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i965/vec4: Fix confusion between SWIZZLE and BRW_SWIZZLE macros.
[android-x86/external-mesa.git] / src / mesa / state_tracker / st_atom_sampler.c
1 /**************************************************************************
2  * 
3  * Copyright 2007 VMware, Inc.
4  * All Rights Reserved.
5  * 
6  * Permission is hereby granted, free of charge, to any person obtaining a
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8  * "Software"), to deal in the Software without restriction, including
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12  * the following conditions:
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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 VMWARE 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 <keithw@vmware.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 #include "util/u_format.h"
52
53
54 /**
55  * Convert GLenum texcoord wrap tokens to pipe tokens.
56  */
57 static GLuint
58 gl_wrap_xlate(GLenum wrap)
59 {
60    switch (wrap) {
61    case GL_REPEAT:
62       return PIPE_TEX_WRAP_REPEAT;
63    case GL_CLAMP:
64       return PIPE_TEX_WRAP_CLAMP;
65    case GL_CLAMP_TO_EDGE:
66       return PIPE_TEX_WRAP_CLAMP_TO_EDGE;
67    case GL_CLAMP_TO_BORDER:
68       return PIPE_TEX_WRAP_CLAMP_TO_BORDER;
69    case GL_MIRRORED_REPEAT:
70       return PIPE_TEX_WRAP_MIRROR_REPEAT;
71    case GL_MIRROR_CLAMP_EXT:
72       return PIPE_TEX_WRAP_MIRROR_CLAMP;
73    case GL_MIRROR_CLAMP_TO_EDGE_EXT:
74       return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE;
75    case GL_MIRROR_CLAMP_TO_BORDER_EXT:
76       return PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER;
77    default:
78       assert(0);
79       return 0;
80    }
81 }
82
83
84 static GLuint
85 gl_filter_to_mip_filter(GLenum filter)
86 {
87    switch (filter) {
88    case GL_NEAREST:
89    case GL_LINEAR:
90       return PIPE_TEX_MIPFILTER_NONE;
91
92    case GL_NEAREST_MIPMAP_NEAREST:
93    case GL_LINEAR_MIPMAP_NEAREST:
94       return PIPE_TEX_MIPFILTER_NEAREST;
95
96    case GL_NEAREST_MIPMAP_LINEAR:
97    case GL_LINEAR_MIPMAP_LINEAR:
98       return PIPE_TEX_MIPFILTER_LINEAR;
99
100    default:
101       assert(0);
102       return PIPE_TEX_MIPFILTER_NONE;
103    }
104 }
105
106
107 static GLuint
108 gl_filter_to_img_filter(GLenum filter)
109 {
110    switch (filter) {
111    case GL_NEAREST:
112    case GL_NEAREST_MIPMAP_NEAREST:
113    case GL_NEAREST_MIPMAP_LINEAR:
114       return PIPE_TEX_FILTER_NEAREST;
115
116    case GL_LINEAR:
117    case GL_LINEAR_MIPMAP_NEAREST:
118    case GL_LINEAR_MIPMAP_LINEAR:
119       return PIPE_TEX_FILTER_LINEAR;
120
121    default:
122       assert(0);
123       return PIPE_TEX_FILTER_NEAREST;
124    }
125 }
126
127
128 static void
129 convert_sampler(struct st_context *st,
130                 struct pipe_sampler_state *sampler,
131                 GLuint texUnit)
132 {
133    const struct gl_texture_object *texobj;
134    struct gl_context *ctx = st->ctx;
135    struct gl_sampler_object *msamp;
136    const struct gl_texture_image *teximg;
137    GLenum texBaseFormat;
138
139    texobj = ctx->Texture.Unit[texUnit]._Current;
140    if (!texobj) {
141       texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
142    }
143
144    teximg = texobj->Image[0][texobj->BaseLevel];
145    texBaseFormat = teximg ? teximg->_BaseFormat : GL_RGBA;
146
147    msamp = _mesa_get_samplerobj(ctx, texUnit);
148
149    memset(sampler, 0, sizeof(*sampler));
150    sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
151    sampler->wrap_t = gl_wrap_xlate(msamp->WrapT);
152    sampler->wrap_r = gl_wrap_xlate(msamp->WrapR);
153
154    sampler->min_img_filter = gl_filter_to_img_filter(msamp->MinFilter);
155    sampler->min_mip_filter = gl_filter_to_mip_filter(msamp->MinFilter);
156    sampler->mag_img_filter = gl_filter_to_img_filter(msamp->MagFilter);
157
158    if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB)
159       sampler->normalized_coords = 1;
160
161    sampler->lod_bias = ctx->Texture.Unit[texUnit].LodBias + msamp->LodBias;
162
163    sampler->min_lod = CLAMP(msamp->MinLod,
164                             0.0f,
165                             (GLfloat) texobj->MaxLevel - texobj->BaseLevel);
166    sampler->max_lod = MIN2((GLfloat) texobj->MaxLevel - texobj->BaseLevel,
167                            msamp->MaxLod);
168    if (sampler->max_lod < sampler->min_lod) {
169       /* The GL spec doesn't seem to specify what to do in this case.
170        * Swap the values.
171        */
172       float tmp = sampler->max_lod;
173       sampler->max_lod = sampler->min_lod;
174       sampler->min_lod = tmp;
175       assert(sampler->min_lod <= sampler->max_lod);
176    }
177
178    /* For non-black borders... */
179    if (msamp->BorderColor.ui[0] ||
180        msamp->BorderColor.ui[1] ||
181        msamp->BorderColor.ui[2] ||
182        msamp->BorderColor.ui[3]) {
183       const struct st_texture_object *stobj = st_texture_object_const(texobj);
184       const GLboolean is_integer = texobj->_IsIntegerFormat;
185       union pipe_color_union border_color;
186
187       if (st->apply_texture_swizzle_to_border_color && stobj->sampler_view) {
188          const unsigned char swz[4] =
189          {
190             stobj->sampler_view->swizzle_r,
191             stobj->sampler_view->swizzle_g,
192             stobj->sampler_view->swizzle_b,
193             stobj->sampler_view->swizzle_a,
194          };
195
196          st_translate_color(&msamp->BorderColor,
197                             &border_color,
198                             texBaseFormat, is_integer);
199
200          util_format_apply_color_swizzle(&sampler->border_color,
201                                          &border_color, swz, is_integer);
202       } else {
203          st_translate_color(&msamp->BorderColor,
204                             &sampler->border_color,
205                             texBaseFormat, is_integer);
206       }
207    }
208
209    sampler->max_anisotropy = (msamp->MaxAnisotropy == 1.0 ?
210                               0 : (GLuint) msamp->MaxAnisotropy);
211
212    /* If sampling a depth texture and using shadow comparison */
213    if ((texBaseFormat == GL_DEPTH_COMPONENT ||
214         texBaseFormat == GL_DEPTH_STENCIL) &&
215        msamp->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
216       sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
217       sampler->compare_func = st_compare_func_to_pipe(msamp->CompareFunc);
218    }
219
220    sampler->seamless_cube_map =
221       ctx->Texture.CubeMapSeamless || msamp->CubeMapSeamless;
222 }
223
224
225 /**
226  * Update the gallium driver's sampler state for fragment, vertex or
227  * geometry shader stage.
228  */
229 static void
230 update_shader_samplers(struct st_context *st,
231                        unsigned shader_stage,
232                        const struct gl_program *prog,
233                        unsigned max_units,
234                        struct pipe_sampler_state *samplers,
235                        unsigned *num_samplers)
236 {
237    GLuint unit;
238    GLbitfield samplers_used;
239    const GLuint old_max = *num_samplers;
240
241    samplers_used = prog->SamplersUsed;
242
243    if (*num_samplers == 0 && samplers_used == 0x0)
244        return;
245
246    *num_samplers = 0;
247
248    /* loop over sampler units (aka tex image units) */
249    for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
250       struct pipe_sampler_state *sampler = samplers + unit;
251
252       if (samplers_used & 1) {
253          const GLuint texUnit = prog->SamplerUnits[unit];
254
255          convert_sampler(st, sampler, texUnit);
256
257          *num_samplers = unit + 1;
258
259          cso_single_sampler(st->cso_context, shader_stage, unit, sampler);
260       }
261       else if (samplers_used != 0 || unit < old_max) {
262          cso_single_sampler(st->cso_context, shader_stage, unit, NULL);
263       }
264       else {
265          /* if we've reset all the old samplers and we have no more new ones */
266          break;
267       }
268    }
269
270    cso_single_sampler_done(st->cso_context, shader_stage);
271 }
272
273
274 static void
275 update_samplers(struct st_context *st)
276 {
277    const struct gl_context *ctx = st->ctx;
278
279    update_shader_samplers(st,
280                           PIPE_SHADER_FRAGMENT,
281                           &ctx->FragmentProgram._Current->Base,
282                           ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
283                           st->state.samplers[PIPE_SHADER_FRAGMENT],
284                           &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
285
286    update_shader_samplers(st,
287                           PIPE_SHADER_VERTEX,
288                           &ctx->VertexProgram._Current->Base,
289                           ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
290                           st->state.samplers[PIPE_SHADER_VERTEX],
291                           &st->state.num_samplers[PIPE_SHADER_VERTEX]);
292
293    if (ctx->GeometryProgram._Current) {
294       update_shader_samplers(st,
295                              PIPE_SHADER_GEOMETRY,
296                              &ctx->GeometryProgram._Current->Base,
297                              ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
298                              st->state.samplers[PIPE_SHADER_GEOMETRY],
299                              &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
300    }
301 }
302
303
304 const struct st_tracked_state st_update_sampler = {
305    "st_update_sampler",                                 /* name */
306    {                                                    /* dirty */
307       _NEW_TEXTURE,                                     /* mesa */
308       0,                                                /* st */
309    },
310    update_samplers                                      /* update */
311 };