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/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
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/*
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 * Copyright (C) 2012-2013 Rob Clark 
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the next
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 * paragraph) shall be included in all copies or substantial portions of the
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 * Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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 * SOFTWARE.
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 *
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 * Authors:
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 *    Rob Clark 
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 */
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#include "pipe/p_state.h"
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#include "util/u_string.h"
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#include "util/u_memory.h"
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#include "util/u_inlines.h"
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#include "fd2_texture.h"
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#include "fd2_util.h"
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static enum sq_tex_clamp
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tex_clamp(unsigned wrap)
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{
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	switch (wrap) {
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	case PIPE_TEX_WRAP_REPEAT:
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		return SQ_TEX_WRAP;
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	case PIPE_TEX_WRAP_CLAMP:
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		return SQ_TEX_CLAMP_HALF_BORDER;
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	case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
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		return SQ_TEX_CLAMP_LAST_TEXEL;
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	case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
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		return SQ_TEX_CLAMP_BORDER;
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	case PIPE_TEX_WRAP_MIRROR_REPEAT:
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		return SQ_TEX_MIRROR;
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	case PIPE_TEX_WRAP_MIRROR_CLAMP:
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		return SQ_TEX_MIRROR_ONCE_HALF_BORDER;
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	case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
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		return SQ_TEX_MIRROR_ONCE_LAST_TEXEL;
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	case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
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		return SQ_TEX_MIRROR_ONCE_BORDER;
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	default:
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		DBG("invalid wrap: %u", wrap);
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		return 0;
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	}
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}
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static enum sq_tex_filter
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tex_filter(unsigned filter)
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{
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	switch (filter) {
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	case PIPE_TEX_FILTER_NEAREST:
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		return SQ_TEX_FILTER_POINT;
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	case PIPE_TEX_FILTER_LINEAR:
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		return SQ_TEX_FILTER_BILINEAR;
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	default:
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		DBG("invalid filter: %u", filter);
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		return 0;
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	}
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}
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static void *
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fd2_sampler_state_create(struct pipe_context *pctx,
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		const struct pipe_sampler_state *cso)
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{
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	struct fd2_sampler_stateobj *so = CALLOC_STRUCT(fd2_sampler_stateobj);
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	if (!so)
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		return NULL;
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	so->base = *cso;
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	/* SQ_TEX0_PITCH() must be OR'd in later when we know the bound texture: */
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	so->tex0 =
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		A2XX_SQ_TEX_0_CLAMP_X(tex_clamp(cso->wrap_s)) |
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		A2XX_SQ_TEX_0_CLAMP_Y(tex_clamp(cso->wrap_t)) |
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		A2XX_SQ_TEX_0_CLAMP_Z(tex_clamp(cso->wrap_r));
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	so->tex3 =
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		A2XX_SQ_TEX_3_XY_MAG_FILTER(tex_filter(cso->mag_img_filter)) |
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		A2XX_SQ_TEX_3_XY_MIN_FILTER(tex_filter(cso->min_img_filter));
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	so->tex4 = 0x00000000; /* ??? */
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	so->tex5 = 0x00000200; /* ??? */
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	return so;
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}
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static struct pipe_sampler_view *
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fd2_sampler_view_create(struct pipe_context *pctx, struct pipe_resource *prsc,
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		const struct pipe_sampler_view *cso)
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{
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	struct fd2_pipe_sampler_view *so = CALLOC_STRUCT(fd2_pipe_sampler_view);
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	struct fd_resource *rsc = fd_resource(prsc);
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	if (!so)
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		return NULL;
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	so->base = *cso;
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	pipe_reference(NULL, &prsc->reference);
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	so->base.texture = prsc;
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	so->base.reference.count = 1;
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	so->base.context = pctx;
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	so->tex_resource =  rsc;
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	so->fmt = fd2_pipe2surface(cso->format);
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	so->tex0 = A2XX_SQ_TEX_0_PITCH(rsc->pitch);
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	so->tex2 =
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		A2XX_SQ_TEX_2_HEIGHT(prsc->height0 - 1) |
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		A2XX_SQ_TEX_2_WIDTH(prsc->width0 - 1);
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	so->tex3 = fd2_tex_swiz(cso->format, cso->swizzle_r, cso->swizzle_g,
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			cso->swizzle_b, cso->swizzle_a);
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	return &so->base;
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}
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/* map gallium sampler-id to hw const-idx.. adreno uses a flat address
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 * space of samplers (const-idx), so we need to map the gallium sampler-id
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 * which is per-shader to a global const-idx space.
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 *
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 * Fragment shader sampler maps directly to const-idx, and vertex shader
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 * is offset by the # of fragment shader samplers.  If the # of fragment
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 * shader samplers changes, this shifts the vertex shader indexes.
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 *
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 * TODO maybe we can do frag shader 0..N  and vert shader N..0 to avoid
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 * this??
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 */
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unsigned
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fd2_get_const_idx(struct fd_context *ctx, struct fd_texture_stateobj *tex,
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		unsigned samp_id)
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{
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	if (tex == &ctx->fragtex)
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		return samp_id;
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	return samp_id + ctx->fragtex.num_samplers;
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}
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void
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fd2_texture_init(struct pipe_context *pctx)
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{
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	pctx->create_sampler_state = fd2_sampler_state_create;
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	pctx->create_sampler_view = fd2_sampler_view_create;
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}