1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
35 #include "st_context.h"
37 #include "st_texture.h"
38 #include "st_cb_texture.h"
39 #include "pipe/p_context.h"
40 #include "pipe/p_inlines.h"
41 #include "cso_cache/cso_context.h"
42 #include "util/u_simple_shaders.h"
46 get_passthrough_fs(struct st_context
*st
)
48 struct pipe_shader_state shader
;
50 if (!st
->passthrough_fs
) {
52 util_make_fragment_passthrough_shader(st
->pipe
, &shader
);
53 free((void *) shader
.tokens
);
56 return st
->passthrough_fs
;
61 * XXX This needs some work yet....
62 * Need to "upload" texture images at appropriate times.
65 update_textures(struct st_context
*st
)
67 struct gl_fragment_program
*fprog
= st
->ctx
->FragmentProgram
._Current
;
69 GLboolean missing_textures
= GL_FALSE
;
71 st
->state
.num_textures
= 0;
73 for (su
= 0; su
< st
->ctx
->Const
.MaxTextureCoordUnits
; su
++) {
74 struct pipe_texture
*pt
= NULL
;
76 if (fprog
->Base
.SamplersUsed
& (1 << su
)) {
77 const GLuint texUnit
= fprog
->Base
.SamplerUnits
[su
];
78 struct gl_texture_object
*texObj
79 = st
->ctx
->Texture
.Unit
[texUnit
]._Current
;
80 struct st_texture_object
*stObj
= st_texture_object(texObj
);
83 GLboolean flush
, retval
;
85 retval
= st_finalize_texture(st
->ctx
, st
->pipe
, texObj
, &flush
);
88 missing_textures
= GL_TRUE
;
92 st
->state
.num_textures
= su
+ 1;
94 stObj
->teximage_realloc
= TRUE
;
97 pt
= st_get_stobj_texture(stObj
);
100 pipe_texture_reference(&st
->state
.sampler_texture
[su
], pt
);
103 cso_set_sampler_textures(st
->cso_context
,
104 st
->state
.num_textures
,
105 st
->state
.sampler_texture
);
107 if (missing_textures
) {
108 /* use a pass-through frag shader that uses no textures */
109 void *fs
= get_passthrough_fs(st
);
110 cso_set_fragment_shader_handle(st
->cso_context
, fs
);
115 const struct st_tracked_state st_update_texture
= {
116 "st_update_texture", /* name */
118 _NEW_TEXTURE
, /* mesa */
119 ST_NEW_FRAGMENT_PROGRAM
, /* st */
121 update_textures
/* update */