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authorBrian Paul <brian.paul@tungstengraphics.com>2008-05-07 16:44:33 -0600
committerBrian Paul <brian.paul@tungstengraphics.com>2008-05-07 16:44:33 -0600
commit1a82d9648b3db780e58e4966924157542d148c58 (patch)
treeff2df9236856e1b13c3f38622d297008a1cbbd95 /src/mesa/state_tracker/st_atom_texture.c
parent8f76459f62aaf6f3a130e9be75aa7fe565406d28 (diff)
gallium: fix some render to texture bugs
Before, we were sometimes rendering into a stale texture because st_finalize_texture() would discard the old texture and create a new one. Moved st_update_framebuffer atom after texture validation so that we can create a new renderbuffer surface if the texture changes. Also, split texture validation into two parts: finalize_textures and update_textures. Do finalize_textures first to avoid getting into the situtation where we're doing a pipe->surface_copy() mid-way through state validation. Some debug code still in place, but disabled...
Diffstat (limited to 'src/mesa/state_tracker/st_atom_texture.c')
-rw-r--r--src/mesa/state_tracker/st_atom_texture.c80
1 files changed, 50 insertions, 30 deletions
diff --git a/src/mesa/state_tracker/st_atom_texture.c b/src/mesa/state_tracker/st_atom_texture.c
index 767654f3d0..1ec671ed48 100644
--- a/src/mesa/state_tracker/st_atom_texture.c
+++ b/src/mesa/state_tracker/st_atom_texture.c
@@ -39,34 +39,13 @@
#include "pipe/p_context.h"
#include "pipe/p_inlines.h"
#include "cso_cache/cso_context.h"
-#include "util/u_simple_shaders.h"
-static void *
-get_passthrough_fs(struct st_context *st)
-{
- struct pipe_shader_state shader;
-
- if (!st->passthrough_fs) {
- st->passthrough_fs =
- util_make_fragment_passthrough_shader(st->pipe, &shader);
- free((void *) shader.tokens);
- }
-
- return st->passthrough_fs;
-}
-
-
-/**
- * XXX This needs some work yet....
- * Need to "upload" texture images at appropriate times.
- */
static void
update_textures(struct st_context *st)
{
struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
GLuint su;
- GLboolean missing_textures = GL_FALSE;
st->state.num_textures = 0;
@@ -85,13 +64,11 @@ update_textures(struct st_context *st)
retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
if (!retval) {
/* out of mem */
- missing_textures = GL_TRUE;
+ /* missing texture */
continue;
}
st->state.num_textures = su + 1;
-
- stObj->teximage_realloc = TRUE;
}
pt = st_get_stobj_texture(stObj);
@@ -103,12 +80,6 @@ update_textures(struct st_context *st)
cso_set_sampler_textures(st->cso_context,
st->state.num_textures,
st->state.sampler_texture);
-
- if (missing_textures) {
- /* use a pass-through frag shader that uses no textures */
- void *fs = get_passthrough_fs(st);
- cso_set_fragment_shader_handle(st->cso_context, fs);
- }
}
@@ -120,3 +91,52 @@ const struct st_tracked_state st_update_texture = {
},
update_textures /* update */
};
+
+
+
+
+static void
+finalize_textures(struct st_context *st)
+{
+ struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
+ const GLboolean prev_missing_textures = st->missing_textures;
+ GLuint su;
+
+ st->missing_textures = GL_FALSE;
+
+ for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) {
+ if (fprog->Base.SamplersUsed & (1 << su)) {
+ const GLuint texUnit = fprog->Base.SamplerUnits[su];
+ struct gl_texture_object *texObj
+ = st->ctx->Texture.Unit[texUnit]._Current;
+ struct st_texture_object *stObj = st_texture_object(texObj);
+
+ if (texObj) {
+ GLboolean flush, retval;
+
+ retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
+ if (!retval) {
+ /* out of mem */
+ st->missing_textures = GL_TRUE;
+ continue;
+ }
+
+ stObj->teximage_realloc = TRUE;
+ }
+ }
+ }
+
+ if (prev_missing_textures != st->missing_textures)
+ st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
+}
+
+
+
+const struct st_tracked_state st_finalize_textures = {
+ "st_finalize_textures", /* name */
+ { /* dirty */
+ _NEW_TEXTURE, /* mesa */
+ 0, /* st */
+ },
+ finalize_textures /* update */
+};