st/mesa: merge fragment/vertex texture update code
Reviewed-by: José Fonseca <jfonseca@vmware.com>
This commit is contained in:
@@ -254,51 +254,66 @@ update_single_texture(struct st_context *st,
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}
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static void
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update_vertex_textures(struct st_context *st)
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update_textures(struct st_context *st,
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unsigned shader_stage,
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const struct gl_program *prog,
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unsigned max_units,
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struct pipe_sampler_view **sampler_views,
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unsigned *num_textures)
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{
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const struct gl_context *ctx = st->ctx;
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struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
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GLuint su;
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const GLuint old_max = st->state.num_vertex_textures;
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GLbitfield samplers_used = vprog->Base.SamplersUsed;
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const GLuint old_max = *num_textures;
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GLbitfield samplers_used = prog->SamplersUsed;
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GLuint unit;
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if (samplers_used == 0x0 && old_max == 0)
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return;
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st->state.num_vertex_textures = 0;
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*num_textures = 0;
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/* loop over sampler units (aka tex image units) */
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for (su = 0; su < ctx->Const.MaxVertexTextureImageUnits; su++, samplers_used >>= 1) {
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for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
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struct pipe_sampler_view *sampler_view = NULL;
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if (samplers_used & 1) {
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const GLuint texUnit = prog->SamplerUnits[unit];
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GLboolean retval;
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GLuint texUnit;
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texUnit = vprog->Base.SamplerUnits[su];
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retval = update_single_texture(st, &sampler_view, texUnit);
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if (retval == GL_FALSE)
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continue;
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st->state.num_vertex_textures = su + 1;
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} else if (samplers_used == 0 && su >= old_max) {
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*num_textures = unit + 1;
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}
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else if (samplers_used == 0 && unit >= old_max) {
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/* if we've reset all the old views and we have no more new ones */
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break;
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}
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pipe_sampler_view_reference(&st->state.vertex_sampler_views[su],
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sampler_view);
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pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
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}
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cso_set_sampler_views(st->cso_context,
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shader_stage,
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MIN2(*num_textures, max_units),
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sampler_views);
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}
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static void
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update_vertex_textures(struct st_context *st)
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{
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const struct gl_context *ctx = st->ctx;
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if (ctx->Const.MaxVertexTextureImageUnits > 0) {
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GLuint numUnits = MIN2(st->state.num_vertex_textures,
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ctx->Const.MaxVertexTextureImageUnits);
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cso_set_sampler_views(st->cso_context,
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PIPE_SHADER_VERTEX,
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numUnits,
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st->state.vertex_sampler_views);
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update_textures(st,
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PIPE_SHADER_VERTEX,
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&ctx->VertexProgram._Current->Base,
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ctx->Const.MaxVertexTextureImageUnits,
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st->state.vertex_sampler_views,
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&st->state.num_vertex_textures);
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}
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}
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@@ -307,44 +322,13 @@ static void
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update_fragment_textures(struct st_context *st)
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{
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const struct gl_context *ctx = st->ctx;
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struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
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GLuint su;
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const GLuint old_max = st->state.num_fragment_textures;
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GLbitfield samplers_used = fprog->Base.SamplersUsed;
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if (samplers_used == 0x0 && old_max == 0)
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return;
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st->state.num_fragment_textures = 0;
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/* loop over sampler units (aka tex image units) */
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for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++, samplers_used >>= 1) {
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struct pipe_sampler_view *sampler_view = NULL;
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if (samplers_used & 1) {
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GLboolean retval;
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GLuint texUnit;
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texUnit = fprog->Base.SamplerUnits[su];
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retval = update_single_texture(st, &sampler_view, texUnit);
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if (retval == GL_FALSE)
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continue;
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st->state.num_fragment_textures = su + 1;
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} else if (samplers_used == 0 && su >= old_max) {
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/* if we've reset all the old views and we have no more new ones */
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break;
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}
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pipe_sampler_view_reference(&st->state.fragment_sampler_views[su],
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sampler_view);
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}
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cso_set_sampler_views(st->cso_context,
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PIPE_SHADER_FRAGMENT,
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st->state.num_fragment_textures,
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st->state.fragment_sampler_views);
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update_textures(st,
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PIPE_SHADER_FRAGMENT,
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&ctx->FragmentProgram._Current->Base,
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ctx->Const.MaxTextureImageUnits,
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st->state.fragment_sampler_views,
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&st->state.num_fragment_textures);
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}
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