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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/swr/swr_tex_sample.cpp
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/**************************************************************************
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*
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* Copyright 2009 VMware, Inc.
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/**
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* Largely a copy of llvmpipe's lp_tex_sample.c
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*/
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/**
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* Texture sampling code generation
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*
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* This file is nothing more than ugly glue between three largely independent
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* entities:
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* - TGSI -> LLVM translation (i.e., lp_build_tgsi_soa)
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* - texture sampling code generation (i.e., lp_build_sample_soa)
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* - SWR driver
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*
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* All interesting code is in the functions mentioned above. There is really
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* nothing to see here.
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*
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* @author Jose Fonseca <[email protected]>
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*/
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#include "state.h"
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#include "JitManager.h"
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#include "gen_state_llvm.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_shader_tokens.h"
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#include "gallivm/lp_bld_debug.h"
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#include "gallivm/lp_bld_const.h"
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#include "gallivm/lp_bld_type.h"
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#include "gallivm/lp_bld_sample.h"
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#include "gallivm/lp_bld_tgsi.h"
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#include "util/u_memory.h"
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#include "swr_tex_sample.h"
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#include "gen_surf_state_llvm.h"
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#include "gen_swr_context_llvm.h"
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using namespace SwrJit;
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/**
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* This provides the bridge between the sampler state store in
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* lp_jit_context and lp_jit_texture and the sampler code
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* generator. It provides the texture layout information required by
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* the texture sampler code generator in terms of the state stored in
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* lp_jit_context and lp_jit_texture in runtime.
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*/
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struct swr_sampler_dynamic_state {
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struct lp_sampler_dynamic_state base;
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const struct swr_sampler_static_state *static_state;
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enum pipe_shader_type shader_type;
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};
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/**
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* This is the bridge between our sampler and the TGSI translator.
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*/
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struct swr_sampler_soa {
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struct lp_build_sampler_soa base;
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struct swr_sampler_dynamic_state dynamic_state;
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};
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/**
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* Fetch the specified member of the lp_jit_texture structure.
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* \param emit_load if TRUE, emit the LLVM load instruction to actually
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* fetch the field's value. Otherwise, just emit the
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* GEP code to address the field.
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*
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* @sa http://llvm.org/docs/GetElementPtr.html
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*/
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static LLVMValueRef
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swr_texture_member(const struct lp_sampler_dynamic_state *base,
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struct gallivm_state *gallivm,
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LLVMValueRef context_ptr,
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unsigned texture_unit,
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unsigned member_index,
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const char *member_name,
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boolean emit_load)
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{
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LLVMBuilderRef builder = gallivm->builder;
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LLVMValueRef indices[4];
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LLVMValueRef ptr;
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LLVMValueRef res;
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assert(texture_unit < PIPE_MAX_SHADER_SAMPLER_VIEWS);
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/* context[0] */
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indices[0] = lp_build_const_int32(gallivm, 0);
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/* context[0].textures */
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auto dynamic = (const struct swr_sampler_dynamic_state *)base;
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switch (dynamic->shader_type) {
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case PIPE_SHADER_FRAGMENT:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_texturesFS);
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break;
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case PIPE_SHADER_VERTEX:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_texturesVS);
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break;
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case PIPE_SHADER_GEOMETRY:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_texturesGS);
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break;
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case PIPE_SHADER_TESS_CTRL:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_texturesTCS);
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break;
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case PIPE_SHADER_TESS_EVAL:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_texturesTES);
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break;
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default:
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assert(0 && "unsupported shader type");
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break;
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}
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/* context[0].textures[unit] */
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indices[2] = lp_build_const_int32(gallivm, texture_unit);
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/* context[0].textures[unit].member */
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indices[3] = lp_build_const_int32(gallivm, member_index);
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ptr = LLVMBuildGEP(builder, context_ptr, indices, ARRAY_SIZE(indices), "");
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if (emit_load)
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res = LLVMBuildLoad(builder, ptr, "");
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else
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res = ptr;
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lp_build_name(res, "context.texture%u.%s", texture_unit, member_name);
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return res;
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}
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/**
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* Helper macro to instantiate the functions that generate the code to
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* fetch the members of lp_jit_texture to fulfill the sampler code
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* generator requests.
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*
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* This complexity is the price we have to pay to keep the texture
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* sampler code generator a reusable module without dependencies to
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* swr internals.
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*/
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#define SWR_TEXTURE_MEMBER(_name, _emit_load) \
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static LLVMValueRef swr_texture_##_name( \
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const struct lp_sampler_dynamic_state *base, \
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struct gallivm_state *gallivm, \
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LLVMValueRef context_ptr, \
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unsigned texture_unit, \
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LLVMValueRef texture_unit_offset) \
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{ \
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return swr_texture_member(base, \
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gallivm, \
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context_ptr, \
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texture_unit, \
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swr_jit_texture_##_name, \
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#_name, \
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_emit_load); \
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}
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SWR_TEXTURE_MEMBER(width, TRUE)
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SWR_TEXTURE_MEMBER(height, TRUE)
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SWR_TEXTURE_MEMBER(depth, TRUE)
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SWR_TEXTURE_MEMBER(first_level, TRUE)
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SWR_TEXTURE_MEMBER(last_level, TRUE)
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SWR_TEXTURE_MEMBER(base_ptr, TRUE)
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SWR_TEXTURE_MEMBER(num_samples, TRUE)
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SWR_TEXTURE_MEMBER(sample_stride, TRUE)
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SWR_TEXTURE_MEMBER(row_stride, FALSE)
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SWR_TEXTURE_MEMBER(img_stride, FALSE)
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SWR_TEXTURE_MEMBER(mip_offsets, FALSE)
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/**
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* Fetch the specified member of the lp_jit_sampler structure.
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* \param emit_load if TRUE, emit the LLVM load instruction to actually
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* fetch the field's value. Otherwise, just emit the
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* GEP code to address the field.
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*
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* @sa http://llvm.org/docs/GetElementPtr.html
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*/
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static LLVMValueRef
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swr_sampler_member(const struct lp_sampler_dynamic_state *base,
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struct gallivm_state *gallivm,
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LLVMValueRef context_ptr,
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unsigned sampler_unit,
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unsigned member_index,
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const char *member_name,
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boolean emit_load)
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{
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LLVMBuilderRef builder = gallivm->builder;
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LLVMValueRef indices[4];
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LLVMValueRef ptr;
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LLVMValueRef res;
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assert(sampler_unit < PIPE_MAX_SAMPLERS);
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/* context[0] */
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indices[0] = lp_build_const_int32(gallivm, 0);
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/* context[0].samplers */
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auto dynamic = (const struct swr_sampler_dynamic_state *)base;
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switch (dynamic->shader_type) {
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case PIPE_SHADER_FRAGMENT:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_samplersFS);
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break;
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case PIPE_SHADER_VERTEX:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_samplersVS);
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break;
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case PIPE_SHADER_GEOMETRY:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_samplersGS);
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break;
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case PIPE_SHADER_TESS_CTRL:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_samplersTCS);
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break;
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case PIPE_SHADER_TESS_EVAL:
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indices[1] = lp_build_const_int32(gallivm, swr_draw_context_samplersTES);
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break;
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default:
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assert(0 && "unsupported shader type");
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break;
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}
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/* context[0].samplers[unit] */
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indices[2] = lp_build_const_int32(gallivm, sampler_unit);
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/* context[0].samplers[unit].member */
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indices[3] = lp_build_const_int32(gallivm, member_index);
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ptr = LLVMBuildGEP(builder, context_ptr, indices, ARRAY_SIZE(indices), "");
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if (emit_load)
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res = LLVMBuildLoad(builder, ptr, "");
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else
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res = ptr;
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lp_build_name(res, "context.sampler%u.%s", sampler_unit, member_name);
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return res;
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}
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#define SWR_SAMPLER_MEMBER(_name, _emit_load) \
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static LLVMValueRef swr_sampler_##_name( \
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const struct lp_sampler_dynamic_state *base, \
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struct gallivm_state *gallivm, \
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LLVMValueRef context_ptr, \
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unsigned sampler_unit) \
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{ \
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return swr_sampler_member(base, \
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gallivm, \
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context_ptr, \
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sampler_unit, \
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swr_jit_sampler_##_name, \
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#_name, \
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_emit_load); \
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}
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SWR_SAMPLER_MEMBER(min_lod, TRUE)
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SWR_SAMPLER_MEMBER(max_lod, TRUE)
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SWR_SAMPLER_MEMBER(lod_bias, TRUE)
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SWR_SAMPLER_MEMBER(border_color, FALSE)
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static void
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swr_sampler_soa_destroy(struct lp_build_sampler_soa *sampler)
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{
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FREE(sampler);
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}
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/**
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* Fetch filtered values from texture.
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* The 'texel' parameter returns four vectors corresponding to R, G, B, A.
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*/
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static void
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swr_sampler_soa_emit_fetch_texel(const struct lp_build_sampler_soa *base,
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struct gallivm_state *gallivm,
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const struct lp_sampler_params *params)
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{
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struct swr_sampler_soa *sampler = (struct swr_sampler_soa *)base;
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unsigned texture_index = params->texture_index;
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unsigned sampler_index = params->sampler_index;
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assert(sampler_index < PIPE_MAX_SAMPLERS);
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assert(texture_index < PIPE_MAX_SHADER_SAMPLER_VIEWS);
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#if 0
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lp_build_sample_nop(gallivm, params->type, params->coords, params->texel);
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#else
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lp_build_sample_soa(
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&sampler->dynamic_state.static_state[texture_index].texture_state,
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&sampler->dynamic_state.static_state[sampler_index].sampler_state,
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&sampler->dynamic_state.base,
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gallivm,
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params);
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#endif
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}
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/**
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* Fetch the texture size.
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*/
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static void
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swr_sampler_soa_emit_size_query(const struct lp_build_sampler_soa *base,
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struct gallivm_state *gallivm,
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const struct lp_sampler_size_query_params *params)
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{
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struct swr_sampler_soa *sampler = (struct swr_sampler_soa *)base;
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assert(params->texture_unit < PIPE_MAX_SHADER_SAMPLER_VIEWS);
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lp_build_size_query_soa(
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gallivm,
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&sampler->dynamic_state.static_state[params->texture_unit].texture_state,
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&sampler->dynamic_state.base,
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params);
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}
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struct lp_build_sampler_soa *
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swr_sampler_soa_create(const struct swr_sampler_static_state *static_state,
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enum pipe_shader_type shader_type)
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{
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struct swr_sampler_soa *sampler;
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sampler = CALLOC_STRUCT(swr_sampler_soa);
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if (!sampler)
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return NULL;
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sampler->base.destroy = swr_sampler_soa_destroy;
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sampler->base.emit_tex_sample = swr_sampler_soa_emit_fetch_texel;
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sampler->base.emit_size_query = swr_sampler_soa_emit_size_query;
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sampler->dynamic_state.base.width = swr_texture_width;
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sampler->dynamic_state.base.height = swr_texture_height;
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sampler->dynamic_state.base.depth = swr_texture_depth;
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sampler->dynamic_state.base.first_level = swr_texture_first_level;
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sampler->dynamic_state.base.last_level = swr_texture_last_level;
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sampler->dynamic_state.base.base_ptr = swr_texture_base_ptr;
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sampler->dynamic_state.base.row_stride = swr_texture_row_stride;
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sampler->dynamic_state.base.img_stride = swr_texture_img_stride;
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sampler->dynamic_state.base.mip_offsets = swr_texture_mip_offsets;
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sampler->dynamic_state.base.num_samples = swr_texture_num_samples;
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sampler->dynamic_state.base.sample_stride = swr_texture_sample_stride;
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sampler->dynamic_state.base.min_lod = swr_sampler_min_lod;
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sampler->dynamic_state.base.max_lod = swr_sampler_max_lod;
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sampler->dynamic_state.base.lod_bias = swr_sampler_lod_bias;
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sampler->dynamic_state.base.border_color = swr_sampler_border_color;
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sampler->dynamic_state.static_state = static_state;
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sampler->dynamic_state.shader_type = shader_type;
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return &sampler->base;
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}
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