/************************************************************************** * * 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 * Brian Paul */ #include "st_context.h" #include "st_cache.h" #include "st_atom.h" #include "st_program.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) { switch (filter) { case GL_NEAREST: case GL_LINEAR: return PIPE_TEX_MIPFILTER_NONE; case GL_NEAREST_MIPMAP_NEAREST: case GL_LINEAR_MIPMAP_NEAREST: return PIPE_TEX_MIPFILTER_NEAREST; 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: case GL_LINEAR_MIPMAP_NEAREST: case GL_LINEAR_MIPMAP_LINEAR: return PIPE_TEX_FILTER_LINEAR; default: assert(0); return PIPE_TEX_FILTER_NEAREST; } } static void update_samplers(struct st_context *st) { const struct st_fragment_program *fs = st->fp; GLuint su; /* loop over sampler units (aka tex image units) */ for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) { struct pipe_sampler_state sampler; const struct cso_sampler *cso; memset(&sampler, 0, sizeof(sampler)); if (fs->Base.Base.SamplersUsed & (1 << su)) { GLuint texUnit = fs->Base.Base.SamplerUnits[su]; const struct gl_texture_object *texobj = st->ctx->Texture.Unit[texUnit]._Current; assert(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); 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); if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB) sampler.normalized_coords = 1; sampler.lod_bias = st->ctx->Texture.Unit[su].LodBias; #if 1 sampler.min_lod = (texobj->MinLod) < 0.0 ? 0.0 : 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; /* only care about ARB_shadow, not SGI shadow */ if (texobj->CompareMode == GL_COMPARE_R_TO_TEXTURE) { sampler.compare = 1; sampler.compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE; sampler.compare_func = st_compare_func_to_pipe(texobj->CompareFunc); } /* XXX more sampler state here */ } cso = st_cached_sampler_state(st, &sampler); if (cso != st->state.sampler[su]) { /* state has changed */ st->state.sampler[su] = cso; st->pipe->bind_sampler_state(st->pipe, su, cso->data); } } } const struct st_tracked_state st_update_sampler = { .name = "st_update_sampler", .dirty = { .mesa = _NEW_TEXTURE, .st = 0, }, .update = update_samplers };