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/macros.h"
36#include "main/mtypes.h"
37#include "main/glformats.h"
38#include "main/samplerobj.h"
39#include "main/teximage.h"
40#include "main/texobj.h"
41
42#include "st_context.h"
43#include "st_cb_texture.h"
44#include "st_format.h"
45#include "st_atom.h"
46#include "st_sampler_view.h"
47#include "st_texture.h"
48#include "pipe/p_context.h"
49#include "pipe/p_defines.h"
50
51#include "cso_cache/cso_context.h"
52
53#include "util/format/u_format.h"
54
55
56/**
57 * Convert a gl_sampler_object to a pipe_sampler_state object.
58 */
59void
60st_convert_sampler(const struct st_context *st,
61                   const struct gl_texture_object *texobj,
62                   const struct gl_sampler_object *msamp,
63                   float tex_unit_lod_bias,
64                   struct pipe_sampler_state *sampler,
65                   bool seamless_cube_map)
66{
67   memcpy(sampler, &msamp->Attrib.state, sizeof(*sampler));
68
69   sampler->seamless_cube_map |= seamless_cube_map;
70
71   if (texobj->_IsIntegerFormat && st->ctx->Const.ForceIntegerTexNearest) {
72      sampler->min_img_filter = PIPE_TEX_FILTER_NEAREST;
73      sampler->mag_img_filter = PIPE_TEX_FILTER_NEAREST;
74   }
75
76   if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
77      sampler->normalized_coords = 1;
78
79   sampler->lod_bias += tex_unit_lod_bias;
80
81   /* Check that only wrap modes using the border color have the first bit
82    * set.
83    */
84   STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP & 0x1);
85   STATIC_ASSERT(PIPE_TEX_WRAP_CLAMP_TO_BORDER & 0x1);
86   STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP & 0x1);
87   STATIC_ASSERT(PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER & 0x1);
88   STATIC_ASSERT(((PIPE_TEX_WRAP_REPEAT |
89                   PIPE_TEX_WRAP_CLAMP_TO_EDGE |
90                   PIPE_TEX_WRAP_MIRROR_REPEAT |
91                   PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE) & 0x1) == 0);
92
93   /* For non-black borders... */
94   if (msamp->Attrib.IsBorderColorNonZero &&
95       /* This is true if wrap modes are using the border color: */
96       (sampler->wrap_s | sampler->wrap_t | sampler->wrap_r) & 0x1) {
97      const GLboolean is_integer = texobj->_IsIntegerFormat;
98      GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
99
100      if (texobj->StencilSampling)
101         texBaseFormat = GL_STENCIL_INDEX;
102
103      if (st->apply_texture_swizzle_to_border_color) {
104         const struct st_texture_object *stobj = st_texture_object_const(texobj);
105         /* XXX: clean that up to not use the sampler view at all */
106         const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
107
108         if (sv) {
109            struct pipe_sampler_view *view = sv->view;
110            union pipe_color_union tmp = sampler->border_color;
111            const unsigned char swz[4] =
112            {
113               view->swizzle_r,
114               view->swizzle_g,
115               view->swizzle_b,
116               view->swizzle_a,
117            };
118
119            st_translate_color(&tmp, texBaseFormat, is_integer);
120
121            util_format_apply_color_swizzle(&sampler->border_color,
122                                            &tmp, swz, is_integer);
123         } else {
124            st_translate_color(&sampler->border_color,
125                               texBaseFormat, is_integer);
126         }
127      } else {
128         st_translate_color(&sampler->border_color,
129                            texBaseFormat, is_integer);
130      }
131      sampler->border_color_is_integer = is_integer;
132   }
133
134   /* If sampling a depth texture and using shadow comparison */
135   if (msamp->Attrib.CompareMode == GL_COMPARE_R_TO_TEXTURE) {
136      GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
137
138      if (texBaseFormat == GL_DEPTH_COMPONENT ||
139          (texBaseFormat == GL_DEPTH_STENCIL && !texobj->StencilSampling))
140         sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
141   }
142}
143
144/**
145 * Get a pipe_sampler_state object from a texture unit.
146 */
147void
148st_convert_sampler_from_unit(const struct st_context *st,
149                             struct pipe_sampler_state *sampler,
150                             GLuint texUnit)
151{
152   const struct gl_texture_object *texobj;
153   struct gl_context *ctx = st->ctx;
154   const struct gl_sampler_object *msamp;
155
156   texobj = ctx->Texture.Unit[texUnit]._Current;
157   assert(texobj);
158
159   msamp = _mesa_get_samplerobj(ctx, texUnit);
160
161   st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBiasQuantized,
162                      sampler, ctx->Texture.CubeMapSeamless);
163}
164
165
166/**
167 * Update the gallium driver's sampler state for fragment, vertex or
168 * geometry shader stage.
169 */
170static void
171update_shader_samplers(struct st_context *st,
172                       enum pipe_shader_type shader_stage,
173                       const struct gl_program *prog,
174                       struct pipe_sampler_state *samplers,
175                       unsigned *out_num_samplers)
176{
177   struct gl_context *ctx = st->ctx;
178   GLbitfield samplers_used = prog->SamplersUsed;
179   GLbitfield free_slots = ~prog->SamplersUsed;
180   GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
181   unsigned unit, num_samplers;
182   struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
183   const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
184
185   if (samplers_used == 0x0) {
186      if (out_num_samplers)
187         *out_num_samplers = 0;
188      return;
189   }
190
191   if (!samplers)
192      samplers = local_samplers;
193
194   num_samplers = util_last_bit(samplers_used);
195
196   /* loop over sampler units (aka tex image units) */
197   for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
198      struct pipe_sampler_state *sampler = samplers + unit;
199      unsigned tex_unit = prog->SamplerUnits[unit];
200
201      /* Don't update the sampler for TBOs. cso_context will not bind sampler
202       * states that are NULL.
203       */
204      if (samplers_used & 1 &&
205          (ctx->Texture.Unit[tex_unit]._Current->Target != GL_TEXTURE_BUFFER ||
206           st->texture_buffer_sampler)) {
207         st_convert_sampler_from_unit(st, sampler, tex_unit);
208         states[unit] = sampler;
209      } else {
210         states[unit] = NULL;
211      }
212   }
213
214   /* For any external samplers with multiplaner YUV, stuff the additional
215    * sampler states we need at the end.
216    *
217    * Just re-use the existing sampler-state from the primary slot.
218    */
219   while (unlikely(external_samplers_used)) {
220      GLuint unit = u_bit_scan(&external_samplers_used);
221      GLuint extra = 0;
222      struct st_texture_object *stObj =
223            st_get_texture_object(st->ctx, prog, unit);
224      struct pipe_sampler_state *sampler = samplers + unit;
225
226      /* if resource format matches then YUV wasn't lowered */
227      if (!stObj || st_get_view_format(stObj) == stObj->pt->format)
228         continue;
229
230      switch (st_get_view_format(stObj)) {
231      case PIPE_FORMAT_NV12:
232         if (stObj->pt->format == PIPE_FORMAT_R8_G8B8_420_UNORM)
233            /* no additional views needed */
234            break;
235         FALLTHROUGH;
236      case PIPE_FORMAT_P010:
237      case PIPE_FORMAT_P012:
238      case PIPE_FORMAT_P016:
239      case PIPE_FORMAT_Y210:
240      case PIPE_FORMAT_Y212:
241      case PIPE_FORMAT_Y216:
242      case PIPE_FORMAT_YUYV:
243      case PIPE_FORMAT_UYVY:
244         if (stObj->pt->format == PIPE_FORMAT_R8G8_R8B8_UNORM ||
245             stObj->pt->format == PIPE_FORMAT_G8R8_B8R8_UNORM) {
246            /* no additional views needed */
247            break;
248         }
249
250         /* we need one additional sampler: */
251         extra = u_bit_scan(&free_slots);
252         states[extra] = sampler;
253         break;
254      case PIPE_FORMAT_IYUV:
255         /* we need two additional samplers: */
256         extra = u_bit_scan(&free_slots);
257         states[extra] = sampler;
258         extra = u_bit_scan(&free_slots);
259         states[extra] = sampler;
260         break;
261      default:
262         break;
263      }
264
265      num_samplers = MAX2(num_samplers, extra + 1);
266   }
267
268   cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
269
270   if (out_num_samplers)
271      *out_num_samplers = num_samplers;
272}
273
274
275void
276st_update_vertex_samplers(struct st_context *st)
277{
278   const struct gl_context *ctx = st->ctx;
279
280   update_shader_samplers(st,
281                          PIPE_SHADER_VERTEX,
282                          ctx->VertexProgram._Current,
283                          st->state.vert_samplers,
284                          &st->state.num_vert_samplers);
285}
286
287
288void
289st_update_tessctrl_samplers(struct st_context *st)
290{
291   const struct gl_context *ctx = st->ctx;
292
293   if (ctx->TessCtrlProgram._Current) {
294      update_shader_samplers(st,
295                             PIPE_SHADER_TESS_CTRL,
296                             ctx->TessCtrlProgram._Current, NULL, NULL);
297   }
298}
299
300
301void
302st_update_tesseval_samplers(struct st_context *st)
303{
304   const struct gl_context *ctx = st->ctx;
305
306   if (ctx->TessEvalProgram._Current) {
307      update_shader_samplers(st,
308                             PIPE_SHADER_TESS_EVAL,
309                             ctx->TessEvalProgram._Current, NULL, NULL);
310   }
311}
312
313
314void
315st_update_geometry_samplers(struct st_context *st)
316{
317   const struct gl_context *ctx = st->ctx;
318
319   if (ctx->GeometryProgram._Current) {
320      update_shader_samplers(st,
321                             PIPE_SHADER_GEOMETRY,
322                             ctx->GeometryProgram._Current, NULL, NULL);
323   }
324}
325
326
327void
328st_update_fragment_samplers(struct st_context *st)
329{
330   const struct gl_context *ctx = st->ctx;
331
332   update_shader_samplers(st,
333                          PIPE_SHADER_FRAGMENT,
334                          ctx->FragmentProgram._Current,
335                          st->state.frag_samplers,
336                          &st->state.num_frag_samplers);
337}
338
339
340void
341st_update_compute_samplers(struct st_context *st)
342{
343   const struct gl_context *ctx = st->ctx;
344
345   if (ctx->ComputeProgram._Current) {
346      update_shader_samplers(st,
347                             PIPE_SHADER_COMPUTE,
348                             ctx->ComputeProgram._Current, NULL, NULL);
349   }
350}
351