/**************************************************************************
- *
+ *
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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.
* 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.
- *
+ *
**************************************************************************/
/*
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
-
+
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/samplerobj.h"
+#include "main/texobj.h"
#include "program/prog_instruction.h"
#include "st_context.h"
}
-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,
}
-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,
return stObj->sampler_view;
}
+
static GLboolean
-update_single_texture(struct st_context *st, struct pipe_sampler_view **sampler_view,
+update_single_texture(struct st_context *st,
+ struct pipe_sampler_view **sampler_view,
GLuint texUnit)
{
struct pipe_context *pipe = st->pipe;
texObj = ctx->Texture.Unit[texUnit]._Current;
if (!texObj) {
- texObj = st_get_default_texture(st);
+ texObj = _mesa_get_fallback_texture(ctx, TEXTURE_2D_INDEX);
samp = &texObj->Sampler;
}
stObj = st_texture_object(texObj);
if ((samp->sRGBDecode == GL_SKIP_DECODE_EXT) &&
(_mesa_get_format_color_encoding(texFormat) == GL_SRGB)) {
- /* don't do sRGB->RGB conversion. Interpret the texture
- * texture data as linear values.
- */
+ /* 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);
st_view_format = firstImageFormat;
}
-
/* if sampler view has changed dereference it */
if (stObj->sampler_view) {
if (check_sampler_swizzle(stObj->sampler_view,
stObj->base._Swizzle,
- samp->DepthMode) ||
+ stObj->base.DepthMode) ||
(st_view_format != stObj->sampler_view->format) ||
stObj->base.BaseLevel != stObj->sampler_view->u.tex.first_level) {
pipe_sampler_view_reference(&stObj->sampler_view, NULL);
return GL_TRUE;
}
-static void
-update_vertex_textures(struct st_context *st)
+
+
+static void
+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;
- st->state.num_vertex_textures = 0;
+ if (samplers_used == 0x0 && old_max == 0)
+ return;
+
+ *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];
-
- retval = update_single_texture(st, &sampler_view, texUnit);
- if (retval == GL_FALSE)
- continue;
+ if (samplers_used & 1) {
+ const GLuint texUnit = prog->SamplerUnits[unit];
+ GLboolean retval;
- st->state.num_vertex_textures = su + 1;
+ retval = update_single_texture(st, &sampler_view, texUnit);
+ if (retval == GL_FALSE)
+ continue;
+ *num_textures = unit + 1;
}
- pipe_sampler_view_reference(&st->state.sampler_vertex_views[su], sampler_view);
+ 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);
}
+ /* 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_vertex_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
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);
+ update_textures(st,
+ PIPE_SHADER_VERTEX,
+ &ctx->VertexProgram._Current->Base,
+ ctx->Const.MaxVertexTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_VERTEX],
+ &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
}
}
-static void
+
+static void
update_fragment_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
- struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
- GLuint su;
-
- st->state.num_textures = 0;
- /* loop over sampler units (aka tex image units) */
- for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++) {
- struct pipe_sampler_view *sampler_view = NULL;
- if (fprog->Base.SamplersUsed & (1 << su)) {
- GLboolean retval;
- GLuint texUnit;
+ update_textures(st,
+ PIPE_SHADER_FRAGMENT,
+ &ctx->FragmentProgram._Current->Base,
+ ctx->Const.MaxTextureImageUnits,
+ st->state.sampler_views[PIPE_SHADER_FRAGMENT],
+ &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
+}
- texUnit = fprog->Base.SamplerUnits[su];
- retval = update_single_texture(st, &sampler_view, texUnit);
- if (retval == GL_FALSE)
- continue;
+static void
+update_geometry_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
- st->state.num_textures = su + 1;
- }
- 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.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 */
update_fragment_textures /* update */
};
+
const struct st_tracked_state st_update_vertex_texture = {
- "st_update_vertex_texture", /* name */
+ "st_update_vertex_texture", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
ST_NEW_VERTEX_PROGRAM, /* st */
update_vertex_textures /* update */
};
-static void
+
+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)
{
struct gl_context *ctx = st->ctx;
}
-
const struct st_tracked_state st_finalize_textures = {
"st_finalize_textures", /* name */
{ /* dirty */