}
}
+static struct gl_texture_object *
+update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
+ int s)
+{
+ gl_texture_index target_index;
+ struct gl_texture_unit *texUnit;
+ struct gl_texture_object *texObj;
+ int unit;
+
+ if (!(prog->SamplersUsed & (1 << s)))
+ return NULL;
+
+ unit = prog->SamplerUnits[s];
+ texUnit = &ctx->Texture.Unit[unit];
+
+ /* Note: If more than one bit was set in TexturesUsed[unit], then we should
+ * have had the draw call rejected already. From the GL 4.4 specification,
+ * section 7.10 ("Samplers"):
+ *
+ * "It is not allowed to have variables of different sampler types
+ * pointing to the same texture image unit within a program
+ * object. This situation can only be detected at the next rendering
+ * command issued which triggers shader invocations, and an
+ * INVALID_OPERATION error will then be generated."
+ */
+ target_index = ffs(prog->TexturesUsed[unit]) - 1;
+ texObj = texUnit->CurrentTex[target_index];
+
+ struct gl_sampler_object *sampler = texUnit->Sampler ?
+ texUnit->Sampler : &texObj->Sampler;
+
+ if (likely(texObj)) {
+ if (_mesa_is_texture_complete(texObj, sampler))
+ return texObj;
+
+ _mesa_test_texobj_completeness(ctx, texObj);
+ if (_mesa_is_texture_complete(texObj, sampler))
+ return texObj;
+ }
+
+ /* If we've reached this point, we didn't find a complete texture of the
+ * shader's target. From the GL 4.4 core specification, section 11.1.3.5
+ * ("Texture Access"):
+ *
+ * "If a sampler is used in a shader and the sampler’s associated
+ * texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
+ * will be returned for a non-shadow sampler and 0 for a shadow
+ * sampler."
+ *
+ * Mesa implements this by creating a hidden texture object with a pixel of
+ * that value.
+ */
+ texObj = _mesa_get_fallback_texture(ctx, target_index);
+ assert(texObj);
+
+ return texObj;
+}
+
static void
update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
BITSET_WORD *enabled_texture_units)
{
- GLuint unit;
int i;
- for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- GLbitfield enabledTargets = 0x0;
- GLuint texIndex;
-
- for (i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog[i])
- enabledTargets |= prog[i]->TexturesUsed[unit];
- }
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ int s;
- if (enabledTargets == 0x0) {
- /* neither vertex nor fragment processing uses this unit */
+ if (!prog[i])
continue;
- }
-
- for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
- if (enabledTargets & (1 << texIndex)) {
- struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
- struct gl_sampler_object *sampler = texUnit->Sampler ?
- texUnit->Sampler : &texObj->Sampler;
-
- if (!_mesa_is_texture_complete(texObj, sampler)) {
- _mesa_test_texobj_completeness(ctx, texObj);
- }
- if (_mesa_is_texture_complete(texObj, sampler)) {
- _mesa_reference_texobj(&texUnit->_Current, texObj);
- break;
- }
- }
- }
- if (texIndex == NUM_TEXTURE_TARGETS) {
- /* If we get here it means the shader is expecting a texture
- * object, but there isn't one (or it's incomplete). Use the
- * fallback texture.
- */
+ /* We can't only do the shifting trick as the loop condition because if
+ * sampler 31 is active, the next iteration tries to shift by 32, which is
+ * undefined.
+ */
+ for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) {
struct gl_texture_object *texObj;
- gl_texture_index texTarget;
-
- texTarget = (gl_texture_index) (ffs(enabledTargets) - 1);
- texObj = _mesa_get_fallback_texture(ctx, texTarget);
- assert(texObj);
- if (!texObj) {
- /* invalid fallback texture: don't enable the texture unit */
- continue;
+ texObj = update_single_program_texture(ctx, prog[i], s);
+ if (texObj) {
+ int unit = prog[i]->SamplerUnits[s];
+ _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
+ BITSET_SET(enabled_texture_units, unit);
+ ctx->Texture._MaxEnabledTexImageUnit =
+ MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
}
-
- _mesa_reference_texobj(&texUnit->_Current, texObj);
}
-
- /* if we get here, we know this texture unit is enabled */
- BITSET_SET(enabled_texture_units, unit);
- ctx->Texture._MaxEnabledTexImageUnit =
- MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
}
if (prog[MESA_SHADER_FRAGMENT]) {