/* * 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/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 != 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, */ MAYBE_UNUSED 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); /* Use R8_UNORM for video formats */ switch (format) { case PIPE_FORMAT_NV12: case PIPE_FORMAT_IYUV: format = PIPE_FORMAT_R8_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) { 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) { 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 || stObj->base.MinLevel + stObj->base.BaseLevel == view->u.tex.first_level); assert(stObj->level_override || last_level(stObj) == view->u.tex.last_level); assert(stObj->layer_override || stObj->base.MinLayer == view->u.tex.first_layer); assert(stObj->layer_override || last_layer(stObj) == view->u.tex.last_layer); assert(!stObj->layer_override || (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); unsigned base = stObj->base.BufferOffset; MAYBE_UNUSED 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; }