1/************************************************************************** 2 * 3 * Copyright 2007 VMware, Inc. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sub license, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 * 26 **************************************************************************/ 27 28 /* 29 * Authors: 30 * Keith Whitwell <keithw@vmware.com> 31 * Brian Paul 32 */ 33 34 35#include "main/context.h" 36#include "main/macros.h" 37#include "main/mtypes.h" 38#include "main/samplerobj.h" 39#include "main/teximage.h" 40#include "main/texobj.h" 41#include "program/prog_instruction.h" 42 43#include "st_context.h" 44#include "st_atom.h" 45#include "st_sampler_view.h" 46#include "st_texture.h" 47#include "st_format.h" 48#include "st_cb_texture.h" 49#include "pipe/p_context.h" 50#include "util/u_format.h" 51#include "util/u_inlines.h" 52#include "cso_cache/cso_context.h" 53 54 55/** 56 * Get a pipe_sampler_view object from a texture unit. 57 */ 58void 59st_update_single_texture(struct st_context *st, 60 struct pipe_sampler_view **sampler_view, 61 GLuint texUnit, bool glsl130_or_later, 62 bool ignore_srgb_decode) 63{ 64 struct gl_context *ctx = st->ctx; 65 const struct gl_sampler_object *samp; 66 struct gl_texture_object *texObj; 67 struct st_texture_object *stObj; 68 69 samp = _mesa_get_samplerobj(ctx, texUnit); 70 71 texObj = ctx->Texture.Unit[texUnit]._Current; 72 assert(texObj); 73 74 stObj = st_texture_object(texObj); 75 76 if (unlikely(texObj->Target == GL_TEXTURE_BUFFER)) { 77 *sampler_view = st_get_buffer_sampler_view_from_stobj(st, stObj); 78 return; 79 } 80 81 if (!st_finalize_texture(ctx, st->pipe, texObj, 0) || 82 !stObj->pt) { 83 /* out of mem */ 84 *sampler_view = NULL; 85 return; 86 } 87 88 if (texObj->TargetIndex == TEXTURE_EXTERNAL_INDEX && 89 stObj->pt->screen->resource_changed) 90 stObj->pt->screen->resource_changed(stObj->pt->screen, stObj->pt); 91 92 *sampler_view = 93 st_get_texture_sampler_view_from_stobj(st, stObj, samp, 94 glsl130_or_later, 95 ignore_srgb_decode); 96} 97 98 99 100static void 101update_textures(struct st_context *st, 102 enum pipe_shader_type shader_stage, 103 const struct gl_program *prog, 104 struct pipe_sampler_view **sampler_views) 105{ 106 const GLuint old_max = st->state.num_sampler_views[shader_stage]; 107 GLbitfield samplers_used = prog->SamplersUsed; 108 GLbitfield texel_fetch_samplers = prog->info.textures_used_by_txf; 109 GLbitfield free_slots = ~prog->SamplersUsed; 110 GLbitfield external_samplers_used = prog->ExternalSamplersUsed; 111 GLuint unit; 112 113 if (samplers_used == 0x0 && old_max == 0) 114 return; 115 116 unsigned num_textures = 0; 117 118 /* prog->sh.data is NULL if it's ARB_fragment_program */ 119 bool glsl130 = (prog->sh.data ? prog->sh.data->Version : 0) >= 130; 120 121 /* loop over sampler units (aka tex image units) */ 122 for (unit = 0; samplers_used || unit < old_max; 123 unit++, samplers_used >>= 1, texel_fetch_samplers >>= 1) { 124 struct pipe_sampler_view *sampler_view = NULL; 125 126 if (samplers_used & 1) { 127 const GLuint texUnit = prog->SamplerUnits[unit]; 128 129 /* The EXT_texture_sRGB_decode extension says: 130 * 131 * "The conversion of sRGB color space components to linear color 132 * space is always performed if the texel lookup function is one 133 * of the texelFetch builtin functions. 134 * 135 * Otherwise, if the texel lookup function is one of the texture 136 * builtin functions or one of the texture gather functions, the 137 * conversion of sRGB color space components to linear color space 138 * is controlled by the TEXTURE_SRGB_DECODE_EXT parameter. 139 * 140 * If the TEXTURE_SRGB_DECODE_EXT parameter is DECODE_EXT, the 141 * conversion of sRGB color space components to linear color space 142 * is performed. 143 * 144 * If the TEXTURE_SRGB_DECODE_EXT parameter is SKIP_DECODE_EXT, 145 * the value is returned without decoding. However, if the texture 146 * is also [statically] accessed with a texelFetch function, then 147 * the result of texture builtin functions and/or texture gather 148 * functions may be returned with decoding or without decoding." 149 * 150 * Note: the "statically" will be added to the language per 151 * https://cvs.khronos.org/bugzilla/show_bug.cgi?id=14934 152 * 153 * So we simply ignore the setting entirely for samplers that are 154 * (statically) accessed with a texelFetch function. 155 */ 156 st_update_single_texture(st, &sampler_view, texUnit, glsl130, 157 texel_fetch_samplers & 1); 158 num_textures = unit + 1; 159 } 160 161 pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view); 162 } 163 164 /* For any external samplers with multiplaner YUV, stuff the additional 165 * sampler views we need at the end. 166 * 167 * Trying to cache the sampler view in the stObj looks painful, so just 168 * re-create the sampler view for the extra planes each time. Main use 169 * case is video playback (ie. fps games wouldn't be using this) so I 170 * guess no point to try to optimize this feature. 171 */ 172 while (unlikely(external_samplers_used)) { 173 GLuint unit = u_bit_scan(&external_samplers_used); 174 GLuint extra = 0; 175 struct st_texture_object *stObj = 176 st_get_texture_object(st->ctx, prog, unit); 177 struct pipe_sampler_view tmpl; 178 179 if (!stObj) 180 continue; 181 182 /* use original view as template: */ 183 tmpl = *sampler_views[unit]; 184 185 switch (st_get_view_format(stObj)) { 186 case PIPE_FORMAT_NV12: 187 /* we need one additional R8G8 view: */ 188 tmpl.format = PIPE_FORMAT_RG88_UNORM; 189 tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R8 */ 190 extra = u_bit_scan(&free_slots); 191 sampler_views[extra] = 192 st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl); 193 break; 194 case PIPE_FORMAT_IYUV: 195 /* we need two additional R8 views: */ 196 tmpl.format = PIPE_FORMAT_R8_UNORM; 197 extra = u_bit_scan(&free_slots); 198 sampler_views[extra] = 199 st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl); 200 extra = u_bit_scan(&free_slots); 201 sampler_views[extra] = 202 st->pipe->create_sampler_view(st->pipe, stObj->pt->next->next, &tmpl); 203 break; 204 default: 205 break; 206 } 207 208 num_textures = MAX2(num_textures, extra + 1); 209 } 210 211 cso_set_sampler_views(st->cso_context, 212 shader_stage, 213 num_textures, 214 sampler_views); 215 st->state.num_sampler_views[shader_stage] = num_textures; 216} 217 218/* Same as update_textures, but don't store the views in st_context. */ 219static void 220update_textures_local(struct st_context *st, 221 enum pipe_shader_type shader_stage, 222 const struct gl_program *prog) 223{ 224 struct pipe_sampler_view *local_views[PIPE_MAX_SAMPLERS] = {0}; 225 226 update_textures(st, shader_stage, prog, local_views); 227 228 unsigned num = st->state.num_sampler_views[shader_stage]; 229 for (unsigned i = 0; i < num; i++) 230 pipe_sampler_view_reference(&local_views[i], NULL); 231} 232 233void 234st_update_vertex_textures(struct st_context *st) 235{ 236 const struct gl_context *ctx = st->ctx; 237 238 if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) { 239 update_textures_local(st, PIPE_SHADER_VERTEX, 240 ctx->VertexProgram._Current); 241 } 242} 243 244 245void 246st_update_fragment_textures(struct st_context *st) 247{ 248 const struct gl_context *ctx = st->ctx; 249 250 update_textures(st, 251 PIPE_SHADER_FRAGMENT, 252 ctx->FragmentProgram._Current, 253 st->state.frag_sampler_views); 254} 255 256 257void 258st_update_geometry_textures(struct st_context *st) 259{ 260 const struct gl_context *ctx = st->ctx; 261 262 if (ctx->GeometryProgram._Current) { 263 update_textures_local(st, PIPE_SHADER_GEOMETRY, 264 ctx->GeometryProgram._Current); 265 } 266} 267 268 269void 270st_update_tessctrl_textures(struct st_context *st) 271{ 272 const struct gl_context *ctx = st->ctx; 273 274 if (ctx->TessCtrlProgram._Current) { 275 update_textures_local(st, PIPE_SHADER_TESS_CTRL, 276 ctx->TessCtrlProgram._Current); 277 } 278} 279 280 281void 282st_update_tesseval_textures(struct st_context *st) 283{ 284 const struct gl_context *ctx = st->ctx; 285 286 if (ctx->TessEvalProgram._Current) { 287 update_textures_local(st, PIPE_SHADER_TESS_EVAL, 288 ctx->TessEvalProgram._Current); 289 } 290} 291 292 293void 294st_update_compute_textures(struct st_context *st) 295{ 296 const struct gl_context *ctx = st->ctx; 297 298 if (ctx->ComputeProgram._Current) { 299 update_textures_local(st, PIPE_SHADER_COMPUTE, 300 ctx->ComputeProgram._Current); 301 } 302} 303