blob: a31e573c01a3dec0371ddcbbf94d306c3ccbc6b5 [file] [log] [blame]
/*
* Copyright 2016 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.
*/
#include "pipe/p_context.h"
#include "util/format/u_format.h"
#include "util/u_inlines.h"
#include "main/context.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/teximage.h"
#include "main/texobj.h"
#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_sampler_view.h"
#include "st_texture.h"
#include "st_format.h"
#include "st_cb_bufferobjects.h"
#include "st_cb_texture.h"
/**
* Set the given view as the current context's view for the texture.
*
* Overwrites any pre-existing view of the context.
*
* Takes ownership of the view (i.e., stores the view without incrementing the
* reference count).
*
* \return the view, or NULL on error. In case of error, the reference to the
* view is released.
*/
static struct pipe_sampler_view *
st_texture_set_sampler_view(struct st_context *st,
struct st_texture_object *stObj,
struct pipe_sampler_view *view,
bool glsl130_or_later, bool srgb_skip_decode)
{
struct st_sampler_views *views;
struct st_sampler_view *free = NULL;
struct st_sampler_view *sv;
GLuint i;
simple_mtx_lock(&stObj->validate_mutex);
views = stObj->sampler_views;
for (i = 0; i < views->count; ++i) {
sv = &views->views[i];
/* Is the array entry used ? */
if (sv->view) {
/* check if the context matches */
if (sv->view->context == st->pipe) {
pipe_sampler_view_reference(&sv->view, NULL);
goto found;
}
} else {
/* Found a free slot, remember that */
free = sv;
}
}
/* Couldn't find a slot for our context, create a new one */
if (free) {
sv = free;
} else {
if (views->count >= views->max) {
/* Allocate a larger container. */
unsigned new_max = 2 * views->max;
unsigned new_size = sizeof(*views) + new_max * sizeof(views->views[0]);
if (new_max < views->max ||
new_max > (UINT_MAX - sizeof(*views)) / sizeof(views->views[0])) {
pipe_sampler_view_reference(&view, NULL);
goto out;
}
struct st_sampler_views *new_views = malloc(new_size);
if (!new_views) {
pipe_sampler_view_reference(&view, NULL);
goto out;
}
new_views->count = views->count;
new_views->max = new_max;
memcpy(&new_views->views[0], &views->views[0],
views->count * sizeof(views->views[0]));
/* Initialize the pipe_sampler_view pointers to zero so that we don't
* have to worry about racing against readers when incrementing
* views->count.
*/
memset(&new_views->views[views->count], 0,
(new_max - views->count) * sizeof(views->views[0]));
/* Use memory release semantics to ensure that concurrent readers will
* get the correct contents of the new container.
*
* Also, the write should be atomic, but that's guaranteed anyway on
* all supported platforms.
*/
p_atomic_set(&stObj->sampler_views, new_views);
/* We keep the old container around until the texture object is
* deleted, because another thread may still be reading from it. We
* double the size of the container each time, so we end up with
* at most twice the total memory allocation.
*/
views->next = stObj->sampler_views_old;
stObj->sampler_views_old = views;
views = new_views;
}
sv = &views->views[views->count];
/* Since modification is guarded by the lock, only the write part of the
* increment has to be atomic, and that's already guaranteed on all
* supported platforms without using an atomic intrinsic.
*/
views->count++;
}
found:
assert(sv->view == NULL);
sv->glsl130_or_later = glsl130_or_later;
sv->srgb_skip_decode = srgb_skip_decode;
sv->view = view;
sv->st = st;
out:
simple_mtx_unlock(&stObj->validate_mutex);
return view;
}
/**
* Return the most-recently validated sampler view for the texture \p stObj
* in the given context, if any.
*
* Performs no additional validation.
*/
const struct st_sampler_view *
st_texture_get_current_sampler_view(const struct st_context *st,
const struct st_texture_object *stObj)
{
const struct st_sampler_views *views = p_atomic_read(&stObj->sampler_views);
for (unsigned i = 0; i < views->count; ++i) {
const struct st_sampler_view *sv = &views->views[i];
if (sv->view && sv->view->context == st->pipe)
return sv;
}
return NULL;
}
/**
* For the given texture object, release any sampler views which belong
* to the calling context. This is used to free any sampler views
* which belong to the context before the context is destroyed.
*/
void
st_texture_release_context_sampler_view(struct st_context *st,
struct st_texture_object *stObj)
{
GLuint i;
simple_mtx_lock(&stObj->validate_mutex);
struct st_sampler_views *views = stObj->sampler_views;
for (i = 0; i < views->count; ++i) {
struct pipe_sampler_view **sv = &views->views[i].view;
if (*sv && (*sv)->context == st->pipe) {
pipe_sampler_view_reference(sv, NULL);
break;
}
}
simple_mtx_unlock(&stObj->validate_mutex);
}
/**
* Release all sampler views attached to the given texture object, regardless
* of the context. This is called fairly frequently. For example, whenever
* the texture's base level, max level or swizzle change.
*/
void
st_texture_release_all_sampler_views(struct st_context *st,
struct st_texture_object *stObj)
{
/* TODO: This happens while a texture is deleted, because the Driver API
* is asymmetric: the driver allocates the texture object memory, but
* mesa/main frees it.
*/
if (!stObj->sampler_views)
return;
simple_mtx_lock(&stObj->validate_mutex);
struct st_sampler_views *views = stObj->sampler_views;
for (unsigned i = 0; i < views->count; ++i) {
struct st_sampler_view *stsv = &views->views[i];
if (stsv->view) {
if (stsv->st && stsv->st != st) {
/* Transfer this reference to the zombie list. It will
* likely be freed when the zombie list is freed.
*/
st_save_zombie_sampler_view(stsv->st, stsv->view);
stsv->view = NULL;
} else {
pipe_sampler_view_reference(&stsv->view, NULL);
}
}
}
views->count = 0;
simple_mtx_unlock(&stObj->validate_mutex);
}
/*
* Delete the texture's sampler views and st_sampler_views containers.
* This is to be called just before a texture is deleted.
*/
void
st_delete_texture_sampler_views(struct st_context *st,
struct st_texture_object *stObj)
{
st_texture_release_all_sampler_views(st, stObj);
/* Free the container of the current per-context sampler views */
assert(stObj->sampler_views->count == 0);
free(stObj->sampler_views);
stObj->sampler_views = NULL;
/* Free old sampler view containers */
while (stObj->sampler_views_old) {
struct st_sampler_views *views = stObj->sampler_views_old;
stObj->sampler_views_old = views->next;
free(views);
}
}
/**
* Return swizzle1(swizzle2)
*/
static unsigned
swizzle_swizzle(unsigned swizzle1, unsigned swizzle2)
{
unsigned i, swz[4];
if (swizzle1 == SWIZZLE_XYZW) {
/* identity swizzle, no change to swizzle2 */
return swizzle2;
}
for (i = 0; i < 4; i++) {
unsigned s = GET_SWZ(swizzle1, i);
switch (s) {
case SWIZZLE_X:
case SWIZZLE_Y:
case SWIZZLE_Z:
case SWIZZLE_W:
swz[i] = GET_SWZ(swizzle2, s);
break;
case SWIZZLE_ZERO:
swz[i] = SWIZZLE_ZERO;
break;
case SWIZZLE_ONE:
swz[i] = SWIZZLE_ONE;
break;
default:
assert(!"Bad swizzle term");
swz[i] = SWIZZLE_X;
}
}
return MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]);
}
/**
* Given a user-specified texture base format, the actual gallium texture
* format and the current GL_DEPTH_MODE, return a texture swizzle.
*
* Consider the case where the user requests a GL_RGB internal texture
* format the driver actually uses an RGBA format. The A component should
* be ignored and sampling from the texture should always return (r,g,b,1).
* But if we rendered to the texture we might have written A values != 1.
* By sampling the texture with a ".xyz1" swizzle we'll get the expected A=1.
* This function computes the texture swizzle needed to get the expected
* values.
*
* In the case of depth textures, the GL_DEPTH_MODE state determines the
* texture swizzle.
*
* This result must be composed with the user-specified swizzle to get
* the final swizzle.
*/
static unsigned
compute_texture_format_swizzle(GLenum baseFormat, GLenum depthMode,
bool glsl130_or_later)
{
switch (baseFormat) {
case GL_RGBA:
return SWIZZLE_XYZW;
case GL_RGB:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_ONE);
case GL_RG:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_ZERO, SWIZZLE_ONE);
case GL_RED:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
SWIZZLE_ZERO, SWIZZLE_ONE);
case GL_ALPHA:
return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
SWIZZLE_ZERO, SWIZZLE_W);
case GL_LUMINANCE:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
case GL_LUMINANCE_ALPHA:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_W);
case GL_INTENSITY:
return SWIZZLE_XXXX;
case GL_STENCIL_INDEX:
case GL_DEPTH_STENCIL:
case GL_DEPTH_COMPONENT:
/* Now examine the depth mode */
switch (depthMode) {
case GL_LUMINANCE:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
case GL_INTENSITY:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_X);
case GL_ALPHA:
/* The texture(sampler*Shadow) functions from GLSL 1.30 ignore
* the depth mode and return float, while older shadow* functions
* and ARB_fp instructions return vec4 according to the depth mode.
*
* The problem with the GLSL 1.30 functions is that GL_ALPHA forces
* them to return 0, breaking them completely.
*
* A proper fix would increase code complexity and that's not worth
* it for a rarely used feature such as the GL_ALPHA depth mode
* in GL3. Therefore, change GL_ALPHA to GL_INTENSITY for all
* shaders that use GLSL 1.30 or later.
*
* BTW, it's required that sampler views are updated when
* shaders change (check_sampler_swizzle takes care of that).
*/
if (glsl130_or_later)
return SWIZZLE_XXXX;
else
return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
SWIZZLE_ZERO, SWIZZLE_X);
case GL_RED:
return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
SWIZZLE_ZERO, SWIZZLE_ONE);
default:
assert(!"Unexpected depthMode");
return SWIZZLE_XYZW;
}
default:
assert(!"Unexpected baseFormat");
return SWIZZLE_XYZW;
}
}
static unsigned
get_texture_format_swizzle(const struct st_context *st,
const struct st_texture_object *stObj,
bool glsl130_or_later)
{
GLenum baseFormat = _mesa_base_tex_image(&stObj->base)->_BaseFormat;
unsigned tex_swizzle;
GLenum depth_mode = stObj->base.DepthMode;
/* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures
* with depth component data specified with a sized internal format.
*/
if (_mesa_is_gles3(st->ctx) &&
(baseFormat == GL_DEPTH_COMPONENT ||
baseFormat == GL_DEPTH_STENCIL ||
baseFormat == GL_STENCIL_INDEX)) {
const struct gl_texture_image *firstImage =
_mesa_base_tex_image(&stObj->base);
if (firstImage->InternalFormat != GL_DEPTH_COMPONENT &&
firstImage->InternalFormat != GL_DEPTH_STENCIL &&
firstImage->InternalFormat != GL_STENCIL_INDEX)
depth_mode = GL_RED;
}
tex_swizzle = compute_texture_format_swizzle(baseFormat,
depth_mode,
glsl130_or_later);
/* Combine the texture format swizzle with user's swizzle */
return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);
}
/**
* Return TRUE if the texture's sampler view swizzle is not equal to
* the texture's swizzle.
*
* \param stObj the st texture object,
*/
ASSERTED static boolean
check_sampler_swizzle(const struct st_context *st,
const struct st_texture_object *stObj,
const struct pipe_sampler_view *sv,
bool glsl130_or_later)
{
unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl130_or_later);
return ((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)));
}
static unsigned
last_level(const struct st_texture_object *stObj)
{
unsigned ret = MIN2(stObj->base.MinLevel + stObj->base._MaxLevel,
stObj->pt->last_level);
if (stObj->base.Immutable)
ret = MIN2(ret, stObj->base.MinLevel + stObj->base.NumLevels - 1);
return ret;
}
static unsigned
last_layer(const struct st_texture_object *stObj)
{
if (stObj->base.Immutable && stObj->pt->array_size > 1)
return MIN2(stObj->base.MinLayer + stObj->base.NumLayers - 1,
stObj->pt->array_size - 1);
return stObj->pt->array_size - 1;
}
/**
* Determine the format for the texture sampler view.
*/
static enum pipe_format
get_sampler_view_format(struct st_context *st,
const struct st_texture_object *stObj,
bool srgb_skip_decode)
{
enum pipe_format format;
GLenum baseFormat = _mesa_base_tex_image(&stObj->base)->_BaseFormat;
format = stObj->surface_based ? stObj->surface_format : stObj->pt->format;
if (baseFormat == GL_DEPTH_COMPONENT ||
baseFormat == GL_DEPTH_STENCIL ||
baseFormat == GL_STENCIL_INDEX) {
if (stObj->base.StencilSampling || baseFormat == GL_STENCIL_INDEX)
format = util_format_stencil_only(format);
return format;
}
/* If sRGB decoding is off, use the linear format */
if (srgb_skip_decode)
format = util_format_linear(format);
/* if resource format matches then YUV wasn't lowered */
if (format == stObj->pt->format)
return format;
/* Use R8_UNORM for video formats */
switch (format) {
case PIPE_FORMAT_NV12:
case PIPE_FORMAT_IYUV:
format = PIPE_FORMAT_R8_UNORM;
break;
case PIPE_FORMAT_P010:
case PIPE_FORMAT_P016:
format = PIPE_FORMAT_R16_UNORM;
break;
case PIPE_FORMAT_YUYV:
case PIPE_FORMAT_UYVY:
format = PIPE_FORMAT_R8G8_UNORM;
break;
case PIPE_FORMAT_AYUV:
format = PIPE_FORMAT_RGBA8888_UNORM;
break;
case PIPE_FORMAT_XYUV:
format = PIPE_FORMAT_RGBX8888_UNORM;
break;
default:
break;
}
return format;
}
static struct pipe_sampler_view *
st_create_texture_sampler_view_from_stobj(struct st_context *st,
struct st_texture_object *stObj,
enum pipe_format format,
bool glsl130_or_later)
{
/* There is no need to clear this structure (consider CPU overhead). */
struct pipe_sampler_view templ;
unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl130_or_later);
templ.format = format;
if (stObj->level_override >= 0) {
templ.u.tex.first_level = templ.u.tex.last_level = stObj->level_override;
} else {
templ.u.tex.first_level = stObj->base.MinLevel + stObj->base.BaseLevel;
templ.u.tex.last_level = last_level(stObj);
}
if (stObj->layer_override >= 0) {
templ.u.tex.first_layer = templ.u.tex.last_layer = stObj->layer_override;
} else {
templ.u.tex.first_layer = stObj->base.MinLayer;
templ.u.tex.last_layer = last_layer(stObj);
}
assert(templ.u.tex.first_layer <= templ.u.tex.last_layer);
assert(templ.u.tex.first_level <= templ.u.tex.last_level);
templ.target = gl_target_to_pipe(stObj->base.Target);
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 st->pipe->create_sampler_view(st->pipe, stObj->pt, &templ);
}
struct pipe_sampler_view *
st_get_texture_sampler_view_from_stobj(struct st_context *st,
struct st_texture_object *stObj,
const struct gl_sampler_object *samp,
bool glsl130_or_later,
bool ignore_srgb_decode)
{
const struct st_sampler_view *sv;
bool srgb_skip_decode = false;
if (!ignore_srgb_decode && samp->sRGBDecode == GL_SKIP_DECODE_EXT)
srgb_skip_decode = true;
sv = st_texture_get_current_sampler_view(st, stObj);
if (sv &&
sv->glsl130_or_later == glsl130_or_later &&
sv->srgb_skip_decode == srgb_skip_decode) {
/* Debug check: make sure that the sampler view's parameters are
* what they're supposed to be.
*/
struct pipe_sampler_view *view = sv->view;
assert(stObj->pt == view->texture);
assert(!check_sampler_swizzle(st, stObj, view, glsl130_or_later));
assert(get_sampler_view_format(st, stObj, srgb_skip_decode) == view->format);
assert(gl_target_to_pipe(stObj->base.Target) == view->target);
assert(stObj->level_override >= 0 ||
stObj->base.MinLevel + stObj->base.BaseLevel == view->u.tex.first_level);
assert(stObj->level_override >= 0 || last_level(stObj) == view->u.tex.last_level);
assert(stObj->layer_override >= 0 || stObj->base.MinLayer == view->u.tex.first_layer);
assert(stObj->layer_override >= 0 || last_layer(stObj) == view->u.tex.last_layer);
assert(stObj->layer_override < 0 ||
(stObj->layer_override == view->u.tex.first_layer &&
stObj->layer_override == view->u.tex.last_layer));
return view;
}
/* create new sampler view */
enum pipe_format format = get_sampler_view_format(st, stObj,
srgb_skip_decode);
struct pipe_sampler_view *view =
st_create_texture_sampler_view_from_stobj(st, stObj, format,
glsl130_or_later);
view = st_texture_set_sampler_view(st, stObj, view,
glsl130_or_later, srgb_skip_decode);
return view;
}
struct pipe_sampler_view *
st_get_buffer_sampler_view_from_stobj(struct st_context *st,
struct st_texture_object *stObj)
{
const struct st_sampler_view *sv;
struct st_buffer_object *stBuf =
st_buffer_object(stObj->base.BufferObject);
if (!stBuf || !stBuf->buffer)
return NULL;
sv = st_texture_get_current_sampler_view(st, stObj);
struct pipe_resource *buf = stBuf->buffer;
if (sv) {
struct pipe_sampler_view *view = sv->view;
if (view->texture == buf) {
/* Debug check: make sure that the sampler view's parameters are
* what they're supposed to be.
*/
assert(st_mesa_format_to_pipe_format(st,
stObj->base._BufferObjectFormat)
== view->format);
assert(view->target == PIPE_BUFFER);
ASSERTED unsigned base = stObj->base.BufferOffset;
ASSERTED unsigned size = MIN2(buf->width0 - base,
(unsigned) stObj->base.BufferSize);
assert(view->u.buf.offset == base);
assert(view->u.buf.size == size);
return view;
}
}
unsigned base = stObj->base.BufferOffset;
if (base >= buf->width0)
return NULL;
unsigned size = buf->width0 - base;
size = MIN2(size, (unsigned)stObj->base.BufferSize);
if (!size)
return NULL;
/* Create a new sampler view. There is no need to clear the entire
* structure (consider CPU overhead).
*/
struct pipe_sampler_view templ;
templ.format =
st_mesa_format_to_pipe_format(st, stObj->base._BufferObjectFormat);
templ.target = PIPE_BUFFER;
templ.swizzle_r = PIPE_SWIZZLE_X;
templ.swizzle_g = PIPE_SWIZZLE_Y;
templ.swizzle_b = PIPE_SWIZZLE_Z;
templ.swizzle_a = PIPE_SWIZZLE_W;
templ.u.buf.offset = base;
templ.u.buf.size = size;
struct pipe_sampler_view *view =
st->pipe->create_sampler_view(st->pipe, buf, &templ);
view = st_texture_set_sampler_view(st, stObj, view, false, false);
return view;
}