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 (at) 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 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 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 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 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 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 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