/**************************************************************************
- *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ *
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
- *
+ *
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
+ *
**************************************************************************/
/*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
* Brian Paul
*/
-
+
#include "main/macros.h"
+#include "main/mtypes.h"
+#include "main/samplerobj.h"
+#include "main/teximage.h"
+#include "main/texobj.h"
+#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_texture.h"
+#include "st_format.h"
#include "st_cb_texture.h"
#include "pipe/p_context.h"
+#include "util/u_format.h"
#include "util/u_inlines.h"
#include "cso_cache/cso_context.h"
-static void
-update_textures(struct st_context *st)
+/**
+ * Return swizzle1(swizzle2)
+ */
+static unsigned
+swizzle_swizzle(unsigned swizzle1, unsigned swizzle2)
{
- struct pipe_context *pipe = st->pipe;
- 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;
+ unsigned i, swz[4];
+
+ for (i = 0; i < 4; i++) {
+ unsigned s = GET_SWZ(swizzle1, i);
+ switch (s) {
+ case SWIZZLE_X:
+ case SWIZZLE_Y:
+ case SWIZZLE_Z:
+ case SWIZZLE_W:
+ swz[i] = GET_SWZ(swizzle2, s);
+ break;
+ case SWIZZLE_ZERO:
+ swz[i] = SWIZZLE_ZERO;
+ break;
+ case SWIZZLE_ONE:
+ swz[i] = SWIZZLE_ONE;
+ break;
+ default:
+ assert(!"Bad swizzle term");
+ swz[i] = SWIZZLE_X;
+ }
+ }
- /* loop over sampler units (aka tex image units) */
- for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
- struct pipe_sampler_view *sampler_view = NULL;
+ return MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]);
+}
- 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];
+/**
+ * Given a user-specified texture base format, the actual gallium texture
+ * format and the current GL_DEPTH_MODE, return a texture swizzle.
+ *
+ * Consider the case where the user requests a GL_RGB internal texture
+ * format the driver actually uses an RGBA format. The A component should
+ * be ignored and sampling from the texture should always return (r,g,b,1).
+ * But if we rendered to the texture we might have written A values != 1.
+ * By sampling the texture with a ".xyz1" swizzle we'll get the expected A=1.
+ * This function computes the texture swizzle needed to get the expected
+ * values.
+ *
+ * In the case of depth textures, the GL_DEPTH_MODE state determines the
+ * texture swizzle.
+ *
+ * This result must be composed with the user-specified swizzle to get
+ * the final swizzle.
+ */
+static unsigned
+compute_texture_format_swizzle(GLenum baseFormat, GLenum depthMode,
+ enum pipe_format actualFormat,
+ unsigned glsl_version)
+{
+ switch (baseFormat) {
+ case GL_RGBA:
+ return SWIZZLE_XYZW;
+ case GL_RGB:
+ if (util_format_has_alpha(actualFormat))
+ return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_ONE);
+ else
+ return SWIZZLE_XYZW;
+ case GL_RG:
+ if (util_format_get_nr_components(actualFormat) > 2)
+ return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_ZERO, SWIZZLE_ONE);
+ else
+ return SWIZZLE_XYZW;
+ case GL_RED:
+ if (util_format_get_nr_components(actualFormat) > 1)
+ return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
+ SWIZZLE_ZERO, SWIZZLE_ONE);
+ else
+ return SWIZZLE_XYZW;
+ case GL_ALPHA:
+ if (util_format_get_nr_components(actualFormat) > 1)
+ return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
+ SWIZZLE_ZERO, SWIZZLE_W);
+ else
+ return SWIZZLE_XYZW;
+ case GL_LUMINANCE:
+ if (util_format_get_nr_components(actualFormat) > 1)
+ return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
+ else
+ return SWIZZLE_XYZW;
+ case GL_LUMINANCE_ALPHA:
+ if (util_format_get_nr_components(actualFormat) > 2)
+ return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_W);
+ else
+ return SWIZZLE_XYZW;
+ case GL_INTENSITY:
+ if (util_format_get_nr_components(actualFormat) > 1)
+ return SWIZZLE_XXXX;
+ else
+ return SWIZZLE_XYZW;
+ case GL_STENCIL_INDEX:
+ return SWIZZLE_XYZW;
+ case GL_DEPTH_STENCIL:
+ /* fall-through */
+ case GL_DEPTH_COMPONENT:
+ /* Now examine the depth mode */
+ switch (depthMode) {
+ case GL_LUMINANCE:
+ return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
+ case GL_INTENSITY:
+ return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_X);
+ case GL_ALPHA:
+ /* The texture(sampler*Shadow) functions from GLSL 1.30 ignore
+ * the depth mode and return float, while older shadow* functions
+ * and ARB_fp instructions return vec4 according to the depth mode.
+ *
+ * The problem with the GLSL 1.30 functions is that GL_ALPHA forces
+ * them to return 0, breaking them completely.
+ *
+ * A proper fix would increase code complexity and that's not worth
+ * it for a rarely used feature such as the GL_ALPHA depth mode
+ * in GL3. Therefore, change GL_ALPHA to GL_INTENSITY for all
+ * shaders that use GLSL 1.30 or later.
+ *
+ * BTW, it's required that sampler views are updated when
+ * shaders change (check_sampler_swizzle takes care of that).
+ */
+ if (glsl_version && glsl_version >= 130)
+ return SWIZZLE_XXXX;
else
- texUnit = vprog->Base.SamplerUnits[su];
+ return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
+ SWIZZLE_ZERO, SWIZZLE_X);
+ case GL_RED:
+ return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
+ SWIZZLE_ZERO, SWIZZLE_ONE);
+ default:
+ assert(!"Unexpected depthMode");
+ return SWIZZLE_XYZW;
+ }
+ default:
+ assert(!"Unexpected baseFormat");
+ return SWIZZLE_XYZW;
+ }
+}
- texObj = st->ctx->Texture.Unit[texUnit]._Current;
- if (!texObj) {
- texObj = st_get_default_texture(st);
- }
- stObj = st_texture_object(texObj);
+static unsigned
+get_texture_format_swizzle(const struct st_texture_object *stObj,
+ unsigned glsl_version)
+{
+ GLenum baseFormat = _mesa_texture_base_format(&stObj->base);
+ unsigned tex_swizzle;
+
+ if (baseFormat != GL_NONE) {
+ tex_swizzle = compute_texture_format_swizzle(baseFormat,
+ stObj->base.DepthMode,
+ stObj->pt->format,
+ glsl_version);
+ }
+ else {
+ tex_swizzle = SWIZZLE_XYZW;
+ }
+
+ /* Combine the texture format swizzle with user's swizzle */
+ return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);
+}
+
+
+/**
+ * Return TRUE if the texture's sampler view swizzle is not equal to
+ * the texture's swizzle.
+ *
+ * \param stObj the st texture object,
+ */
+static boolean
+check_sampler_swizzle(const struct st_texture_object *stObj,
+ struct pipe_sampler_view *sv, unsigned glsl_version)
+{
+ unsigned swizzle = get_texture_format_swizzle(stObj, glsl_version);
+
+ return ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
+ (sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
+ (sv->swizzle_b != GET_SWZ(swizzle, 2)) ||
+ (sv->swizzle_a != GET_SWZ(swizzle, 3)));
+}
+
+
+static unsigned last_level(struct st_texture_object *stObj)
+{
+ unsigned ret = MIN2(stObj->base.MinLevel + stObj->base._MaxLevel,
+ stObj->pt->last_level);
+ if (stObj->base.Immutable)
+ ret = MIN2(ret, stObj->base.MinLevel + stObj->base.NumLevels - 1);
+ return ret;
+}
+
+static unsigned last_layer(struct st_texture_object *stObj)
+{
+ if (stObj->base.Immutable && stObj->pt->array_size > 1)
+ return MIN2(stObj->base.MinLayer + stObj->base.NumLayers - 1,
+ stObj->pt->array_size - 1);
+ return stObj->pt->array_size - 1;
+}
+
+static struct pipe_sampler_view *
+st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
+ struct st_texture_object *stObj,
+ enum pipe_format format,
+ unsigned glsl_version)
+{
+ struct pipe_sampler_view templ;
+ unsigned swizzle = get_texture_format_swizzle(stObj, glsl_version);
+
+ u_sampler_view_default_template(&templ,
+ stObj->pt,
+ format);
+
+ if (stObj->pt->target == PIPE_BUFFER) {
+ unsigned base, size;
+ unsigned f, n;
+ const struct util_format_description *desc
+ = util_format_description(templ.format);
+
+ base = stObj->base.BufferOffset;
+ if (base >= stObj->pt->width0)
+ return NULL;
+ size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
+
+ f = ((base * 8) / desc->block.bits) * desc->block.width;
+ n = ((size * 8) / desc->block.bits) * desc->block.width;
+ if (!n)
+ return NULL;
+ templ.u.buf.first_element = f;
+ templ.u.buf.last_element = f + (n - 1);
+ } else {
+ templ.u.tex.first_level = stObj->base.MinLevel + stObj->base.BaseLevel;
+ templ.u.tex.last_level = last_level(stObj);
+ assert(templ.u.tex.first_level <= templ.u.tex.last_level);
+ templ.u.tex.first_layer = stObj->base.MinLayer;
+ templ.u.tex.last_layer = last_layer(stObj);
+ assert(templ.u.tex.first_layer <= templ.u.tex.last_layer);
+ templ.target = gl_target_to_pipe(stObj->base.Target);
+ }
+
+ if (swizzle != SWIZZLE_NOOP) {
+ templ.swizzle_r = GET_SWZ(swizzle, 0);
+ templ.swizzle_g = GET_SWZ(swizzle, 1);
+ templ.swizzle_b = GET_SWZ(swizzle, 2);
+ templ.swizzle_a = GET_SWZ(swizzle, 3);
+ }
+
+ return pipe->create_sampler_view(pipe, stObj->pt, &templ);
+}
- retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
- if (!retval) {
- /* out of mem */
- continue;
- }
- st->state.num_textures = su + 1;
+static struct pipe_sampler_view *
+st_get_texture_sampler_view_from_stobj(struct st_context *st,
+ struct st_texture_object *stObj,
+ enum pipe_format format,
+ unsigned glsl_version)
+{
+ struct pipe_sampler_view **sv;
+ const struct st_texture_image *firstImage;
+ if (!stObj || !stObj->pt) {
+ return NULL;
+ }
- sampler_view = st_get_texture_sampler_view(stObj, pipe);
+ sv = st_texture_get_sampler_view(st, stObj);
+
+ if (util_format_is_depth_and_stencil(format)) {
+ if (stObj->base.StencilSampling)
+ format = util_format_stencil_only(format);
+ else {
+ firstImage = st_texture_image_const(_mesa_base_tex_image(&stObj->base));
+ if (firstImage->base._BaseFormat == GL_STENCIL_INDEX)
+ format = util_format_stencil_only(format);
}
+ }
- /*
- if (pt) {
- printf("%s su=%u non-null\n", __FUNCTION__, su);
+ /* if sampler view has changed dereference it */
+ if (*sv) {
+ if (check_sampler_swizzle(stObj, *sv, glsl_version) ||
+ (format != (*sv)->format) ||
+ gl_target_to_pipe(stObj->base.Target) != (*sv)->target ||
+ stObj->base.MinLevel + stObj->base.BaseLevel != (*sv)->u.tex.first_level ||
+ last_level(stObj) != (*sv)->u.tex.last_level ||
+ stObj->base.MinLayer != (*sv)->u.tex.first_layer ||
+ last_layer(stObj) != (*sv)->u.tex.last_layer) {
+ pipe_sampler_view_reference(sv, NULL);
}
- else {
- printf("%s su=%u null\n", __FUNCTION__, su);
+ }
+
+ if (!*sv) {
+ *sv = st_create_texture_sampler_view_from_stobj(st->pipe, stObj,
+ format, glsl_version);
+
+ } else if ((*sv)->context != st->pipe) {
+ /* Recreate view in correct context, use existing view as template */
+ struct pipe_sampler_view *new_sv =
+ st->pipe->create_sampler_view(st->pipe, stObj->pt, *sv);
+ pipe_sampler_view_reference(sv, NULL);
+ *sv = new_sv;
+ }
+
+ return *sv;
+}
+
+static GLboolean
+update_single_texture(struct st_context *st,
+ struct pipe_sampler_view **sampler_view,
+ GLuint texUnit, unsigned glsl_version)
+{
+ struct gl_context *ctx = st->ctx;
+ const struct gl_sampler_object *samp;
+ struct gl_texture_object *texObj;
+ struct st_texture_object *stObj;
+ enum pipe_format view_format;
+ GLboolean retval;
+
+ samp = _mesa_get_samplerobj(ctx, texUnit);
+
+ texObj = ctx->Texture.Unit[texUnit]._Current;
+
+ if (!texObj) {
+ texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
+ samp = &texObj->Sampler;
+ }
+ stObj = st_texture_object(texObj);
+
+ retval = st_finalize_texture(ctx, st->pipe, texObj);
+ if (!retval) {
+ /* out of mem */
+ return GL_FALSE;
+ }
+
+ /* Determine the format of the texture sampler view */
+ if (texObj->Target == GL_TEXTURE_BUFFER) {
+ view_format =
+ st_mesa_format_to_pipe_format(st, stObj->base._BufferObjectFormat);
+ }
+ else {
+ view_format =
+ stObj->surface_based ? stObj->surface_format : stObj->pt->format;
+
+ /* If sRGB decoding is off, use the linear format */
+ if (samp->sRGBDecode == GL_SKIP_DECODE_EXT) {
+ view_format = util_format_linear(view_format);
}
- */
+ }
- pipe_sampler_view_reference(&st->state.sampler_views[su], sampler_view);
+ *sampler_view =
+ st_get_texture_sampler_view_from_stobj(st, stObj, view_format,
+ glsl_version);
+ return GL_TRUE;
+}
+
+
+
+static void
+update_textures(struct st_context *st,
+ gl_shader_stage mesa_shader,
+ const struct gl_program *prog,
+ unsigned max_units,
+ struct pipe_sampler_view **sampler_views,
+ unsigned *num_textures)
+{
+ const GLuint old_max = *num_textures;
+ GLbitfield samplers_used = prog->SamplersUsed;
+ GLuint unit;
+ struct gl_shader_program *shader =
+ st->ctx->_Shader->CurrentProgram[mesa_shader];
+ unsigned glsl_version = shader ? shader->Version : 0;
+ unsigned shader_stage = st_shader_stage_to_ptarget(mesa_shader);
+
+ if (samplers_used == 0x0 && old_max == 0)
+ return;
+
+ *num_textures = 0;
+
+ /* loop over sampler units (aka tex image units) */
+ for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
+ struct pipe_sampler_view *sampler_view = NULL;
+
+ if (samplers_used & 1) {
+ const GLuint texUnit = prog->SamplerUnits[unit];
+ GLboolean retval;
+
+ retval = update_single_texture(st, &sampler_view, texUnit,
+ glsl_version);
+ if (retval == GL_FALSE)
+ continue;
+
+ *num_textures = unit + 1;
+ }
+ else if (samplers_used == 0 && unit >= old_max) {
+ /* if we've reset all the old views and we have no more new ones */
+ break;
+ }
+
+ pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
}
- cso_set_fragment_sampler_views(st->cso_context,
- st->state.num_textures,
- st->state.sampler_views);
- if (st->ctx->Const.MaxVertexTextureImageUnits > 0) {
- cso_set_vertex_sampler_views(st->cso_context,
- MIN2(st->state.num_textures,
- st->ctx->Const.MaxVertexTextureImageUnits),
- st->state.sampler_views);
+ cso_set_sampler_views(st->cso_context,
+ shader_stage,
+ *num_textures,
+ sampler_views);
+}
+
+
+
+static void
+update_vertex_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
+ update_textures(st,
+ MESA_SHADER_VERTEX,
+ &ctx->VertexProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_VERTEX],
+ &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
}
}
-const struct st_tracked_state st_update_texture = {
+static void
+update_fragment_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ update_textures(st,
+ MESA_SHADER_FRAGMENT,
+ &ctx->FragmentProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_FRAGMENT],
+ &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
+}
+
+
+static void
+update_geometry_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ if (ctx->GeometryProgram._Current) {
+ update_textures(st,
+ MESA_SHADER_GEOMETRY,
+ &ctx->GeometryProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_GEOMETRY],
+ &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
+ }
+}
+
+
+static void
+update_tessctrl_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ if (ctx->TessCtrlProgram._Current) {
+ update_textures(st,
+ MESA_SHADER_TESS_CTRL,
+ &ctx->TessCtrlProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_TESS_CTRL],
+ &st->state.num_sampler_views[PIPE_SHADER_TESS_CTRL]);
+ }
+}
+
+
+static void
+update_tesseval_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ if (ctx->TessEvalProgram._Current) {
+ update_textures(st,
+ MESA_SHADER_TESS_EVAL,
+ &ctx->TessEvalProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_TESS_EVAL],
+ &st->state.num_sampler_views[PIPE_SHADER_TESS_EVAL]);
+ }
+}
+
+
+const struct st_tracked_state st_update_fragment_texture = {
"st_update_texture", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
- ST_NEW_FRAGMENT_PROGRAM, /* st */
+ ST_NEW_FRAGMENT_PROGRAM | ST_NEW_SAMPLER_VIEWS, /* st */
},
- update_textures /* update */
+ update_fragment_textures /* update */
};
+const struct st_tracked_state st_update_vertex_texture = {
+ "st_update_vertex_texture", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ ST_NEW_VERTEX_PROGRAM | ST_NEW_SAMPLER_VIEWS, /* st */
+ },
+ update_vertex_textures /* update */
+};
-static void
-finalize_textures(struct st_context *st)
-{
- struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
- const GLboolean prev_missing_textures = st->missing_textures;
- GLuint su;
-
- st->missing_textures = GL_FALSE;
-
- for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
- if (fprog->Base.SamplersUsed & (1 << su)) {
- const GLuint texUnit = fprog->Base.SamplerUnits[su];
- struct gl_texture_object *texObj
- = st->ctx->Texture.Unit[texUnit]._Current;
- struct st_texture_object *stObj = st_texture_object(texObj);
-
- if (texObj) {
- GLboolean flush, retval;
-
- retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
- if (!retval) {
- /* out of mem */
- st->missing_textures = GL_TRUE;
- continue;
- }
-
- stObj->teximage_realloc = TRUE;
- }
- }
- }
+const struct st_tracked_state st_update_geometry_texture = {
+ "st_update_geometry_texture", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ ST_NEW_GEOMETRY_PROGRAM | ST_NEW_SAMPLER_VIEWS, /* st */
+ },
+ update_geometry_textures /* update */
+};
- if (prev_missing_textures != st->missing_textures)
- st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
-}
+const struct st_tracked_state st_update_tessctrl_texture = {
+ "st_update_tessctrl_texture", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ ST_NEW_TESSCTRL_PROGRAM | ST_NEW_SAMPLER_VIEWS, /* st */
+ },
+ update_tessctrl_textures /* update */
+};
-const struct st_tracked_state st_finalize_textures = {
- "st_finalize_textures", /* name */
- { /* dirty */
- _NEW_TEXTURE, /* mesa */
- 0, /* st */
+const struct st_tracked_state st_update_tesseval_texture = {
+ "st_update_tesseval_texture", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ ST_NEW_TESSEVAL_PROGRAM | ST_NEW_SAMPLER_VIEWS, /* st */
},
- finalize_textures /* update */
+ update_tesseval_textures /* update */
};