st: play it safe for now and check _NEW_PROGRAM for shader const buffer atom
[mesa.git] / src / mesa / state_tracker / st_atom_texture.c
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.
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26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 * Brian Paul
32 */
33
34
35 #include "st_context.h"
36 #include "st_atom.h"
37 #include "st_texture.h"
38 #include "st_cb_texture.h"
39 #include "pipe/p_context.h"
40 #include "cso_cache/cso_context.h"
41
42
43 static void
44 update_textures(struct st_context *st)
45 {
46 struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
47 struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
48 const GLbitfield samplersUsed = (vprog->Base.SamplersUsed |
49 fprog->Base.SamplersUsed);
50 GLuint su;
51
52 st->state.num_textures = 0;
53
54 /* loop over sampler units (aka tex image units) */
55 for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
56 struct pipe_texture *pt = NULL;
57
58 if (samplersUsed & (1 << su)) {
59 struct gl_texture_object *texObj;
60 struct st_texture_object *stObj;
61 GLboolean flush, retval;
62 GLuint texUnit;
63
64 if (fprog->Base.SamplersUsed & (1 << su))
65 texUnit = fprog->Base.SamplerUnits[su];
66 else
67 texUnit = vprog->Base.SamplerUnits[su];
68
69 texObj = st->ctx->Texture.Unit[texUnit]._Current;
70
71 if (!texObj) {
72 texObj = st_get_default_texture(st);
73 }
74 stObj = st_texture_object(texObj);
75
76 retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
77 if (!retval) {
78 /* out of mem */
79 continue;
80 }
81
82 st->state.num_textures = su + 1;
83
84 pt = st_get_stobj_texture(stObj);
85 }
86
87 /*
88 if (pt) {
89 printf("%s su=%u non-null\n", __FUNCTION__, su);
90 }
91 else {
92 printf("%s su=%u null\n", __FUNCTION__, su);
93 }
94 */
95
96 pipe_texture_reference(&st->state.sampler_texture[su], pt);
97 }
98
99 cso_set_sampler_textures(st->cso_context,
100 st->state.num_textures,
101 st->state.sampler_texture);
102 }
103
104
105 const struct st_tracked_state st_update_texture = {
106 "st_update_texture", /* name */
107 { /* dirty */
108 _NEW_TEXTURE, /* mesa */
109 ST_NEW_FRAGMENT_PROGRAM, /* st */
110 },
111 update_textures /* update */
112 };
113
114
115
116
117 static void
118 finalize_textures(struct st_context *st)
119 {
120 struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
121 const GLboolean prev_missing_textures = st->missing_textures;
122 GLuint su;
123
124 st->missing_textures = GL_FALSE;
125
126 for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
127 if (fprog->Base.SamplersUsed & (1 << su)) {
128 const GLuint texUnit = fprog->Base.SamplerUnits[su];
129 struct gl_texture_object *texObj
130 = st->ctx->Texture.Unit[texUnit]._Current;
131 struct st_texture_object *stObj = st_texture_object(texObj);
132
133 if (texObj) {
134 GLboolean flush, retval;
135
136 retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
137 if (!retval) {
138 /* out of mem */
139 st->missing_textures = GL_TRUE;
140 continue;
141 }
142
143 stObj->teximage_realloc = TRUE;
144 }
145 }
146 }
147
148 if (prev_missing_textures != st->missing_textures)
149 st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
150 }
151
152
153
154 const struct st_tracked_state st_finalize_textures = {
155 "st_finalize_textures", /* name */
156 { /* dirty */
157 _NEW_TEXTURE, /* mesa */
158 0, /* st */
159 },
160 finalize_textures /* update */
161 };