gallium: consolidate CSO sampler and sampler_view functions
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
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:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
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.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 * Brian Paul
32 */
33
34
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/samplerobj.h"
38 #include "main/texobj.h"
39
40 #include "st_context.h"
41 #include "st_cb_texture.h"
42 #include "st_format.h"
43 #include "st_atom.h"
44 #include "st_texture.h"
45 #include "pipe/p_context.h"
46 #include "pipe/p_defines.h"
47
48 #include "cso_cache/cso_context.h"
49
50
51 /**
52 * Convert GLenum texcoord wrap tokens to pipe tokens.
53 */
54 static GLuint
55 gl_wrap_xlate(GLenum wrap)
56 {
57 switch (wrap) {
58 case GL_REPEAT:
59 return PIPE_TEX_WRAP_REPEAT;
60 case GL_CLAMP:
61 return PIPE_TEX_WRAP_CLAMP;
62 case GL_CLAMP_TO_EDGE:
63 return PIPE_TEX_WRAP_CLAMP_TO_EDGE;
64 case GL_CLAMP_TO_BORDER:
65 return PIPE_TEX_WRAP_CLAMP_TO_BORDER;
66 case GL_MIRRORED_REPEAT:
67 return PIPE_TEX_WRAP_MIRROR_REPEAT;
68 case GL_MIRROR_CLAMP_EXT:
69 return PIPE_TEX_WRAP_MIRROR_CLAMP;
70 case GL_MIRROR_CLAMP_TO_EDGE_EXT:
71 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE;
72 case GL_MIRROR_CLAMP_TO_BORDER_EXT:
73 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER;
74 default:
75 assert(0);
76 return 0;
77 }
78 }
79
80
81 static GLuint
82 gl_filter_to_mip_filter(GLenum filter)
83 {
84 switch (filter) {
85 case GL_NEAREST:
86 case GL_LINEAR:
87 return PIPE_TEX_MIPFILTER_NONE;
88
89 case GL_NEAREST_MIPMAP_NEAREST:
90 case GL_LINEAR_MIPMAP_NEAREST:
91 return PIPE_TEX_MIPFILTER_NEAREST;
92
93 case GL_NEAREST_MIPMAP_LINEAR:
94 case GL_LINEAR_MIPMAP_LINEAR:
95 return PIPE_TEX_MIPFILTER_LINEAR;
96
97 default:
98 assert(0);
99 return PIPE_TEX_MIPFILTER_NONE;
100 }
101 }
102
103
104 static GLuint
105 gl_filter_to_img_filter(GLenum filter)
106 {
107 switch (filter) {
108 case GL_NEAREST:
109 case GL_NEAREST_MIPMAP_NEAREST:
110 case GL_NEAREST_MIPMAP_LINEAR:
111 return PIPE_TEX_FILTER_NEAREST;
112
113 case GL_LINEAR:
114 case GL_LINEAR_MIPMAP_NEAREST:
115 case GL_LINEAR_MIPMAP_LINEAR:
116 return PIPE_TEX_FILTER_LINEAR;
117
118 default:
119 assert(0);
120 return PIPE_TEX_FILTER_NEAREST;
121 }
122 }
123
124
125 static void
126 convert_sampler(struct st_context *st,
127 struct pipe_sampler_state *sampler,
128 GLuint texUnit)
129 {
130 struct gl_texture_object *texobj;
131 struct gl_context *ctx = st->ctx;
132 struct gl_sampler_object *msamp;
133
134 texobj = ctx->Texture.Unit[texUnit]._Current;
135 if (!texobj) {
136 texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
137 }
138
139 msamp = _mesa_get_samplerobj(ctx, texUnit);
140
141 memset(sampler, 0, sizeof(*sampler));
142 sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
143 sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
144 sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
145
146 sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
147 sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
148 sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
149
150 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
151 sampler->normalized_coords = 1;
152
153 sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
154
155 sampler->min_lod = CLAMP(msamp->MinLod,
156 0.0f,
157 (GLfloat) texobj->MaxLevel - texobj->BaseLevel);
158 sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
159 msamp->MaxLod);
160 if (sampler->max_lod < sampler->min_lod) {
161 /* The GL spec doesn't seem to specify what to do in this case.
162 * Swap the values.
163 */
164 float tmp = sampler->max_lod;
165 sampler->max_lod = sampler->min_lod;
166 sampler->min_lod = tmp;
167 assert(sampler->min_lod <= sampler->max_lod);
168 }
169
170 if (msamp->BorderColor.ui[0] ||
171 msamp->BorderColor.ui[1] ||
172 msamp->BorderColor.ui[2] ||
173 msamp->BorderColor.ui[3]) {
174 struct gl_texture_image *teximg;
175
176 teximg = texobj->Image[0][texobj->BaseLevel];
177
178 st_translate_color(msamp->BorderColor.f,
179 teximg ? teximg->_BaseFormat : GL_RGBA,
180 sampler->border_color.f);
181 }
182
183 sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
184 0 : (GLuint) msamp->MaxAnisotropy);
185
186 /* only care about ARB_shadow, not SGI shadow */
187 if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
188 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
189 sampler->compare_func
190 = st_compare_func_to_pipe(msamp->CompareFunc);
191 }
192
193 sampler->seamless_cube_map =
194 ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
195 }
196
197
198 static void
199 update_vertex_samplers(struct st_context *st)
200 {
201 const struct gl_context *ctx = st->ctx;
202 struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
203 GLuint su;
204
205 if (st->state.num_vertex_samplers == 0 && vprog->Base.SamplersUsed == 0)
206 return;
207 st->state.num_vertex_samplers = 0;
208
209 /* loop over sampler units (aka tex image units) */
210 for (su = 0; su < ctx->Const.MaxVertexTextureImageUnits; su++) {
211 struct pipe_sampler_state *sampler = st->state.vertex_samplers + su;
212
213 if (vprog->Base.SamplersUsed & (1 << su)) {
214 GLuint texUnit;
215
216 texUnit = vprog->Base.SamplerUnits[su];
217
218 convert_sampler(st, sampler, texUnit);
219
220 st->state.num_vertex_samplers = su + 1;
221
222 cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, sampler);
223 } else {
224 cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, NULL);
225 }
226 }
227 cso_single_sampler_done(st->cso_context, PIPE_SHADER_VERTEX);
228 }
229
230
231 static void
232 update_fragment_samplers(struct st_context *st)
233 {
234 const struct gl_context *ctx = st->ctx;
235 struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
236 GLuint su;
237 GLuint samplers_used = fprog->Base.SamplersUsed;
238 GLuint old_max = st->state.num_samplers;
239
240 st->state.num_samplers = 0;
241
242 /* loop over sampler units (aka tex image units) */
243 for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++, samplers_used >>= 1) {
244 struct pipe_sampler_state *sampler = st->state.samplers + su;
245
246 if (samplers_used & 1) {
247 GLuint texUnit;
248
249 texUnit = fprog->Base.SamplerUnits[su];
250
251 convert_sampler(st, sampler, texUnit);
252
253 st->state.num_samplers = su + 1;
254
255 /*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
256 cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, sampler);
257 }
258 else if (samplers_used != 0 || su < old_max) {
259 /*printf("%s su=%u null\n", __FUNCTION__, su);*/
260 cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, NULL);
261 } else {
262 /* if we've reset all the old views and we have no more new ones */
263 break;
264 }
265 }
266
267 cso_single_sampler_done(st->cso_context, PIPE_SHADER_FRAGMENT);
268 }
269
270
271 static void
272 update_samplers(struct st_context *st)
273 {
274 update_fragment_samplers(st);
275 update_vertex_samplers(st);
276 }
277
278
279 const struct st_tracked_state st_update_sampler = {
280 "st_update_sampler", /* name */
281 { /* dirty */
282 _NEW_TEXTURE, /* mesa */
283 0, /* st */
284 },
285 update_samplers /* update */
286 };