update_textures(struct st_context *st,
enum pipe_shader_type shader_stage,
const struct gl_program *prog,
- struct pipe_sampler_view **sampler_views,
- unsigned *out_num_textures)
+ struct pipe_sampler_view **sampler_views)
{
- const GLuint old_max = *out_num_textures;
+ const GLuint old_max = st->state.num_sampler_views[shader_stage];
GLbitfield samplers_used = prog->SamplersUsed;
- GLbitfield texel_fetch_samplers = prog->TexelFetchSamplers;
+ GLbitfield texel_fetch_samplers = prog->info.textures_used_by_txf;
GLbitfield free_slots = ~prog->SamplersUsed;
GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
GLuint unit;
shader_stage,
num_textures,
sampler_views);
- *out_num_textures = num_textures;
+ 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);
+
+ 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,
- PIPE_SHADER_VERTEX,
- ctx->VertexProgram._Current,
- st->state.sampler_views[PIPE_SHADER_VERTEX],
- &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
+ update_textures_local(st, PIPE_SHADER_VERTEX,
+ ctx->VertexProgram._Current);
}
}
update_textures(st,
PIPE_SHADER_FRAGMENT,
ctx->FragmentProgram._Current,
- st->state.sampler_views[PIPE_SHADER_FRAGMENT],
- &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
+ st->state.frag_sampler_views);
}
const struct gl_context *ctx = st->ctx;
if (ctx->GeometryProgram._Current) {
- update_textures(st,
- PIPE_SHADER_GEOMETRY,
- ctx->GeometryProgram._Current,
- 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);
}
}
const struct gl_context *ctx = st->ctx;
if (ctx->TessCtrlProgram._Current) {
- update_textures(st,
- PIPE_SHADER_TESS_CTRL,
- ctx->TessCtrlProgram._Current,
- 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);
}
}
const struct gl_context *ctx = st->ctx;
if (ctx->TessEvalProgram._Current) {
- update_textures(st,
- PIPE_SHADER_TESS_EVAL,
- ctx->TessEvalProgram._Current,
- 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 gl_context *ctx = st->ctx;
if (ctx->ComputeProgram._Current) {
- update_textures(st,
- PIPE_SHADER_COMPUTE,
- ctx->ComputeProgram._Current,
- st->state.sampler_views[PIPE_SHADER_COMPUTE],
- &st->state.num_sampler_views[PIPE_SHADER_COMPUTE]);
+ update_textures_local(st, PIPE_SHADER_COMPUTE,
+ ctx->ComputeProgram._Current);
}
}