gallium: use a default texture in update_textures(), update_samplers() when needed
The default texture is used when the current fragment shader has texture sample instructions but the user has not provided/bound a texture.
This commit is contained in:
@@ -35,6 +35,7 @@
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#include "main/macros.h"
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#include "st_context.h"
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#include "st_cb_texture.h"
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#include "st_atom.h"
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#include "st_program.h"
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#include "pipe/p_context.h"
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@@ -125,6 +126,8 @@ update_samplers(struct st_context *st)
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st->state.num_samplers = 0;
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/*printf("%s samplers used = 0x%x\n", __FUNCTION__, fs->Base.Base.SamplersUsed);*/
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/* loop over sampler units (aka tex image units) */
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for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
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struct pipe_sampler_state *sampler = st->state.samplers + su;
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@@ -136,8 +139,9 @@ update_samplers(struct st_context *st)
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const struct gl_texture_object *texobj
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= st->ctx->Texture.Unit[texUnit]._Current;
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if (!texobj)
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continue;
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if (!texobj) {
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texobj = st_get_default_texture(st);
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}
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sampler->wrap_s = gl_wrap_to_sp(texobj->WrapS);
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sampler->wrap_t = gl_wrap_to_sp(texobj->WrapT);
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@@ -184,11 +188,11 @@ update_samplers(struct st_context *st)
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st->state.num_samplers = su + 1;
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/* XXX more sampler state here */
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/*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
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cso_single_sampler(st->cso_context, su, sampler);
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}
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else {
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/*printf("%s su=%u null\n", __FUNCTION__, su);*/
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cso_single_sampler(st->cso_context, su, NULL);
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}
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}
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@@ -49,6 +49,8 @@ update_textures(struct st_context *st)
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st->state.num_textures = 0;
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/*printf("%s samplers used = 0x%x\n", __FUNCTION__, fprog->Base.SamplersUsed);*/
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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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@@ -56,24 +58,34 @@ update_textures(struct st_context *st)
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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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struct st_texture_object *stObj;
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GLboolean flush, retval;
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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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/* missing texture */
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continue;
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}
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st->state.num_textures = su + 1;
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if (!texObj) {
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texObj = st_get_default_texture(st);
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}
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stObj = st_texture_object(texObj);
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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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pt = st_get_stobj_texture(stObj);
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}
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/*
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if (pt) {
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printf("%s su=%u non-null\n", __FUNCTION__, su);
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}
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else {
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printf("%s su=%u null\n", __FUNCTION__, su);
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}
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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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@@ -1461,6 +1461,46 @@ st_finalize_texture(GLcontext *ctx,
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}
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/**
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* Returns pointer to a default/dummy texture.
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* This is typically used when the current shader has tex/sample instructions
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* but the user has not provided a (any) texture(s).
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*/
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struct gl_texture_object *
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st_get_default_texture(struct st_context *st)
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{
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if (!st->default_texture) {
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static const GLenum target = GL_TEXTURE_2D;
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GLubyte pixels[16][16][4];
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struct gl_texture_object *texObj;
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struct gl_texture_image *texImg;
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texObj = st->ctx->Driver.NewTextureObject(st->ctx, 0, target);
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texImg = _mesa_get_tex_image(st->ctx, texObj, target, 0);
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_mesa_init_teximage_fields(st->ctx, target, texImg,
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16, 16, 1, 0, /* w, h, d, border */
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GL_RGBA);
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st_TexImage(st->ctx, 2, target,
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0, GL_RGBA, /* level, intformat */
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16, 16, 1, 0, /* w, h, d, border */
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GL_RGBA, GL_UNSIGNED_BYTE, pixels,
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&st->ctx->DefaultPacking,
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texObj, texImg,
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0, 0);
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texObj->MinFilter = GL_NEAREST;
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texObj->MagFilter = GL_NEAREST;
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texObj->_Complete = GL_TRUE;
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st->default_texture = texObj;
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}
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return st->default_texture;
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}
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void
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st_init_texture_functions(struct dd_function_table *functions)
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{
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@@ -37,6 +37,10 @@ st_finalize_texture(GLcontext *ctx,
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GLboolean *needFlush);
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extern struct gl_texture_object *
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st_get_default_texture(struct st_context *st);
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extern void
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st_init_texture_functions(struct dd_function_table *functions);
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@@ -199,6 +199,11 @@ static void st_destroy_context_priv( struct st_context *st )
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}
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}
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if (st->default_texture) {
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st->ctx->Driver.DeleteTexture(st->ctx, st->default_texture);
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st->default_texture = NULL;
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}
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free( st );
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}
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@@ -132,6 +132,8 @@ struct st_context
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struct st_vertex_program *vp; /**< Currently bound vertex program */
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struct st_fragment_program *fp; /**< Currently bound fragment program */
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struct gl_texture_object *default_texture;
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struct {
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struct gl_program_cache *cache;
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struct st_fragment_program *program; /**< cur pixel transfer prog */
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