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 <kenn...@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 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev