st_atom_sampler.c revision 23c71839e994c9c0ca684e54630991e16b0530af
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 */
55static GLuint
56gl_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
82static GLuint
83gl_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
105static GLuint
106gl_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
126static void
127convert_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 */
208static void
209update_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
253static void
254update_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
283const 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