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"
38 #include "st_program.h"
39 #include "pipe/p_context.h"
40 #include "pipe/p_defines.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 /* loop over sampler units (aka tex image units) */
124 for (su
= 0; su
< st
->ctx
->Const
.MaxTextureImageUnits
; su
++) {
125 struct pipe_sampler_state sampler
;
126 const struct cso_sampler
*cso
;
128 memset(&sampler
, 0, sizeof(sampler
));
130 if (fs
->Base
.Base
.SamplersUsed
& (1 << su
)) {
131 GLuint texUnit
= fs
->Base
.Base
.SamplerUnits
[su
];
132 const struct gl_texture_object
*texobj
133 = st
->ctx
->Texture
.Unit
[texUnit
]._Current
;
137 sampler
.wrap_s
= gl_wrap_to_sp(texobj
->WrapS
);
138 sampler
.wrap_t
= gl_wrap_to_sp(texobj
->WrapT
);
139 sampler
.wrap_r
= gl_wrap_to_sp(texobj
->WrapR
);
141 sampler
.min_img_filter
= gl_filter_to_img_filter(texobj
->MinFilter
);
142 sampler
.min_mip_filter
= gl_filter_to_mip_filter(texobj
->MinFilter
);
143 sampler
.mag_img_filter
= gl_filter_to_img_filter(texobj
->MagFilter
);
145 if (texobj
->Target
!= GL_TEXTURE_RECTANGLE_ARB
)
146 sampler
.normalized_coords
= 1;
148 sampler
.lod_bias
= st
->ctx
->Texture
.Unit
[su
].LodBias
;
150 sampler
.min_lod
= (texobj
->MinLod
) < 0.0 ? 0.0 : texobj
->MinLod
;
151 sampler
.max_lod
= texobj
->MaxLod
;
153 /* min/max lod should really be as follows (untested).
154 * Also, calculate_first_last_level() needs to be overhauled
155 * since today's hardware had real support for LOD clamping.
157 sampler
.min_lod
= MAX2(texobj
->BaseLevel
, texobj
->MinLod
);
158 sampler
.max_lod
= MIN2(texobj
->MaxLevel
, texobj
->MaxLod
);
161 sampler
.max_anisotropy
= texobj
->MaxAnisotropy
;
163 /* only care about ARB_shadow, not SGI shadow */
164 if (texobj
->CompareMode
== GL_COMPARE_R_TO_TEXTURE
) {
166 sampler
.compare_mode
= PIPE_TEX_COMPARE_R_TO_TEXTURE
;
168 = st_compare_func_to_pipe(texobj
->CompareFunc
);
171 /* XXX more sampler state here */
174 cso
= st_cached_sampler_state(st
, &sampler
);
176 if (cso
!= st
->state
.sampler
[su
]) {
177 /* state has changed */
178 st
->state
.sampler
[su
] = cso
;
179 st
->pipe
->bind_sampler_state(st
->pipe
, su
, cso
->data
);
185 const struct st_tracked_state st_update_sampler
= {
186 .name
= "st_update_sampler",
188 .mesa
= _NEW_TEXTURE
,
191 .update
= update_samplers