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Regard whitespace Rev 1900 → Rev 1901

/programs/develop/libraries/Mesa/src/mesa/state_tracker/st_atom_texture.c
0,0 → 1,308
/**************************************************************************
*
* 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 <keith@tungstengraphics.com>
* 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;
}
 
st_view_format = stObj->pt->format;
{
struct st_texture_image *firstImage;
enum pipe_format firstImageFormat;
firstImage = st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
 
firstImageFormat = st_mesa_format_to_pipe_format(firstImage->base.TexFormat);
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 */
};