1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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 <keith@tungstengraphics.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"
53 * Convert GLenum texcoord wrap tokens to pipe tokens.
56 gl_wrap_xlate(GLenum wrap
)
60 return PIPE_TEX_WRAP_REPEAT
;
62 return PIPE_TEX_WRAP_CLAMP
;
63 case GL_CLAMP_TO_EDGE
:
64 return PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
65 case GL_CLAMP_TO_BORDER
:
66 return PIPE_TEX_WRAP_CLAMP_TO_BORDER
;
67 case GL_MIRRORED_REPEAT
:
68 return PIPE_TEX_WRAP_MIRROR_REPEAT
;
69 case GL_MIRROR_CLAMP_EXT
:
70 return PIPE_TEX_WRAP_MIRROR_CLAMP
;
71 case GL_MIRROR_CLAMP_TO_EDGE_EXT
:
72 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
;
73 case GL_MIRROR_CLAMP_TO_BORDER_EXT
:
74 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
;
83 gl_filter_to_mip_filter(GLenum filter
)
88 return PIPE_TEX_MIPFILTER_NONE
;
90 case GL_NEAREST_MIPMAP_NEAREST
:
91 case GL_LINEAR_MIPMAP_NEAREST
:
92 return PIPE_TEX_MIPFILTER_NEAREST
;
94 case GL_NEAREST_MIPMAP_LINEAR
:
95 case GL_LINEAR_MIPMAP_LINEAR
:
96 return PIPE_TEX_MIPFILTER_LINEAR
;
100 return PIPE_TEX_MIPFILTER_NONE
;
106 gl_filter_to_img_filter(GLenum filter
)
110 case GL_NEAREST_MIPMAP_NEAREST
:
111 case GL_NEAREST_MIPMAP_LINEAR
:
112 return PIPE_TEX_FILTER_NEAREST
;
115 case GL_LINEAR_MIPMAP_NEAREST
:
116 case GL_LINEAR_MIPMAP_LINEAR
:
117 return PIPE_TEX_FILTER_LINEAR
;
121 return PIPE_TEX_FILTER_NEAREST
;
127 convert_sampler(struct st_context
*st
,
128 struct pipe_sampler_state
*sampler
,
131 struct gl_texture_object
*texobj
;
132 struct gl_context
*ctx
= st
->ctx
;
133 struct gl_sampler_object
*msamp
;
135 texobj
= ctx
->Texture
.Unit
[texUnit
]._Current
;
137 texobj
= _mesa_get_fallback_texture(ctx
, TEXTURE_2D_INDEX
);
140 msamp
= _mesa_get_samplerobj(ctx
, texUnit
);
142 memset(sampler
, 0, sizeof(*sampler
));
143 sampler
->wrap_s
= gl_wrap_xlate(msamp
->WrapS
);
144 sampler
->wrap_t
= gl_wrap_xlate(msamp
->WrapT
);
145 sampler
->wrap_r
= gl_wrap_xlate(msamp
->WrapR
);
147 sampler
->min_img_filter
= gl_filter_to_img_filter(msamp
->MinFilter
);
148 sampler
->min_mip_filter
= gl_filter_to_mip_filter(msamp
->MinFilter
);
149 sampler
->mag_img_filter
= gl_filter_to_img_filter(msamp
->MagFilter
);
151 if (texobj
->Target
!= GL_TEXTURE_RECTANGLE_ARB
)
152 sampler
->normalized_coords
= 1;
154 sampler
->lod_bias
= ctx
->Texture
.Unit
[texUnit
].LodBias
+ msamp
->LodBias
;
156 sampler
->min_lod
= CLAMP(msamp
->MinLod
,
158 (GLfloat
) texobj
->MaxLevel
- texobj
->BaseLevel
);
159 sampler
->max_lod
= MIN2((GLfloat
) texobj
->MaxLevel
- texobj
->BaseLevel
,
161 if (sampler
->max_lod
< sampler
->min_lod
) {
162 /* The GL spec doesn't seem to specify what to do in this case.
165 float tmp
= sampler
->max_lod
;
166 sampler
->max_lod
= sampler
->min_lod
;
167 sampler
->min_lod
= tmp
;
168 assert(sampler
->min_lod
<= sampler
->max_lod
);
171 if (msamp
->BorderColor
.ui
[0] ||
172 msamp
->BorderColor
.ui
[1] ||
173 msamp
->BorderColor
.ui
[2] ||
174 msamp
->BorderColor
.ui
[3]) {
175 struct gl_texture_image
*teximg
;
176 GLboolean is_integer
= GL_FALSE
;
178 teximg
= texobj
->Image
[0][texobj
->BaseLevel
];
181 is_integer
= _mesa_is_enum_format_integer(teximg
->InternalFormat
);
184 st_translate_color(&msamp
->BorderColor
,
185 &sampler
->border_color
,
186 teximg
? teximg
->_BaseFormat
: GL_RGBA
, is_integer
);
189 sampler
->max_anisotropy
= (msamp
->MaxAnisotropy
== 1.0 ?
190 0 : (GLuint
) msamp
->MaxAnisotropy
);
192 /* only care about ARB_shadow, not SGI shadow */
193 if (msamp
->CompareMode
== GL_COMPARE_R_TO_TEXTURE
) {
194 sampler
->compare_mode
= PIPE_TEX_COMPARE_R_TO_TEXTURE
;
195 sampler
->compare_func
196 = st_compare_func_to_pipe(msamp
->CompareFunc
);
199 sampler
->seamless_cube_map
=
200 ctx
->Texture
.CubeMapSeamless
|| msamp
->CubeMapSeamless
;
205 * Update the gallium driver's sampler state for fragment, vertex or
206 * geometry shader stage.
209 update_shader_samplers(struct st_context
*st
,
210 unsigned shader_stage
,
211 const struct gl_program
*prog
,
213 struct pipe_sampler_state
*samplers
,
214 unsigned *num_samplers
)
217 GLbitfield samplers_used
;
218 const GLuint old_max
= *num_samplers
;
220 samplers_used
= prog
->SamplersUsed
;
222 if (*num_samplers
== 0 && samplers_used
== 0x0)
227 /* loop over sampler units (aka tex image units) */
228 for (unit
= 0; unit
< max_units
; unit
++, samplers_used
>>= 1) {
229 struct pipe_sampler_state
*sampler
= samplers
+ unit
;
231 if (samplers_used
& 1) {
232 const GLuint texUnit
= prog
->SamplerUnits
[unit
];
234 convert_sampler(st
, sampler
, texUnit
);
236 *num_samplers
= unit
+ 1;
238 cso_single_sampler(st
->cso_context
, shader_stage
, unit
, sampler
);
240 else if (samplers_used
!= 0 || unit
< old_max
) {
241 cso_single_sampler(st
->cso_context
, shader_stage
, unit
, NULL
);
244 /* if we've reset all the old samplers and we have no more new ones */
249 cso_single_sampler_done(st
->cso_context
, shader_stage
);
254 update_samplers(struct st_context
*st
)
256 const struct gl_context
*ctx
= st
->ctx
;
258 update_shader_samplers(st
,
259 PIPE_SHADER_FRAGMENT
,
260 &ctx
->FragmentProgram
._Current
->Base
,
261 ctx
->Const
.MaxTextureImageUnits
,
262 st
->state
.samplers
[PIPE_SHADER_FRAGMENT
],
263 &st
->state
.num_samplers
[PIPE_SHADER_FRAGMENT
]);
265 update_shader_samplers(st
,
267 &ctx
->VertexProgram
._Current
->Base
,
268 ctx
->Const
.MaxVertexTextureImageUnits
,
269 st
->state
.samplers
[PIPE_SHADER_VERTEX
],
270 &st
->state
.num_samplers
[PIPE_SHADER_VERTEX
]);
272 if (ctx
->GeometryProgram
._Current
) {
273 update_shader_samplers(st
,
274 PIPE_SHADER_GEOMETRY
,
275 &ctx
->GeometryProgram
._Current
->Base
,
276 ctx
->Const
.MaxGeometryTextureImageUnits
,
277 st
->state
.samplers
[PIPE_SHADER_GEOMETRY
],
278 &st
->state
.num_samplers
[PIPE_SHADER_GEOMETRY
]);
283 const struct st_tracked_state st_update_sampler
= {
284 "st_update_sampler", /* name */
286 _NEW_TEXTURE
, /* mesa */
289 update_samplers
/* update */