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|
/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keithw@vmware.com>
* Brian Paul
*/
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/samplerobj.h"
#include "main/texobj.h"
#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_texture.h"
#include "st_format.h"
#include "st_cb_texture.h"
#include "pipe/p_context.h"
#include "util/u_format.h"
#include "util/u_inlines.h"
#include "cso_cache/cso_context.h"
/**
* Combine depth texture mode with "swizzle" so that depth mode swizzling
* takes place before texture swizzling, and return the resulting swizzle.
* If the format is not a depth format, return "swizzle" unchanged.
*
* \param format PIPE_FORMAT_*.
* \param swizzle Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
* \param depthmode One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA, GL_RED.
*/
static GLuint
apply_depthmode(enum pipe_format format, GLuint swizzle, GLenum depthmode)
{
const struct util_format_description *desc =
util_format_description(format);
unsigned char swiz[4];
unsigned i;
if (desc->colorspace != UTIL_FORMAT_COLORSPACE_ZS ||
desc->swizzle[0] == UTIL_FORMAT_SWIZZLE_NONE) {
/* Not a depth format. */
return swizzle;
}
for (i = 0; i < 4; i++)
swiz[i] = GET_SWZ(swizzle, i);
switch (depthmode) {
case GL_LUMINANCE:
/* Rewrite reads from W to ONE, and reads from XYZ to XXX. */
for (i = 0; i < 4; i++)
if (swiz[i] == SWIZZLE_W)
swiz[i] = SWIZZLE_ONE;
else if (swiz[i] < SWIZZLE_W)
swiz[i] = SWIZZLE_X;
break;
case GL_INTENSITY:
/* Rewrite reads from XYZW to XXXX. */
for (i = 0; i < 4; i++)
if (swiz[i] <= SWIZZLE_W)
swiz[i] = SWIZZLE_X;
break;
case GL_ALPHA:
/* Rewrite reads from W to X, and reads from XYZ to 000. */
for (i = 0; i < 4; i++)
if (swiz[i] == SWIZZLE_W)
swiz[i] = SWIZZLE_X;
else if (swiz[i] < SWIZZLE_W)
swiz[i] = SWIZZLE_ZERO;
break;
case GL_RED:
/* Rewrite reads W to 1, XYZ to X00 */
for (i = 0; i < 4; i++)
if (swiz[i] == SWIZZLE_W)
swiz[i] = SWIZZLE_ONE;
else if (swiz[i] == SWIZZLE_Y || swiz[i] == SWIZZLE_Z)
swiz[i] = SWIZZLE_ZERO;
break;
}
return MAKE_SWIZZLE4(swiz[0], swiz[1], swiz[2], swiz[3]);
}
/**
* Return TRUE if the swizzling described by "swizzle" and
* "depthmode" (for depth textures only) is different from the swizzling
* set in the given sampler view.
*
* \param sv A sampler view.
* \param swizzle Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
* \param depthmode One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA.
*/
static boolean
check_sampler_swizzle(struct pipe_sampler_view *sv,
GLuint swizzle, GLenum depthmode)
{
swizzle = apply_depthmode(sv->texture->format, swizzle, depthmode);
if ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
(sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
(sv->swizzle_b != GET_SWZ(swizzle, 2)) ||
(sv->swizzle_a != GET_SWZ(swizzle, 3)))
return TRUE;
return FALSE;
}
static struct pipe_sampler_view *
st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
struct st_texture_object *stObj,
const struct gl_sampler_object *samp,
enum pipe_format format)
{
struct pipe_sampler_view templ;
GLuint swizzle = apply_depthmode(stObj->pt->format,
stObj->base._Swizzle,
stObj->base.DepthMode);
u_sampler_view_default_template(&templ,
stObj->pt,
format);
if (stObj->pt->target == PIPE_BUFFER) {
unsigned base, size;
unsigned f, n;
const struct util_format_description *desc
= util_format_description(templ.format);
base = stObj->base.BufferOffset;
if (base >= stObj->pt->width0)
return NULL;
size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
f = ((base * 8) / desc->block.bits) * desc->block.width;
n = ((size * 8) / desc->block.bits) * desc->block.width;
if (!n)
return NULL;
templ.u.buf.first_element = f;
templ.u.buf.last_element = f + (n - 1);
} else {
templ.u.tex.first_level = stObj->base.BaseLevel;
}
if (swizzle != SWIZZLE_NOOP) {
templ.swizzle_r = GET_SWZ(swizzle, 0);
templ.swizzle_g = GET_SWZ(swizzle, 1);
templ.swizzle_b = GET_SWZ(swizzle, 2);
templ.swizzle_a = GET_SWZ(swizzle, 3);
}
return pipe->create_sampler_view(pipe, stObj->pt, &templ);
}
static struct pipe_sampler_view *
st_get_texture_sampler_view_from_stobj(struct st_texture_object *stObj,
struct pipe_context *pipe,
const struct gl_sampler_object *samp,
enum pipe_format format)
{
if (!stObj || !stObj->pt) {
return NULL;
}
if (!stObj->sampler_view) {
stObj->sampler_view =
st_create_texture_sampler_view_from_stobj(pipe, stObj, samp, format);
} else if (stObj->sampler_view->context != pipe) {
/* Recreate view in correct context, use existing view as template */
/* XXX: This isn't optimal, we should try to use more than one view.
Otherwise we create/destroy the view all the time
*/
struct pipe_sampler_view *sv =
pipe->create_sampler_view(pipe, stObj->pt, stObj->sampler_view);
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
stObj->sampler_view = sv;
}
return stObj->sampler_view;
}
static GLboolean
update_single_texture(struct st_context *st,
struct pipe_sampler_view **sampler_view,
GLuint texUnit)
{
struct pipe_context *pipe = st->pipe;
struct gl_context *ctx = st->ctx;
const struct gl_sampler_object *samp;
struct gl_texture_object *texObj;
struct st_texture_object *stObj;
enum pipe_format view_format;
GLboolean retval;
samp = _mesa_get_samplerobj(ctx, texUnit);
texObj = ctx->Texture.Unit[texUnit]._Current;
if (!texObj) {
texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
samp = &texObj->Sampler;
}
stObj = st_texture_object(texObj);
retval = st_finalize_texture(ctx, st->pipe, texObj);
if (!retval) {
/* out of mem */
return GL_FALSE;
}
/* Determine the format of the texture sampler view */
if (texObj->Target == GL_TEXTURE_BUFFER) {
view_format =
st_mesa_format_to_pipe_format(stObj->base._BufferObjectFormat);
}
else {
view_format =
stObj->surface_based ? stObj->surface_format : stObj->pt->format;
/* If sRGB decoding is off, use the linear format */
if (samp->sRGBDecode == GL_SKIP_DECODE_EXT) {
view_format = util_format_linear(view_format);
}
}
/* if sampler view has changed dereference it */
if (stObj->sampler_view) {
if (check_sampler_swizzle(stObj->sampler_view,
stObj->base._Swizzle,
stObj->base.DepthMode) ||
(view_format != stObj->sampler_view->format) ||
stObj->base.BaseLevel != stObj->sampler_view->u.tex.first_level) {
pipe_sampler_view_release(pipe, &stObj->sampler_view);
}
}
*sampler_view = st_get_texture_sampler_view_from_stobj(stObj, pipe,
samp,
view_format);
return GL_TRUE;
}
static void
update_textures(struct st_context *st,
unsigned shader_stage,
const struct gl_program *prog,
unsigned max_units,
struct pipe_sampler_view **sampler_views,
unsigned *num_textures)
{
const GLuint old_max = *num_textures;
GLbitfield samplers_used = prog->SamplersUsed;
GLuint unit, new_count;
if (samplers_used == 0x0 && old_max == 0)
return;
*num_textures = 0;
/* loop over sampler units (aka tex image units) */
for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
struct pipe_sampler_view *sampler_view = NULL;
if (samplers_used & 1) {
const GLuint texUnit = prog->SamplerUnits[unit];
GLboolean retval;
retval = update_single_texture(st, &sampler_view, texUnit);
if (retval == GL_FALSE)
continue;
*num_textures = unit + 1;
}
else if (samplers_used == 0 && unit >= old_max) {
/* if we've reset all the old views and we have no more new ones */
break;
}
pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
}
/* Ex: if old_max = 3 and *num_textures = 1, we need to pass an
* array of views={X, NULL, NULL} to unref the old texture views
* at positions [1] and [2].
*/
new_count = MAX2(*num_textures, old_max);
assert(new_count <= max_units);
cso_set_sampler_views(st->cso_context,
shader_stage,
new_count,
sampler_views);
}
static void
update_vertex_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
update_textures(st,
PIPE_SHADER_VERTEX,
&ctx->VertexProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_VERTEX],
&st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
}
}
static void
update_fragment_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
update_textures(st,
PIPE_SHADER_FRAGMENT,
&ctx->FragmentProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_FRAGMENT],
&st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
}
static void
update_geometry_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->GeometryProgram._Current) {
update_textures(st,
PIPE_SHADER_GEOMETRY,
&ctx->GeometryProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_GEOMETRY],
&st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
}
}
const struct st_tracked_state st_update_fragment_texture = {
"st_update_texture", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
ST_NEW_FRAGMENT_PROGRAM, /* st */
},
update_fragment_textures /* update */
};
const struct st_tracked_state st_update_vertex_texture = {
"st_update_vertex_texture", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
ST_NEW_VERTEX_PROGRAM, /* st */
},
update_vertex_textures /* update */
};
const struct st_tracked_state st_update_geometry_texture = {
"st_update_geometry_texture", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
ST_NEW_GEOMETRY_PROGRAM, /* st */
},
update_geometry_textures /* update */
};
static void
finalize_textures(struct st_context *st)
{
struct gl_context *ctx = st->ctx;
struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
const GLboolean prev_missing_textures = st->missing_textures;
GLuint su;
st->missing_textures = GL_FALSE;
for (su = 0; su < ctx->Const.MaxTextureCoordUnits; su++) {
if (fprog->Base.SamplersUsed & (1 << su)) {
const GLuint texUnit = fprog->Base.SamplerUnits[su];
struct gl_texture_object *texObj
= ctx->Texture.Unit[texUnit]._Current;
if (texObj) {
GLboolean retval;
retval = st_finalize_texture(ctx, st->pipe, texObj);
if (!retval) {
/* out of mem */
st->missing_textures = GL_TRUE;
continue;
}
}
}
}
if (prev_missing_textures != st->missing_textures)
st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
}
const struct st_tracked_state st_finalize_textures = {
"st_finalize_textures", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
0, /* st */
},
finalize_textures /* update */
};
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