#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"
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)
+{
+ 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)
{
- 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_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.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;
- }
-
- /* 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;
/*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);
- }
+}
+
+
+static void
+update_samplers(struct st_context *st)
+{
+ update_fragment_samplers(st);
+ update_vertex_samplers(st);
}