void brw_populate_sampler_prog_key_data(struct gl_context *ctx, const struct gl_program *prog, unsigned sampler_count, struct brw_sampler_prog_key_data *key) { struct brw_context *brw = brw_context(ctx); for (int s = 0; s < sampler_count; s++) { key->swizzles[s] = SWIZZLE_NOOP; if (!(prog->SamplersUsed & (1 << s))) continue; int unit_id = prog->SamplerUnits[s]; const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id]; if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) { const struct gl_texture_object *t = unit->_Current; const struct gl_texture_image *img = t->Image[0][t->BaseLevel]; struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id); const bool alpha_depth = t->DepthMode == GL_ALPHA && (img->_BaseFormat == GL_DEPTH_COMPONENT || img->_BaseFormat == GL_DEPTH_STENCIL); /* Haswell handles texture swizzling as surface format overrides * (except for GL_ALPHA); all other platforms need MOVs in the shader. */ if (!brw->is_haswell || alpha_depth) key->swizzles[s] = brw_get_texture_swizzle(ctx, t); if (img->InternalFormat == GL_YCBCR_MESA) { key->yuvtex_mask |= 1 << s; if (img->TexFormat == MESA_FORMAT_YCBCR) key->yuvtex_swap_mask |= 1 << s; } if (sampler->MinFilter != GL_NEAREST && sampler->MagFilter != GL_NEAREST) { if (sampler->WrapS == GL_CLAMP) key->gl_clamp_mask[0] |= 1 << s; if (sampler->WrapT == GL_CLAMP) key->gl_clamp_mask[1] |= 1 << s; if (sampler->WrapR == GL_CLAMP) key->gl_clamp_mask[2] |= 1 << s; } /* gather4's channel select for green from RG32F is broken; * requires a shader w/a on IVB; fixable with just SCS on HSW. */ if (brw->gen >= 7 && !brw->is_haswell && prog->UsesGather) { if (img->InternalFormat == GL_RG32F) key->gather_channel_quirk_mask |= 1 << s; } } } }
void brw_populate_sampler_prog_key_data(struct gl_context *ctx, const struct gl_program *prog, struct brw_sampler_prog_key_data *key) { struct intel_context *intel = intel_context(ctx); for (int s = 0; s < MAX_SAMPLERS; s++) { key->swizzles[s] = SWIZZLE_NOOP; if (!(prog->SamplersUsed & (1 << s))) continue; int unit_id = prog->SamplerUnits[s]; const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id]; if (unit->_ReallyEnabled && unit->_Current->Target != GL_TEXTURE_BUFFER) { const struct gl_texture_object *t = unit->_Current; const struct gl_texture_image *img = t->Image[0][t->BaseLevel]; struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id); const bool alpha_depth = t->DepthMode == GL_ALPHA && (img->_BaseFormat == GL_DEPTH_COMPONENT || img->_BaseFormat == GL_DEPTH_STENCIL); /* Haswell handles texture swizzling as surface format overrides * (except for GL_ALPHA); all other platforms need MOVs in the shader. */ if (!intel->is_haswell || alpha_depth) key->swizzles[s] = brw_get_texture_swizzle(ctx, t); if (img->InternalFormat == GL_YCBCR_MESA) { key->yuvtex_mask |= 1 << s; if (img->TexFormat == MESA_FORMAT_YCBCR) key->yuvtex_swap_mask |= 1 << s; } if (sampler->MinFilter != GL_NEAREST && sampler->MagFilter != GL_NEAREST) { if (sampler->WrapS == GL_CLAMP) key->gl_clamp_mask[0] |= 1 << s; if (sampler->WrapT == GL_CLAMP) key->gl_clamp_mask[1] |= 1 << s; if (sampler->WrapR == GL_CLAMP) key->gl_clamp_mask[2] |= 1 << s; } } } }
void brw_populate_sampler_prog_key_data(struct gl_context *ctx, const struct gl_program *prog, struct brw_sampler_prog_key_data *key) { struct brw_context *brw = brw_context(ctx); const struct gen_device_info *devinfo = &brw->screen->devinfo; GLbitfield mask = prog->SamplersUsed; while (mask) { const int s = u_bit_scan(&mask); key->swizzles[s] = SWIZZLE_NOOP; key->scale_factors[s] = 0.0f; int unit_id = prog->SamplerUnits[s]; const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id]; if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) { const struct gl_texture_object *t = unit->_Current; const struct gl_texture_image *img = t->Image[0][t->BaseLevel]; struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id); const bool alpha_depth = t->DepthMode == GL_ALPHA && (img->_BaseFormat == GL_DEPTH_COMPONENT || img->_BaseFormat == GL_DEPTH_STENCIL); /* Haswell handles texture swizzling as surface format overrides * (except for GL_ALPHA); all other platforms need MOVs in the shader. */ if (alpha_depth || (devinfo->gen < 8 && !devinfo->is_haswell)) key->swizzles[s] = brw_get_texture_swizzle(ctx, t); if (devinfo->gen < 8 && sampler->MinFilter != GL_NEAREST && sampler->MagFilter != GL_NEAREST) { if (sampler->WrapS == GL_CLAMP) key->gl_clamp_mask[0] |= 1 << s; if (sampler->WrapT == GL_CLAMP) key->gl_clamp_mask[1] |= 1 << s; if (sampler->WrapR == GL_CLAMP) key->gl_clamp_mask[2] |= 1 << s; } /* gather4 for RG32* is broken in multiple ways on Gen7. */ if (devinfo->gen == 7 && prog->info.uses_texture_gather) { switch (img->InternalFormat) { case GL_RG32I: case GL_RG32UI: { /* We have to override the format to R32G32_FLOAT_LD. * This means that SCS_ALPHA and SCS_ONE will return 0x3f8 * (1.0) rather than integer 1. This needs shader hacks. * * On Ivybridge, we whack W (alpha) to ONE in our key's * swizzle. On Haswell, we look at the original texture * swizzle, and use XYZW with channels overridden to ONE, * leaving normal texture swizzling to SCS. */ unsigned src_swizzle = devinfo->is_haswell ? t->_Swizzle : key->swizzles[s]; for (int i = 0; i < 4; i++) { unsigned src_comp = GET_SWZ(src_swizzle, i); if (src_comp == SWIZZLE_ONE || src_comp == SWIZZLE_W) { key->swizzles[i] &= ~(0x7 << (3 * i)); key->swizzles[i] |= SWIZZLE_ONE << (3 * i); } } /* fallthrough */ } case GL_RG32F: /* The channel select for green doesn't work - we have to * request blue. Haswell can use SCS for this, but Ivybridge * needs a shader workaround. */ if (!devinfo->is_haswell) key->gather_channel_quirk_mask |= 1 << s; break; } } /* Gen6's gather4 is broken for UINT/SINT; we treat them as * UNORM/FLOAT instead and fix it in the shader. */ if (devinfo->gen == 6 && prog->info.uses_texture_gather) { key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat); } /* If this is a multisample sampler, and uses the CMS MSAA layout, * then we need to emit slightly different code to first sample the * MCS surface. */ struct intel_texture_object *intel_tex = intel_texture_object((struct gl_texture_object *)t); /* From gen9 onwards some single sampled buffers can also be * compressed. These don't need ld2dms sampling along with mcs fetch. */ if (intel_tex->mt->aux_usage == ISL_AUX_USAGE_MCS) { assert(devinfo->gen >= 7); assert(intel_tex->mt->surf.samples > 1); assert(intel_tex->mt->aux_buf); assert(intel_tex->mt->surf.msaa_layout == ISL_MSAA_LAYOUT_ARRAY); key->compressed_multisample_layout_mask |= 1 << s; if (intel_tex->mt->surf.samples >= 16) { assert(devinfo->gen >= 9); key->msaa_16 |= 1 << s; } } if (t->Target == GL_TEXTURE_EXTERNAL_OES && intel_tex->planar_format) { /* Setup possible scaling factor. */ key->scale_factors[s] = intel_tex->planar_format->scaling_factor; switch (intel_tex->planar_format->components) { case __DRI_IMAGE_COMPONENTS_Y_UV: key->y_uv_image_mask |= 1 << s; break; case __DRI_IMAGE_COMPONENTS_Y_U_V: key->y_u_v_image_mask |= 1 << s; break; case __DRI_IMAGE_COMPONENTS_Y_XUXV: key->yx_xuxv_image_mask |= 1 << s; break; case __DRI_IMAGE_COMPONENTS_Y_UXVX: key->xy_uxvx_image_mask |= 1 << s; break; case __DRI_IMAGE_COMPONENTS_AYUV: key->ayuv_image_mask |= 1 << s; break; case __DRI_IMAGE_COMPONENTS_XYUV: key->xyuv_image_mask |= 1 << s; break; default: break; } } } } }
void brw_populate_sampler_prog_key_data(struct gl_context *ctx, const struct gl_program *prog, unsigned sampler_count, struct brw_sampler_prog_key_data *key) { struct brw_context *brw = brw_context(ctx); for (int s = 0; s < sampler_count; s++) { key->swizzles[s] = SWIZZLE_NOOP; if (!(prog->SamplersUsed & (1 << s))) continue; int unit_id = prog->SamplerUnits[s]; const struct gl_texture_unit *unit = &ctx->Texture.Unit[unit_id]; if (unit->_Current && unit->_Current->Target != GL_TEXTURE_BUFFER) { const struct gl_texture_object *t = unit->_Current; const struct gl_texture_image *img = t->Image[0][t->BaseLevel]; struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit_id); const bool alpha_depth = t->DepthMode == GL_ALPHA && (img->_BaseFormat == GL_DEPTH_COMPONENT || img->_BaseFormat == GL_DEPTH_STENCIL); /* Haswell handles texture swizzling as surface format overrides * (except for GL_ALPHA); all other platforms need MOVs in the shader. */ if (alpha_depth || (brw->gen < 8 && !brw->is_haswell)) key->swizzles[s] = brw_get_texture_swizzle(ctx, t); if (brw->gen < 8 && sampler->MinFilter != GL_NEAREST && sampler->MagFilter != GL_NEAREST) { if (sampler->WrapS == GL_CLAMP) key->gl_clamp_mask[0] |= 1 << s; if (sampler->WrapT == GL_CLAMP) key->gl_clamp_mask[1] |= 1 << s; if (sampler->WrapR == GL_CLAMP) key->gl_clamp_mask[2] |= 1 << s; } /* gather4's channel select for green from RG32F is broken; requires * a shader w/a on IVB; fixable with just SCS on HSW. */ if (brw->gen == 7 && !brw->is_haswell && prog->UsesGather) { if (img->InternalFormat == GL_RG32F) key->gather_channel_quirk_mask |= 1 << s; } /* Gen6's gather4 is broken for UINT/SINT; we treat them as * UNORM/FLOAT instead and fix it in the shader. */ if (brw->gen == 6 && prog->UsesGather) { key->gen6_gather_wa[s] = gen6_gather_workaround(img->InternalFormat); } /* If this is a multisample sampler, and uses the CMS MSAA layout, * then we need to emit slightly different code to first sample the * MCS surface. */ struct intel_texture_object *intel_tex = intel_texture_object((struct gl_texture_object *)t); if (brw->gen >= 7 && intel_tex->mt->msaa_layout == INTEL_MSAA_LAYOUT_CMS) { key->compressed_multisample_layout_mask |= 1 << s; if (intel_tex->mt->num_samples >= 16) { assert(brw->gen >= 9); key->msaa_16 |= 1 << s; } } } } }