#include "st_context.h"
#include "st_cb_texture.h"
#include "st_atom.h"
-#include "st_program.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
* Convert GLenum texcoord wrap tokens to pipe tokens.
*/
static GLuint
-gl_wrap_to_sp(GLenum wrap)
+gl_wrap_xlate(GLenum wrap)
{
switch (wrap) {
case GL_REPEAT:
}
+static void
+xlate_border_color(const GLfloat *colorIn, GLenum baseFormat, GLfloat *colorOut)
+{
+ 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);
+ }
+}
+
+
static void
update_samplers(struct st_context *st)
{
if (samplersUsed & (1 << su)) {
struct gl_texture_object *texobj;
+ struct gl_texture_image *teximg;
GLuint texUnit;
if (fprog->Base.SamplersUsed & (1 << su))
texobj = st_get_default_texture(st);
}
- 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);
+ 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);
assert(sampler->min_lod <= sampler->max_lod);
}
- sampler->border_color[0] = texobj->BorderColor[RCOMP];
- sampler->border_color[1] = texobj->BorderColor[GCOMP];
- sampler->border_color[2] = texobj->BorderColor[BCOMP];
- sampler->border_color[3] = texobj->BorderColor[ACOMP];
+ xlate_border_color(texobj->BorderColor.f,
+ 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;
- }
+ sampler->max_anisotropy = (texobj->MaxAnisotropy == 1.0 ? 0 : (GLuint)texobj->MaxAnisotropy);
/* only care about ARB_shadow, not SGI shadow */
if (texobj->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
/*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);
+ }
}
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);
+ }
}
}
cso_single_sampler_done(st->cso_context);
+ if (st->ctx->Const.MaxVertexTextureImageUnits > 0) {
+ cso_single_vertex_sampler_done(st->cso_context);
+ }
}