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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#include "st_context.h"
#include "st_atom.h"
#include "st_texture.h"
#include "st_cb_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_inlines.h"
#include "cso_cache/cso_context.h"
#include "util/u_simple_shaders.h"
static void *
get_passthrough_fs(struct st_context *st)
{
struct pipe_shader_state shader;
if (!st->passthrough_fs) {
st->passthrough_fs =
util_make_fragment_passthrough_shader(st->pipe, &shader);
free((void *) shader.tokens);
}
return st->passthrough_fs;
}
/**
* XXX This needs some work yet....
* Need to "upload" texture images at appropriate times.
*/
static void
update_textures(struct st_context *st)
{
struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
GLuint su;
GLboolean missing_textures = GL_FALSE;
st->state.num_textures = 0;
for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
struct pipe_texture *pt = NULL;
if (fprog->Base.SamplersUsed & (1 << su)) {
const GLuint texUnit = fprog->Base.SamplerUnits[su];
struct gl_texture_object *texObj
= st->ctx->Texture.Unit[texUnit]._Current;
struct st_texture_object *stObj = st_texture_object(texObj);
if (texObj) {
GLboolean flush, retval;
retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
if (!retval) {
/* out of mem */
missing_textures = GL_TRUE;
continue;
}
st->state.num_textures = su + 1;
stObj->teximage_realloc = TRUE;
}
pt = st_get_stobj_texture(stObj);
}
pipe_texture_reference(&st->state.sampler_texture[su], pt);
}
cso_set_sampler_textures(st->cso_context,
st->state.num_textures,
st->state.sampler_texture);
if (missing_textures) {
/* use a pass-through frag shader that uses no textures */
void *fs = get_passthrough_fs(st);
cso_set_fragment_shader_handle(st->cso_context, fs);
}
}
const struct st_tracked_state st_update_texture = {
"st_update_texture", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
ST_NEW_FRAGMENT_PROGRAM, /* st */
},
update_textures /* update */
};
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