i965/fs: Remove duplicate include of brw_shader.h
[mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
index 447788cc3df42c5cfc90f7ce1a89b981ad0ecba0..b68eb16d7beb80ecd35a9800cc4c7513b839b5bf 100644 (file)
@@ -1,6 +1,6 @@
 /**************************************************************************
  * 
- * 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
@@ -18,7 +18,7 @@
  * 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.
@@ -27,7 +27,7 @@
 
  /*
   * Authors:
-  *   Keith Whitwell <keith@tungstengraphics.com>
+  *   Keith Whitwell <keithw@vmware.com>
   *   Brian Paul
   */
  
@@ -36,6 +36,7 @@
 #include "main/mtypes.h"
 #include "main/glformats.h"
 #include "main/samplerobj.h"
+#include "main/teximage.h"
 #include "main/texobj.h"
 
 #include "st_context.h"
@@ -133,12 +134,15 @@ convert_sampler(struct st_context *st,
    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));
@@ -155,11 +159,8 @@ convert_sampler(struct st_context *st,
 
    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.
@@ -176,42 +177,52 @@ convert_sampler(struct st_context *st,
        msamp->BorderColor.ui[2] ||
        msamp->BorderColor.ui[3]) {
       const struct st_texture_object *stobj = st_texture_object_const(texobj);
-      const struct gl_texture_image *teximg;
       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 =
@@ -276,14 +287,14 @@ update_samplers(struct st_context *st)
    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]);
 
@@ -291,7 +302,7 @@ update_samplers(struct st_context *st)
       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]);
    }