/**************************************************************************
*
- * 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
* 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.
/*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
* Brian Paul
*/
#include "main/macros.h"
+#include "main/mtypes.h"
+#include "main/glformats.h"
+#include "main/samplerobj.h"
+#include "main/texobj.h"
#include "st_context.h"
#include "st_cb_texture.h"
+#include "st_format.h"
#include "st_atom.h"
+#include "st_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "cso_cache/cso_context.h"
+#include "util/u_format.h"
+
/**
* Convert GLenum texcoord wrap tokens to pipe tokens.
static void
-xlate_border_color(const GLfloat *colorIn, GLenum baseFormat, GLfloat *colorOut)
+convert_sampler(struct st_context *st,
+ struct pipe_sampler_state *sampler,
+ GLuint texUnit)
{
- switch (baseFormat) {
- case GL_RED:
- colorOut[0] = colorIn[0];
- colorOut[1] = 0.0F;
- colorOut[2] = 0.0F;
- colorOut[3] = 1.0F;
- break;
- case GL_RG:
- colorOut[0] = colorIn[0];
- colorOut[1] = colorIn[1];
- colorOut[2] = 0.0F;
- colorOut[3] = 1.0F;
- break;
- case GL_RGB:
- colorOut[0] = colorIn[0];
- colorOut[1] = colorIn[1];
- colorOut[2] = colorIn[2];
- colorOut[3] = 1.0F;
- break;
- case GL_ALPHA:
- colorOut[0] = colorOut[1] = colorOut[2] = 0.0;
- colorOut[3] = colorIn[3];
- break;
- case GL_LUMINANCE:
- colorOut[0] = colorOut[1] = colorOut[2] = colorIn[0];
- colorOut[3] = 1.0;
- break;
- case GL_LUMINANCE_ALPHA:
- colorOut[0] = colorOut[1] = colorOut[2] = colorIn[0];
- colorOut[3] = colorIn[3];
- break;
- case GL_INTENSITY:
- colorOut[0] = colorOut[1] = colorOut[2] = colorOut[3] = colorIn[0];
- break;
- default:
- COPY_4V(colorOut, colorIn);
+ const struct gl_texture_object *texobj;
+ struct gl_context *ctx = st->ctx;
+ struct gl_sampler_object *msamp;
+ const struct gl_texture_image *teximg;
+ GLenum texBaseFormat;
+
+ texobj = ctx->Texture.Unit[texUnit]._Current;
+ if (!texobj) {
+ texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
}
-}
+ teximg = texobj->Image[0][texobj->BaseLevel];
+ texBaseFormat = teximg ? teximg->_BaseFormat : GL_RGBA;
-static void
-update_samplers(struct st_context *st)
-{
- struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
- struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
- const GLbitfield samplersUsed = (vprog->Base.SamplersUsed |
- fprog->Base.SamplersUsed);
- GLuint su;
+ msamp = _mesa_get_samplerobj(ctx, texUnit);
- st->state.num_samplers = 0;
+ memset(sampler, 0, sizeof(*sampler));
+ sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
+ sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
+ sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
- /* loop over sampler units (aka tex image units) */
- for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
- struct pipe_sampler_state *sampler = st->state.samplers + su;
+ sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
+ sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
+ sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
- memset(sampler, 0, sizeof(*sampler));
+ if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
+ sampler->normalized_coords = 1;
- if (samplersUsed & (1 << su)) {
- struct gl_texture_object *texobj;
- struct gl_texture_image *teximg;
- GLuint texUnit;
+ sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
- if (fprog->Base.SamplersUsed & (1 << su))
- texUnit = fprog->Base.SamplerUnits[su];
- else
- texUnit = vprog->Base.SamplerUnits[su];
+ 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.
+ */
+ float tmp = sampler->max_lod;
+ sampler->max_lod = sampler->min_lod;
+ sampler->min_lod = tmp;
+ assert(sampler->min_lod <= sampler->max_lod);
+ }
- texobj = st->ctx->Texture.Unit[texUnit]._Current;
- if (!texobj) {
- texobj = st_get_default_texture(st);
+ /* For non-black borders... */
+ if (msamp->BorderColor.ui[0] ||
+ msamp->BorderColor.ui[1] ||
+ msamp->BorderColor.ui[2] ||
+ 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;
}
+ }
- teximg = texobj->Image[0][texobj->BaseLevel];
+ if (st->apply_texture_swizzle_to_border_color && sv) {
+ const unsigned char swz[4] =
+ {
+ sv->swizzle_r,
+ sv->swizzle_g,
+ sv->swizzle_b,
+ sv->swizzle_a,
+ };
+
+ st_translate_color(&msamp->BorderColor,
+ &border_color,
+ texBaseFormat, is_integer);
+
+ util_format_apply_color_swizzle(&sampler->border_color,
+ &border_color, swz, is_integer);
+ } else {
+ st_translate_color(&msamp->BorderColor,
+ &sampler->border_color,
+ texBaseFormat, is_integer);
+ }
+ }
- sampler->wrap_s = gl_wrap_xlate(texobj->WrapS);
- sampler->wrap_t = gl_wrap_xlate(texobj->WrapT);
- sampler->wrap_r = gl_wrap_xlate(texobj->WrapR);
+ sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
+ 0 : (GLuint) msamp->MaxAnisotropy);
- sampler->min_img_filter = gl_filter_to_img_filter(texobj->MinFilter);
- sampler->min_mip_filter = gl_filter_to_mip_filter(texobj->MinFilter);
- sampler->mag_img_filter = gl_filter_to_img_filter(texobj->MagFilter);
+ /* If sampling a depth texture and using shadow comparison */
+ if ((texBaseFormat == GL_DEPTH_COMPONENT ||
+ texBaseFormat == GL_DEPTH_STENCIL) &&
+ msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
+ sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
+ sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
+ }
- if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
- sampler->normalized_coords = 1;
+ sampler->seamless_cube_map =
+ ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
+}
+
+
+/**
+ * Update the gallium driver's sampler state for fragment, vertex or
+ * geometry shader stage.
+ */
+static void
+update_shader_samplers(struct st_context *st,
+ unsigned shader_stage,
+ const struct gl_program *prog,
+ unsigned max_units,
+ struct pipe_sampler_state *samplers,
+ unsigned *num_samplers)
+{
+ GLuint unit;
+ GLbitfield samplers_used;
+ const GLuint old_max = *num_samplers;
- sampler->lod_bias = st->ctx->Texture.Unit[su].LodBias;
+ samplers_used = prog->SamplersUsed;
- sampler->min_lod = texobj->BaseLevel + texobj->MinLod;
- if (sampler->min_lod < texobj->BaseLevel)
- sampler->min_lod = texobj->BaseLevel;
+ if (*num_samplers == 0 && samplers_used == 0x0)
+ return;
- sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel,
- (texobj->MaxLod + texobj->BaseLevel));
- if (sampler->max_lod < sampler->min_lod) {
- /* The GL spec doesn't seem to specify what to do in this case.
- * Swap the values.
- */
- float tmp = sampler->max_lod;
- sampler->max_lod = sampler->min_lod;
- sampler->min_lod = tmp;
- assert(sampler->min_lod <= sampler->max_lod);
- }
+ *num_samplers = 0;
- xlate_border_color(texobj->BorderColor.f,
- teximg ? teximg->_BaseFormat : GL_RGBA,
- sampler->border_color);
+ /* loop over sampler units (aka tex image units) */
+ for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
+ struct pipe_sampler_state *sampler = samplers + unit;
- sampler->max_anisotropy = (texobj->MaxAnisotropy == 1.0 ? 0 : (GLuint)texobj->MaxAnisotropy);
+ if (samplers_used & 1) {
+ const GLuint texUnit = prog->SamplerUnits[unit];
- /* only care about ARB_shadow, not SGI shadow */
- if (texobj->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
- sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
- sampler->compare_func
- = st_compare_func_to_pipe(texobj->CompareFunc);
- }
+ convert_sampler(st, sampler, texUnit);
- st->state.num_samplers = su + 1;
+ *num_samplers = unit + 1;
- /*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
- cso_single_sampler(st->cso_context, su, sampler);
- if (su < st->ctx->Const.MaxVertexTextureImageUnits) {
- cso_single_vertex_sampler(st->cso_context, su, sampler);
- }
+ cso_single_sampler(st->cso_context, shader_stage, unit, sampler);
+ }
+ else if (samplers_used != 0 || unit < old_max) {
+ cso_single_sampler(st->cso_context, shader_stage, unit, NULL);
}
else {
- /*printf("%s su=%u null\n", __FUNCTION__, su);*/
- cso_single_sampler(st->cso_context, su, NULL);
- if (su < st->ctx->Const.MaxVertexTextureImageUnits) {
- cso_single_vertex_sampler(st->cso_context, su, NULL);
- }
+ /* if we've reset all the old samplers and we have no more new ones */
+ break;
}
}
- cso_single_sampler_done(st->cso_context);
- if (st->ctx->Const.MaxVertexTextureImageUnits > 0) {
- cso_single_vertex_sampler_done(st->cso_context);
+ cso_single_sampler_done(st->cso_context, shader_stage);
+}
+
+
+static void
+update_samplers(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ update_shader_samplers(st,
+ PIPE_SHADER_FRAGMENT,
+ &ctx->FragmentProgram._Current->Base,
+ 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.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_VERTEX],
+ &st->state.num_samplers[PIPE_SHADER_VERTEX]);
+
+ if (ctx->GeometryProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_GEOMETRY,
+ &ctx->GeometryProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_GEOMETRY],
+ &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
}
}