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/**************************************************************************
*
* 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 <keith@tungstengraphics.com>
* Brian Paul
*/
#include "main/macros.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_texture.h"
#include "st_cb_texture.h"
#include "pipe/p_context.h"
#include "util/u_inlines.h"
#include "cso_cache/cso_context.h"
static void
update_textures(struct st_context *st)
{
struct gl_vertex_program *vprog = st->ctx->VertexProgram._Current;
struct gl_fragment_program *fprog = st->ctx->FragmentProgram._Current;
const GLbitfield samplersUsed = (vprog->Base.SamplersUsed |
fprog->Base.SamplersUsed);
GLuint su;
st->state.num_textures = 0;
/* loop over sampler units (aka tex image units) */
for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) {
struct pipe_texture *pt = NULL;
if (samplersUsed & (1 << su)) {
struct gl_texture_object *texObj;
struct st_texture_object *stObj;
GLboolean flush, retval;
GLuint texUnit;
if (fprog->Base.SamplersUsed & (1 << su))
texUnit = fprog->Base.SamplerUnits[su];
else
texUnit = vprog->Base.SamplerUnits[su];
texObj = st->ctx->Texture.Unit[texUnit]._Current;
if (!texObj) {
texObj = st_get_default_texture(st);
}
stObj = st_texture_object(texObj);
retval = st_finalize_texture(st->ctx, st->pipe, texObj, &flush);
if (!retval) {
/* out of mem */
continue;
}
st->state.num_textures = su + 1;
pt = st_get_stobj_texture(stObj);
}
/*
if (pt) {
printf("%s su=%u non-null\n", __FUNCTION__, su);
}
else {
printf("%s su=%u null\n", __FUNCTION__, su);
}
*/
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 (st->ctx->Const.MaxVertexTextureImageUnits > 0) {
cso_set_vertex_sampler_textures(st->cso_context,
MIN2(st->state.num_textures,
st->ctx->Const.MaxVertexTextureImageUnits),
st->state.sampler_texture);
}
}
const struct st_tracked_state st_update_texture = {
"st_update_texture", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
ST_NEW_FRAGMENT_PROGRAM, /* st */
},
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 */
};
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