1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 * Brian Paul
32 */
33
34
35 #include "main/macros.h"
36 #include "main/mtypes.h"
37 #include "main/glformats.h"
38 #include "main/samplerobj.h"
39 #include "main/texobj.h"
40
41 #include "st_context.h"
42 #include "st_cb_texture.h"
43 #include "st_format.h"
44 #include "st_atom.h"
45 #include "st_texture.h"
46 #include "pipe/p_context.h"
47 #include "pipe/p_defines.h"
48
49 #include "cso_cache/cso_context.h"
50
51
52 /**
53 * Convert GLenum texcoord wrap tokens to pipe tokens.
54 */
55 static GLuint
gl_wrap_xlate(GLenum wrap)56 gl_wrap_xlate(GLenum wrap)
57 {
58 switch (wrap) {
59 case GL_REPEAT:
60 return PIPE_TEX_WRAP_REPEAT;
61 case GL_CLAMP:
62 return PIPE_TEX_WRAP_CLAMP;
63 case GL_CLAMP_TO_EDGE:
64 return PIPE_TEX_WRAP_CLAMP_TO_EDGE;
65 case GL_CLAMP_TO_BORDER:
66 return PIPE_TEX_WRAP_CLAMP_TO_BORDER;
67 case GL_MIRRORED_REPEAT:
68 return PIPE_TEX_WRAP_MIRROR_REPEAT;
69 case GL_MIRROR_CLAMP_EXT:
70 return PIPE_TEX_WRAP_MIRROR_CLAMP;
71 case GL_MIRROR_CLAMP_TO_EDGE_EXT:
72 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE;
73 case GL_MIRROR_CLAMP_TO_BORDER_EXT:
74 return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER;
75 default:
76 assert(0);
77 return 0;
78 }
79 }
80
81
82 static GLuint
gl_filter_to_mip_filter(GLenum filter)83 gl_filter_to_mip_filter(GLenum filter)
84 {
85 switch (filter) {
86 case GL_NEAREST:
87 case GL_LINEAR:
88 return PIPE_TEX_MIPFILTER_NONE;
89
90 case GL_NEAREST_MIPMAP_NEAREST:
91 case GL_LINEAR_MIPMAP_NEAREST:
92 return PIPE_TEX_MIPFILTER_NEAREST;
93
94 case GL_NEAREST_MIPMAP_LINEAR:
95 case GL_LINEAR_MIPMAP_LINEAR:
96 return PIPE_TEX_MIPFILTER_LINEAR;
97
98 default:
99 assert(0);
100 return PIPE_TEX_MIPFILTER_NONE;
101 }
102 }
103
104
105 static GLuint
gl_filter_to_img_filter(GLenum filter)106 gl_filter_to_img_filter(GLenum filter)
107 {
108 switch (filter) {
109 case GL_NEAREST:
110 case GL_NEAREST_MIPMAP_NEAREST:
111 case GL_NEAREST_MIPMAP_LINEAR:
112 return PIPE_TEX_FILTER_NEAREST;
113
114 case GL_LINEAR:
115 case GL_LINEAR_MIPMAP_NEAREST:
116 case GL_LINEAR_MIPMAP_LINEAR:
117 return PIPE_TEX_FILTER_LINEAR;
118
119 default:
120 assert(0);
121 return PIPE_TEX_FILTER_NEAREST;
122 }
123 }
124
125
126 static void
convert_sampler(struct st_context * st,struct pipe_sampler_state * sampler,GLuint texUnit)127 convert_sampler(struct st_context *st,
128 struct pipe_sampler_state *sampler,
129 GLuint texUnit)
130 {
131 struct gl_texture_object *texobj;
132 struct gl_context *ctx = st->ctx;
133 struct gl_sampler_object *msamp;
134
135 texobj = ctx->Texture.Unit[texUnit]._Current;
136 if (!texobj) {
137 texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
138 }
139
140 msamp = _mesa_get_samplerobj(ctx, texUnit);
141
142 memset(sampler, 0, sizeof(*sampler));
143 sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
144 sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
145 sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
146
147 sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
148 sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
149 sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
150
151 if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
152 sampler->normalized_coords = 1;
153
154 sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
155
156 sampler->min_lod = CLAMP(msamp->MinLod,
157 0.0f,
158 (GLfloat) texobj->MaxLevel - texobj->BaseLevel);
159 sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
160 msamp->MaxLod);
161 if (sampler->max_lod < sampler->min_lod) {
162 /* The GL spec doesn't seem to specify what to do in this case.
163 * Swap the values.
164 */
165 float tmp = sampler->max_lod;
166 sampler->max_lod = sampler->min_lod;
167 sampler->min_lod = tmp;
168 assert(sampler->min_lod <= sampler->max_lod);
169 }
170
171 if (msamp->BorderColor.ui[0] ||
172 msamp->BorderColor.ui[1] ||
173 msamp->BorderColor.ui[2] ||
174 msamp->BorderColor.ui[3]) {
175 struct gl_texture_image *teximg;
176 GLboolean is_integer = GL_FALSE;
177
178 teximg = texobj->Image[0][texobj->BaseLevel];
179
180 if (teximg) {
181 is_integer = _mesa_is_enum_format_integer(teximg->InternalFormat);
182 }
183
184 st_translate_color(&msamp->BorderColor,
185 &sampler->border_color,
186 teximg ? teximg->_BaseFormat : GL_RGBA, is_integer);
187 }
188
189 sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
190 0 : (GLuint) msamp->MaxAnisotropy);
191
192 /* only care about ARB_shadow, not SGI shadow */
193 if (msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
194 sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
195 sampler->compare_func
196 = st_compare_func_to_pipe(msamp->CompareFunc);
197 }
198
199 sampler->seamless_cube_map =
200 ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
201 }
202
203
204 /**
205 * Update the gallium driver's sampler state for fragment, vertex or
206 * geometry shader stage.
207 */
208 static void
update_shader_samplers(struct st_context * st,unsigned shader_stage,const struct gl_program * prog,unsigned max_units,struct pipe_sampler_state * samplers,unsigned * num_samplers)209 update_shader_samplers(struct st_context *st,
210 unsigned shader_stage,
211 const struct gl_program *prog,
212 unsigned max_units,
213 struct pipe_sampler_state *samplers,
214 unsigned *num_samplers)
215 {
216 GLuint unit;
217 GLbitfield samplers_used;
218 const GLuint old_max = *num_samplers;
219
220 samplers_used = prog->SamplersUsed;
221
222 if (*num_samplers == 0 && samplers_used == 0x0)
223 return;
224
225 *num_samplers = 0;
226
227 /* loop over sampler units (aka tex image units) */
228 for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
229 struct pipe_sampler_state *sampler = samplers + unit;
230
231 if (samplers_used & 1) {
232 const GLuint texUnit = prog->SamplerUnits[unit];
233
234 convert_sampler(st, sampler, texUnit);
235
236 *num_samplers = unit + 1;
237
238 cso_single_sampler(st->cso_context, shader_stage, unit, sampler);
239 }
240 else if (samplers_used != 0 || unit < old_max) {
241 cso_single_sampler(st->cso_context, shader_stage, unit, NULL);
242 }
243 else {
244 /* if we've reset all the old samplers and we have no more new ones */
245 break;
246 }
247 }
248
249 cso_single_sampler_done(st->cso_context, shader_stage);
250 }
251
252
253 static void
update_samplers(struct st_context * st)254 update_samplers(struct st_context *st)
255 {
256 const struct gl_context *ctx = st->ctx;
257
258 update_shader_samplers(st,
259 PIPE_SHADER_FRAGMENT,
260 &ctx->FragmentProgram._Current->Base,
261 ctx->Const.MaxTextureImageUnits,
262 st->state.samplers[PIPE_SHADER_FRAGMENT],
263 &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
264
265 update_shader_samplers(st,
266 PIPE_SHADER_VERTEX,
267 &ctx->VertexProgram._Current->Base,
268 ctx->Const.MaxVertexTextureImageUnits,
269 st->state.samplers[PIPE_SHADER_VERTEX],
270 &st->state.num_samplers[PIPE_SHADER_VERTEX]);
271
272 if (ctx->GeometryProgram._Current) {
273 update_shader_samplers(st,
274 PIPE_SHADER_GEOMETRY,
275 &ctx->GeometryProgram._Current->Base,
276 ctx->Const.MaxGeometryTextureImageUnits,
277 st->state.samplers[PIPE_SHADER_GEOMETRY],
278 &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
279 }
280 }
281
282
283 const struct st_tracked_state st_update_sampler = {
284 "st_update_sampler", /* name */
285 { /* dirty */
286 _NEW_TEXTURE, /* mesa */
287 0, /* st */
288 },
289 update_samplers /* update */
290 };
291