#include "st_cb_texture.h"
#include "st_format.h"
#include "st_atom.h"
+#include "st_sampler_view.h"
#include "st_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "cso_cache/cso_context.h"
-#include "util/u_format.h"
+#include "util/format/u_format.h"
/**
st_convert_sampler(const struct st_context *st,
const struct gl_texture_object *texobj,
const struct gl_sampler_object *msamp,
+ float tex_unit_lod_bias,
struct pipe_sampler_state *sampler)
{
memset(sampler, 0, sizeof(*sampler));
if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
sampler->normalized_coords = 1;
- sampler->lod_bias = msamp->LodBias;
+ sampler->lod_bias = msamp->LodBias + tex_unit_lod_bias;
/* Reduce the number of states by allowing only the values that AMD GCN
* can represent. Apps use lod_bias for smooth transitions to bigger mipmap
* levels.
const GLboolean is_integer = texobj->_IsIntegerFormat;
GLenum texBaseFormat = _mesa_base_tex_image(texobj)->_BaseFormat;
+ if (texobj->StencilSampling)
+ texBaseFormat = GL_STENCIL_INDEX;
+
if (st->apply_texture_swizzle_to_border_color) {
const struct st_texture_object *stobj = st_texture_object_const(texobj);
- const struct pipe_sampler_view *sv = NULL;
-
- /* 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 (unsigned i = 0; i < stobj->num_sampler_views; ++i) {
- if (stobj->sampler_views[i]) {
- sv = stobj->sampler_views[i];
- break;
- }
- }
+ const struct st_sampler_view *sv = st_texture_get_current_sampler_view(st, stobj);
if (sv) {
+ struct pipe_sampler_view *view = sv->view;
union pipe_color_union tmp;
const unsigned char swz[4] =
{
- sv->swizzle_r,
- sv->swizzle_g,
- sv->swizzle_b,
- sv->swizzle_a,
+ view->swizzle_r,
+ view->swizzle_g,
+ view->swizzle_b,
+ view->swizzle_a,
};
st_translate_color(&msamp->BorderColor, &tmp,
msamp = _mesa_get_samplerobj(ctx, texUnit);
- st_convert_sampler(st, texobj, msamp, sampler);
+ st_convert_sampler(st, texobj, msamp, ctx->Texture.Unit[texUnit].LodBias,
+ sampler);
- sampler->lod_bias += ctx->Texture.Unit[texUnit].LodBias;
sampler->seamless_cube_map |= ctx->Texture.CubeMapSeamless;
}
GLbitfield free_slots = ~prog->SamplersUsed;
GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
unsigned unit, num_samplers;
+ struct pipe_sampler_state local_samplers[PIPE_MAX_SAMPLERS];
const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
if (samplers_used == 0x0) {
- *out_num_samplers = 0;
+ if (out_num_samplers)
+ *out_num_samplers = 0;
return;
}
+ if (!samplers)
+ samplers = local_samplers;
+
num_samplers = util_last_bit(samplers_used);
/* loop over sampler units (aka tex image units) */
st_get_texture_object(st->ctx, prog, unit);
struct pipe_sampler_state *sampler = samplers + unit;
- if (!stObj)
+ /* if resource format matches then YUV wasn't lowered */
+ if (!stObj || st_get_view_format(stObj) == stObj->pt->format)
continue;
switch (st_get_view_format(stObj)) {
case PIPE_FORMAT_NV12:
+ case PIPE_FORMAT_P010:
+ case PIPE_FORMAT_P016:
+ case PIPE_FORMAT_YUYV:
+ case PIPE_FORMAT_UYVY:
/* we need one additional sampler: */
extra = u_bit_scan(&free_slots);
states[extra] = sampler;
}
cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
- *out_num_samplers = num_samplers;
+
+ if (out_num_samplers)
+ *out_num_samplers = num_samplers;
}
update_shader_samplers(st,
PIPE_SHADER_VERTEX,
ctx->VertexProgram._Current,
- st->state.samplers[PIPE_SHADER_VERTEX],
- &st->state.num_samplers[PIPE_SHADER_VERTEX]);
+ st->state.vert_samplers,
+ &st->state.num_vert_samplers);
}
if (ctx->TessCtrlProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_TESS_CTRL,
- ctx->TessCtrlProgram._Current,
- st->state.samplers[PIPE_SHADER_TESS_CTRL],
- &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
+ ctx->TessCtrlProgram._Current, NULL, NULL);
}
}
if (ctx->TessEvalProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_TESS_EVAL,
- ctx->TessEvalProgram._Current,
- st->state.samplers[PIPE_SHADER_TESS_EVAL],
- &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
+ ctx->TessEvalProgram._Current, NULL, NULL);
}
}
if (ctx->GeometryProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_GEOMETRY,
- ctx->GeometryProgram._Current,
- st->state.samplers[PIPE_SHADER_GEOMETRY],
- &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
+ ctx->GeometryProgram._Current, NULL, NULL);
}
}
update_shader_samplers(st,
PIPE_SHADER_FRAGMENT,
ctx->FragmentProgram._Current,
- st->state.samplers[PIPE_SHADER_FRAGMENT],
- &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
+ st->state.frag_samplers,
+ &st->state.num_frag_samplers);
}
if (ctx->ComputeProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_COMPUTE,
- ctx->ComputeProgram._Current,
- st->state.samplers[PIPE_SHADER_COMPUTE],
- &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
+ ctx->ComputeProgram._Current, NULL, NULL);
}
}