struct pipe_vertex_element velem[2];
void *vs;
- void *fs1d, *fs2d, *fs3d, *fsCube;
+ void *fs[TGSI_TEXTURE_COUNT]; /**< Not all are used, but simplifies code */
struct pipe_resource *vbuf; /**< quad vertices */
unsigned vbuf_slot;
ctx->velem[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
- /* vertex shader - still needed to specify mapping from fragment
- * shader input semantics to vertex elements
- */
- {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_GENERIC };
- const uint semantic_indexes[] = { 0, 0 };
- ctx->vs = util_make_vertex_passthrough_shader(pipe, 2, semantic_names,
- semantic_indexes);
- }
-
- /* fragment shader */
- ctx->fs1d = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_1D,
- TGSI_INTERPOLATE_LINEAR);
- ctx->fs2d = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_2D,
- TGSI_INTERPOLATE_LINEAR);
- ctx->fs3d = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_3D,
- TGSI_INTERPOLATE_LINEAR);
- ctx->fsCube = util_make_fragment_tex_shader(pipe, TGSI_TEXTURE_CUBE,
- TGSI_INTERPOLATE_LINEAR);
-
/* vertex data that doesn't change */
for (i = 0; i < 4; i++) {
ctx->vertices[i][0][2] = 0.0f; /* z */
}
+/**
+ * Helper function to set the fragment shaders.
+ */
+static INLINE void
+set_fragment_shader(struct gen_mipmap_state *ctx, uint type)
+{
+ if (!ctx->fs[type])
+ ctx->fs[type] =
+ util_make_fragment_tex_shader(ctx->pipe, type,
+ TGSI_INTERPOLATE_LINEAR);
+
+ cso_set_fragment_shader_handle(ctx->cso, ctx->fs[type]);
+}
+
+
+/**
+ * Helper function to set the vertex shader.
+ */
+static INLINE void
+set_vertex_shader(struct gen_mipmap_state *ctx)
+{
+ /* vertex shader - still required to provide the linkage between
+ * fragment shader input semantics and vertex_element/buffers.
+ */
+ if (!ctx->vs)
+ {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_GENERIC };
+ const uint semantic_indexes[] = { 0, 0 };
+ ctx->vs = util_make_vertex_passthrough_shader(ctx->pipe, 2,
+ semantic_names,
+ semantic_indexes);
+ }
+
+ cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+}
+
+
/**
* Get next "slot" of vertex space in the vertex buffer.
* We're allocating one large vertex buffer and using it piece by piece.
util_map_texcoords2d_onto_cubemap(layer, &st[0][0], 2,
&ctx->vertices[0][1][0], 8);
}
- else {
- /* 1D/2D/3D */
+ else if (tex_target == PIPE_TEXTURE_1D_ARRAY) {
+ /* 1D texture array */
+ ctx->vertices[0][1][0] = 0.0f; /*s*/
+ ctx->vertices[0][1][1] = r; /*t*/
+ ctx->vertices[0][1][2] = 0.0f; /*r*/
+
+ ctx->vertices[1][1][0] = 1.0f;
+ ctx->vertices[1][1][1] = r;
+ ctx->vertices[1][1][2] = 0.0f;
+
+ ctx->vertices[2][1][0] = 1.0f;
+ ctx->vertices[2][1][1] = r;
+ ctx->vertices[2][1][2] = 0.0f;
+
+ ctx->vertices[3][1][0] = 0.0f;
+ ctx->vertices[3][1][1] = r;
+ ctx->vertices[3][1][2] = 0.0f;
+ } else {
+ /* 1D/2D/3D/2D array */
ctx->vertices[0][1][0] = 0.0f; /*s*/
ctx->vertices[0][1][1] = 0.0f; /*t*/
ctx->vertices[0][1][2] = r; /*r*/
util_destroy_gen_mipmap(struct gen_mipmap_state *ctx)
{
struct pipe_context *pipe = ctx->pipe;
+ unsigned i;
+
+ for (i = 0; i < Elements(ctx->fs); i++)
+ if (ctx->fs[i])
+ pipe->delete_fs_state(pipe, ctx->fs[i]);
- pipe->delete_fs_state(pipe, ctx->fsCube);
- pipe->delete_fs_state(pipe, ctx->fs3d);
- pipe->delete_fs_state(pipe, ctx->fs2d);
- pipe->delete_fs_state(pipe, ctx->fs1d);
- pipe->delete_vs_state(pipe, ctx->vs);
+ if (ctx->vs)
+ pipe->delete_vs_state(pipe, ctx->vs);
pipe_resource_reference(&ctx->vbuf, NULL);
struct pipe_screen *screen = pipe->screen;
struct pipe_framebuffer_state fb;
struct pipe_resource *pt = psv->texture;
- void *fs;
uint dstLevel;
uint offset;
+ uint type;
/* The texture object should have room for the levels which we're
* about to generate.
switch (pt->target) {
case PIPE_TEXTURE_1D:
- fs = ctx->fs1d;
+ type = TGSI_TEXTURE_1D;
break;
case PIPE_TEXTURE_2D:
- fs = ctx->fs2d;
+ type = TGSI_TEXTURE_2D;
break;
case PIPE_TEXTURE_3D:
- fs = ctx->fs3d;
+ type = TGSI_TEXTURE_3D;
break;
case PIPE_TEXTURE_CUBE:
- fs = ctx->fsCube;
+ type = TGSI_TEXTURE_CUBE;
break;
case PIPE_TEXTURE_1D_ARRAY:
+ type = TGSI_TEXTURE_1D_ARRAY;
+ break;
case PIPE_TEXTURE_2D_ARRAY:
+ type = TGSI_TEXTURE_2D_ARRAY;
+ break;
default:
assert(0);
- fs = ctx->fs2d;
+ type = TGSI_TEXTURE_2D;
}
/* check if we can render in the texture's format */
if (!screen->is_format_supported(screen, psv->format, pt->target,
- pt->nr_samples, PIPE_BIND_RENDER_TARGET, 0)) {
+ pt->nr_samples, PIPE_BIND_RENDER_TARGET)) {
fallback_gen_mipmap(ctx, pt, face, baseLevel, lastLevel);
return;
}
cso_set_clip(ctx->cso, &ctx->clip);
cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
- cso_set_fragment_shader_handle(ctx->cso, fs);
- cso_set_vertex_shader_handle(ctx->cso, ctx->vs);
+ set_fragment_shader(ctx, type);
+ set_vertex_shader(ctx);
/* init framebuffer state */
memset(&fb, 0, sizeof(fb));
if (pt->target == PIPE_TEXTURE_3D)
nr_layers = u_minify(pt->depth0, dstLevel);
+ else if (pt->target == PIPE_TEXTURE_2D_ARRAY || pt->target == PIPE_TEXTURE_1D_ARRAY)
+ nr_layers = pt->array_size;
else
nr_layers = 1;
/* in theory with geom shaders and driver with full layer support
could do that in one go. */
layer = i;
- offset = 1.0f / (float)(nr_layers * 2);
/* XXX hmm really? */
rcoord = (float)layer / (float)nr_layers + 1.0f / (float)(nr_layers * 2);
- }
- else
+ } else if (pt->target == PIPE_TEXTURE_2D_ARRAY || pt->target == PIPE_TEXTURE_1D_ARRAY) {
+ layer = i;
+ rcoord = (float)layer;
+ } else
layer = face;
memset(&surf_templ, 0, sizeof(surf_templ));
4, /* verts */
2); /* attribs/vert */
- pipe->flush(pipe, PIPE_FLUSH_RENDER_CACHE, NULL);
-
/* need to signal that the texture has changed _after_ rendering to it */
pipe_surface_reference( &surf, NULL );
}