#include "cso_cache/cso_context.h"
-static GLboolean
-update_single_texture(struct st_context *st,
- struct pipe_sampler_view **sampler_view,
- GLuint texUnit, unsigned glsl_version)
+/**
+ * Get a pipe_sampler_view object from a texture unit.
+ */
+void
+st_update_single_texture(struct st_context *st,
+ struct pipe_sampler_view **sampler_view,
+ GLuint texUnit, bool glsl130_or_later)
{
struct gl_context *ctx = st->ctx;
const struct gl_sampler_object *samp;
struct gl_texture_object *texObj;
struct st_texture_object *stObj;
- 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) {
+ if (unlikely(texObj->Target == GL_TEXTURE_BUFFER)) {
+ *sampler_view = st_get_buffer_sampler_view_from_stobj(st, stObj);
+ return;
+ }
+
+ if (!st_finalize_texture(ctx, st->pipe, texObj, 0) ||
+ !stObj->pt) {
/* out of mem */
- return GL_FALSE;
+ *sampler_view = NULL;
+ return;
}
/* Check a few pieces of state outside the texture object to see if we
* need to force revalidation.
*/
- if (stObj->prev_glsl_version != glsl_version ||
+ if (stObj->prev_glsl130_or_later != glsl130_or_later ||
stObj->prev_sRGBDecode != samp->sRGBDecode) {
st_texture_release_all_sampler_views(st, stObj);
- stObj->prev_glsl_version = glsl_version;
+ stObj->prev_glsl130_or_later = glsl130_or_later;
stObj->prev_sRGBDecode = samp->sRGBDecode;
}
+ 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, samp, glsl_version);
- return GL_TRUE;
+ st_get_texture_sampler_view_from_stobj(st, stObj, samp,
+ glsl130_or_later);
}
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)
+ unsigned *out_num_textures)
{
- const GLuint old_max = *num_textures;
+ const GLuint old_max = *out_num_textures;
GLbitfield samplers_used = prog->SamplersUsed;
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;
- enum pipe_shader_type 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) {
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;
+ st_update_single_texture(st, &sampler_view, texUnit, glsl130);
+ num_textures = unit + 1;
}
pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
break;
}
- *num_textures = MAX2(*num_textures, extra + 1);
+ num_textures = MAX2(num_textures, extra + 1);
}
cso_set_sampler_views(st->cso_context,
shader_stage,
- *num_textures,
+ num_textures,
sampler_views);
+ *out_num_textures = num_textures;
}
-static void
-update_vertex_textures(struct st_context *st)
+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,
+ PIPE_SHADER_VERTEX,
ctx->VertexProgram._Current,
- ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_VERTEX],
&st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
}
}
-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,
+ PIPE_SHADER_FRAGMENT,
ctx->FragmentProgram._Current,
- 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)
+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,
+ PIPE_SHADER_GEOMETRY,
ctx->GeometryProgram._Current,
- 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)
+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,
+ PIPE_SHADER_TESS_CTRL,
ctx->TessCtrlProgram._Current,
- 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)
+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,
+ PIPE_SHADER_TESS_EVAL,
ctx->TessEvalProgram._Current,
- 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]);
}
}
-static void
-update_compute_textures(struct st_context *st)
+void
+st_update_compute_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->ComputeProgram._Current) {
update_textures(st,
- MESA_SHADER_COMPUTE,
+ PIPE_SHADER_COMPUTE,
ctx->ComputeProgram._Current,
- ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
st->state.sampler_views[PIPE_SHADER_COMPUTE],
&st->state.num_sampler_views[PIPE_SHADER_COMPUTE]);
}
}
-
-
-const struct st_tracked_state st_update_fragment_texture = {
- update_fragment_textures /* update */
-};
-
-
-const struct st_tracked_state st_update_vertex_texture = {
- update_vertex_textures /* update */
-};
-
-
-const struct st_tracked_state st_update_geometry_texture = {
- update_geometry_textures /* update */
-};
-
-
-const struct st_tracked_state st_update_tessctrl_texture = {
- update_tessctrl_textures /* update */
-};
-
-
-const struct st_tracked_state st_update_tesseval_texture = {
- update_tesseval_textures /* update */
-};
-
-
-const struct st_tracked_state st_update_compute_texture = {
- update_compute_textures /* update */
-};