r600g: Implement GL_ARB_texture_gather
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
index 57670ce259bc3d696e962d5a2aaefd9efd5a7012..17b536bf504425db4c383f8ba45e75c3f84f3250 100644 (file)
@@ -1,6 +1,6 @@
 /**************************************************************************
  * 
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
  * All Rights Reserved.
  * 
  * Permission is hereby granted, free of charge, to any person obtaining a
@@ -18,7 +18,7 @@
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
  * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
  * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
  * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
@@ -27,7 +27,7 @@
 
  /*
   * Authors:
-  *   Keith Whitwell <keith@tungstengraphics.com>
+  *   Keith Whitwell <keithw@vmware.com>
   *   Brian Paul
   */
  
@@ -160,11 +160,8 @@ convert_sampler(struct st_context *st,
 
    sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
 
-   sampler->min_lod = CLAMP(msamp->MinLod,
-                            0.0f,
-                            (GLfloat) texobj->MaxLevel - texobj->BaseLevel);
-   sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
-                           msamp->MaxLod);
+   sampler->min_lod = MAX2(msamp->MinLod, 0.0f);
+   sampler->max_lod = msamp->MaxLod;
    if (sampler->max_lod < sampler->min_lod) {
       /* The GL spec doesn't seem to specify what to do in this case.
        * Swap the values.
@@ -182,15 +179,27 @@ convert_sampler(struct st_context *st,
        msamp->BorderColor.ui[3]) {
       const struct st_texture_object *stobj = st_texture_object_const(texobj);
       const GLboolean is_integer = texobj->_IsIntegerFormat;
+      const struct pipe_sampler_view *sv = NULL;
       union pipe_color_union border_color;
+      GLuint i;
+
+      /* Just search for the first used view. We can do this because the
+         swizzle is per-texture, not per context. */
+      /* XXX: clean that up to not use the sampler view at all */
+      for (i = 0; i < stobj->num_sampler_views; ++i) {
+         if (stobj->sampler_views[i]) {
+            sv = stobj->sampler_views[i];
+            break;
+         }
+      }
 
-      if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) {
+      if (st->apply_texture_swizzle_to_border_color && sv) {
          const unsigned char swz[4] =
          {
-            stobj->sampler_view->swizzle_r,
-            stobj->sampler_view->swizzle_g,
-            stobj->sampler_view->swizzle_b,
-            stobj->sampler_view->swizzle_a,
+            sv->swizzle_r,
+            sv->swizzle_g,
+            sv->swizzle_b,
+            sv->swizzle_a,
          };
 
          st_translate_color(&msamp->BorderColor,
@@ -279,14 +288,14 @@ update_samplers(struct st_context *st)
    update_shader_samplers(st,
                           PIPE_SHADER_FRAGMENT,
                           &ctx->FragmentProgram._Current->Base,
-                          ctx->Const.FragmentProgram.MaxTextureImageUnits,
+                          ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
                           st->state.samplers[PIPE_SHADER_FRAGMENT],
                           &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
 
    update_shader_samplers(st,
                           PIPE_SHADER_VERTEX,
                           &ctx->VertexProgram._Current->Base,
-                          ctx->Const.VertexProgram.MaxTextureImageUnits,
+                          ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
                           st->state.samplers[PIPE_SHADER_VERTEX],
                           &st->state.num_samplers[PIPE_SHADER_VERTEX]);
 
@@ -294,7 +303,7 @@ update_samplers(struct st_context *st)
       update_shader_samplers(st,
                              PIPE_SHADER_GEOMETRY,
                              &ctx->GeometryProgram._Current->Base,
-                             ctx->Const.GeometryProgram.MaxTextureImageUnits,
+                             ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
                              st->state.samplers[PIPE_SHADER_GEOMETRY],
                              &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
    }