glsl: add ir_emit_vertex and ir_end_primitive instruction types
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
index 6611956ae83ce77a9474a00633bd4c110770d102..302e1298143c6e7b71c3fa47da21f8fc3cbe2c51 100644 (file)
  
 
 #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_program.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.
@@ -119,124 +126,178 @@ gl_filter_to_img_filter(GLenum filter)
 
 
 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_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);
+   struct gl_texture_object *texobj;
+   struct gl_context *ctx = st->ctx;
+   struct gl_sampler_object *msamp;
+
+   texobj = ctx->Texture.Unit[texUnit]._Current;
+   if (!texobj) {
+      texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
+   }
+
+   msamp = _mesa_get_samplerobj(ctx, texUnit);
+
+   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);
+
+   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);
+
+   if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
+      sampler->normalized_coords = 1;
+
+   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);
+   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);
    }
+
+   if (msamp->BorderColor.ui[0] ||
+       msamp->BorderColor.ui[1] ||
+       msamp->BorderColor.ui[2] ||
+       msamp->BorderColor.ui[3]) {
+      struct st_texture_object *stobj = st_texture_object(texobj);
+      struct gl_texture_image *teximg;
+      GLboolean is_integer = GL_FALSE;
+      union pipe_color_union border_color;
+
+      teximg = texobj->Image[0][texobj->BaseLevel];
+
+      if (teximg) {
+         is_integer = _mesa_is_enum_format_integer(teximg->InternalFormat);
+      }
+
+      if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) {
+         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,
+         };
+
+         st_translate_color(&msamp->BorderColor,
+                            &border_color,
+                            teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
+
+         util_format_apply_color_swizzle(&sampler->border_color,
+                                         &border_color, swz, is_integer);
+      } else {
+         st_translate_color(&msamp->BorderColor,
+                            &sampler->border_color,
+                            teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
+      }
+   }
+
+   sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
+                              0 : (GLuint) msamp->MaxAnisotropy);
+
+   /* only care about ARB_shadow, not SGI shadow */
+   if (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);
+   }
+
+   sampler->seamless_cube_map =
+      ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
 }
 
 
-static void 
-update_samplers(struct st_context *st)
+/**
+ * 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)
 {
-   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;
+   GLuint unit;
+   GLbitfield samplers_used;
+   const GLuint old_max = *num_samplers;
+
+   samplers_used = prog->SamplersUsed;
+
+   if (*num_samplers == 0 && samplers_used == 0x0)
+       return;
 
-   st->state.num_samplers = 0;
+   *num_samplers = 0;
 
    /* 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;
-
-      memset(sampler, 0, sizeof(*sampler));
-
-      if (samplersUsed & (1 << su)) {
-         struct gl_texture_object *texobj;
-         struct gl_texture_image *teximg;
-         GLuint texUnit;
-
-         if (fprog->Base.SamplersUsed & (1 << su))
-            texUnit = fprog->Base.SamplerUnits[su];
-         else
-            texUnit = vprog->Base.SamplerUnits[su];
-
-         texobj = st->ctx->Texture.Unit[texUnit]._Current;
-         if (!texobj) {
-            texobj = st_get_default_texture(st);
-         }
-
-         teximg = texobj->Image[0][texobj->BaseLevel];
-
-         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->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 (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
-            sampler->normalized_coords = 1;
-
-         sampler->lod_bias = st->ctx->Texture.Unit[su].LodBias;
-         sampler->min_lod = MAX2(0.0f, texobj->MinLod);
-         sampler->max_lod = MIN2(texobj->MaxLevel - texobj->BaseLevel,
-                                 texobj->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);
-         }
-
-         xlate_border_color(texobj->BorderColor,
-                            teximg ? teximg->_BaseFormat : GL_RGBA,
-                            sampler->border_color);
-
-        sampler->max_anisotropy = texobj->MaxAnisotropy;
-         if (sampler->max_anisotropy > 1.0) {
-            sampler->min_img_filter = PIPE_TEX_FILTER_ANISO;
-            sampler->mag_img_filter = PIPE_TEX_FILTER_ANISO;
-         }
-
-         /* 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);
-         }
-
-         st->state.num_samplers = su + 1;
-
-         /*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
-         cso_single_sampler(st->cso_context, su, sampler);
+   for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
+      struct pipe_sampler_state *sampler = samplers + unit;
+
+      if (samplers_used & 1) {
+         const GLuint texUnit = prog->SamplerUnits[unit];
+
+         convert_sampler(st, sampler, texUnit);
+
+         *num_samplers = unit + 1;
+
+         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 we've reset all the old samplers and we have no more new ones */
+         break;
       }
    }
 
-   cso_single_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.FragmentProgram.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,
+                          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.GeometryProgram.MaxTextureImageUnits,
+                             st->state.samplers[PIPE_SHADER_GEOMETRY],
+                             &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
+   }
 }