i965: Add debug flag to print out the new L3 state during transitions.
[mesa.git] / src / mesa / state_tracker / st_atom_texture.c
index f4294ac1e6f0d40705d9a636b62dbf3e71d801e5..3e3775200a8cf040ecb96c3621c73a439a82569d 100644 (file)
@@ -1,8 +1,8 @@
 /**************************************************************************
- * 
- * 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 / (desc->block.bits / 8)) * desc->block.width;
+      n = (size / (desc->block.bits / 8)) * 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 */
 };