From: Brian Paul Date: Fri, 10 Aug 2012 02:59:44 +0000 (-0600) Subject: draw: index samplers and sampler_view state by shader type X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=a2c1df4c9a7375bc5306e8cfd07a9f7087759a96;p=mesa.git draw: index samplers and sampler_view state by shader type So that we can handle GS state and other types of shaders in the future. --- diff --git a/src/gallium/auxiliary/draw/draw_context.c b/src/gallium/auxiliary/draw/draw_context.c index 3c9c7f1690e..9ca4191aee2 100644 --- a/src/gallium/auxiliary/draw/draw_context.c +++ b/src/gallium/auxiliary/draw/draw_context.c @@ -760,16 +760,15 @@ draw_set_sampler_views(struct draw_context *draw, { unsigned i; - if (shader_stage == PIPE_SHADER_VERTEX) { - debug_assert(num <= PIPE_MAX_VERTEX_SAMPLERS); + debug_assert(num <= Elements(draw->sampler_views)); + debug_assert(shader_stage <= PIPE_SHADER_TYPES); - for (i = 0; i < num; ++i) - draw->sampler_views[i] = views[i]; - for (i = num; i < PIPE_MAX_VERTEX_SAMPLERS; ++i) - draw->sampler_views[i] = NULL; + for (i = 0; i < num; ++i) + draw->sampler_views[shader_stage][i] = views[i]; + for (i = num; i < Elements(draw->sampler_views); ++i) + draw->sampler_views[shader_stage][i] = NULL; - draw->num_sampler_views = num; - } + draw->num_sampler_views[shader_stage] = num; } void @@ -780,21 +779,20 @@ draw_set_samplers(struct draw_context *draw, { unsigned i; - if (shader_stage == PIPE_SHADER_VERTEX) { - debug_assert(num <= PIPE_MAX_VERTEX_SAMPLERS); + debug_assert(num <= Elements(draw->samplers)); + debug_assert(shader_stage <= PIPE_SHADER_TYPES); - for (i = 0; i < num; ++i) - draw->samplers[i] = samplers[i]; - for (i = num; i < PIPE_MAX_VERTEX_SAMPLERS; ++i) - draw->samplers[i] = NULL; + for (i = 0; i < num; ++i) + draw->samplers[shader_stage][i] = samplers[i]; + for (i = num; i < Elements(draw->samplers); ++i) + draw->samplers[shader_stage][i] = NULL; - draw->num_samplers = num; + draw->num_samplers[shader_stage] = num; #ifdef HAVE_LLVM - if (draw->llvm) - draw_llvm_set_sampler_state(draw); + if (draw->llvm && shader_stage == PIPE_SHADER_VERTEX) + draw_llvm_set_sampler_state(draw); #endif - } } void diff --git a/src/gallium/auxiliary/draw/draw_llvm.c b/src/gallium/auxiliary/draw/draw_llvm.c index 3400661fb29..133aa5f6983 100644 --- a/src/gallium/auxiliary/draw/draw_llvm.c +++ b/src/gallium/auxiliary/draw/draw_llvm.c @@ -1351,8 +1351,8 @@ draw_llvm_make_variant_key(struct draw_llvm *llvm, char *store) for (i = 0 ; i < key->nr_samplers; i++) { lp_sampler_static_state(&sampler[i], - llvm->draw->sampler_views[i], - llvm->draw->samplers[i]); + llvm->draw->sampler_views[PIPE_SHADER_VERTEX][i], + llvm->draw->samplers[PIPE_SHADER_VERTEX][i]); } return key; @@ -1394,14 +1394,16 @@ draw_llvm_set_sampler_state(struct draw_context *draw) { unsigned i; - for (i = 0; i < draw->num_samplers; i++) { + for (i = 0; i < draw->num_samplers[PIPE_SHADER_VERTEX]; i++) { struct draw_jit_texture *jit_tex = &draw->llvm->jit_context.textures[i]; if (draw->samplers[i]) { - jit_tex->min_lod = draw->samplers[i]->min_lod; - jit_tex->max_lod = draw->samplers[i]->max_lod; - jit_tex->lod_bias = draw->samplers[i]->lod_bias; - COPY_4V(jit_tex->border_color, draw->samplers[i]->border_color.f); + const struct pipe_sampler_state *s + = draw->samplers[PIPE_SHADER_VERTEX][i]; + jit_tex->min_lod = s->min_lod; + jit_tex->max_lod = s->max_lod; + jit_tex->lod_bias = s->lod_bias; + COPY_4V(jit_tex->border_color, s->border_color.f); } } } diff --git a/src/gallium/auxiliary/draw/draw_private.h b/src/gallium/auxiliary/draw/draw_private.h index 6a085be27fc..c2af0f36bca 100644 --- a/src/gallium/auxiliary/draw/draw_private.h +++ b/src/gallium/auxiliary/draw/draw_private.h @@ -308,10 +308,15 @@ struct draw_context struct draw_llvm *llvm; #endif - struct pipe_sampler_view *sampler_views[PIPE_MAX_VERTEX_SAMPLERS]; - unsigned num_sampler_views; - const struct pipe_sampler_state *samplers[PIPE_MAX_VERTEX_SAMPLERS]; - unsigned num_samplers; + /** Texture sampler and sampler view state. + * Note that we have arrays indexed by shader type. At this time + * we only handle vertex and geometry shaders in the draw module, but + * there may be more in the future (ex: hull and tessellation). + */ + struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS]; + unsigned num_sampler_views[PIPE_SHADER_TYPES]; + const struct pipe_sampler_state *samplers[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS]; + unsigned num_samplers[PIPE_SHADER_TYPES]; void *driver_private; };