&st_update_vertex_texture,
&st_update_fragment_texture,
&st_update_geometry_texture,
+ &st_update_tessctrl_texture,
+ &st_update_tesseval_texture,
&st_update_sampler, /* depends on update_*_texture for swizzle */
&st_update_framebuffer,
&st_update_msaa,
extern const struct st_tracked_state st_update_fragment_texture;
extern const struct st_tracked_state st_update_vertex_texture;
extern const struct st_tracked_state st_update_geometry_texture;
+extern const struct st_tracked_state st_update_tessctrl_texture;
+extern const struct st_tracked_state st_update_tesseval_texture;
extern const struct st_tracked_state st_finalize_textures;
extern const struct st_tracked_state st_update_fs_constants;
extern const struct st_tracked_state st_update_gs_constants;
st->state.samplers[PIPE_SHADER_GEOMETRY],
&st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
}
+ if (ctx->TessCtrlProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_CTRL,
+ &ctx->TessCtrlProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_TESS_CTRL],
+ &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
+ }
+ if (ctx->TessEvalProgram._Current) {
+ update_shader_samplers(st,
+ PIPE_SHADER_TESS_EVAL,
+ &ctx->TessEvalProgram._Current->Base,
+ ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
+ st->state.samplers[PIPE_SHADER_TESS_EVAL],
+ &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
+ }
}
}
+static void
+update_tessctrl_textures(struct st_context *st)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ if (ctx->TessCtrlProgram._Current) {
+ update_textures(st,
+ PIPE_SHADER_TESS_CTRL,
+ &ctx->TessCtrlProgram._Current->Base,
+ 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)
+{
+ const struct gl_context *ctx = st->ctx;
+
+ if (ctx->TessEvalProgram._Current) {
+ update_textures(st,
+ PIPE_SHADER_TESS_EVAL,
+ &ctx->TessEvalProgram._Current->Base,
+ 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]);
+ }
+}
+
+
const struct st_tracked_state st_update_fragment_texture = {
"st_update_texture", /* name */
{ /* dirty */
};
+const struct st_tracked_state st_update_tessctrl_texture = {
+ "st_update_tessctrl_texture", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ ST_NEW_TESSCTRL_PROGRAM, /* st */
+ },
+ update_tessctrl_textures /* update */
+};
+
+
+const struct st_tracked_state st_update_tesseval_texture = {
+ "st_update_tesseval_texture", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ ST_NEW_TESSEVAL_PROGRAM, /* st */
+ },
+ update_tesseval_textures /* update */
+};
+
+
static void
finalize_textures(struct st_context *st)