1 /**************************************************************************
2  *
3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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 <keith@tungstengraphics.com>
31   *   Brian Paul
32   */
33 
34 
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/samplerobj.h"
38 #include "main/texobj.h"
39 #include "program/prog_instruction.h"
40 
41 #include "st_context.h"
42 #include "st_atom.h"
43 #include "st_texture.h"
44 #include "st_format.h"
45 #include "st_cb_texture.h"
46 #include "pipe/p_context.h"
47 #include "util/u_format.h"
48 #include "util/u_inlines.h"
49 #include "cso_cache/cso_context.h"
50 
51 
52 /**
53  * Combine depth texture mode with "swizzle" so that depth mode swizzling
54  * takes place before texture swizzling, and return the resulting swizzle.
55  * If the format is not a depth format, return "swizzle" unchanged.
56  *
57  * \param format     PIPE_FORMAT_*.
58  * \param swizzle    Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
59  * \param depthmode  One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA, GL_RED.
60  */
61 static GLuint
apply_depthmode(enum pipe_format format,GLuint swizzle,GLenum depthmode)62 apply_depthmode(enum pipe_format format, GLuint swizzle, GLenum depthmode)
63 {
64    const struct util_format_description *desc =
65          util_format_description(format);
66    unsigned char swiz[4];
67    unsigned i;
68 
69    if (desc->colorspace != UTIL_FORMAT_COLORSPACE_ZS ||
70        desc->swizzle[0] == UTIL_FORMAT_SWIZZLE_NONE) {
71       /* Not a depth format. */
72       return swizzle;
73    }
74 
75    for (i = 0; i < 4; i++)
76       swiz[i] = GET_SWZ(swizzle, i);
77 
78    switch (depthmode) {
79       case GL_LUMINANCE:
80          /* Rewrite reads from W to ONE, and reads from XYZ to XXX. */
81          for (i = 0; i < 4; i++)
82             if (swiz[i] == SWIZZLE_W)
83                swiz[i] = SWIZZLE_ONE;
84             else if (swiz[i] < SWIZZLE_W)
85                swiz[i] = SWIZZLE_X;
86          break;
87 
88       case GL_INTENSITY:
89          /* Rewrite reads from XYZW to XXXX. */
90          for (i = 0; i < 4; i++)
91             if (swiz[i] <= SWIZZLE_W)
92                swiz[i] = SWIZZLE_X;
93          break;
94 
95       case GL_ALPHA:
96          /* Rewrite reads from W to X, and reads from XYZ to 000. */
97          for (i = 0; i < 4; i++)
98             if (swiz[i] == SWIZZLE_W)
99                swiz[i] = SWIZZLE_X;
100             else if (swiz[i] < SWIZZLE_W)
101                swiz[i] = SWIZZLE_ZERO;
102          break;
103       case GL_RED:
104 	 /* Rewrite reads W to 1, XYZ to X00 */
105 	 for (i = 0; i < 4; i++)
106 	    if (swiz[i] == SWIZZLE_W)
107 	       swiz[i] = SWIZZLE_ONE;
108 	    else if (swiz[i] == SWIZZLE_Y || swiz[i] == SWIZZLE_Z)
109 	       swiz[i] = SWIZZLE_ZERO;
110 	 break;
111    }
112 
113    return MAKE_SWIZZLE4(swiz[0], swiz[1], swiz[2], swiz[3]);
114 }
115 
116 
117 /**
118  * Return TRUE if the swizzling described by "swizzle" and
119  * "depthmode" (for depth textures only) is different from the swizzling
120  * set in the given sampler view.
121  *
122  * \param sv         A sampler view.
123  * \param swizzle    Texture swizzle, a bitmask computed using MAKE_SWIZZLE4.
124  * \param depthmode  One of GL_LUMINANCE, GL_INTENSITY, GL_ALPHA.
125  */
126 static boolean
check_sampler_swizzle(struct pipe_sampler_view * sv,GLuint swizzle,GLenum depthmode)127 check_sampler_swizzle(struct pipe_sampler_view *sv,
128                       GLuint swizzle, GLenum depthmode)
129 {
130    swizzle = apply_depthmode(sv->texture->format, swizzle, depthmode);
131 
132    if ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
133        (sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
134        (sv->swizzle_b != GET_SWZ(swizzle, 2)) ||
135        (sv->swizzle_a != GET_SWZ(swizzle, 3)))
136       return TRUE;
137    return FALSE;
138 }
139 
140 
141 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)142 st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
143 					  struct st_texture_object *stObj,
144                                           const struct gl_sampler_object *samp,
145 					  enum pipe_format format)
146 {
147    struct pipe_sampler_view templ;
148    GLuint swizzle = apply_depthmode(stObj->pt->format,
149                                     stObj->base._Swizzle,
150                                     stObj->base.DepthMode);
151 
152    u_sampler_view_default_template(&templ,
153                                    stObj->pt,
154                                    format);
155    templ.u.tex.first_level = stObj->base.BaseLevel;
156 
157    if (swizzle != SWIZZLE_NOOP) {
158       templ.swizzle_r = GET_SWZ(swizzle, 0);
159       templ.swizzle_g = GET_SWZ(swizzle, 1);
160       templ.swizzle_b = GET_SWZ(swizzle, 2);
161       templ.swizzle_a = GET_SWZ(swizzle, 3);
162    }
163 
164    return pipe->create_sampler_view(pipe, stObj->pt, &templ);
165 }
166 
167 
168 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)169 st_get_texture_sampler_view_from_stobj(struct st_texture_object *stObj,
170 				       struct pipe_context *pipe,
171                                        const struct gl_sampler_object *samp,
172 				       enum pipe_format format)
173 {
174    if (!stObj || !stObj->pt) {
175       return NULL;
176    }
177 
178    if (!stObj->sampler_view) {
179       stObj->sampler_view =
180          st_create_texture_sampler_view_from_stobj(pipe, stObj, samp, format);
181    }
182 
183    return stObj->sampler_view;
184 }
185 
186 
187 static GLboolean
update_single_texture(struct st_context * st,struct pipe_sampler_view ** sampler_view,GLuint texUnit)188 update_single_texture(struct st_context *st,
189                       struct pipe_sampler_view **sampler_view,
190 		      GLuint texUnit)
191 {
192    struct pipe_context *pipe = st->pipe;
193    struct gl_context *ctx = st->ctx;
194    const struct gl_sampler_object *samp;
195    struct gl_texture_object *texObj;
196    struct st_texture_object *stObj;
197    enum pipe_format st_view_format;
198    GLboolean retval;
199 
200    samp = _mesa_get_samplerobj(ctx, texUnit);
201 
202    texObj = ctx->Texture.Unit[texUnit]._Current;
203 
204    if (!texObj) {
205       texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
206       samp = &texObj->Sampler;
207    }
208    stObj = st_texture_object(texObj);
209 
210    retval = st_finalize_texture(ctx, st->pipe, texObj);
211    if (!retval) {
212       /* out of mem */
213       return GL_FALSE;
214    }
215 
216    /* Determine the format of the texture sampler view */
217    st_view_format = stObj->pt->format;
218    {
219       const struct st_texture_image *firstImage =
220 	 st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
221       const gl_format texFormat = firstImage->base.TexFormat;
222       enum pipe_format firstImageFormat =
223 	 st_mesa_format_to_pipe_format(texFormat);
224 
225       if ((samp->sRGBDecode == GL_SKIP_DECODE_EXT) &&
226 	  (_mesa_get_format_color_encoding(texFormat) == GL_SRGB)) {
227          /* Don't do sRGB->RGB conversion.  Interpret the texture data as
228           * linear values.
229           */
230 	 const gl_format linearFormat =
231 	    _mesa_get_srgb_format_linear(texFormat);
232 	 firstImageFormat = st_mesa_format_to_pipe_format(linearFormat);
233       }
234 
235       if (firstImageFormat != stObj->pt->format)
236 	 st_view_format = firstImageFormat;
237    }
238 
239    /* if sampler view has changed dereference it */
240    if (stObj->sampler_view) {
241       if (check_sampler_swizzle(stObj->sampler_view,
242 				stObj->base._Swizzle,
243 				stObj->base.DepthMode) ||
244 	  (st_view_format != stObj->sampler_view->format) ||
245 	  stObj->base.BaseLevel != stObj->sampler_view->u.tex.first_level) {
246 	 pipe_sampler_view_reference(&stObj->sampler_view, NULL);
247       }
248    }
249 
250    *sampler_view = st_get_texture_sampler_view_from_stobj(stObj, pipe,
251 							  samp,
252 							  st_view_format);
253    return GL_TRUE;
254 }
255 
256 
257 
258 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)259 update_textures(struct st_context *st,
260                 unsigned shader_stage,
261                 const struct gl_program *prog,
262                 unsigned max_units,
263                 struct pipe_sampler_view **sampler_views,
264                 unsigned *num_textures)
265 {
266    const GLuint old_max = *num_textures;
267    GLbitfield samplers_used = prog->SamplersUsed;
268    GLuint unit, new_count;
269 
270    if (samplers_used == 0x0 && old_max == 0)
271       return;
272 
273    *num_textures = 0;
274 
275    /* loop over sampler units (aka tex image units) */
276    for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
277       struct pipe_sampler_view *sampler_view = NULL;
278 
279       if (samplers_used & 1) {
280          const GLuint texUnit = prog->SamplerUnits[unit];
281          GLboolean retval;
282 
283          retval = update_single_texture(st, &sampler_view, texUnit);
284          if (retval == GL_FALSE)
285             continue;
286 
287          *num_textures = unit + 1;
288       }
289       else if (samplers_used == 0 && unit >= old_max) {
290          /* if we've reset all the old views and we have no more new ones */
291          break;
292       }
293 
294       pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
295    }
296 
297    /* Ex: if old_max = 3 and *num_textures = 1, we need to pass an
298     * array of views={X, NULL, NULL} to unref the old texture views
299     * at positions [1] and [2].
300     */
301    new_count = MAX2(*num_textures, old_max);
302    assert(new_count <= max_units);
303 
304    cso_set_sampler_views(st->cso_context,
305                          shader_stage,
306                          new_count,
307                          sampler_views);
308 }
309 
310 
311 
312 static void
update_vertex_textures(struct st_context * st)313 update_vertex_textures(struct st_context *st)
314 {
315    const struct gl_context *ctx = st->ctx;
316 
317    if (ctx->Const.MaxVertexTextureImageUnits > 0) {
318       update_textures(st,
319                       PIPE_SHADER_VERTEX,
320                       &ctx->VertexProgram._Current->Base,
321                       ctx->Const.MaxVertexTextureImageUnits,
322                       st->state.sampler_views[PIPE_SHADER_VERTEX],
323                       &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
324    }
325 }
326 
327 
328 static void
update_fragment_textures(struct st_context * st)329 update_fragment_textures(struct st_context *st)
330 {
331    const struct gl_context *ctx = st->ctx;
332 
333    update_textures(st,
334                    PIPE_SHADER_FRAGMENT,
335                    &ctx->FragmentProgram._Current->Base,
336                    ctx->Const.MaxTextureImageUnits,
337                    st->state.sampler_views[PIPE_SHADER_FRAGMENT],
338                    &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
339 }
340 
341 
342 static void
update_geometry_textures(struct st_context * st)343 update_geometry_textures(struct st_context *st)
344 {
345    const struct gl_context *ctx = st->ctx;
346 
347    if (ctx->GeometryProgram._Current) {
348       update_textures(st,
349                       PIPE_SHADER_GEOMETRY,
350                       &ctx->GeometryProgram._Current->Base,
351                       ctx->Const.MaxTextureImageUnits,
352                       st->state.sampler_views[PIPE_SHADER_GEOMETRY],
353                       &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
354    }
355 }
356 
357 
358 const struct st_tracked_state st_update_fragment_texture = {
359    "st_update_texture",					/* name */
360    {							/* dirty */
361       _NEW_TEXTURE,					/* mesa */
362       ST_NEW_FRAGMENT_PROGRAM,				/* st */
363    },
364    update_fragment_textures				/* update */
365 };
366 
367 
368 const struct st_tracked_state st_update_vertex_texture = {
369    "st_update_vertex_texture",				/* name */
370    {							/* dirty */
371       _NEW_TEXTURE,					/* mesa */
372       ST_NEW_VERTEX_PROGRAM,				/* st */
373    },
374    update_vertex_textures				/* update */
375 };
376 
377 
378 const struct st_tracked_state st_update_geometry_texture = {
379    "st_update_geometry_texture",			/* name */
380    {							/* dirty */
381       _NEW_TEXTURE,					/* mesa */
382       ST_NEW_GEOMETRY_PROGRAM,				/* st */
383    },
384    update_geometry_textures				/* update */
385 };
386 
387 
388 
389 static void
finalize_textures(struct st_context * st)390 finalize_textures(struct st_context *st)
391 {
392    struct gl_context *ctx = st->ctx;
393    struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
394    const GLboolean prev_missing_textures = st->missing_textures;
395    GLuint su;
396 
397    st->missing_textures = GL_FALSE;
398 
399    for (su = 0; su < ctx->Const.MaxTextureCoordUnits; su++) {
400       if (fprog->Base.SamplersUsed & (1 << su)) {
401          const GLuint texUnit = fprog->Base.SamplerUnits[su];
402          struct gl_texture_object *texObj
403             = ctx->Texture.Unit[texUnit]._Current;
404 
405          if (texObj) {
406             GLboolean retval;
407 
408             retval = st_finalize_texture(ctx, st->pipe, texObj);
409             if (!retval) {
410                /* out of mem */
411                st->missing_textures = GL_TRUE;
412                continue;
413             }
414          }
415       }
416    }
417 
418    if (prev_missing_textures != st->missing_textures)
419       st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
420 }
421 
422 
423 const struct st_tracked_state st_finalize_textures = {
424    "st_finalize_textures",		/* name */
425    {					/* dirty */
426       _NEW_TEXTURE,			/* mesa */
427       0,				/* st */
428    },
429    finalize_textures			/* update */
430 };
431