/**************************************************************************
*
- * 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/mtypes.h"
#include "main/glformats.h"
#include "main/samplerobj.h"
+#include "main/teximage.h"
#include "main/texobj.h"
#include "st_context.h"
struct pipe_sampler_state *sampler,
GLuint texUnit)
{
- struct gl_texture_object *texobj;
+ const struct gl_texture_object *texobj;
struct gl_context *ctx = st->ctx;
struct gl_sampler_object *msamp;
+ GLenum texBaseFormat;
texobj = ctx->Texture.Unit[texUnit]._Current;
if (!texobj) {
texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
}
+ texBaseFormat = _mesa_texture_base_format(texobj);
+
msamp = _mesa_get_samplerobj(ctx, texUnit);
memset(sampler, 0, sizeof(*sampler));
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.
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;
+ 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 && 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,
&border_color,
- teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
+ 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,
- teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
+ texBaseFormat, 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) {
+ /* 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);
+ sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
}
sampler->seamless_cube_map =
GLuint unit;
GLbitfield samplers_used;
const GLuint old_max = *num_samplers;
+ const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
samplers_used = prog->SamplersUsed;
const GLuint texUnit = prog->SamplerUnits[unit];
convert_sampler(st, sampler, texUnit);
-
+ states[unit] = sampler;
*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);
+ states[unit] = NULL;
}
else {
/* if we've reset all the old samplers and we have no more new ones */
}
}
- cso_single_sampler_done(st->cso_context, shader_stage);
+ cso_set_samplers(st->cso_context, shader_stage, *num_samplers, states);
}
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]);
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]);
}
+ if (ctx->TessCtrlProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_CTRL,
+ &ctx->TessCtrlProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_TESS_CTRL],
+ &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
+ }
+ if (ctx->TessEvalProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_EVAL,
+ &ctx->TessEvalProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_TESS_EVAL],
+ &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
+ }
}