blob: 5fe042b37ab31b679161d2ae5b8f2c072e4fbc94 [file] [log] [blame]
/**************************************************************************
*
* 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/context.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/samplerobj.h"
#include "main/teximage.h"
#include "main/texobj.h"
#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_sampler_view.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"
static GLboolean
update_single_texture(struct st_context *st,
struct pipe_sampler_view **sampler_view,
GLuint texUnit, unsigned glsl_version)
{
struct gl_context *ctx = st->ctx;
const struct gl_sampler_object *samp;
struct gl_texture_object *texObj;
struct st_texture_object *stObj;
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;
}
/* Check a few pieces of state outside the texture object to see if we
* need to force revalidation.
*/
if (stObj->prev_glsl_version != glsl_version ||
stObj->prev_sRGBDecode != samp->sRGBDecode) {
st_texture_release_all_sampler_views(st, stObj);
stObj->prev_glsl_version = glsl_version;
stObj->prev_sRGBDecode = samp->sRGBDecode;
}
*sampler_view =
st_get_texture_sampler_view_from_stobj(st, stObj, samp, glsl_version);
return GL_TRUE;
}
static void
update_textures(struct st_context *st,
gl_shader_stage mesa_shader,
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;
GLbitfield free_slots = ~prog->SamplersUsed;
GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
GLuint unit;
struct gl_shader_program *shader =
st->ctx->_Shader->CurrentProgram[mesa_shader];
unsigned glsl_version = shader ? shader->data->Version : 0;
enum pipe_shader_type shader_stage = st_shader_stage_to_ptarget(mesa_shader);
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,
glsl_version);
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);
}
/* For any external samplers with multiplaner YUV, stuff the additional
* sampler views we need at the end.
*
* Trying to cache the sampler view in the stObj looks painful, so just
* re-create the sampler view for the extra planes each time. Main use
* case is video playback (ie. fps games wouldn't be using this) so I
* guess no point to try to optimize this feature.
*/
while (unlikely(external_samplers_used)) {
GLuint unit = u_bit_scan(&external_samplers_used);
GLuint extra = 0;
struct st_texture_object *stObj =
st_get_texture_object(st->ctx, prog, unit);
struct pipe_sampler_view tmpl;
if (!stObj)
continue;
/* use original view as template: */
tmpl = *sampler_views[unit];
switch (st_get_view_format(stObj)) {
case PIPE_FORMAT_NV12:
/* we need one additional R8G8 view: */
tmpl.format = PIPE_FORMAT_RG88_UNORM;
tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R8 */
extra = u_bit_scan(&free_slots);
sampler_views[extra] =
st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
break;
case PIPE_FORMAT_IYUV:
/* we need two additional R8 views: */
tmpl.format = PIPE_FORMAT_R8_UNORM;
extra = u_bit_scan(&free_slots);
sampler_views[extra] =
st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
extra = u_bit_scan(&free_slots);
sampler_views[extra] =
st->pipe->create_sampler_view(st->pipe, stObj->pt->next->next, &tmpl);
break;
default:
break;
}
*num_textures = MAX2(*num_textures, extra + 1);
}
cso_set_sampler_views(st->cso_context,
shader_stage,
*num_textures,
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,
MESA_SHADER_VERTEX,
ctx->VertexProgram._Current,
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,
MESA_SHADER_FRAGMENT,
ctx->FragmentProgram._Current,
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,
MESA_SHADER_GEOMETRY,
ctx->GeometryProgram._Current,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_GEOMETRY],
&st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
}
}
static void
update_tessctrl_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->TessCtrlProgram._Current) {
update_textures(st,
MESA_SHADER_TESS_CTRL,
ctx->TessCtrlProgram._Current,
ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_TESS_CTRL],
&st->state.num_sampler_views[PIPE_SHADER_TESS_CTRL]);
}
}
static void
update_tesseval_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->TessEvalProgram._Current) {
update_textures(st,
MESA_SHADER_TESS_EVAL,
ctx->TessEvalProgram._Current,
ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_TESS_EVAL],
&st->state.num_sampler_views[PIPE_SHADER_TESS_EVAL]);
}
}
static void
update_compute_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->ComputeProgram._Current) {
update_textures(st,
MESA_SHADER_COMPUTE,
ctx->ComputeProgram._Current,
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_COMPUTE],
&st->state.num_sampler_views[PIPE_SHADER_COMPUTE]);
}
}
const struct st_tracked_state st_update_fragment_texture = {
update_fragment_textures /* update */
};
const struct st_tracked_state st_update_vertex_texture = {
update_vertex_textures /* update */
};
const struct st_tracked_state st_update_geometry_texture = {
update_geometry_textures /* update */
};
const struct st_tracked_state st_update_tessctrl_texture = {
update_tessctrl_textures /* update */
};
const struct st_tracked_state st_update_tesseval_texture = {
update_tesseval_textures /* update */
};
const struct st_tracked_state st_update_compute_texture = {
update_compute_textures /* update */
};