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/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* 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 VMWARE 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 <keithw@vmware.com>
* Brian Paul
*/
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/glformats.h"
#include "main/samplerobj.h"
#include "main/texobj.h"
#include "st_context.h"
#include "st_cb_texture.h"
#include "st_format.h"
#include "st_atom.h"
#include "st_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "cso_cache/cso_context.h"
#include "util/u_format.h"
/**
* Convert GLenum texcoord wrap tokens to pipe tokens.
*/
static GLuint
gl_wrap_xlate(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:
assert(0);
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
convert_sampler(struct st_context *st,
struct pipe_sampler_state *sampler,
GLuint texUnit)
{
const struct gl_texture_object *texobj;
struct gl_context *ctx = st->ctx;
struct gl_sampler_object *msamp;
const struct gl_texture_image *teximg;
GLenum texBaseFormat;
texobj = ctx->Texture.Unit[texUnit]._Current;
if (!texobj) {
texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
}
teximg = texobj->Image[0][texobj->BaseLevel];
texBaseFormat = teximg ? teximg->_BaseFormat : GL_RGBA;
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);
}
/* For non-black borders... */
if (msamp->BorderColor.ui[0] ||
msamp->BorderColor.ui[1] ||
msamp->BorderColor.ui[2] ||
msamp->BorderColor.ui[3]) {
const struct st_texture_object *stobj = st_texture_object_const(texobj);
const GLboolean is_integer = texobj->_IsIntegerFormat;
const struct pipe_sampler_view *sv = NULL;
union pipe_color_union border_color;
GLuint i;
/* Just search for the first used view. We can do this because the
swizzle is per-texture, not per context. */
/* XXX: clean that up to not use the sampler view at all */
for (i = 0; i < stobj->num_sampler_views; ++i) {
if (stobj->sampler_views[i]) {
sv = stobj->sampler_views[i];
break;
}
}
if (st->apply_texture_swizzle_to_border_color && sv) {
const unsigned char swz[4] =
{
sv->swizzle_r,
sv->swizzle_g,
sv->swizzle_b,
sv->swizzle_a,
};
st_translate_color(&msamp->BorderColor,
&border_color,
texBaseFormat, is_integer);
util_format_apply_color_swizzle(&sampler->border_color,
&border_color, swz, is_integer);
} else {
st_translate_color(&msamp->BorderColor,
&sampler->border_color,
texBaseFormat, is_integer);
}
}
sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
0 : (GLuint) msamp->MaxAnisotropy);
/* If sampling a depth texture and using shadow comparison */
if ((texBaseFormat == GL_DEPTH_COMPONENT ||
texBaseFormat == GL_DEPTH_STENCIL) &&
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;
}
/**
* Update the gallium driver's sampler state for fragment, vertex or
* geometry shader stage.
*/
static void
update_shader_samplers(struct st_context *st,
unsigned shader_stage,
const struct gl_program *prog,
unsigned max_units,
struct pipe_sampler_state *samplers,
unsigned *num_samplers)
{
GLuint unit;
GLbitfield samplers_used;
const GLuint old_max = *num_samplers;
samplers_used = prog->SamplersUsed;
if (*num_samplers == 0 && samplers_used == 0x0)
return;
*num_samplers = 0;
/* loop over sampler units (aka tex image units) */
for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
struct pipe_sampler_state *sampler = samplers + unit;
if (samplers_used & 1) {
const GLuint texUnit = prog->SamplerUnits[unit];
convert_sampler(st, sampler, texUnit);
*num_samplers = unit + 1;
cso_single_sampler(st->cso_context, shader_stage, unit, sampler);
}
else if (samplers_used != 0 || unit < old_max) {
cso_single_sampler(st->cso_context, shader_stage, unit, NULL);
}
else {
/* if we've reset all the old samplers and we have no more new ones */
break;
}
}
cso_single_sampler_done(st->cso_context, shader_stage);
}
static void
update_samplers(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
update_shader_samplers(st,
PIPE_SHADER_FRAGMENT,
&ctx->FragmentProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_FRAGMENT],
&st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
update_shader_samplers(st,
PIPE_SHADER_VERTEX,
&ctx->VertexProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_VERTEX],
&st->state.num_samplers[PIPE_SHADER_VERTEX]);
if (ctx->GeometryProgram._Current) {
update_shader_samplers(st,
PIPE_SHADER_GEOMETRY,
&ctx->GeometryProgram._Current->Base,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_GEOMETRY],
&st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
}
}
const struct st_tracked_state st_update_sampler = {
"st_update_sampler", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
0, /* st */
},
update_samplers /* update */
};
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