}
}
-static void convert_sampler(struct st_context *st,
- struct pipe_sampler_state *sampler,
- GLuint texUnit)
+
+static void
+convert_sampler(struct st_context *st,
+ struct pipe_sampler_state *sampler,
+ GLuint texUnit)
{
- 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);
- }
-
- 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;
+ 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);
+ }
+
+ 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_vertex_samplers(struct st_context *st)
{
cso_single_vertex_sampler_done(st->cso_context);
}
+
static void
update_fragment_samplers(struct st_context *st)
{
cso_single_sampler_done(st->cso_context);
}
+
static void
update_samplers(struct st_context *st)
{
update_vertex_samplers(st);
}
+
const struct st_tracked_state st_update_sampler = {
"st_update_sampler", /* name */
{ /* dirty */