glsl: add ir_emit_vertex and ir_end_primitive instruction types
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
index 90a282528c8f340587bae45eed4ac09755088d4b..302e1298143c6e7b71c3fa47da21f8fc3cbe2c51 100644 (file)
@@ -34,7 +34,9 @@
 
 #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"
@@ -46,6 +48,8 @@
 
 #include "cso_cache/cso_context.h"
 
+#include "util/u_format.h"
+
 
 /**
  * Convert GLenum texcoord wrap tokens to pipe tokens.
@@ -120,150 +124,183 @@ gl_filter_to_img_filter(GLenum filter)
    }
 }
 
-static void convert_sampler(struct st_context *st,
-                           struct pipe_sampler_state *sampler,
-                           GLuint texUnit)
-{
-    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 = st_get_default_texture(st);
-    }
-
-    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 gl_texture_image *teximg;
-
-       teximg = texobj->Image[0][texobj->BaseLevel];
-
-       st_translate_color(msamp->BorderColor.f,
-                         teximg ? teximg->_BaseFormat : GL_RGBA,
-                         sampler->border_color);
-    }
-
-    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_vertex_samplers(struct st_context *st)
+convert_sampler(struct st_context *st,
+                struct pipe_sampler_state *sampler,
+                GLuint texUnit)
 {
-   const struct gl_context *ctx = st->ctx;
-   struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
-   GLuint su;
+   struct gl_texture_object *texobj;
+   struct gl_context *ctx = st->ctx;
+   struct gl_sampler_object *msamp;
 
-   st->state.num_vertex_samplers = 0;
-
-   /* loop over sampler units (aka tex image units) */
-   for (su = 0; su < ctx->Const.MaxVertexTextureImageUnits; su++) {
-      struct pipe_sampler_state *sampler = st->state.vertex_samplers + su;
+   texobj = ctx->Texture.Unit[texUnit]._Current;
+   if (!texobj) {
+      texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
+   }
 
-      if (vprog->Base.SamplersUsed & (1 << su)) {
-        GLuint texUnit;
+   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);
+   }
 
-        texUnit = vprog->Base.SamplerUnits[su];
+   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;
 
-        convert_sampler(st, sampler, texUnit);
+      teximg = texobj->Image[0][texobj->BaseLevel];
 
-        st->state.num_vertex_samplers = su + 1;
+      if (teximg) {
+         is_integer = _mesa_is_enum_format_integer(teximg->InternalFormat);
+      }
 
-        cso_single_vertex_sampler(st->cso_context, su, sampler);
+      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 {
-        cso_single_vertex_sampler(st->cso_context, su, NULL);
+         st_translate_color(&msamp->BorderColor,
+                            &sampler->border_color,
+                            teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
       }
    }
-   cso_single_vertex_sampler_done(st->cso_context);
+
+   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;
 }
 
+
+/**
+ * Update the gallium driver's sampler state for fragment, vertex or
+ * geometry shader stage.
+ */
 static void
-update_fragment_samplers(struct st_context *st)
+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)
 {
-   const struct gl_context *ctx = st->ctx;
-   struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
-   GLuint su;
+   GLuint unit;
+   GLbitfield samplers_used;
+   const GLuint old_max = *num_samplers;
 
-   st->state.num_samplers = 0;
+   samplers_used = prog->SamplersUsed;
 
-   /* loop over sampler units (aka tex image units) */
-   for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++) {
-      struct pipe_sampler_state *sampler = st->state.samplers + su;
+   if (*num_samplers == 0 && samplers_used == 0x0)
+       return;
 
+   *num_samplers = 0;
 
-      if (fprog->Base.SamplersUsed & (1 << su)) {
-         GLuint texUnit;
+   /* 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;
 
-        texUnit = fprog->Base.SamplerUnits[su];
+      if (samplers_used & 1) {
+         const GLuint texUnit = prog->SamplerUnits[unit];
 
-        convert_sampler(st, sampler, texUnit);
+         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);
+         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)
 {
-    update_fragment_samplers(st);
-    update_vertex_samplers(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]);
+   }
 }
 
+
 const struct st_tracked_state st_update_sampler = {
    "st_update_sampler",                                        /* name */
    {                                                   /* dirty */