--- /dev/null
+/*
+ * Copyright © 2011 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * 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 NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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.
+ */
+
+#include "brw_context.h"
+#include "brw_state.h"
+#include "brw_defines.h"
+#include "intel_batchbuffer.h"
+
+#include "main/macros.h"
+#include "main/samplerobj.h"
+
+/**
+ * Sets the sampler state for a single unit.
+ */
+static void
+gen7_update_sampler_state(struct brw_context *brw, int unit,
+ struct gen7_sampler_state *sampler)
+{
+ struct intel_context *intel = &brw->intel;
+ struct gl_context *ctx = &intel->ctx;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ struct gl_texture_object *texObj = texUnit->_Current;
+ struct gl_sampler_object *gl_sampler = _mesa_get_samplerobj(ctx, unit);
+
+ switch (gl_sampler->MinFilter) {
+ case GL_NEAREST:
+ sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
+ break;
+ case GL_LINEAR:
+ sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
+ sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
+ break;
+ default:
+ break;
+ }
+
+ /* Set Anisotropy: */
+ if (gl_sampler->MaxAnisotropy > 1.0) {
+ sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
+ sampler->ss0.mag_filter = BRW_MAPFILTER_ANISOTROPIC;
+
+ if (gl_sampler->MaxAnisotropy > 2.0) {
+ sampler->ss3.max_aniso = MIN2((gl_sampler->MaxAnisotropy - 2) / 2,
+ BRW_ANISORATIO_16);
+ }
+ }
+ else {
+ switch (gl_sampler->MagFilter) {
+ case GL_NEAREST:
+ sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
+ break;
+ case GL_LINEAR:
+ sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
+ break;
+ default:
+ break;
+ }
+ }
+
+ sampler->ss3.r_wrap_mode = translate_wrap_mode(gl_sampler->WrapR);
+ sampler->ss3.s_wrap_mode = translate_wrap_mode(gl_sampler->WrapS);
+ sampler->ss3.t_wrap_mode = translate_wrap_mode(gl_sampler->WrapT);
+
+ /* Cube-maps on 965 and later must use the same wrap mode for all 3
+ * coordinate dimensions. Futher, only CUBE and CLAMP are valid.
+ */
+ if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
+ if (ctx->Texture.CubeMapSeamless &&
+ (gl_sampler->MinFilter != GL_NEAREST ||
+ gl_sampler->MagFilter != GL_NEAREST)) {
+ sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
+ sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
+ sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
+ } else {
+ sampler->ss3.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
+ sampler->ss3.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
+ sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
+ }
+ } else if (texObj->Target == GL_TEXTURE_1D) {
+ /* There's a bug in 1D texture sampling - it actually pays
+ * attention to the wrap_t value, though it should not.
+ * Override the wrap_t value here to GL_REPEAT to keep
+ * any nonexistent border pixels from floating in.
+ */
+ sampler->ss3.t_wrap_mode = BRW_TEXCOORDMODE_WRAP;
+ }
+
+ /* Set shadow function: */
+ if (gl_sampler->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) {
+ /* Shadowing is "enabled" by emitting a particular sampler
+ * message (sample_c). So need to recompile WM program when
+ * shadow comparison is enabled on each/any texture unit.
+ */
+ sampler->ss1.shadow_function =
+ intel_translate_shadow_compare_func(gl_sampler->CompareFunc);
+ }
+
+ /* Set LOD bias: */
+ sampler->ss0.lod_bias = S_FIXED(CLAMP(texUnit->LodBias +
+ gl_sampler->LodBias, -16, 15), 6);
+
+ sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
+ sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
+
+ /* Set BaseMipLevel, MaxLOD, MinLOD:
+ *
+ * XXX: I don't think that using firstLevel, lastLevel works,
+ * because we always setup the surface state as if firstLevel ==
+ * level zero. Probably have to subtract firstLevel from each of
+ * these:
+ */
+ sampler->ss0.base_level = U_FIXED(0, 1);
+
+ sampler->ss1.max_lod = U_FIXED(CLAMP(gl_sampler->MaxLod, 0, 13), 6);
+ sampler->ss1.min_lod = U_FIXED(CLAMP(gl_sampler->MinLod, 0, 13), 6);
+
+ upload_default_color(brw, gl_sampler, unit);
+
+ sampler->ss2.default_color_pointer = brw->wm.sdc_offset[unit] >> 5;
+}
+
+
+/* All samplers must be uploaded in a single contiguous array, which
+ * complicates various things. However, this is still too confusing -
+ * FIXME: simplify all the different new texture state flags.
+ */
+static void
+gen7_prepare_samplers(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->intel.ctx;
+ struct gen7_sampler_state *samplers;
+ int i;
+
+ brw->wm.sampler_count = 0;
+ for (i = 0; i < BRW_MAX_TEX_UNIT; i++) {
+ if (ctx->Texture.Unit[i]._ReallyEnabled)
+ brw->wm.sampler_count = i + 1;
+ }
+
+ if (brw->wm.sampler_count == 0)
+ return;
+
+ samplers = brw_state_batch(brw, brw->wm.sampler_count * sizeof(*samplers),
+ 32, &brw->wm.sampler_offset);
+ memset(samplers, 0, brw->wm.sampler_count * sizeof(*samplers));
+
+ for (i = 0; i < brw->wm.sampler_count; i++) {
+ if (ctx->Texture.Unit[i]._ReallyEnabled)
+ gen7_update_sampler_state(brw, i, &samplers[i]);
+ }
+
+ brw->state.dirty.cache |= CACHE_NEW_SAMPLER;
+}
+
+const struct brw_tracked_state gen7_samplers = {
+ .dirty = {
+ .mesa = _NEW_TEXTURE,
+ .brw = BRW_NEW_BATCH,
+ .cache = 0
+ },
+ .prepare = gen7_prepare_samplers,
+};