{
const struct gl_texture_object *texobj;
struct gl_context *ctx = st->ctx;
- struct gl_sampler_object *msamp;
- const struct gl_texture_image *teximg;
+ const struct gl_sampler_object *msamp;
GLenum texBaseFormat;
texobj = ctx->Texture.Unit[texUnit]._Current;
if (!texobj) {
texobj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
+ msamp = &texobj->Sampler;
+ } else {
+ msamp = _mesa_get_samplerobj(ctx, texUnit);
}
- teximg = _mesa_base_tex_image_const(texobj);
- texBaseFormat = teximg ? teximg->_BaseFormat : GL_RGBA;
-
- msamp = _mesa_get_samplerobj(ctx, texUnit);
+ texBaseFormat = _mesa_texture_base_format(texobj);
memset(sampler, 0, sizeof(*sampler));
sampler->wrap_s = gl_wrap_xlate(msamp->WrapS);
GLuint unit;
GLbitfield samplers_used;
const GLuint old_max = *num_samplers;
+ const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
samplers_used = prog->SamplersUsed;
if (*num_samplers == 0 && samplers_used == 0x0)
- return;
+ return;
*num_samplers = 0;
const GLuint texUnit = prog->SamplerUnits[unit];
convert_sampler(st, sampler, texUnit);
-
+ states[unit] = sampler;
*num_samplers = unit + 1;
-
- cso_single_sampler(st->cso_context, shader_stage, unit, sampler);
}
else if (samplers_used != 0 || unit < old_max) {
- cso_single_sampler(st->cso_context, shader_stage, unit, NULL);
+ states[unit] = NULL;
}
else {
/* if we've reset all the old samplers and we have no more new ones */
}
}
- cso_single_sampler_done(st->cso_context, shader_stage);
+ cso_set_samplers(st->cso_context, shader_stage, *num_samplers, states);
}
st->state.samplers[PIPE_SHADER_GEOMETRY],
&st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
}
+ if (ctx->TessCtrlProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_CTRL,
+ &ctx->TessCtrlProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_TESS_CTRL],
+ &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
+ }
+ if (ctx->TessEvalProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_EVAL,
+ &ctx->TessEvalProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_TESS_EVAL],
+ &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
+ }
+ if (ctx->ComputeProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_COMPUTE,
+ &ctx->ComputeProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_COMPUTE],
+ &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
+ }
}