#include "st_program.h"
#include "st_format.h"
+/**
+ * Convert a gl_image_unit object to a pipe_image_view object.
+ */
+void
+st_convert_image(const struct st_context *st, const struct gl_image_unit *u,
+ struct pipe_image_view *img)
+{
+ struct st_texture_object *stObj = st_texture_object(u->TexObj);
+
+ img->resource = stObj->pt;
+ img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
+
+ switch (u->Access) {
+ case GL_READ_ONLY:
+ img->access = PIPE_IMAGE_ACCESS_READ;
+ break;
+ case GL_WRITE_ONLY:
+ img->access = PIPE_IMAGE_ACCESS_WRITE;
+ break;
+ case GL_READ_WRITE:
+ img->access = PIPE_IMAGE_ACCESS_READ_WRITE;
+ break;
+ default:
+ unreachable("bad gl_image_unit::Access");
+ }
+
+ if (stObj->pt->target == PIPE_BUFFER) {
+ unsigned base, size;
+
+ base = stObj->base.BufferOffset;
+ assert(base < stObj->pt->width0);
+ size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
+
+ img->u.buf.offset = base;
+ img->u.buf.size = size;
+ } else {
+ img->u.tex.level = u->Level + stObj->base.MinLevel;
+ if (stObj->pt->target == PIPE_TEXTURE_3D) {
+ if (u->Layered) {
+ img->u.tex.first_layer = 0;
+ img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
+ } else {
+ img->u.tex.first_layer = u->_Layer;
+ img->u.tex.last_layer = u->_Layer;
+ }
+ } else {
+ img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer;
+ img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer;
+ if (u->Layered && img->resource->array_size > 1) {
+ if (stObj->base.Immutable)
+ img->u.tex.last_layer += stObj->base.NumLayers - 1;
+ else
+ img->u.tex.last_layer += img->resource->array_size - 1;
+ }
+ }
+ }
+}
+
static void
st_bind_images(struct st_context *st, struct gl_program *prog,
enum pipe_shader_type shader_type)
continue;
}
- img->resource = stObj->pt;
- img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
-
- switch (u->Access) {
- case GL_READ_ONLY:
- img->access = PIPE_IMAGE_ACCESS_READ;
- break;
- case GL_WRITE_ONLY:
- img->access = PIPE_IMAGE_ACCESS_WRITE;
- break;
- case GL_READ_WRITE:
- img->access = PIPE_IMAGE_ACCESS_READ_WRITE;
- break;
- default:
- unreachable("bad gl_image_unit::Access");
- }
-
- if (stObj->pt->target == PIPE_BUFFER) {
- unsigned base, size;
-
- base = stObj->base.BufferOffset;
- assert(base < stObj->pt->width0);
- size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
-
- img->u.buf.offset = base;
- img->u.buf.size = size;
- } else {
- img->u.tex.level = u->Level + stObj->base.MinLevel;
- if (stObj->pt->target == PIPE_TEXTURE_3D) {
- if (u->Layered) {
- img->u.tex.first_layer = 0;
- img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
- } else {
- img->u.tex.first_layer = u->_Layer;
- img->u.tex.last_layer = u->_Layer;
- }
- } else {
- img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer;
- img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer;
- if (u->Layered && img->resource->array_size > 1) {
- if (stObj->base.Immutable)
- img->u.tex.last_layer += stObj->base.NumLayers - 1;
- else
- img->u.tex.last_layer += img->resource->array_size - 1;
- }
- }
- }
+ st_convert_image(st, u, img);
}
cso_set_shader_images(st->cso_context, shader_type, 0,
prog->info.num_images, images);