*/
+#include "main/context.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/samplerobj.h"
#include "st_context.h"
#include "st_atom.h"
+#include "st_sampler_view.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/format/u_format.h"
#include "util/u_inlines.h"
#include "cso_cache/cso_context.h"
/**
- * Return swizzle1(swizzle2)
+ * Get a pipe_sampler_view object from a texture unit.
*/
-static unsigned
-swizzle_swizzle(unsigned swizzle1, unsigned swizzle2)
-{
- 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;
- }
- }
-
- return MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]);
-}
-
-
-/**
- * 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
- 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;
- }
-}
-
-
-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);
-}
-
-
-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;
- }
-
- 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 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);
- }
- }
-
- 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)
+void
+st_update_single_texture(struct st_context *st,
+ struct pipe_sampler_view **sampler_view,
+ GLuint texUnit, bool glsl130_or_later,
+ bool ignore_srgb_decode)
{
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;
+ assert(texObj);
- 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;
+ if (unlikely(texObj->Target == GL_TEXTURE_BUFFER)) {
+ *sampler_view = st_get_buffer_sampler_view_from_stobj(st, stObj);
+ return;
}
- /* 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);
+ if (!st_finalize_texture(ctx, st->pipe, texObj, 0) ||
+ !stObj->pt) {
+ /* out of mem */
+ *sampler_view = NULL;
+ return;
}
- 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);
- }
- }
+ if (texObj->TargetIndex == TEXTURE_EXTERNAL_INDEX &&
+ stObj->pt->screen->resource_changed)
+ stObj->pt->screen->resource_changed(stObj->pt->screen, stObj->pt);
*sampler_view =
- st_get_texture_sampler_view_from_stobj(st, stObj, view_format,
- glsl_version);
- return GL_TRUE;
+ st_get_texture_sampler_view_from_stobj(st, stObj, samp,
+ glsl130_or_later,
+ ignore_srgb_decode);
}
static void
update_textures(struct st_context *st,
- gl_shader_stage mesa_shader,
+ enum pipe_shader_type shader_stage,
const struct gl_program *prog,
- unsigned max_units,
- struct pipe_sampler_view **sampler_views,
- unsigned *num_textures)
+ struct pipe_sampler_view **sampler_views)
{
- const GLuint old_max = *num_textures;
+ const GLuint old_max = st->state.num_sampler_views[shader_stage];
GLbitfield samplers_used = prog->SamplersUsed;
+ GLbitfield texel_fetch_samplers = prog->info.textures_used_by_txf;
+ GLbitfield free_slots = ~prog->SamplersUsed;
+ GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
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;
+ unsigned num_textures = 0;
+
+ /* prog->sh.data is NULL if it's ARB_fragment_program */
+ bool glsl130 = (prog->sh.data ? prog->sh.data->Version : 0) >= 130;
/* loop over sampler units (aka tex image units) */
- for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
+ for (unit = 0; samplers_used || unit < old_max;
+ unit++, samplers_used >>= 1, texel_fetch_samplers >>= 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;
+ /* The EXT_texture_sRGB_decode extension says:
+ *
+ * "The conversion of sRGB color space components to linear color
+ * space is always performed if the texel lookup function is one
+ * of the texelFetch builtin functions.
+ *
+ * Otherwise, if the texel lookup function is one of the texture
+ * builtin functions or one of the texture gather functions, the
+ * conversion of sRGB color space components to linear color space
+ * is controlled by the TEXTURE_SRGB_DECODE_EXT parameter.
+ *
+ * If the TEXTURE_SRGB_DECODE_EXT parameter is DECODE_EXT, the
+ * conversion of sRGB color space components to linear color space
+ * is performed.
+ *
+ * If the TEXTURE_SRGB_DECODE_EXT parameter is SKIP_DECODE_EXT,
+ * the value is returned without decoding. However, if the texture
+ * is also [statically] accessed with a texelFetch function, then
+ * the result of texture builtin functions and/or texture gather
+ * functions may be returned with decoding or without decoding."
+ *
+ * Note: the "statically" will be added to the language per
+ * https://cvs.khronos.org/bugzilla/show_bug.cgi?id=14934
+ *
+ * So we simply ignore the setting entirely for samplers that are
+ * (statically) accessed with a texelFetch function.
+ */
+ st_update_single_texture(st, &sampler_view, texUnit, glsl130,
+ texel_fetch_samplers & 1);
+ 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 */
+
+ pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
+ }
+
+ /* For any external samplers with multiplaner YUV, stuff the additional
+ * sampler views we need at the end.
+ *
+ * Trying to cache the sampler view in the stObj looks painful, so just
+ * re-create the sampler view for the extra planes each time. Main use
+ * case is video playback (ie. fps games wouldn't be using this) so I
+ * guess no point to try to optimize this feature.
+ */
+ while (unlikely(external_samplers_used)) {
+ GLuint unit = u_bit_scan(&external_samplers_used);
+ GLuint extra = 0;
+ struct st_texture_object *stObj =
+ st_get_texture_object(st->ctx, prog, unit);
+ struct pipe_sampler_view tmpl;
+
+ if (!stObj)
+ continue;
+
+ /* use original view as template: */
+ tmpl = *sampler_views[unit];
+
+ /* if resource format matches then YUV wasn't lowered */
+ if (st_get_view_format(stObj) == stObj->pt->format)
+ continue;
+
+ switch (st_get_view_format(stObj)) {
+ case PIPE_FORMAT_NV12:
+ /* we need one additional R8G8 view: */
+ tmpl.format = PIPE_FORMAT_RG88_UNORM;
+ tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R8 */
+ extra = u_bit_scan(&free_slots);
+ sampler_views[extra] =
+ st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
+ break;
+ case PIPE_FORMAT_P010:
+ case PIPE_FORMAT_P016:
+ /* we need one additional R16G16 view: */
+ tmpl.format = PIPE_FORMAT_RG1616_UNORM;
+ tmpl.swizzle_g = PIPE_SWIZZLE_Y; /* tmpl from Y plane is R16 */
+ extra = u_bit_scan(&free_slots);
+ sampler_views[extra] =
+ st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
+ break;
+ case PIPE_FORMAT_IYUV:
+ /* we need two additional R8 views: */
+ tmpl.format = PIPE_FORMAT_R8_UNORM;
+ extra = u_bit_scan(&free_slots);
+ sampler_views[extra] =
+ st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
+ extra = u_bit_scan(&free_slots);
+ sampler_views[extra] =
+ st->pipe->create_sampler_view(st->pipe, stObj->pt->next->next, &tmpl);
+ break;
+ case PIPE_FORMAT_YUYV:
+ /* we need one additional BGRA8888 view: */
+ tmpl.format = PIPE_FORMAT_BGRA8888_UNORM;
+ tmpl.swizzle_b = PIPE_SWIZZLE_Z;
+ tmpl.swizzle_a = PIPE_SWIZZLE_W;
+ extra = u_bit_scan(&free_slots);
+ sampler_views[extra] =
+ st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
+ break;
+ case PIPE_FORMAT_UYVY:
+ /* we need one additional RGBA8888 view: */
+ tmpl.format = PIPE_FORMAT_RGBA8888_UNORM;
+ tmpl.swizzle_b = PIPE_SWIZZLE_Z;
+ tmpl.swizzle_a = PIPE_SWIZZLE_W;
+ extra = u_bit_scan(&free_slots);
+ sampler_views[extra] =
+ st->pipe->create_sampler_view(st->pipe, stObj->pt->next, &tmpl);
+ break;
+ default:
break;
}
- pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
+ num_textures = MAX2(num_textures, extra + 1);
}
cso_set_sampler_views(st->cso_context,
shader_stage,
- *num_textures,
+ num_textures,
sampler_views);
+ st->state.num_sampler_views[shader_stage] = num_textures;
}
+/* Same as update_textures, but don't store the views in st_context. */
+static void
+update_textures_local(struct st_context *st,
+ enum pipe_shader_type shader_stage,
+ const struct gl_program *prog)
+{
+ struct pipe_sampler_view *local_views[PIPE_MAX_SAMPLERS] = {0};
+ update_textures(st, shader_stage, prog, local_views);
-static void
-update_vertex_textures(struct st_context *st)
+ unsigned num = st->state.num_sampler_views[shader_stage];
+ for (unsigned i = 0; i < num; i++)
+ pipe_sampler_view_reference(&local_views[i], NULL);
+}
+
+void
+st_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]);
+ PIPE_SHADER_VERTEX,
+ ctx->VertexProgram._Current,
+ st->state.vert_sampler_views);
}
}
-static void
-update_fragment_textures(struct st_context *st)
+void
+st_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]);
+ PIPE_SHADER_FRAGMENT,
+ ctx->FragmentProgram._Current,
+ st->state.frag_sampler_views);
}
-static void
-update_geometry_textures(struct st_context *st)
+void
+st_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]);
+ update_textures_local(st, PIPE_SHADER_GEOMETRY,
+ ctx->GeometryProgram._Current);
}
}
-static void
-update_tessctrl_textures(struct st_context *st)
+void
+st_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]);
+ update_textures_local(st, PIPE_SHADER_TESS_CTRL,
+ ctx->TessCtrlProgram._Current);
}
}
-static void
-update_tesseval_textures(struct st_context *st)
+void
+st_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]);
+ update_textures_local(st, PIPE_SHADER_TESS_EVAL,
+ ctx->TessEvalProgram._Current);
}
}
-const struct st_tracked_state st_update_fragment_texture = {
- "st_update_texture", /* name */
- { /* dirty */
- _NEW_TEXTURE, /* mesa */
- ST_NEW_FRAGMENT_PROGRAM | ST_NEW_SAMPLER_VIEWS, /* st */
- },
- 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 */
-};
-
-
-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 */
-};
-
-
-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_update_tesseval_texture = {
- "st_update_tesseval_texture", /* name */
- { /* dirty */
- _NEW_TEXTURE, /* mesa */
- ST_NEW_TESSEVAL_PROGRAM | ST_NEW_SAMPLER_VIEWS, /* st */
- },
- update_tesseval_textures /* update */
-};
+void
+st_update_compute_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ if (ctx->ComputeProgram._Current) {
+ update_textures_local(st, PIPE_SHADER_COMPUTE,
+ ctx->ComputeProgram._Current);
+ }
+}