st/mesa: set take_ownership = true in set_sampler_views

update_textures_local is removed because the only thing it did was
unreferencing sampler views, which is being removed.

Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12334>
This commit is contained in:
Marek Olšák
2021-06-06 02:28:14 -04:00
committed by Marge Bot
parent bb89cf4bf3
commit feda6e9c5d
3 changed files with 13 additions and 33 deletions

View File

@@ -257,10 +257,11 @@ st_get_sampler_views(struct st_context *st,
}
static void
update_textures(struct st_context *st, enum pipe_shader_type shader_stage,
const struct gl_program *prog,
struct pipe_sampler_view **sampler_views)
update_textures(struct st_context *st,
enum pipe_shader_type shader_stage,
const struct gl_program *prog)
{
struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
struct pipe_context *pipe = st->pipe;
unsigned num_textures =
st_get_sampler_views(st, shader_stage, prog, sampler_views);
@@ -270,32 +271,17 @@ update_textures(struct st_context *st, enum pipe_shader_type shader_stage,
old_num_textures - num_textures : 0;
pipe->set_sampler_views(pipe, shader_stage, 0, num_textures, num_unbind,
false, sampler_views);
true, sampler_views);
st->state.num_sampler_views[shader_stage] = num_textures;
}
/* Same as update_textures, but don't store the views in st_context. */
static void
update_textures_local(struct st_context *st,
enum pipe_shader_type shader_stage,
const struct gl_program *prog)
{
struct pipe_sampler_view *local_views[PIPE_MAX_SAMPLERS];
update_textures(st, shader_stage, prog, local_views);
unsigned num = st->state.num_sampler_views[shader_stage];
for (unsigned i = 0; i < num; i++)
pipe_sampler_view_reference(&local_views[i], NULL);
}
void
st_update_vertex_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
update_textures_local(st, PIPE_SHADER_VERTEX,
update_textures(st, PIPE_SHADER_VERTEX,
ctx->VertexProgram._Current);
}
}
@@ -306,7 +292,7 @@ st_update_fragment_textures(struct st_context *st)
{
const struct gl_context *ctx = st->ctx;
update_textures_local(st, PIPE_SHADER_FRAGMENT,
update_textures(st, PIPE_SHADER_FRAGMENT,
ctx->FragmentProgram._Current);
}
@@ -317,7 +303,7 @@ st_update_geometry_textures(struct st_context *st)
const struct gl_context *ctx = st->ctx;
if (ctx->GeometryProgram._Current) {
update_textures_local(st, PIPE_SHADER_GEOMETRY,
update_textures(st, PIPE_SHADER_GEOMETRY,
ctx->GeometryProgram._Current);
}
}
@@ -329,7 +315,7 @@ st_update_tessctrl_textures(struct st_context *st)
const struct gl_context *ctx = st->ctx;
if (ctx->TessCtrlProgram._Current) {
update_textures_local(st, PIPE_SHADER_TESS_CTRL,
update_textures(st, PIPE_SHADER_TESS_CTRL,
ctx->TessCtrlProgram._Current);
}
}
@@ -341,7 +327,7 @@ st_update_tesseval_textures(struct st_context *st)
const struct gl_context *ctx = st->ctx;
if (ctx->TessEvalProgram._Current) {
update_textures_local(st, PIPE_SHADER_TESS_EVAL,
update_textures(st, PIPE_SHADER_TESS_EVAL,
ctx->TessEvalProgram._Current);
}
}
@@ -353,7 +339,7 @@ st_update_compute_textures(struct st_context *st)
const struct gl_context *ctx = st->ctx;
if (ctx->ComputeProgram._Current) {
update_textures_local(st, PIPE_SHADER_COMPUTE,
update_textures(st, PIPE_SHADER_COMPUTE,
ctx->ComputeProgram._Current);
}
}

View File

@@ -249,11 +249,8 @@ setup_render_state(struct gl_context *ctx,
num_views = MAX2(fpv->bitmap_sampler + 1, num_views);
sampler_views[fpv->bitmap_sampler] = sv;
pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, num_views, 0,
false, sampler_views);
true, sampler_views);
st->state.num_sampler_views[PIPE_SHADER_FRAGMENT] = num_views;
for (unsigned i = 0; i < num_views; i++)
pipe_sampler_view_reference(&sampler_views[i], NULL);
}
/* viewport state: viewport matching window dims */

View File

@@ -885,11 +885,8 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
if (sv[1])
sampler_views[fpv->pixelmap_sampler] = sv[1];
pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, num_views, 0,
false, sampler_views);
true, sampler_views);
st->state.num_sampler_views[PIPE_SHADER_FRAGMENT] = num_views;
for (unsigned i = 0; i < num_views; i++)
pipe_sampler_view_reference(&sampler_views[i], NULL);
} else {
/* drawing a depth/stencil image */
pipe->set_sampler_views(pipe, PIPE_SHADER_FRAGMENT, 0, num_sampler_view,