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authorBrian <brian.paul@tungstengraphics.com>2007-10-26 19:19:09 -0600
committerBrian <brian.paul@tungstengraphics.com>2007-10-26 19:19:51 -0600
commit8fed2466e4056668a76a87cf935b5fbff8ae15ca (patch)
tree81345e5b5ee66dc2dd299f5b9ce29314f2e52735 /src/mesa/main
parent789d248558061fe4d65f664d6770a12b90fa2e34 (diff)
Re-implement GLSL texture sampler variables.
GLSL sampler variables indicate which texture unit to use for TEX instructions. Previously, this was baked into the fragment/vertex program and couldn't be readily changed once set. Now, SamplerUnits[] array indicates which texture unit is to be used for each sampler variable. These values are set with glUniform1i(). This is extra state that must be passed to the fragment/vertex program executor at runtime.
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/config.h1
-rw-r--r--src/mesa/main/mtypes.h6
2 files changed, 7 insertions, 0 deletions
diff --git a/src/mesa/main/config.h b/src/mesa/main/config.h
index cebef1c383..8c64248845 100644
--- a/src/mesa/main/config.h
+++ b/src/mesa/main/config.h
@@ -207,6 +207,7 @@
#define MAX_PROGRAM_ADDRESS_REGS 2
#define MAX_UNIFORMS 128
#define MAX_VARYING 8
+#define MAX_SAMPLERS 8
/*@}*/
/** For GL_ARB_vertex_shader */
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 514170dbcf..8adc4e3373 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -1901,6 +1901,7 @@ struct gl_program
GLbitfield InputsRead; /**< Bitmask of which input regs are read */
GLbitfield OutputsWritten; /**< Bitmask of which output regs are written to */
GLbitfield TexturesUsed[MAX_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
+ GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
/** Named parameters, constants, etc. from program text */
@@ -1913,6 +1914,11 @@ struct gl_program
/** Vertex program user-defined attributes */
struct gl_program_parameter_list *Attributes;
+ /** Map from sampler unit to texture unit (set by glUniform1i()) */
+ GLubyte SamplerUnits[MAX_SAMPLERS];
+ /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
+ GLubyte SamplerTargets[MAX_SAMPLERS];
+
/** Logical counts */
/*@{*/
GLuint NumInstructions;