mesa: Make gl_program::InputsRead 64 bits.
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
index 6611956ae83ce77a9474a00633bd4c110770d102..ad159c64dc138aa6dc50e07164e26fe18454e651 100644 (file)
  
 
 #include "main/macros.h"
+#include "main/mtypes.h"
+#include "main/samplerobj.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"
 
@@ -119,111 +122,129 @@ 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 = 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.f);
    }
+
+   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)
+static void
+update_vertex_samplers(struct st_context *st)
 {
-   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);
+   const struct gl_context *ctx = st->ctx;
+   struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
+   GLuint su;
+
+   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;
+
+      if (vprog->Base.SamplersUsed & (1 << su)) {
+        GLuint texUnit;
+
+        texUnit = vprog->Base.SamplerUnits[su];
+
+        convert_sampler(st, sampler, texUnit);
+
+        st->state.num_vertex_samplers = su + 1;
+
+        cso_single_vertex_sampler(st->cso_context, su, sampler);
+      } else {
+        cso_single_vertex_sampler(st->cso_context, su, NULL);
+      }
+   }
+   cso_single_vertex_sampler_done(st->cso_context);
+}
+
+
+static void
+update_fragment_samplers(struct st_context *st)
+{
+   const struct gl_context *ctx = st->ctx;
+   struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
    GLuint su;
 
    st->state.num_samplers = 0;
 
    /* loop over sampler units (aka tex image units) */
-   for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
+   for (su = 0; su < 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;
+      if (fprog->Base.SamplersUsed & (1 << su)) {
          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);
-         }
+        texUnit = fprog->Base.SamplerUnits[su];
+
+        convert_sampler(st, sampler, texUnit);
 
          st->state.num_samplers = su + 1;
 
@@ -240,6 +261,14 @@ update_samplers(struct st_context *st)
 }
 
 
+static void
+update_samplers(struct st_context *st)
+{
+    update_fragment_samplers(st);
+    update_vertex_samplers(st);
+}
+
+
 const struct st_tracked_state st_update_sampler = {
    "st_update_sampler",                                        /* name */
    {                                                   /* dirty */