st/mesa: simplify integer texture check
[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/glformats.h"
38 #include "main/samplerobj.h"
39 #include "main/texobj.h"
40
41 #include "st_context.h"
42 #include "st_cb_texture.h"
43 #include "st_format.h"
44 #include "st_atom.h"
45 #include "st_texture.h"
46 #include "pipe/p_context.h"
47 #include "pipe/p_defines.h"
48
49 #include "cso_cache/cso_context.h"
50
51 #include "util/u_format.h"
52
53
54 /**
55 * Convert GLenum texcoord wrap tokens to pipe tokens.
56 */
57 static GLuint
58 gl_wrap_xlate(GLenum wrap)
59 {
60 switch (wrap) {
61 case GL_REPEAT:
62 return PIPE_TEX_WRAP_REPEAT;
63 case GL_CLAMP:
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;
77 default:
78 assert(0);
79 return 0;
80 }
81 }
82
83
84 static GLuint
85 gl_filter_to_mip_filter(GLenum filter)
86 {
87 switch (filter) {
88 case GL_NEAREST:
89 case GL_LINEAR:
90 return PIPE_TEX_MIPFILTER_NONE;
91
92 case GL_NEAREST_MIPMAP_NEAREST:
93 case GL_LINEAR_MIPMAP_NEAREST:
94 return PIPE_TEX_MIPFILTER_NEAREST;
95
96 case GL_NEAREST_MIPMAP_LINEAR:
97 case GL_LINEAR_MIPMAP_LINEAR:
98 return PIPE_TEX_MIPFILTER_LINEAR;
99
100 default:
101 assert(0);
102 return PIPE_TEX_MIPFILTER_NONE;
103 }
104 }
105
106
107 static GLuint
108 gl_filter_to_img_filter(GLenum filter)
109 {
110 switch (filter) {
111 case GL_NEAREST:
112 case GL_NEAREST_MIPMAP_NEAREST:
113 case GL_NEAREST_MIPMAP_LINEAR:
114 return PIPE_TEX_FILTER_NEAREST;
115
116 case GL_LINEAR:
117 case GL_LINEAR_MIPMAP_NEAREST:
118 case GL_LINEAR_MIPMAP_LINEAR:
119 return PIPE_TEX_FILTER_LINEAR;
120
121 default:
122 assert(0);
123 return PIPE_TEX_FILTER_NEAREST;
124 }
125 }
126
127
128 static void
129 convert_sampler(struct st_context *st,
130 struct pipe_sampler_state *sampler,
131 GLuint texUnit)
132 {
133 struct gl_texture_object *texobj;
134 struct gl_context *ctx = st->ctx;
135 struct gl_sampler_object *msamp;
136
137 texobj = ctx->Texture.Unit[texUnit]._Current;
138 if (!texobj) {
139 texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
140 }
141
142 msamp = _mesa_get_samplerobj(ctx, texUnit);
143
144 memset(sampler, 0, sizeof(*sampler));
145 sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
146 sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
147 sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
148
149 sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
150 sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
151 sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
152
153 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
154 sampler->normalized_coords = 1;
155
156 sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
157
158 sampler->min_lod = CLAMP(msamp->MinLod,
159 0.0f,
160 (GLfloat) texobj->MaxLevel - texobj->BaseLevel);
161 sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
162 msamp->MaxLod);
163 if (sampler->max_lod < sampler->min_lod) {
164 /* The GL spec doesn't seem to specify what to do in this case.
165 * Swap the values.
166 */
167 float tmp = sampler->max_lod;
168 sampler->max_lod = sampler->min_lod;
169 sampler->min_lod = tmp;
170 assert(sampler->min_lod <= sampler->max_lod);
171 }
172
173 /* For non-black borders... */
174 if (msamp->BorderColor.ui[0] ||
175 msamp->BorderColor.ui[1] ||
176 msamp->BorderColor.ui[2] ||
177 msamp->BorderColor.ui[3]) {
178 struct st_texture_object *stobj = st_texture_object(texobj);
179 struct gl_texture_image *teximg;
180 const GLboolean is_integer = texobj->_IsIntegerFormat;
181 union pipe_color_union border_color;
182
183 teximg = texobj->Image[0][texobj->BaseLevel];
184
185 if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) {
186 const unsigned char swz[4] =
187 {
188 stobj->sampler_view->swizzle_r,
189 stobj->sampler_view->swizzle_g,
190 stobj->sampler_view->swizzle_b,
191 stobj->sampler_view->swizzle_a,
192 };
193
194 st_translate_color(&msamp->BorderColor,
195 &border_color,
196 teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
197
198 util_format_apply_color_swizzle(&sampler->border_color,
199 &border_color, swz, is_integer);
200 } else {
201 st_translate_color(&msamp->BorderColor,
202 &sampler->border_color,
203 teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
204 }
205 }
206
207 sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
208 0 : (GLuint) msamp->MaxAnisotropy);
209
210 /* only care about ARB_shadow, not SGI shadow */
211 if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
212 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
213 sampler->compare_func
214 = st_compare_func_to_pipe(msamp->CompareFunc);
215 }
216
217 sampler->seamless_cube_map =
218 ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
219 }
220
221
222 /**
223 * Update the gallium driver's sampler state for fragment, vertex or
224 * geometry shader stage.
225 */
226 static void
227 update_shader_samplers(struct st_context *st,
228 unsigned shader_stage,
229 const struct gl_program *prog,
230 unsigned max_units,
231 struct pipe_sampler_state *samplers,
232 unsigned *num_samplers)
233 {
234 GLuint unit;
235 GLbitfield samplers_used;
236 const GLuint old_max = *num_samplers;
237
238 samplers_used = prog->SamplersUsed;
239
240 if (*num_samplers == 0 && samplers_used == 0x0)
241 return;
242
243 *num_samplers = 0;
244
245 /* loop over sampler units (aka tex image units) */
246 for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
247 struct pipe_sampler_state *sampler = samplers + unit;
248
249 if (samplers_used & 1) {
250 const GLuint texUnit = prog->SamplerUnits[unit];
251
252 convert_sampler(st, sampler, texUnit);
253
254 *num_samplers = unit + 1;
255
256 cso_single_sampler(st->cso_context, shader_stage, unit, sampler);
257 }
258 else if (samplers_used != 0 || unit < old_max) {
259 cso_single_sampler(st->cso_context, shader_stage, unit, NULL);
260 }
261 else {
262 /* if we've reset all the old samplers and we have no more new ones */
263 break;
264 }
265 }
266
267 cso_single_sampler_done(st->cso_context, shader_stage);
268 }
269
270
271 static void
272 update_samplers(struct st_context *st)
273 {
274 const struct gl_context *ctx = st->ctx;
275
276 update_shader_samplers(st,
277 PIPE_SHADER_FRAGMENT,
278 &ctx->FragmentProgram._Current->Base,
279 ctx->Const.FragmentProgram.MaxTextureImageUnits,
280 st->state.samplers[PIPE_SHADER_FRAGMENT],
281 &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
282
283 update_shader_samplers(st,
284 PIPE_SHADER_VERTEX,
285 &ctx->VertexProgram._Current->Base,
286 ctx->Const.VertexProgram.MaxTextureImageUnits,
287 st->state.samplers[PIPE_SHADER_VERTEX],
288 &st->state.num_samplers[PIPE_SHADER_VERTEX]);
289
290 if (ctx->GeometryProgram._Current) {
291 update_shader_samplers(st,
292 PIPE_SHADER_GEOMETRY,
293 &ctx->GeometryProgram._Current->Base,
294 ctx->Const.GeometryProgram.MaxTextureImageUnits,
295 st->state.samplers[PIPE_SHADER_GEOMETRY],
296 &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
297 }
298 }
299
300
301 const struct st_tracked_state st_update_sampler = {
302 "st_update_sampler", /* name */
303 { /* dirty */
304 _NEW_TEXTURE, /* mesa */
305 0, /* st */
306 },
307 update_samplers /* update */
308 };