/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN GRAPHICS 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 * Brian Paul */ #include "main/macros.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 INLINE struct pipe_sampler_view * st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe, struct st_texture_object *stObj, 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 (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 INLINE struct pipe_sampler_view * st_get_texture_sampler_view_from_stobj(struct st_texture_object *stObj, struct pipe_context *pipe, 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, format); } return stObj->sampler_view; } static void update_textures(struct st_context *st) { struct pipe_context *pipe = st->pipe; struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current; struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current; const GLbitfield samplersUsed = (vprog->Base.SamplersUsed | fprog->Base.SamplersUsed); GLuint su; st->state.num_textures = 0; /* loop over sampler units (aka tex image units) */ for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) { struct pipe_sampler_view *sampler_view = NULL; enum pipe_format st_view_format; if (samplersUsed & (1 << su)) { struct gl_texture_object *texObj; struct st_texture_object *stObj; GLboolean retval; GLuint texUnit; if (fprog->Base.SamplersUsed & (1 << su)) texUnit = fprog->Base.SamplerUnits[su]; else texUnit = vprog->Base.SamplerUnits[su]; texObj = st->ctx->Texture.Unit[texUnit]._Current; if (!texObj) { texObj = st_get_default_texture(st); } stObj = st_texture_object(texObj); retval = st_finalize_texture(st->ctx, st->pipe, texObj); if (!retval) { /* out of mem */ continue; } /* Determine the format of the texture sampler view */ st_view_format = stObj->pt->format; { const struct st_texture_image *firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]); const gl_format texFormat = firstImage->base.TexFormat; enum pipe_format firstImageFormat = st_mesa_format_to_pipe_format(texFormat); if ((stObj->base.sRGBDecode == GL_SKIP_DECODE_EXT) && (_mesa_get_format_color_encoding(texFormat) == GL_SRGB)) { /* don't do sRGB->RGB conversion. Interpret the texture * texture data as linear values. */ const gl_format linearFormat = _mesa_get_srgb_format_linear(texFormat); firstImageFormat = st_mesa_format_to_pipe_format(linearFormat); } if (firstImageFormat != stObj->pt->format) st_view_format = firstImageFormat; } st->state.num_textures = su + 1; /* if sampler view has changed dereference it */ if (stObj->sampler_view) if (check_sampler_swizzle(stObj->sampler_view, stObj->base._Swizzle, stObj->base.DepthMode) || (st_view_format != stObj->sampler_view->format)) pipe_sampler_view_reference(&stObj->sampler_view, NULL); sampler_view = st_get_texture_sampler_view_from_stobj(stObj, pipe, st_view_format); } pipe_sampler_view_reference(&st->state.sampler_views[su], sampler_view); } cso_set_fragment_sampler_views(st->cso_context, st->state.num_textures, st->state.sampler_views); if (st->ctx->Const.MaxVertexTextureImageUnits > 0) { cso_set_vertex_sampler_views(st->cso_context, MIN2(st->state.num_textures, st->ctx->Const.MaxVertexTextureImageUnits), st->state.sampler_views); } } const struct st_tracked_state st_update_texture = { "st_update_texture", /* name */ { /* dirty */ _NEW_TEXTURE, /* mesa */ ST_NEW_FRAGMENT_PROGRAM, /* st */ }, update_textures /* update */ }; static void finalize_textures(struct st_context *st) { struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current; const GLboolean prev_missing_textures = st->missing_textures; GLuint su; st->missing_textures = GL_FALSE; for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) { if (fprog->Base.SamplersUsed & (1 << su)) { const GLuint texUnit = fprog->Base.SamplerUnits[su]; struct gl_texture_object *texObj = st->ctx->Texture.Unit[texUnit]._Current; if (texObj) { GLboolean retval; retval = st_finalize_texture(st->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 */ };