}
}
-
-static void *
-v3d_create_sampler_state(struct pipe_context *pctx,
- const struct pipe_sampler_state *cso)
-{
- MAYBE_UNUSED struct v3d_context *v3d = v3d_context(pctx);
- struct v3d_sampler_state *so = CALLOC_STRUCT(v3d_sampler_state);
-
- if (!so)
- return NULL;
-
- memcpy(so, cso, sizeof(*cso));
-
- bool either_nearest =
- (cso->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
- cso->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
-
#if V3D_VERSION >= 40
- void *map;
- u_upload_alloc(v3d->state_uploader, 0,
- cl_packet_length(SAMPLER_STATE),
- 32, /* XXX: 8 for unextended samplers. */
- &so->sampler_state_offset,
- &so->sampler_state,
- &map);
-
+static void
+v3d_upload_sampler_state_variant(void *map,
+ const struct pipe_sampler_state *cso,
+ enum v3d_sampler_state_variant variant,
+ bool either_nearest)
+{
v3dx_pack(map, SAMPLER_STATE, sampler) {
sampler.wrap_i_border = false;
sampler.maximum_anisotropy = 1;
}
- sampler.border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
- /* XXX: The border color field is in the TMU blending format
- * (32, f16, or i16), and we need to customize it based on
- * that.
- *
- * XXX: for compat alpha formats, we need the alpha field to
- * be in the red channel.
- */
- sampler.border_color_red =
- util_float_to_half(cso->border_color.f[0]);
- sampler.border_color_green =
- util_float_to_half(cso->border_color.f[1]);
- sampler.border_color_blue =
- util_float_to_half(cso->border_color.f[2]);
- sampler.border_color_alpha =
- util_float_to_half(cso->border_color.f[3]);
+ if (variant == V3D_SAMPLER_STATE_BORDER_0) {
+ sampler.border_color_mode = V3D_BORDER_COLOR_0000;
+ } else {
+ sampler.border_color_mode = V3D_BORDER_COLOR_FOLLOWS;
+
+ union pipe_color_union border;
+
+ /* First, reswizzle the border color for any
+ * mismatching we're doing between the texture's
+ * channel order in hardware (R) versus what it is at
+ * the GL level (ALPHA)
+ */
+ switch (variant) {
+ case V3D_SAMPLER_STATE_F16_BGRA:
+ case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
+ case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
+ border.i[0] = cso->border_color.i[2];
+ border.i[1] = cso->border_color.i[1];
+ border.i[2] = cso->border_color.i[0];
+ border.i[3] = cso->border_color.i[3];
+ break;
+
+ case V3D_SAMPLER_STATE_F16_A:
+ case V3D_SAMPLER_STATE_F16_A_UNORM:
+ case V3D_SAMPLER_STATE_F16_A_SNORM:
+ case V3D_SAMPLER_STATE_32_A:
+ case V3D_SAMPLER_STATE_32_A_UNORM:
+ case V3D_SAMPLER_STATE_32_A_SNORM:
+ border.i[0] = cso->border_color.i[3];
+ border.i[1] = 0;
+ border.i[2] = 0;
+ border.i[3] = 0;
+ break;
+
+ case V3D_SAMPLER_STATE_F16_LA:
+ case V3D_SAMPLER_STATE_F16_LA_UNORM:
+ case V3D_SAMPLER_STATE_F16_LA_SNORM:
+ border.i[0] = cso->border_color.i[0];
+ border.i[1] = cso->border_color.i[3];
+ border.i[2] = 0;
+ border.i[3] = 0;
+ break;
+
+ default:
+ border = cso->border_color;
+ }
+
+ /* Perform any clamping. */
+ switch (variant) {
+ case V3D_SAMPLER_STATE_F16_UNORM:
+ case V3D_SAMPLER_STATE_F16_BGRA_UNORM:
+ case V3D_SAMPLER_STATE_F16_A_UNORM:
+ case V3D_SAMPLER_STATE_F16_LA_UNORM:
+ case V3D_SAMPLER_STATE_32_UNORM:
+ case V3D_SAMPLER_STATE_32_A_UNORM:
+ for (int i = 0; i < 4; i++)
+ border.f[i] = CLAMP(border.f[i], 0, 1);
+ break;
+
+ case V3D_SAMPLER_STATE_F16_SNORM:
+ case V3D_SAMPLER_STATE_F16_BGRA_SNORM:
+ case V3D_SAMPLER_STATE_F16_A_SNORM:
+ case V3D_SAMPLER_STATE_F16_LA_SNORM:
+ case V3D_SAMPLER_STATE_32_SNORM:
+ case V3D_SAMPLER_STATE_32_A_SNORM:
+ for (int i = 0; i < 4; i++)
+ border.f[i] = CLAMP(border.f[i], -1, 1);
+ break;
+
+ case V3D_SAMPLER_STATE_1010102U:
+ border.ui[0] = CLAMP(border.ui[0],
+ 0, (1 << 10) - 1);
+ border.ui[1] = CLAMP(border.ui[1],
+ 0, (1 << 10) - 1);
+ border.ui[2] = CLAMP(border.ui[2],
+ 0, (1 << 10) - 1);
+ border.ui[3] = CLAMP(border.ui[3],
+ 0, 3);
+ break;
+
+ case V3D_SAMPLER_STATE_16U:
+ for (int i = 0; i < 4; i++)
+ border.ui[i] = CLAMP(border.ui[i],
+ 0, 0xffff);
+ break;
+
+ case V3D_SAMPLER_STATE_16I:
+ for (int i = 0; i < 4; i++)
+ border.i[i] = CLAMP(border.i[i],
+ -32768, 32767);
+ break;
+
+ case V3D_SAMPLER_STATE_8U:
+ for (int i = 0; i < 4; i++)
+ border.ui[i] = CLAMP(border.ui[i],
+ 0, 0xff);
+ break;
+
+ case V3D_SAMPLER_STATE_8I:
+ for (int i = 0; i < 4; i++)
+ border.i[i] = CLAMP(border.i[i],
+ -128, 127);
+ break;
+
+ default:
+ break;
+ }
+
+ if (variant >= V3D_SAMPLER_STATE_32) {
+ sampler.border_color_word_0 = border.ui[0];
+ sampler.border_color_word_1 = border.ui[1];
+ sampler.border_color_word_2 = border.ui[2];
+ sampler.border_color_word_3 = border.ui[3];
+ } else {
+ sampler.border_color_word_0 =
+ util_float_to_half(border.f[0]);
+ sampler.border_color_word_1 =
+ util_float_to_half(border.f[1]);
+ sampler.border_color_word_2 =
+ util_float_to_half(border.f[2]);
+ sampler.border_color_word_3 =
+ util_float_to_half(border.f[3]);
+ }
+ }
+ }
+}
+#endif
+
+static void *
+v3d_create_sampler_state(struct pipe_context *pctx,
+ const struct pipe_sampler_state *cso)
+{
+ MAYBE_UNUSED struct v3d_context *v3d = v3d_context(pctx);
+ struct v3d_sampler_state *so = CALLOC_STRUCT(v3d_sampler_state);
+
+ if (!so)
+ return NULL;
+
+ memcpy(so, cso, sizeof(*cso));
+
+ bool either_nearest =
+ (cso->mag_img_filter == PIPE_TEX_MIPFILTER_NEAREST ||
+ cso->min_img_filter == PIPE_TEX_MIPFILTER_NEAREST);
+
+ enum V3DX(Wrap_Mode) wrap_s = translate_wrap(cso->wrap_s,
+ either_nearest);
+ enum V3DX(Wrap_Mode) wrap_t = translate_wrap(cso->wrap_t,
+ either_nearest);
+ enum V3DX(Wrap_Mode) wrap_r = translate_wrap(cso->wrap_r,
+ either_nearest);
+
+ bool uses_border_color = (wrap_s == V3D_WRAP_MODE_BORDER ||
+ wrap_t == V3D_WRAP_MODE_BORDER ||
+ wrap_r == V3D_WRAP_MODE_BORDER);
+ so->border_color_variants = (uses_border_color &&
+ (cso->border_color.ui[0] != 0 ||
+ cso->border_color.ui[1] != 0 ||
+ cso->border_color.ui[2] != 0 ||
+ cso->border_color.ui[3] != 0));
+
+#if V3D_VERSION >= 40
+ void *map;
+ int sampler_align = so->border_color_variants ? 32 : 8;
+ int sampler_size = align(cl_packet_length(SAMPLER_STATE), sampler_align);
+ int num_variants = (so->border_color_variants ? ARRAY_SIZE(so->sampler_state_offset) : 1);
+ u_upload_alloc(v3d->state_uploader, 0,
+ sampler_size * num_variants,
+ sampler_align,
+ &so->sampler_state_offset[0],
+ &so->sampler_state,
+ &map);
+
+ for (int i = 0; i < num_variants; i++) {
+ so->sampler_state_offset[i] =
+ so->sampler_state_offset[0] + i * sampler_size;
+ v3d_upload_sampler_state_variant(map + i * sampler_size,
+ cso, i, either_nearest);
}
#else /* V3D_VERSION < 40 */
v3dx_pack(&so->p0, TEXTURE_UNIFORM_PARAMETER_0_CFG_MODE1, p0) {
- p0.s_wrap_mode = translate_wrap(cso->wrap_s, either_nearest);
- p0.t_wrap_mode = translate_wrap(cso->wrap_t, either_nearest);
- p0.r_wrap_mode = translate_wrap(cso->wrap_r, either_nearest);
+ p0.s_wrap_mode = wrap_s;
+ p0.t_wrap_mode = wrap_t;
+ p0.r_wrap_mode = wrap_r;
}
v3dx_pack(&so->texture_shader_state, TEXTURE_SHADER_STATE, tex) {
prsc = &rsc->base;
}
+ /* If we're sampling depth from depth/stencil, demote the format to
+ * just depth. u_format will end up giving the answers for the
+ * stencil channel, otherwise.
+ */
+ enum pipe_format sample_format = cso->format;
+ if (sample_format == PIPE_FORMAT_S8_UINT_Z24_UNORM)
+ sample_format = PIPE_FORMAT_X8Z24_UNORM;
+
+#if V3D_VERSION >= 40
+ const struct util_format_description *desc =
+ util_format_description(sample_format);
+
+ if (util_format_is_pure_integer(sample_format) &&
+ !util_format_has_depth(desc)) {
+ int chan = util_format_get_first_non_void_channel(sample_format);
+ if (util_format_is_pure_uint(sample_format)) {
+ switch (desc->channel[chan].size) {
+ case 32:
+ so->sampler_variant = V3D_SAMPLER_STATE_32;
+ break;
+ case 16:
+ so->sampler_variant = V3D_SAMPLER_STATE_16U;
+ break;
+ case 10:
+ so->sampler_variant = V3D_SAMPLER_STATE_1010102U;
+ break;
+ case 8:
+ so->sampler_variant = V3D_SAMPLER_STATE_8U;
+ break;
+ }
+ } else {
+ switch (desc->channel[chan].size) {
+ case 32:
+ so->sampler_variant = V3D_SAMPLER_STATE_32;
+ break;
+ case 16:
+ so->sampler_variant = V3D_SAMPLER_STATE_16I;
+ break;
+ case 8:
+ so->sampler_variant = V3D_SAMPLER_STATE_8I;
+ break;
+ }
+ }
+ } else {
+ if (v3d_get_tex_return_size(&screen->devinfo, sample_format,
+ PIPE_TEX_COMPARE_NONE) == 32) {
+ if (util_format_is_alpha(sample_format))
+ so->sampler_variant = V3D_SAMPLER_STATE_32_A;
+ else
+ so->sampler_variant = V3D_SAMPLER_STATE_32;
+ } else {
+ if (util_format_is_luminance_alpha(sample_format))
+ so->sampler_variant = V3D_SAMPLER_STATE_F16_LA;
+ else if (util_format_is_alpha(sample_format))
+ so->sampler_variant = V3D_SAMPLER_STATE_F16_A;
+ else if (fmt_swizzle[0] == PIPE_SWIZZLE_Z)
+ so->sampler_variant = V3D_SAMPLER_STATE_F16_BGRA;
+ else
+ so->sampler_variant = V3D_SAMPLER_STATE_F16;
+
+ }
+
+ if (util_format_is_unorm(sample_format)) {
+ so->sampler_variant += (V3D_SAMPLER_STATE_F16_UNORM -
+ V3D_SAMPLER_STATE_F16);
+ } else if (util_format_is_snorm(sample_format)){
+ so->sampler_variant += (V3D_SAMPLER_STATE_F16_SNORM -
+ V3D_SAMPLER_STATE_F16);
+ }
+ }
+#endif
+
/* V3D still doesn't support sampling from raster textures, so we will
* have to copy to a temporary tiled texture.
*/