#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_draw.h"
+#include "util/format/u_format.h"
#include "draw/draw_private.h"
#include "draw/draw_context.h"
size);
}
+ /* samplers */
+ struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
+ for (unsigned i = 0; i < st->state.num_vert_samplers; i++)
+ samplers[i] = &st->state.vert_samplers[i];
+
+ draw_set_samplers(draw, PIPE_SHADER_VERTEX, samplers,
+ st->state.num_vert_samplers);
+
+ /* sampler views */
+ draw_set_sampler_views(draw, PIPE_SHADER_VERTEX,
+ st->state.vert_sampler_views,
+ st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
+
+ struct pipe_transfer *sv_transfer[PIPE_MAX_SAMPLERS][PIPE_MAX_TEXTURE_LEVELS];
+
+ for (unsigned i = 0; i < st->state.num_sampler_views[PIPE_SHADER_VERTEX]; i++) {
+ struct pipe_sampler_view *view = st->state.vert_sampler_views[i];
+ if (!view)
+ continue;
+
+ struct pipe_resource *res = view->texture;
+ unsigned width0 = res->width0;
+ unsigned num_layers = res->depth0;
+ unsigned first_level = 0;
+ unsigned last_level = 0;
+ uint32_t row_stride[PIPE_MAX_TEXTURE_LEVELS];
+ uint32_t img_stride[PIPE_MAX_TEXTURE_LEVELS];
+ uint32_t mip_offset[PIPE_MAX_TEXTURE_LEVELS];
+ uintptr_t mip_addr[PIPE_MAX_TEXTURE_LEVELS];
+ uintptr_t base_addr;
+
+ if (res->target != PIPE_BUFFER) {
+ first_level = view->u.tex.first_level;
+ last_level = view->u.tex.last_level;
+ num_layers = view->u.tex.last_layer - view->u.tex.first_layer + 1;
+ base_addr = UINTPTR_MAX;
+
+ for (unsigned j = first_level; j <= last_level; j++) {
+ unsigned map_layers = res->target == PIPE_TEXTURE_3D ?
+ util_num_layers(res, j) : num_layers;
+
+ sv_transfer[i][j] = NULL;
+ mip_addr[j] = (uintptr_t)
+ pipe_transfer_map_3d(pipe, res, j,
+ PIPE_TRANSFER_READ, 0, 0,
+ view->u.tex.first_layer,
+ u_minify(res->width0, j),
+ u_minify(res->height0, j),
+ map_layers, &sv_transfer[i][j]);
+ row_stride[j] = sv_transfer[i][j]->stride;
+ img_stride[j] = sv_transfer[i][j]->layer_stride;
+
+ /* Get the minimum address, because the draw module takes only
+ * 1 address for the whole texture + uint32 offsets for mip levels,
+ * so we need to convert mapped resource pointers into that scheme.
+ */
+ base_addr = MIN2(base_addr, mip_addr[j]);
+ }
+ for (unsigned j = first_level; j <= last_level; j++) {
+ /* TODO: The draw module should accept pointers for mipmap levels
+ * instead of offsets. This is unlikely to work on 64-bit archs.
+ */
+ assert(mip_addr[j] - base_addr <= UINT32_MAX);
+ mip_offset[j] = mip_addr[j] - base_addr;
+ }
+ } else {
+ width0 = view->u.buf.size / util_format_get_blocksize(view->format);
+
+ /* probably don't really need to fill that out */
+ mip_offset[0] = 0;
+ row_stride[0] = 0;
+ img_stride[0] = 0;
+
+ sv_transfer[i][0] = NULL;
+ base_addr = (uintptr_t)
+ pipe_buffer_map_range(pipe, res, view->u.buf.offset,
+ view->u.buf.size,
+ PIPE_TRANSFER_READ,
+ &sv_transfer[i][0]);
+ }
+
+ draw_set_mapped_texture(draw, PIPE_SHADER_VERTEX, i, width0,
+ res->height0, num_layers, first_level,
+ last_level, (void*)base_addr, row_stride,
+ img_stride, mip_offset);
+ }
+
/* draw here */
for (i = 0; i < nr_prims; i++) {
info.count = prims[i].count;
draw_vbo(draw, &info);
}
+ /* unmap sampler views */
+ for (unsigned i = 0; i < st->state.num_sampler_views[PIPE_SHADER_VERTEX]; i++) {
+ struct pipe_sampler_view *view = st->state.vert_sampler_views[i];
+
+ if (view) {
+ if (view->texture->target != PIPE_BUFFER) {
+ for (unsigned j = view->u.tex.first_level;
+ j <= view->u.tex.last_level; j++) {
+ pipe_transfer_unmap(pipe, sv_transfer[i][j]);
+ }
+ } else {
+ pipe_transfer_unmap(pipe, sv_transfer[i][0]);
+ }
+ }
+ }
+
+ draw_set_samplers(draw, PIPE_SHADER_VERTEX, NULL, 0);
+ draw_set_sampler_views(draw, PIPE_SHADER_VERTEX, NULL, 0);
+
for (unsigned i = 0; i < prog->info.num_ubos; i++) {
if (ubo_transfer[i]) {
draw_set_mapped_constant_buffer(draw, PIPE_SHADER_VERTEX, 1 + i,