2007-08-07 15:11:20 -06:00
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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* Brian Paul
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*/
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_texture.h"
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#include "st_cb_texture.h"
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#include "pipe/p_context.h"
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#include "pipe/p_inlines.h"
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2007-08-07 15:12:22 -06:00
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/**
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* XXX This needs some work yet....
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* Need to "upload" texture images at appropriate times.
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*/
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static void
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update_textures(struct st_context *st)
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{
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struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
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GLuint su;
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st->state.num_textures = 0;
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for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
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struct pipe_texture *pt = NULL;
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if (fprog->Base.SamplersUsed & (1 << su)) {
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const GLuint texUnit = fprog->Base.SamplerUnits[su];
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struct gl_texture_object *texObj
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= st->ctx->Texture.Unit[texUnit]._Current;
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struct st_texture_object *stObj = st_texture_object(texObj);
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if (texObj) {
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GLboolean flush, retval;
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retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
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if (!retval) {
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/* out of mem */
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continue;
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}
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st->state.num_textures = su + 1;
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}
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pt = st_get_stobj_texture(stObj);
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}
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pipe_texture_reference(&st->state.sampler_texture[su], pt);
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}
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st->pipe->set_sampler_textures(st->pipe, st->state.num_textures,
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st->state.sampler_texture);
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}
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const struct st_tracked_state st_update_texture = {
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.name = "st_update_texture",
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.dirty = {
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.mesa = _NEW_TEXTURE,
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.st = ST_NEW_FRAGMENT_PROGRAM,
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},
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.update = update_textures
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};
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