}
-static INLINE struct pipe_sampler_view *
+static struct pipe_sampler_view *
st_create_texture_sampler_view_from_stobj(struct pipe_context *pipe,
struct st_texture_object *stObj,
const struct gl_sampler_object *samp,
struct pipe_sampler_view templ;
GLuint swizzle = apply_depthmode(stObj->pt->format,
stObj->base._Swizzle,
- samp->DepthMode);
+ stObj->base.DepthMode);
u_sampler_view_default_template(&templ,
stObj->pt,
format);
- templ.u.tex.first_level = stObj->base.BaseLevel;
+
+ 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 * 8) / desc->block.bits) * desc->block.width;
+ n = ((size * 8) / desc->block.bits) * 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.BaseLevel;
+ }
if (swizzle != SWIZZLE_NOOP) {
templ.swizzle_r = GET_SWZ(swizzle, 0);
}
-static INLINE struct pipe_sampler_view *
+static struct pipe_sampler_view *
st_get_texture_sampler_view_from_stobj(struct st_texture_object *stObj,
struct pipe_context *pipe,
const struct gl_sampler_object *samp,
const struct gl_sampler_object *samp;
struct gl_texture_object *texObj;
struct st_texture_object *stObj;
- enum pipe_format st_view_format;
+ enum pipe_format view_format;
GLboolean retval;
samp = _mesa_get_samplerobj(ctx, texUnit);
}
/* Determine the format of the texture sampler view */
- st_view_format = stObj->pt->format;
- {
- const struct st_texture_image *firstImage =
- st_texture_image(stObj->base.Image[0][stObj->base.BaseLevel]);
- const gl_format texFormat = firstImage->base.TexFormat;
- enum pipe_format firstImageFormat =
- st_mesa_format_to_pipe_format(texFormat);
-
- if ((samp->sRGBDecode == GL_SKIP_DECODE_EXT) &&
- (_mesa_get_format_color_encoding(texFormat) == GL_SRGB)) {
- /* Don't do sRGB->RGB conversion. Interpret the texture data as
- * linear values.
- */
- const gl_format linearFormat =
- _mesa_get_srgb_format_linear(texFormat);
- firstImageFormat = st_mesa_format_to_pipe_format(linearFormat);
- }
+ if (texObj->Target == GL_TEXTURE_BUFFER) {
+ view_format =
+ st_mesa_format_to_pipe_format(stObj->base._BufferObjectFormat);
+ }
+ else {
+ view_format =
+ stObj->surface_based ? stObj->surface_format : stObj->pt->format;
- if (firstImageFormat != stObj->pt->format)
- st_view_format = firstImageFormat;
+ /* If sRGB decoding is off, use the linear format */
+ if (samp->sRGBDecode == GL_SKIP_DECODE_EXT) {
+ view_format = util_format_linear(view_format);
+ }
}
/* if sampler view has changed dereference it */
if (stObj->sampler_view) {
if (check_sampler_swizzle(stObj->sampler_view,
stObj->base._Swizzle,
- samp->DepthMode) ||
- (st_view_format != stObj->sampler_view->format) ||
+ stObj->base.DepthMode) ||
+ (view_format != stObj->sampler_view->format) ||
stObj->base.BaseLevel != stObj->sampler_view->u.tex.first_level) {
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
}
*sampler_view = st_get_texture_sampler_view_from_stobj(stObj, pipe,
samp,
- st_view_format);
+ view_format);
return GL_TRUE;
}
+
static void
-update_vertex_textures(struct st_context *st)
+update_textures(struct st_context *st,
+ unsigned shader_stage,
+ const struct gl_program *prog,
+ unsigned max_units,
+ struct pipe_sampler_view **sampler_views,
+ unsigned *num_textures)
{
- const struct gl_context *ctx = st->ctx;
- struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
- GLuint su;
+ const GLuint old_max = *num_textures;
+ GLbitfield samplers_used = prog->SamplersUsed;
+ GLuint unit, new_count;
- if (!vprog->Base.SamplersUsed && st->state.num_vertex_textures == 0)
+ if (samplers_used == 0x0 && old_max == 0)
return;
- st->state.num_vertex_textures = 0;
+ *num_textures = 0;
/* loop over sampler units (aka tex image units) */
- for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++) {
+ for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
struct pipe_sampler_view *sampler_view = NULL;
- if (vprog->Base.SamplersUsed & (1 << su)) {
- GLboolean retval;
- GLuint texUnit;
- texUnit = vprog->Base.SamplerUnits[su];
+ if (samplers_used & 1) {
+ const GLuint texUnit = prog->SamplerUnits[unit];
+ GLboolean retval;
retval = update_single_texture(st, &sampler_view, texUnit);
if (retval == GL_FALSE)
continue;
- st->state.num_vertex_textures = su + 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 */
+ break;
}
- pipe_sampler_view_reference(&st->state.sampler_vertex_views[su],
- sampler_view);
- }
- if (ctx->Const.MaxVertexTextureImageUnits > 0) {
- GLuint numUnits = MIN2(st->state.num_vertex_textures,
- ctx->Const.MaxVertexTextureImageUnits);
- cso_set_vertex_sampler_views(st->cso_context,
- numUnits,
- st->state.sampler_vertex_views);
+ pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
}
+
+ /* Ex: if old_max = 3 and *num_textures = 1, we need to pass an
+ * array of views={X, NULL, NULL} to unref the old texture views
+ * at positions [1] and [2].
+ */
+ new_count = MAX2(*num_textures, old_max);
+ assert(new_count <= max_units);
+
+ cso_set_sampler_views(st->cso_context,
+ shader_stage,
+ new_count,
+ sampler_views);
}
+
static void
-update_fragment_textures(struct st_context *st)
+update_vertex_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
- struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
- GLuint su;
- int old_max = st->state.num_textures;
- GLbitfield samplers_used = fprog->Base.SamplersUsed;
- st->state.num_textures = 0;
+ if (ctx->Const.VertexProgram.MaxTextureImageUnits > 0) {
+ update_textures(st,
+ PIPE_SHADER_VERTEX,
+ &ctx->VertexProgram._Current->Base,
+ ctx->Const.VertexProgram.MaxTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_VERTEX],
+ &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
+ }
+}
- /* loop over sampler units (aka tex image units) */
- for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++, samplers_used >>= 1) {
- struct pipe_sampler_view *sampler_view = NULL;
- if (samplers_used & 1) {
- GLboolean retval;
- GLuint texUnit;
+static void
+update_fragment_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
- texUnit = fprog->Base.SamplerUnits[su];
+ update_textures(st,
+ PIPE_SHADER_FRAGMENT,
+ &ctx->FragmentProgram._Current->Base,
+ ctx->Const.FragmentProgram.MaxTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_FRAGMENT],
+ &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
+}
- retval = update_single_texture(st, &sampler_view, texUnit);
- if (retval == GL_FALSE)
- continue;
- st->state.num_textures = su + 1;
- } else if (samplers_used == 0 && su >= old_max) {
- /* if we've reset all the old views and we have no more new ones */
- break;
- }
+static void
+update_geometry_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
- pipe_sampler_view_reference(&st->state.sampler_views[su], sampler_view);
+ if (ctx->GeometryProgram._Current) {
+ update_textures(st,
+ PIPE_SHADER_GEOMETRY,
+ &ctx->GeometryProgram._Current->Base,
+ ctx->Const.FragmentProgram.MaxTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_GEOMETRY],
+ &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
}
-
- cso_set_fragment_sampler_views(st->cso_context,
- st->state.num_textures,
- st->state.sampler_views);
}
-const struct st_tracked_state st_update_texture = {
+const struct st_tracked_state st_update_fragment_texture = {
"st_update_texture", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
};
+const struct st_tracked_state st_update_geometry_texture = {
+ "st_update_geometry_texture", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ ST_NEW_GEOMETRY_PROGRAM, /* st */
+ },
+ update_geometry_textures /* update */
+};
+
+
static void
finalize_textures(struct st_context *st)