Merge commit 'origin/gallium-0.1' into gallium-tex-surfaces
[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.
25 *
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 "pipe/p_inlines.h"
41 #include "cso_cache/cso_context.h"
42 #include "util/u_simple_shaders.h"
43
44
45 static void *
46 get_passthrough_fs(struct st_context *st)
47 {
48 struct pipe_shader_state shader;
49
50 if (!st->passthrough_fs) {
51 st->passthrough_fs =
52 util_make_fragment_passthrough_shader(st->pipe, &shader);
53 free((void *) shader.tokens);
54 }
55
56 return st->passthrough_fs;
57 }
58
59
60 /**
61 * XXX This needs some work yet....
62 * Need to "upload" texture images at appropriate times.
63 */
64 static void
65 update_textures(struct st_context *st)
66 {
67 struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
68 GLuint su;
69 GLboolean missing_textures = GL_FALSE;
70
71 st->state.num_textures = 0;
72
73 for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
74 struct pipe_texture *pt = NULL;
75
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);
81
82 if (texObj) {
83 GLboolean flush, retval;
84
85 retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
86 if (!retval) {
87 /* out of mem */
88 missing_textures = GL_TRUE;
89 continue;
90 }
91
92 st->state.num_textures = su + 1;
93
94 stObj->teximage_realloc = TRUE;
95 }
96
97 pt = st_get_stobj_texture(stObj);
98 }
99
100 pipe_texture_reference(&st->state.sampler_texture[su], pt);
101 }
102
103 cso_set_sampler_textures(st->cso_context,
104 st->state.num_textures,
105 st->state.sampler_texture);
106
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);
111 }
112 }
113
114
115 const struct st_tracked_state st_update_texture = {
116 "st_update_texture", /* name */
117 { /* dirty */
118 _NEW_TEXTURE, /* mesa */
119 ST_NEW_FRAGMENT_PROGRAM, /* st */
120 },
121 update_textures /* update */
122 };