = GET_SWZ(swizzle, 0);
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templ.swizzle_g = GET_SWZ(swizzle, 1);
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templ.swizzle_b = GET_SWZ(swizzle, 2);
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templ.swizzle_a = GET_SWZ(swizzle, 3);
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}
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return pipe->create_sampler_view(pipe, stObj->pt, &templ);
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}
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static INLINE struct pipe_sampler_view *
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st_get_texture_sampler_view_from_stobj(struct st_texture_object *stObj,
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struct pipe_context *pipe,
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enum pipe_format format)
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{
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if (!stObj || !stObj->pt) {
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return NULL;
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}
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if (!stObj->sampler_view) {
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stObj->sampler_view =
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st_create_texture_sampler_view_from_stobj(pipe, stObj, format);
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}
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return stObj->sampler_view;
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}
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static void
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update_textures(struct st_context *st)
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{
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struct pipe_context *pipe = st->pipe;
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struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
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struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
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const GLbitfield samplersUsed = (vprog->Base.SamplersUsed |
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fprog->Base.SamplersUsed);
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GLuint su;
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st->state.num_textures = 0;
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/* loop over sampler units (aka tex image units) */
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for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
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struct pipe_sampler_view *sampler_view = NULL;
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enum pipe_format st_view_format;
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if (samplersUsed & (1 << su)) {
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struct gl_texture_object *texObj;
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struct st_texture_object *stObj;
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GLboolean retval;
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GLuint texUnit;
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if (fprog->Base.SamplersUsed & (1 << su))
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texUnit = fprog->Base.SamplerUnits[su];
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else
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texUnit = vprog->Base.SamplerUnits[su];
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texObj = st->ctx->Texture.Unit[texUnit]._Current;
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if (!texObj) {
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texObj = st_get_default_texture(st);
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}
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stObj = st_texture_object(texObj);
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retval = st_finalize_texture(st->ctx, st->pipe, texObj);
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if (!retval) {
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/* out of mem */
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continue;
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}
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st_view_format = stObj->pt->format;
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{
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struct st_texture_image *firstImage;
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enum pipe_format firstImageFormat;
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firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
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firstImageFormat = st_mesa_format_to_pipe_format(firstImage->base.TexFormat);
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if ((stObj->base.sRGBDecode == GL_SKIP_DECODE_EXT) &&
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(_mesa_get_format_color_encoding(firstImage->base.TexFormat) == GL_SRGB)) {
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firstImageFormat = st_mesa_format_to_pipe_format(_mesa_get_srgb_format_linear(firstImage->base.TexFormat));
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}
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if (firstImageFormat != stObj->pt->format)
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st_view_format = firstImageFormat;
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}
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st->state.num_textures = su + 1;
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/* if sampler view has changed dereference it */
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if (stObj->sampler_view)
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if (check_sampler_swizzle(stObj->sampler_view,
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stObj->base._Swizzle,
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stObj->base.DepthMode) ||
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(st_view_format != stObj->sampler_view->format))
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pipe_sampler_view_reference(&stObj->sampler_view, NULL);
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sampler_view = st_get_texture_sampler_view_from_stobj(stObj, pipe, st_view_format);
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}
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pipe_sampler_view_reference(&st->state.sampler_views[su], sampler_view);
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}
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cso_set_fragment_sampler_views(st->cso_context,
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st->state.num_textures,
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st->state.sampler_views);
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if (st->ctx->Const.MaxVertexTextureImageUnits > 0) {
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cso_set_vertex_sampler_views(st->cso_context,
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MIN2(st->state.num_textures,
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st->ctx->Const.MaxVertexTextureImageUnits),
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st->state.sampler_views);
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}
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}
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const struct st_tracked_state st_update_texture = {
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"st_update_texture", /* name */
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{ /* dirty */
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_NEW_TEXTURE, /* mesa */
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ST_NEW_FRAGMENT_PROGRAM, /* st */
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},
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update_textures /* update */
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};
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static void
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finalize_textures(struct st_context *st)
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{
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struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
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const GLboolean prev_missing_textures = st->missing_textures;
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GLuint su;
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st->missing_textures = GL_FALSE;
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for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
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if (fprog->Base.SamplersUsed & (1 << su)) {
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const GLuint texUnit = fprog->Base.SamplerUnits[su];
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struct gl_texture_object *texObj
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= st->ctx->Texture.Unit[texUnit]._Current;
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if (texObj) {
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GLboolean retval;
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retval = st_finalize_texture(st->ctx, st->pipe, texObj);
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if (!retval) {
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/* out of mem */
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st->missing_textures = GL_TRUE;
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continue;
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}
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}
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}
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}
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if (prev_missing_textures != st->missing_textures)
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st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
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}
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const struct st_tracked_state st_finalize_textures = {
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"st_finalize_textures", /* name */
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{ /* dirty */
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_NEW_TEXTURE, /* mesa */
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0, /* st */
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},
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finalize_textures /* update */
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};
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