1 /**************************************************************************
3 * Copyright 2007 VMware, Inc.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/glformats.h"
38 #include "main/samplerobj.h"
39 #include "main/texobj.h"
41 #include "st_context.h"
42 #include "st_cb_texture.h"
43 #include "st_format.h"
45 #include "st_texture.h"
46 #include "pipe/p_context.h"
47 #include "pipe/p_defines.h"
49 #include "cso_cache/cso_context.h"
51 #include "util/u_format.h"
55 * Convert GLenum texcoord wrap tokens to pipe tokens.
58 gl_wrap_xlate(GLenum wrap
)
62 return PIPE_TEX_WRAP_REPEAT
;
64 return PIPE_TEX_WRAP_CLAMP
;
65 case GL_CLAMP_TO_EDGE
:
66 return PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
67 case GL_CLAMP_TO_BORDER
:
68 return PIPE_TEX_WRAP_CLAMP_TO_BORDER
;
69 case GL_MIRRORED_REPEAT
:
70 return PIPE_TEX_WRAP_MIRROR_REPEAT
;
71 case GL_MIRROR_CLAMP_EXT
:
72 return PIPE_TEX_WRAP_MIRROR_CLAMP
;
73 case GL_MIRROR_CLAMP_TO_EDGE_EXT
:
74 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
;
75 case GL_MIRROR_CLAMP_TO_BORDER_EXT
:
76 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
;
85 gl_filter_to_mip_filter(GLenum filter
)
90 return PIPE_TEX_MIPFILTER_NONE
;
92 case GL_NEAREST_MIPMAP_NEAREST
:
93 case GL_LINEAR_MIPMAP_NEAREST
:
94 return PIPE_TEX_MIPFILTER_NEAREST
;
96 case GL_NEAREST_MIPMAP_LINEAR
:
97 case GL_LINEAR_MIPMAP_LINEAR
:
98 return PIPE_TEX_MIPFILTER_LINEAR
;
102 return PIPE_TEX_MIPFILTER_NONE
;
108 gl_filter_to_img_filter(GLenum filter
)
112 case GL_NEAREST_MIPMAP_NEAREST
:
113 case GL_NEAREST_MIPMAP_LINEAR
:
114 return PIPE_TEX_FILTER_NEAREST
;
117 case GL_LINEAR_MIPMAP_NEAREST
:
118 case GL_LINEAR_MIPMAP_LINEAR
:
119 return PIPE_TEX_FILTER_LINEAR
;
123 return PIPE_TEX_FILTER_NEAREST
;
129 convert_sampler(struct st_context
*st
,
130 struct pipe_sampler_state
*sampler
,
133 const struct gl_texture_object
*texobj
;
134 struct gl_context
*ctx
= st
->ctx
;
135 struct gl_sampler_object
*msamp
;
136 const struct gl_texture_image
*teximg
;
137 GLenum texBaseFormat
;
139 texobj
= ctx
->Texture
.Unit
[texUnit
]._Current
;
141 texobj
= _mesa_get_fallback_texture(ctx
, TEXTURE_2D_INDEX
);
144 teximg
= texobj
->Image
[0][texobj
->BaseLevel
];
145 texBaseFormat
= teximg
? teximg
->_BaseFormat
: GL_RGBA
;
147 msamp
= _mesa_get_samplerobj(ctx
, texUnit
);
149 memset(sampler
, 0, sizeof(*sampler
));
150 sampler
->wrap_s
= gl_wrap_xlate(msamp
->WrapS
);
151 sampler
->wrap_t
= gl_wrap_xlate(msamp
->WrapT
);
152 sampler
->wrap_r
= gl_wrap_xlate(msamp
->WrapR
);
154 sampler
->min_img_filter
= gl_filter_to_img_filter(msamp
->MinFilter
);
155 sampler
->min_mip_filter
= gl_filter_to_mip_filter(msamp
->MinFilter
);
156 sampler
->mag_img_filter
= gl_filter_to_img_filter(msamp
->MagFilter
);
158 if (texobj
->Target
!= GL_TEXTURE_RECTANGLE_ARB
)
159 sampler
->normalized_coords
= 1;
161 sampler
->lod_bias
= ctx
->Texture
.Unit
[texUnit
].LodBias
+ msamp
->LodBias
;
163 sampler
->min_lod
= CLAMP(msamp
->MinLod
,
165 (GLfloat
) texobj
->MaxLevel
- texobj
->BaseLevel
);
166 sampler
->max_lod
= MIN2((GLfloat
) texobj
->MaxLevel
- texobj
->BaseLevel
,
168 if (sampler
->max_lod
< sampler
->min_lod
) {
169 /* The GL spec doesn't seem to specify what to do in this case.
172 float tmp
= sampler
->max_lod
;
173 sampler
->max_lod
= sampler
->min_lod
;
174 sampler
->min_lod
= tmp
;
175 assert(sampler
->min_lod
<= sampler
->max_lod
);
178 /* For non-black borders... */
179 if (msamp
->BorderColor
.ui
[0] ||
180 msamp
->BorderColor
.ui
[1] ||
181 msamp
->BorderColor
.ui
[2] ||
182 msamp
->BorderColor
.ui
[3]) {
183 const struct st_texture_object
*stobj
= st_texture_object_const(texobj
);
184 const GLboolean is_integer
= texobj
->_IsIntegerFormat
;
185 const struct pipe_sampler_view
*sv
= NULL
;
186 union pipe_color_union border_color
;
189 /* Just search for the first used view. We can do this because the
190 swizzle is per-texture, not per context. */
191 /* XXX: clean that up to not use the sampler view at all */
192 for (i
= 0; i
< stobj
->num_sampler_views
; ++i
) {
193 if (stobj
->sampler_views
[i
]) {
194 sv
= stobj
->sampler_views
[i
];
199 if (st
->apply_texture_swizzle_to_border_color
&& sv
) {
200 const unsigned char swz
[4] =
208 st_translate_color(&msamp
->BorderColor
,
210 texBaseFormat
, is_integer
);
212 util_format_apply_color_swizzle(&sampler
->border_color
,
213 &border_color
, swz
, is_integer
);
215 st_translate_color(&msamp
->BorderColor
,
216 &sampler
->border_color
,
217 texBaseFormat
, is_integer
);
221 sampler
->max_anisotropy
= (msamp
->MaxAnisotropy
== 1.0 ?
222 0 : (GLuint
) msamp
->MaxAnisotropy
);
224 /* If sampling a depth texture and using shadow comparison */
225 if ((texBaseFormat
== GL_DEPTH_COMPONENT
||
226 texBaseFormat
== GL_DEPTH_STENCIL
) &&
227 msamp
->CompareMode
== GL_COMPARE_R_TO_TEXTURE
) {
228 sampler
->compare_mode
= PIPE_TEX_COMPARE_R_TO_TEXTURE
;
229 sampler
->compare_func
= st_compare_func_to_pipe(msamp
->CompareFunc
);
232 sampler
->seamless_cube_map
=
233 ctx
->Texture
.CubeMapSeamless
|| msamp
->CubeMapSeamless
;
238 * Update the gallium driver's sampler state for fragment, vertex or
239 * geometry shader stage.
242 update_shader_samplers(struct st_context
*st
,
243 unsigned shader_stage
,
244 const struct gl_program
*prog
,
246 struct pipe_sampler_state
*samplers
,
247 unsigned *num_samplers
)
250 GLbitfield samplers_used
;
251 const GLuint old_max
= *num_samplers
;
253 samplers_used
= prog
->SamplersUsed
;
255 if (*num_samplers
== 0 && samplers_used
== 0x0)
260 /* loop over sampler units (aka tex image units) */
261 for (unit
= 0; unit
< max_units
; unit
++, samplers_used
>>= 1) {
262 struct pipe_sampler_state
*sampler
= samplers
+ unit
;
264 if (samplers_used
& 1) {
265 const GLuint texUnit
= prog
->SamplerUnits
[unit
];
267 convert_sampler(st
, sampler
, texUnit
);
269 *num_samplers
= unit
+ 1;
271 cso_single_sampler(st
->cso_context
, shader_stage
, unit
, sampler
);
273 else if (samplers_used
!= 0 || unit
< old_max
) {
274 cso_single_sampler(st
->cso_context
, shader_stage
, unit
, NULL
);
277 /* if we've reset all the old samplers and we have no more new ones */
282 cso_single_sampler_done(st
->cso_context
, shader_stage
);
287 update_samplers(struct st_context
*st
)
289 const struct gl_context
*ctx
= st
->ctx
;
291 update_shader_samplers(st
,
292 PIPE_SHADER_FRAGMENT
,
293 &ctx
->FragmentProgram
._Current
->Base
,
294 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
,
295 st
->state
.samplers
[PIPE_SHADER_FRAGMENT
],
296 &st
->state
.num_samplers
[PIPE_SHADER_FRAGMENT
]);
298 update_shader_samplers(st
,
300 &ctx
->VertexProgram
._Current
->Base
,
301 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxTextureImageUnits
,
302 st
->state
.samplers
[PIPE_SHADER_VERTEX
],
303 &st
->state
.num_samplers
[PIPE_SHADER_VERTEX
]);
305 if (ctx
->GeometryProgram
._Current
) {
306 update_shader_samplers(st
,
307 PIPE_SHADER_GEOMETRY
,
308 &ctx
->GeometryProgram
._Current
->Base
,
309 ctx
->Const
.Program
[MESA_SHADER_GEOMETRY
].MaxTextureImageUnits
,
310 st
->state
.samplers
[PIPE_SHADER_GEOMETRY
],
311 &st
->state
.num_samplers
[PIPE_SHADER_GEOMETRY
]);
316 const struct st_tracked_state st_update_sampler
= {
317 "st_update_sampler", /* name */
319 _NEW_TEXTURE
, /* mesa */
322 update_samplers
/* update */