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third_party_mesa3d/src/mesa/state_tracker/st_atom_sampler.c

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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* 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, sub license, 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS 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.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
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#include "main/macros.h"
#include "main/mtypes.h"
#include "main/samplerobj.h"
#include "main/texobj.h"
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#include "st_context.h"
#include "st_cb_texture.h"
#include "st_format.h"
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#include "st_atom.h"
#include "st_texture.h"
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#include "pipe/p_context.h"
#include "pipe/p_defines.h"
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#include "cso_cache/cso_context.h"
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/**
* Convert GLenum texcoord wrap tokens to pipe tokens.
*/
static GLuint
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gl_wrap_xlate(GLenum wrap)
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{
switch (wrap) {
case GL_REPEAT:
return PIPE_TEX_WRAP_REPEAT;
case GL_CLAMP:
return PIPE_TEX_WRAP_CLAMP;
case GL_CLAMP_TO_EDGE:
return PIPE_TEX_WRAP_CLAMP_TO_EDGE;
case GL_CLAMP_TO_BORDER:
return PIPE_TEX_WRAP_CLAMP_TO_BORDER;
case GL_MIRRORED_REPEAT:
return PIPE_TEX_WRAP_MIRROR_REPEAT;
case GL_MIRROR_CLAMP_EXT:
return PIPE_TEX_WRAP_MIRROR_CLAMP;
case GL_MIRROR_CLAMP_TO_EDGE_EXT:
return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE;
case GL_MIRROR_CLAMP_TO_BORDER_EXT:
return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER;
default:
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assert(0);
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return 0;
}
}
static GLuint
gl_filter_to_mip_filter(GLenum filter)
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{
switch (filter) {
case GL_NEAREST:
case GL_LINEAR:
return PIPE_TEX_MIPFILTER_NONE;
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case GL_NEAREST_MIPMAP_NEAREST:
case GL_LINEAR_MIPMAP_NEAREST:
return PIPE_TEX_MIPFILTER_NEAREST;
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case GL_NEAREST_MIPMAP_LINEAR:
case GL_LINEAR_MIPMAP_LINEAR:
return PIPE_TEX_MIPFILTER_LINEAR;
default:
assert(0);
return PIPE_TEX_MIPFILTER_NONE;
}
}
static GLuint
gl_filter_to_img_filter(GLenum filter)
{
switch (filter) {
case GL_NEAREST:
case GL_NEAREST_MIPMAP_NEAREST:
case GL_NEAREST_MIPMAP_LINEAR:
return PIPE_TEX_FILTER_NEAREST;
case GL_LINEAR:
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case GL_LINEAR_MIPMAP_NEAREST:
case GL_LINEAR_MIPMAP_LINEAR:
return PIPE_TEX_FILTER_LINEAR;
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default:
assert(0);
return PIPE_TEX_FILTER_NEAREST;
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}
}
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static void
convert_sampler(struct st_context *st,
struct pipe_sampler_state *sampler,
GLuint texUnit)
{
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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 = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
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}
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.f);
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}
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;
}
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static void
update_vertex_samplers(struct st_context *st)
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{
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const struct gl_context *ctx = st->ctx;
struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
GLuint su;
if (st->state.num_vertex_samplers == 0 && vprog->Base.SamplersUsed == 0)
return;
st->state.num_vertex_samplers = 0;
/* loop over sampler units (aka tex image units) */
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for (su = 0; su < ctx->Const.MaxVertexTextureImageUnits; su++) {
struct pipe_sampler_state *sampler = st->state.vertex_samplers + su;
if (vprog->Base.SamplersUsed & (1 << su)) {
GLuint texUnit;
texUnit = vprog->Base.SamplerUnits[su];
convert_sampler(st, sampler, texUnit);
st->state.num_vertex_samplers = su + 1;
cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, sampler);
} else {
cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, NULL);
}
}
cso_single_sampler_done(st->cso_context, PIPE_SHADER_VERTEX);
}
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static void
update_fragment_samplers(struct st_context *st)
{
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const struct gl_context *ctx = st->ctx;
struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
GLuint su;
GLuint samplers_used = fprog->Base.SamplersUsed;
GLuint old_max = st->state.num_fragment_samplers;
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st->state.num_fragment_samplers = 0;
/* loop over sampler units (aka tex image units) */
for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++, samplers_used >>= 1) {
struct pipe_sampler_state *sampler = st->state.fragment_samplers + su;
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if (samplers_used & 1) {
GLuint texUnit;
texUnit = fprog->Base.SamplerUnits[su];
convert_sampler(st, sampler, texUnit);
st->state.num_fragment_samplers = su + 1;
/*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, sampler);
}
else if (samplers_used != 0 || su < old_max) {
/*printf("%s su=%u null\n", __FUNCTION__, su);*/
cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, NULL);
} else {
/* if we've reset all the old views and we have no more new ones */
break;
}
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}
cso_single_sampler_done(st->cso_context, PIPE_SHADER_FRAGMENT);
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}
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static void
update_samplers(struct st_context *st)
{
update_fragment_samplers(st);
update_vertex_samplers(st);
}
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const struct st_tracked_state st_update_sampler = {
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"st_update_sampler", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
0, /* st */
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},
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update_samplers /* update */
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};