#include "st_context.h"
-#include "st_cache.h"
#include "st_atom.h"
+#include "st_program.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
+#include "cso_cache/cso_context.h"
/**
}
-
static void
update_samplers(struct st_context *st)
{
- GLuint u;
-
- for (u = 0; u < st->ctx->Const.MaxTextureImageUnits; u++) {
- const struct gl_texture_object *texobj
- = st->ctx->Texture.Unit[u]._Current;
- struct pipe_sampler_state sampler;
-
- memset(&sampler, 0, sizeof(sampler));
-
- if (texobj) {
- sampler.wrap_s = gl_wrap_to_sp(texobj->WrapS);
- sampler.wrap_t = gl_wrap_to_sp(texobj->WrapT);
- sampler.wrap_r = gl_wrap_to_sp(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);
-
- sampler.lod_bias = st->ctx->Texture.Unit[u].LodBias;
- sampler.min_lod = texobj->MinLod;
- sampler.max_lod = texobj->MaxLod;
- sampler.max_anisotropy = texobj->MaxAnisotropy;
+ const struct st_fragment_program *fs = st->fp;
+ GLuint su;
+
+ st->state.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 (fs->Base.Base.SamplersUsed & (1 << su)) {
+ GLuint texUnit = fs->Base.Base.SamplerUnits[su];
+ const struct gl_texture_object *texobj
+ = st->ctx->Texture.Unit[texUnit]._Current;
+
+ assert(texobj);
+
+ sampler->wrap_s = gl_wrap_to_sp(texobj->WrapS);
+ sampler->wrap_t = gl_wrap_to_sp(texobj->WrapT);
+ sampler->wrap_r = gl_wrap_to_sp(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;
+#if 1
+ sampler->min_lod = (texobj->MinLod) < 0.0 ? 0.0 : texobj->MinLod;
+ sampler->max_lod = texobj->MaxLod;
+#else
+ /* min/max lod should really be as follows (untested).
+ * Also, calculate_first_last_level() needs to be overhauled
+ * since today's hardware had real support for LOD clamping.
+ */
+ sampler->min_lod = MAX2(texobj->BaseLevel, texobj->MinLod);
+ sampler->max_lod = MIN2(texobj->MaxLevel, texobj->MaxLod);
+#endif
+
+ 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 = 1;
+ 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;
/* XXX more sampler state here */
- }
-
- const struct pipe_sampler_state *cached_sampler =
- st_cached_sampler_state(st, &sampler);
- if (cached_sampler == st->state.sampler[u]) {
- /* state has changed */
- st->state.sampler[u] = cached_sampler;
- st->pipe->bind_sampler_state(st->pipe, u, cached_sampler);
+ cso_single_sampler(st->cso_context, su, sampler);
+ }
+ else {
+ cso_single_sampler(st->cso_context, su, NULL);
}
}
+
+ cso_single_sampler_done(st->cso_context);
}