Exemplo n.º 1
0
static void 
update_textures(struct st_context *st)
{
   struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
   struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
   const GLbitfield samplersUsed = (vprog->Base.SamplersUsed |
                                    fprog->Base.SamplersUsed);
   GLuint su;

   st->state.num_textures = 0;

   /* loop over sampler units (aka tex image units) */
   for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
      struct pipe_texture *pt = NULL;

      if (samplersUsed & (1 << su)) {
         struct gl_texture_object *texObj;
         struct st_texture_object *stObj;
         GLboolean flush, retval;
         GLuint texUnit;

         if (fprog->Base.SamplersUsed & (1 << su))
            texUnit = fprog->Base.SamplerUnits[su];
         else
            texUnit = vprog->Base.SamplerUnits[su];

         texObj = st->ctx->Texture.Unit[texUnit]._Current;

         if (!texObj) {
            texObj = st_get_default_texture(st);
         }
         stObj = st_texture_object(texObj);

         retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
         if (!retval) {
            /* out of mem */
            continue;
         }

         st->state.num_textures = su + 1;

         pt = st_get_stobj_texture(stObj);
      }

      /*
      if (pt) {
         printf("%s su=%u non-null\n", __FUNCTION__, su);
      }
      else {
         printf("%s su=%u null\n", __FUNCTION__, su);
      }
      */

      pipe_texture_reference(&st->state.sampler_texture[su], pt);
   }

   cso_set_sampler_textures(st->cso_context,
                            st->state.num_textures,
                            st->state.sampler_texture);
}
Exemplo n.º 2
0
static void 
update_samplers(struct st_context *st)
{
   struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
   struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
   const GLbitfield samplersUsed = (vprog->Base.SamplersUsed |
                                    fprog->Base.SamplersUsed);
   GLuint su;

   st->state.num_samplers = 0;

   /* loop over sampler units (aka tex image units) */
   for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
      struct pipe_sampler_state *sampler = st->state.samplers + su;

      memset(sampler, 0, sizeof(*sampler));

      if (samplersUsed & (1 << su)) {
         struct gl_texture_object *texobj;
         struct gl_texture_image *teximg;
         GLuint texUnit;

         if (fprog->Base.SamplersUsed & (1 << su))
            texUnit = fprog->Base.SamplerUnits[su];
         else
            texUnit = vprog->Base.SamplerUnits[su];

         texobj = st->ctx->Texture.Unit[texUnit]._Current;
         if (!texobj) {
            texobj = st_get_default_texture(st);
         }

         teximg = texobj->Image[0][texobj->BaseLevel];

         sampler->wrap_s = gl_wrap_xlate(texobj->WrapS);
         sampler->wrap_t = gl_wrap_xlate(texobj->WrapT);
         sampler->wrap_r = gl_wrap_xlate(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;
         sampler->min_lod = MAX2(0.0f, texobj->MinLod);
         sampler->max_lod = MIN2(texobj->MaxLevel - texobj->BaseLevel,
                                 texobj->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);
         }

         xlate_border_color(texobj->BorderColor,
                            teximg ? teximg->_BaseFormat : GL_RGBA,
                            sampler->border_color);

	 sampler->max_anisotropy = texobj->MaxAnisotropy;
         if (sampler->max_anisotropy > 1.0) {
            sampler->min_img_filter = PIPE_TEX_FILTER_ANISO;
            sampler->mag_img_filter = PIPE_TEX_FILTER_ANISO;
         }

         /* only care about ARB_shadow, not SGI shadow */
         if (texobj->CompareMode == GL_COMPARE_R_TO_TEXTURE) {
            sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
            sampler->compare_func
               = st_compare_func_to_pipe(texobj->CompareFunc);
         }

         st->state.num_samplers = su + 1;

         /*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
         cso_single_sampler(st->cso_context, su, sampler);
      }
      else {
         /*printf("%s su=%u null\n", __FUNCTION__, su);*/
         cso_single_sampler(st->cso_context, su, NULL);
      }
   }

   cso_single_sampler_done(st->cso_context);
}