Example #1
0
// For each Direct3D sampler of either the pixel or vertex stage,
// looks up the corresponding OpenGL texture image unit and texture type,
// and sets the texture and its addressing/filtering state (or NULL when inactive).
// Sampler mapping needs to be up-to-date on the program object before this is called.
gl::Error RendererD3D::applyTextures(GLImplFactory *implFactory,
                                     const gl::ContextState &data,
                                     gl::SamplerType shaderType,
                                     const FramebufferTextureArray &framebufferTextures,
                                     size_t framebufferTextureCount)
{
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());

    ASSERT(!programD3D->isSamplerMappingDirty());

    unsigned int samplerRange = programD3D->getUsedSamplerRange(shaderType);
    for (unsigned int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
    {
        GLenum textureType = programD3D->getSamplerTextureType(shaderType, samplerIndex);
        GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, *data.caps);
        if (textureUnit != -1)
        {
            gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
            ASSERT(texture);

            gl::Sampler *samplerObject = data.state->getSampler(textureUnit);

            const gl::SamplerState &samplerState =
                samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState();

            // TODO: std::binary_search may become unavailable using older versions of GCC
            if (texture->getTextureState().isSamplerComplete(samplerState, data) &&
                !std::binary_search(framebufferTextures.begin(),
                                    framebufferTextures.begin() + framebufferTextureCount, texture))
            {
                ANGLE_TRY(setSamplerState(shaderType, samplerIndex, texture, samplerState));
                ANGLE_TRY(setTexture(shaderType, samplerIndex, texture));
            }
            else
            {
                // Texture is not sampler complete or it is in use by the framebuffer.  Bind the incomplete texture.
                gl::Texture *incompleteTexture = getIncompleteTexture(implFactory, textureType);

                ANGLE_TRY(setSamplerState(shaderType, samplerIndex, incompleteTexture,
                                          incompleteTexture->getSamplerState()));
                ANGLE_TRY(setTexture(shaderType, samplerIndex, incompleteTexture));
            }
        }
        else
        {
            // No texture bound to this slot even though it is used by the shader, bind a NULL texture
            ANGLE_TRY(setTexture(shaderType, samplerIndex, nullptr));
        }
    }

    // Set all the remaining textures to NULL
    size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? data.caps->maxTextureImageUnits
                                                            : data.caps->maxVertexTextureImageUnits;
    clearTextures(shaderType, samplerRange, samplerCount);

    return gl::NoError();
}
Example #2
0
// For each Direct3D sampler of either the pixel or vertex stage,
// looks up the corresponding OpenGL texture image unit and texture type,
// and sets the texture and its addressing/filtering state (or NULL when inactive).
gl::Error RendererD3D::applyTextures(const gl::Data &data, gl::SamplerType shaderType,
                                     const FramebufferTextureArray &framebufferTextures, size_t framebufferTextureCount)
{
    gl::Program *program = data.state->getProgram();

    unsigned int samplerRange = program->getUsedSamplerRange(shaderType);
    for (unsigned int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
    {
        GLenum textureType = program->getSamplerTextureType(shaderType, samplerIndex);
        GLint textureUnit = program->getSamplerMapping(shaderType, samplerIndex, *data.caps);
        if (textureUnit != -1)
        {
            gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
            ASSERT(texture);
            gl::SamplerState sampler = texture->getSamplerState();

            gl::Sampler *samplerObject = data.state->getSampler(textureUnit);
            if (samplerObject)
            {
                samplerObject->getState(&sampler);
            }

            // TODO: std::binary_search may become unavailable using older versions of GCC
            if (texture->isSamplerComplete(sampler, data) &&
                    !std::binary_search(framebufferTextures.begin(), framebufferTextures.begin() + framebufferTextureCount, texture))
            {
                gl::Error error = setSamplerState(shaderType, samplerIndex, texture, sampler);
                if (error.isError())
                {
                    return error;
                }

                error = setTexture(shaderType, samplerIndex, texture);
                if (error.isError())
                {
                    return error;
                }
            }
            else
            {
                // Texture is not sampler complete or it is in use by the framebuffer.  Bind the incomplete texture.
                gl::Texture *incompleteTexture = getIncompleteTexture(textureType);
                gl::Error error = setTexture(shaderType, samplerIndex, incompleteTexture);
                if (error.isError())
                {
                    return error;
                }
            }
        }
        else
        {
            // No texture bound to this slot even though it is used by the shader, bind a NULL texture
            gl::Error error = setTexture(shaderType, samplerIndex, NULL);
            if (error.isError())
            {
                return error;
            }
        }
    }

    // Set all the remaining textures to NULL
    size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? data.caps->maxTextureImageUnits
                          : data.caps->maxVertexTextureImageUnits;
    clearTextures(shaderType, samplerRange, samplerCount);

    return gl::Error(GL_NO_ERROR);
}