*/
void
util_blit_pixels_tex(struct blit_state *ctx,
- struct pipe_texture *tex,
- int srcX0, int srcY0,
- int srcX1, int srcY1,
- struct pipe_surface *dst,
- int dstX0, int dstY0,
- int dstX1, int dstY1,
- float z, uint filter)
+ struct pipe_sampler_view *src_sampler_view,
+ int srcX0, int srcY0,
+ int srcX1, int srcY1,
+ struct pipe_surface *dst,
+ int dstX0, int dstY0,
+ int dstX1, int dstY1,
+ float z, uint filter)
{
struct pipe_framebuffer_state fb;
float s0, t0, s1, t1;
unsigned offset;
+ struct pipe_texture *tex = src_sampler_view->texture;
assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
filter == PIPE_TEX_MIPFILTER_LINEAR);
+ assert(tex);
assert(tex->width0 != 0);
assert(tex->height0 != 0);
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
- cso_save_sampler_textures(ctx->cso);
+ cso_save_fragment_sampler_views(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
cso_set_viewport(ctx->cso, &ctx->viewport);
/* texture */
- cso_set_sampler_textures(ctx->cso, 1, &tex);
+ cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
/* shaders */
cso_set_fragment_shader_handle(ctx->cso, ctx->fs[TGSI_WRITEMASK_XYZW]);
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
- cso_restore_sampler_textures(ctx->cso);
+ cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
extern void
util_blit_pixels_tex(struct blit_state *ctx,
- struct pipe_texture *tex,
+ struct pipe_sampler_view *src_sampler_view,
int srcX0, int srcY0,
int srcX1, int srcY1,
struct pipe_surface *dst,
* Generate mipmap images. It's assumed all needed texture memory is
* already allocated.
*
- * \param pt the texture to generate mipmap levels for
+ * \param psv the sampler view to the texture to generate mipmap levels for
* \param face which cube face to generate mipmaps for (0 for non-cube maps)
* \param baseLevel the first mipmap level to use as a src
* \param lastLevel the last mipmap level to generate
*/
void
util_gen_mipmap(struct gen_mipmap_state *ctx,
- struct pipe_texture *pt,
+ struct pipe_sampler_view *psv,
uint face, uint baseLevel, uint lastLevel, uint filter)
{
struct pipe_context *pipe = ctx->pipe;
struct pipe_screen *screen = pipe->screen;
struct pipe_framebuffer_state fb;
+ struct pipe_texture *pt = psv->texture;
void *fs = (pt->target == PIPE_TEXTURE_CUBE) ? ctx->fsCube : ctx->fs2d;
uint dstLevel;
uint zslice = 0;
filter == PIPE_TEX_FILTER_NEAREST);
/* check if we can render in the texture's format */
- if (!screen->is_format_supported(screen, pt->format, PIPE_TEXTURE_2D,
+ if (!screen->is_format_supported(screen, psv->format, PIPE_TEXTURE_2D,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
fallback_gen_mipmap(ctx, pt, face, baseLevel, lastLevel);
return;
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
- cso_save_sampler_textures(ctx->cso);
+ cso_save_fragment_sampler_views(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
cso_save_vertex_shader(ctx->cso);
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_single_sampler_done(ctx->cso);
- cso_set_sampler_textures(ctx->cso, 1, &pt);
+ cso_set_fragment_sampler_views(ctx->cso, 1, &psv);
/* quad coords in clip coords */
offset = set_vertex_data(ctx,
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
- cso_restore_sampler_textures(ctx->cso);
+ cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);
extern void
util_gen_mipmap(struct gen_mipmap_state *ctx,
- struct pipe_texture *pt,
+ struct pipe_sampler_view *psv,
uint face, uint baseLevel, uint lastLevel, uint filter);
#include "util/u_blit.h"
#include "util/u_format.h"
#include "util/u_surface.h"
+#include "util/u_sampler.h"
#include "util/u_math.h"
gl_format mesa_format;
struct pipe_texture templ;
struct pipe_texture *src_tex;
+ struct pipe_sampler_view view_templ;
+ struct pipe_sampler_view *src_view;
struct pipe_surface *dst_surface;
struct pipe_transfer *tex_xfer;
void *map;
pipe->transfer_unmap(pipe, tex_xfer);
pipe->tex_transfer_destroy(pipe, tex_xfer);
+ /* Create temporary sampler view */
+ u_sampler_view_default_template(&view_templ,
+ src_tex,
+ src_tex->format);
+ src_view = pipe->create_sampler_view(pipe, src_tex, &view_templ);
+
+
/* copy / compress image */
util_blit_pixels_tex(ctx->st->blit,
- src_tex, /* pipe_texture (src) */
+ src_view, /* sampler view (src) */
0, 0, /* src x0, y0 */
width, height, /* src x1, y1 */
dst_surface, /* pipe_surface (dst) */
pipe_surface_reference(&dst_surface, NULL);
pipe_texture_reference(&src_tex, NULL);
+ pipe_sampler_view_reference(&src_view, NULL);
return GL_TRUE;
}
struct pipe_context *pipe = ctx->st->pipe;
struct pipe_screen *screen = pipe->screen;
struct st_texture_image *stImage = st_texture_image(texImage);
+ struct st_texture_object *stObj = st_texture_object(texObj);
+ struct pipe_sampler_view *src_view = st_get_stobj_sampler_view(stObj);
const GLuint width = texImage->Width;
const GLuint height = texImage->Height;
struct pipe_surface *dst_surface;
/* blit/render/decompress */
util_blit_pixels_tex(ctx->st->blit,
- stImage->pt, /* pipe_texture (src) */
+ src_view, /* pipe_texture (src) */
0, 0, /* src x0, y0 */
width, height, /* src x1, y1 */
dst_surface, /* pipe_surface (dst) */
&ctx->Texture.Unit[ctx->Texture.CurrentUnit];
struct gl_texture_object *texObj =
_mesa_select_tex_object(ctx, texUnit, target);
- struct st_texture_object *stObj = st_texture_object(texObj);
struct gl_texture_image *texImage =
_mesa_select_tex_image(ctx, texObj, target, level);
struct st_texture_image *stImage = st_texture_image(texImage);
static boolean
st_render_mipmap(struct st_context *st,
GLenum target,
- struct pipe_texture *pt,
+ struct st_texture_object *stObj,
uint baseLevel, uint lastLevel)
{
struct pipe_context *pipe = st->pipe;
struct pipe_screen *screen = pipe->screen;
+ struct pipe_sampler_view *psv = st_get_stobj_sampler_view(stObj);
const uint face = _mesa_tex_target_to_face(target);
assert(target != GL_TEXTURE_3D); /* not done yet */
/* check if we can render in the texture's format */
- if (!screen->is_format_supported(screen, pt->format, pt->target,
+ if (!screen->is_format_supported(screen, psv->format, psv->texture->target,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
return FALSE;
}
- util_gen_mipmap(st->gen_mipmap, pt, face, baseLevel, lastLevel,
+ util_gen_mipmap(st->gen_mipmap, psv, face, baseLevel, lastLevel,
PIPE_TEX_FILTER_LINEAR);
return TRUE;
struct gl_texture_object *texObj)
{
struct st_context *st = ctx->st;
+ struct st_texture_object *stObj = st_texture_object(texObj);
struct pipe_texture *pt = st_get_texobj_texture(texObj);
const uint baseLevel = texObj->BaseLevel;
uint lastLevel;
/* The current gallium texture doesn't have space for all the
* mipmap levels we need to generate. So allocate a new texture.
*/
- struct st_texture_object *stObj = st_texture_object(texObj);
struct pipe_texture *oldTex = stObj->pt;
GLboolean needFlush;
/* Recall that the Mesa BaseLevel image is stored in the gallium
* texture's level[0] position. So pass baseLevel=0 here.
*/
- if (!st_render_mipmap(st, target, pt, 0, lastLevel)) {
+ if (!st_render_mipmap(st, target, stObj, 0, lastLevel)) {
fallback_generate_mipmap(ctx, target, texObj);
}