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 "st_context.h"
37 #include "st_program.h"
38 #include "pipe/p_context.h"
39 #include "pipe/p_defines.h"
40 #include "cso_cache/cso_context.h"
44 * Convert GLenum texcoord wrap tokens to pipe tokens.
47 gl_wrap_to_sp(GLenum wrap
)
51 return PIPE_TEX_WRAP_REPEAT
;
53 return PIPE_TEX_WRAP_CLAMP
;
54 case GL_CLAMP_TO_EDGE
:
55 return PIPE_TEX_WRAP_CLAMP_TO_EDGE
;
56 case GL_CLAMP_TO_BORDER
:
57 return PIPE_TEX_WRAP_CLAMP_TO_BORDER
;
58 case GL_MIRRORED_REPEAT
:
59 return PIPE_TEX_WRAP_MIRROR_REPEAT
;
60 case GL_MIRROR_CLAMP_EXT
:
61 return PIPE_TEX_WRAP_MIRROR_CLAMP
;
62 case GL_MIRROR_CLAMP_TO_EDGE_EXT
:
63 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
;
64 case GL_MIRROR_CLAMP_TO_BORDER_EXT
:
65 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
;
74 gl_filter_to_mip_filter(GLenum filter
)
79 return PIPE_TEX_MIPFILTER_NONE
;
81 case GL_NEAREST_MIPMAP_NEAREST
:
82 case GL_LINEAR_MIPMAP_NEAREST
:
83 return PIPE_TEX_MIPFILTER_NEAREST
;
85 case GL_NEAREST_MIPMAP_LINEAR
:
86 case GL_LINEAR_MIPMAP_LINEAR
:
87 return PIPE_TEX_MIPFILTER_LINEAR
;
91 return PIPE_TEX_MIPFILTER_NONE
;
97 gl_filter_to_img_filter(GLenum filter
)
101 case GL_NEAREST_MIPMAP_NEAREST
:
102 case GL_NEAREST_MIPMAP_LINEAR
:
103 return PIPE_TEX_FILTER_NEAREST
;
106 case GL_LINEAR_MIPMAP_NEAREST
:
107 case GL_LINEAR_MIPMAP_LINEAR
:
108 return PIPE_TEX_FILTER_LINEAR
;
112 return PIPE_TEX_FILTER_NEAREST
;
118 update_samplers(struct st_context
*st
)
120 const struct st_fragment_program
*fs
= st
->fp
;
123 st
->state
.num_samplers
= 0;
125 /* loop over sampler units (aka tex image units) */
126 for (su
= 0; su
< st
->ctx
->Const
.MaxTextureImageUnits
; su
++) {
127 struct pipe_sampler_state
*sampler
= st
->state
.samplers
+ su
;
129 memset(sampler
, 0, sizeof(*sampler
));
131 if (fs
->Base
.Base
.SamplersUsed
& (1 << su
)) {
132 GLuint texUnit
= fs
->Base
.Base
.SamplerUnits
[su
];
133 const struct gl_texture_object
*texobj
134 = st
->ctx
->Texture
.Unit
[texUnit
]._Current
;
138 sampler
->wrap_s
= gl_wrap_to_sp(texobj
->WrapS
);
139 sampler
->wrap_t
= gl_wrap_to_sp(texobj
->WrapT
);
140 sampler
->wrap_r
= gl_wrap_to_sp(texobj
->WrapR
);
142 sampler
->min_img_filter
= gl_filter_to_img_filter(texobj
->MinFilter
);
143 sampler
->min_mip_filter
= gl_filter_to_mip_filter(texobj
->MinFilter
);
144 sampler
->mag_img_filter
= gl_filter_to_img_filter(texobj
->MagFilter
);
146 if (texobj
->Target
!= GL_TEXTURE_RECTANGLE_ARB
)
147 sampler
->normalized_coords
= 1;
149 sampler
->lod_bias
= st
->ctx
->Texture
.Unit
[su
].LodBias
;
151 sampler
->min_lod
= (texobj
->MinLod
) < 0.0 ? 0.0 : texobj
->MinLod
;
152 sampler
->max_lod
= texobj
->MaxLod
;
154 /* min/max lod should really be as follows (untested).
155 * Also, calculate_first_last_level() needs to be overhauled
156 * since today's hardware had real support for LOD clamping.
158 sampler
->min_lod
= MAX2(texobj
->BaseLevel
, texobj
->MinLod
);
159 sampler
->max_lod
= MIN2(texobj
->MaxLevel
, texobj
->MaxLod
);
162 sampler
->max_anisotropy
= texobj
->MaxAnisotropy
;
163 if (sampler
->max_anisotropy
> 1.0) {
164 sampler
->min_img_filter
= PIPE_TEX_FILTER_ANISO
;
165 sampler
->mag_img_filter
= PIPE_TEX_FILTER_ANISO
;
168 /* only care about ARB_shadow, not SGI shadow */
169 if (texobj
->CompareMode
== GL_COMPARE_R_TO_TEXTURE
) {
170 sampler
->compare_mode
= PIPE_TEX_COMPARE_R_TO_TEXTURE
;
171 sampler
->compare_func
172 = st_compare_func_to_pipe(texobj
->CompareFunc
);
175 st
->state
.num_samplers
= su
+ 1;
177 /* XXX more sampler state here */
179 cso_single_sampler(st
->cso_context
, su
, sampler
);
182 cso_single_sampler(st
->cso_context
, su
, NULL
);
186 cso_single_sampler_done(st
->cso_context
);
190 const struct st_tracked_state st_update_sampler
= {
191 .name
= "st_update_sampler",
193 .mesa
= _NEW_TEXTURE
,
196 .update
= update_samplers