/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "st_context.h" #include "st_atom.h" #include "st_texture.h" #include "st_cb_texture.h" #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; for (su = 0; su < st->ctx->Const.MaxTextureCoordUnits; su++) { struct pipe_texture *pt = NULL; 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 */ missing_textures = GL_TRUE; continue; } st->state.num_textures = su + 1; stObj->teximage_realloc = TRUE; } pt = st_get_stobj_texture(stObj); } pipe_texture_reference(&st->state.sampler_texture[su], pt); } 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); } } const struct st_tracked_state st_update_texture = { "st_update_texture", /* name */ { /* dirty */ _NEW_TEXTURE, /* mesa */ ST_NEW_FRAGMENT_PROGRAM, /* st */ }, update_textures /* update */ };