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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
*/
#include "st_context.h"
#include "st_cache.h"
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#include "st_atom.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
/**
* Convert GLenum texcoord wrap tokens to pipe tokens.
*/
static GLuint
gl_wrap_to_sp(GLenum wrap)
{
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:
abort();
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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}
}
static void
update_samplers(struct st_context *st)
{
GLuint u;
for (u = 0; u < st->ctx->Const.MaxTextureImageUnits; u++) {
const struct gl_texture_object *texobj
= st->ctx->Texture.Unit[u]._Current;
struct pipe_sampler_state sampler;
const struct cso_sampler *cso;
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memset(&sampler, 0, sizeof(sampler));
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if (texobj) {
sampler.wrap_s = gl_wrap_to_sp(texobj->WrapS);
sampler.wrap_t = gl_wrap_to_sp(texobj->WrapT);
sampler.wrap_r = gl_wrap_to_sp(texobj->WrapR);
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sampler.min_img_filter = gl_filter_to_img_filter(texobj->MinFilter);
sampler.min_mip_filter = gl_filter_to_mip_filter(texobj->MinFilter);
sampler.mag_img_filter = gl_filter_to_img_filter(texobj->MagFilter);
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if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
sampler.normalized_coords = 1;
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sampler.lod_bias = st->ctx->Texture.Unit[u].LodBias;
#if 1
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sampler.min_lod = texobj->MinLod;
sampler.max_lod = texobj->MaxLod;
#else
/* min/max lod should really be as follows (untested).
* Also, calculate_first_last_level() needs to be overhauled
* since today's hardware had real support for LOD clamping.
*/
sampler.min_lod = MAX2(texobj->BaseLevel, texobj->MinLod);
sampler.max_lod = MIN2(texobj->MaxLevel, texobj->MaxLod);
#endif
sampler.max_anisotropy = texobj->MaxAnisotropy;
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/* XXX more sampler state here */
}
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cso = st_cached_sampler_state(st, &sampler);
if (cso != st->state.sampler[u]) {
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/* state has changed */
st->state.sampler[u] = cso;
st->pipe->bind_sampler_state(st->pipe, u, cso->data);
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}
}
/* mapping from sampler vars to texture units */
{
struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
uint sample_units[PIPE_MAX_SAMPLERS];
uint s;
for (s = 0; s < PIPE_MAX_SAMPLERS; s++) {
sample_units[s] = fprog->Base.SamplerUnits[s];
}
st->pipe->set_sampler_units(st->pipe, PIPE_MAX_SAMPLERS, sample_units);
}
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}
const struct st_tracked_state st_update_sampler = {
.name = "st_update_sampler",
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.dirty = {
.mesa = _NEW_TEXTURE | _NEW_PROGRAM,
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.st = 0,
},
.update = update_samplers
};