[Mesa-dev] [PATCH 14/23] i965: Make brw_update_sampler_state() use brw_emit_sampler_state().
Pohjolainen, Topi
topi.pohjolainen at intel.com
Wed Jul 30 01:38:28 PDT 2014
On Tue, Jul 29, 2014 at 04:29:19PM -0700, Kenneth Graunke wrote:
> Instead of stuffing bits directly into the brw_sampler_state structure,
> we now store them in local variables, then use brw_emit_sampler_state()
> to assemble the packet. This separates the decision about what values
> to use from the actual packet emission, which makes the code more
> reusable across generations.
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
Apart from the few small nits looks good to me.
> ---
> src/mesa/drivers/dri/i965/brw_sampler_state.c | 206 +++++++++++---------------
> 1 file changed, 90 insertions(+), 116 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_sampler_state.c b/src/mesa/drivers/dri/i965/brw_sampler_state.c
> index c631b76..ae4694b 100644
> --- a/src/mesa/drivers/dri/i965/brw_sampler_state.c
> +++ b/src/mesa/drivers/dri/i965/brw_sampler_state.c
> @@ -286,100 +286,107 @@ upload_default_color(struct brw_context *brw,
> static void
> brw_update_sampler_state(struct brw_context *brw,
> int unit,
> - struct brw_sampler_state *sampler,
> + uint32_t *sampler_state,
> uint32_t batch_offset_for_sampler_state)
> {
> struct gl_context *ctx = &brw->ctx;
> struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
> struct gl_texture_object *texObj = texUnit->_Current;
> - struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
> - bool using_nearest = false;
> + struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
This is only used for reading, right? I guess we could declare it constant
to make that clearer.
> +
> + unsigned min_filter, mag_filter, mip_filter;
> + unsigned max_anisotropy = BRW_ANISORATIO_2;
> + unsigned address_rounding = 0;
> + unsigned wrap_s, wrap_t, wrap_r;
> + unsigned min_lod, max_lod, base_level;
> + unsigned shadow_function = 0;
> + int lod_bias;
> + bool non_normalized_coordinates = texObj->Target == GL_TEXTURE_RECTANGLE;
I would make this constant and also move it just before the final call.
>
> /* These don't use samplers at all. */
> if (texObj->Target == GL_TEXTURE_BUFFER)
> return;
>
> - switch (gl_sampler->MinFilter) {
> + /* Select min and mip filters. */
> + switch (sampler->MinFilter) {
> case GL_NEAREST:
> - sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
> - sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
> - using_nearest = true;
> + min_filter = BRW_MAPFILTER_NEAREST;
> + mip_filter = BRW_MIPFILTER_NONE;
> break;
> case GL_LINEAR:
> - sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
> - sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
> + min_filter = BRW_MAPFILTER_LINEAR;
> + mip_filter = BRW_MIPFILTER_NONE;
> break;
> case GL_NEAREST_MIPMAP_NEAREST:
> - sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
> - sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
> + min_filter = BRW_MAPFILTER_NEAREST;
> + mip_filter = BRW_MIPFILTER_NEAREST;
> break;
> case GL_LINEAR_MIPMAP_NEAREST:
> - sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
> - sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
> + min_filter = BRW_MAPFILTER_LINEAR;
> + mip_filter = BRW_MIPFILTER_NEAREST;
> break;
> case GL_NEAREST_MIPMAP_LINEAR:
> - sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
> - sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
> + min_filter = BRW_MAPFILTER_NEAREST;
> + mip_filter = BRW_MIPFILTER_LINEAR;
> break;
> case GL_LINEAR_MIPMAP_LINEAR:
> - sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
> - sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
> + min_filter = BRW_MAPFILTER_LINEAR;
> + mip_filter = BRW_MIPFILTER_LINEAR;
> break;
> default:
> break;
> }
>
> - /* Set Anisotropy:
> - */
> - if (gl_sampler->MaxAnisotropy > 1.0) {
> - sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
> - sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
> + /* Select mag filter. */
> + if (sampler->MagFilter == GL_LINEAR)
> + mag_filter = BRW_MAPFILTER_LINEAR;
> + else
> + mag_filter = BRW_MAPFILTER_NEAREST;
>
> - if (gl_sampler->MaxAnisotropy > 2.0) {
> - sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
> - BRW_ANISORATIO_16);
> - }
> - }
> - else {
> - switch (gl_sampler->MagFilter) {
> - case GL_NEAREST:
> - sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
> - using_nearest = true;
> - break;
> - case GL_LINEAR:
> - sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
> - break;
> - default:
> - break;
> + /* Enable anisotropic filtering if desired. */
> + if (sampler->MaxAnisotropy > 1.0) {
> + min_filter = BRW_MAPFILTER_ANISOTROPIC;
> + mag_filter = BRW_MAPFILTER_ANISOTROPIC;
> +
> + if (sampler->MaxAnisotropy > 2.0) {
> + max_anisotropy =
> + MIN2((sampler->MaxAnisotropy - 2) / 2, BRW_ANISORATIO_16);
> }
> }
>
> - sampler->ss1.r_wrap_mode = translate_wrap_mode(brw, gl_sampler->WrapR,
> - using_nearest);
> - sampler->ss1.s_wrap_mode = translate_wrap_mode(brw, gl_sampler->WrapS,
> - using_nearest);
> - sampler->ss1.t_wrap_mode = translate_wrap_mode(brw, gl_sampler->WrapT,
> - using_nearest);
> + /* Set address rounding bits if not using nearest filtering. */
> + if (min_filter != BRW_MAPFILTER_NEAREST) {
> + address_rounding |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
> + BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
> + BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
> + }
> + if (mag_filter != BRW_MAPFILTER_NEAREST) {
> + address_rounding |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
> + BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
> + BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
> + }
>
> - if (brw->gen >= 6 &&
> - sampler->ss0.min_filter != sampler->ss0.mag_filter)
> - sampler->ss0.min_mag_neq = 1;
> + bool either_nearest =
> + sampler->MinFilter == GL_NEAREST || sampler->MagFilter == GL_NEAREST;
Could be constant as well.
> + wrap_s = translate_wrap_mode(brw, sampler->WrapS, either_nearest);
> + wrap_t = translate_wrap_mode(brw, sampler->WrapT, either_nearest);
> + wrap_r = translate_wrap_mode(brw, sampler->WrapR, either_nearest);
>
> - /* Cube-maps on 965 and later must use the same wrap mode for all 3
> - * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
> - */
> if (texObj->Target == GL_TEXTURE_CUBE_MAP ||
> texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
> - if ((ctx->Texture.CubeMapSeamless || gl_sampler->CubeMapSeamless) &&
> - (gl_sampler->MinFilter != GL_NEAREST ||
> - gl_sampler->MagFilter != GL_NEAREST)) {
> - sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
> - sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
> - sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
> + /* Cube maps must use the same wrap mode for all three coordinate
> + * dimensions. Prior to Haswell, only CUBE and CLAMP are valid.
> + */
> + if ((ctx->Texture.CubeMapSeamless || sampler->CubeMapSeamless) &&
> + (sampler->MinFilter != GL_NEAREST ||
> + sampler->MagFilter != GL_NEAREST)) {
> + wrap_s = BRW_TEXCOORDMODE_CUBE;
> + wrap_t = BRW_TEXCOORDMODE_CUBE;
> + wrap_r = BRW_TEXCOORDMODE_CUBE;
> } else {
> - sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
> - sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
> - sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
> + wrap_s = BRW_TEXCOORDMODE_CLAMP;
> + wrap_t = BRW_TEXCOORDMODE_CLAMP;
> + wrap_r = BRW_TEXCOORDMODE_CLAMP;
> }
> } else if (texObj->Target == GL_TEXTURE_1D) {
> /* There's a bug in 1D texture sampling - it actually pays
> @@ -387,66 +394,34 @@ brw_update_sampler_state(struct brw_context *brw,
> * Override the wrap_t value here to GL_REPEAT to keep
> * any nonexistent border pixels from floating in.
> */
> - sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
> - }
> -
> -
> - /* Set shadow function:
> - */
> - if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
> - /* Shadowing is "enabled" by emitting a particular sampler
> - * message (sample_c). So need to recompile WM program when
> - * shadow comparison is enabled on each/any texture unit.
> - */
> - sampler->ss0.shadow_function =
> - intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
> + wrap_t = BRW_TEXCOORDMODE_WRAP;
> }
>
> - /* Set LOD bias:
> - */
> - sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
> - gl_sampler->LodBias, -16, 15), 6);
> -
> - sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
> - sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
> -
> - sampler->ss0.base_level = U_FIXED(0, 1);
> -
> - sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 6);
> - sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6);
> -
> - /* On Gen6+, the sampler can handle non-normalized texture
> - * rectangle coordinates natively
> - */
> - if (brw->gen >= 6 && texObj->Target == GL_TEXTURE_RECTANGLE) {
> - sampler->ss3.non_normalized_coord = 1;
> - }
> -
> - uint32_t sdc_offset;
> - upload_default_color(brw, gl_sampler, unit, &sdc_offset);
> -
> - if (brw->gen >= 6) {
> - sampler->ss2.default_color_pointer = sdc_offset >> 5;
> - } else {
> - /* reloc */
> - sampler->ss2.default_color_pointer =
> - (brw->batch.bo->offset64 + sdc_offset) >> 5;
> -
> - drm_intel_bo_emit_reloc(brw->batch.bo,
> - batch_offset_for_sampler_state +
> - offsetof(struct brw_sampler_state, ss2),
> - brw->batch.bo, sdc_offset,
> - I915_GEM_DOMAIN_SAMPLER, 0);
> + /* Set shadow function. */
> + if (sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
> + shadow_function =
> + intel_translate_shadow_compare_func(sampler->CompareFunc);
> }
>
> - if (sampler->ss0.min_filter != BRW_MAPFILTER_NEAREST)
> - sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
> - BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
> - BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
> - if (sampler->ss0.mag_filter != BRW_MAPFILTER_NEAREST)
> - sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
> - BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
> - BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
> + min_lod = U_FIXED(CLAMP(sampler->MinLod, 0, 13), 6);
> + max_lod = U_FIXED(CLAMP(sampler->MaxLod, 0, 13), 6);
> + lod_bias = S_FIXED(CLAMP(texUnit->LodBias + sampler->LodBias, -16, 15), 6);
> + base_level = U_FIXED(0, 1);
Declarations for these four could be moved here and made constant.
> +
> + uint32_t border_color_offset;
> + upload_default_color(brw, sampler, unit, &border_color_offset);
> +
> + brw_emit_sampler_state(brw,
> + sampler_state,
> + batch_offset_for_sampler_state,
> + min_filter, mag_filter, mip_filter,
> + max_anisotropy,
> + address_rounding,
> + wrap_s, wrap_t, wrap_r,
> + min_lod, max_lod, lod_bias, base_level,
> + shadow_function,
> + non_normalized_coordinates,
> + border_color_offset);
> }
>
>
> @@ -484,7 +459,6 @@ brw_upload_sampler_state_table(struct brw_context *brw,
> sampler_state);
> } else {
> brw_update_sampler_state(brw, unit,
> - (struct brw_sampler_state *)
> sampler_state,
> batch_offset_for_sampler_state);
> }
> --
> 2.0.2
>
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