/** * Update the gallium driver's sampler state for fragment, vertex or * geometry shader stage. */ static void update_shader_samplers(struct st_context *st, unsigned shader_stage, const struct gl_program *prog, unsigned max_units, struct pipe_sampler_state *samplers, unsigned *num_samplers) { GLuint unit; GLbitfield samplers_used; const GLuint old_max = *num_samplers; samplers_used = prog->SamplersUsed; if (*num_samplers == 0 && samplers_used == 0x0) return; *num_samplers = 0; /* loop over sampler units (aka tex image units) */ for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) { struct pipe_sampler_state *sampler = samplers + unit; if (samplers_used & 1) { const GLuint texUnit = prog->SamplerUnits[unit]; convert_sampler(st, sampler, texUnit); *num_samplers = unit + 1; cso_single_sampler(st->cso_context, shader_stage, unit, sampler); } else if (samplers_used != 0 || unit < old_max) { cso_single_sampler(st->cso_context, shader_stage, unit, NULL); } else { /* if we've reset all the old samplers and we have no more new ones */ break; } } cso_single_sampler_done(st->cso_context, shader_stage); }
/** * Update the gallium driver's sampler state for fragment, vertex or * geometry shader stage. */ static void update_shader_samplers(struct st_context *st, enum pipe_shader_type shader_stage, const struct gl_program *prog, unsigned max_units, struct pipe_sampler_state *samplers, unsigned *num_samplers) { GLbitfield samplers_used = prog->SamplersUsed; GLbitfield free_slots = ~prog->SamplersUsed; GLbitfield external_samplers_used = prog->ExternalSamplersUsed; GLuint unit; const GLuint old_max = *num_samplers; const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS]; if (*num_samplers == 0 && samplers_used == 0x0) return; *num_samplers = 0; /* loop over sampler units (aka tex image units) */ for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) { struct pipe_sampler_state *sampler = samplers + unit; if (samplers_used & 1) { const GLuint texUnit = prog->SamplerUnits[unit]; convert_sampler(st, sampler, texUnit); states[unit] = sampler; *num_samplers = unit + 1; } else if (samplers_used != 0 || unit < old_max) { states[unit] = NULL; } else { /* if we've reset all the old samplers and we have no more new ones */ break; } } /* For any external samplers with multiplaner YUV, stuff the additional * sampler states we need at the end. * * Just re-use the existing sampler-state from the primary slot. */ while (unlikely(external_samplers_used)) { GLuint unit = u_bit_scan(&external_samplers_used); GLuint extra = 0; struct st_texture_object *stObj = st_get_texture_object(st->ctx, prog, unit); struct pipe_sampler_state *sampler = samplers + unit; if (!stObj) continue; switch (st_get_view_format(stObj)) { case PIPE_FORMAT_NV12: /* we need one additional sampler: */ extra = u_bit_scan(&free_slots); states[extra] = sampler; break; case PIPE_FORMAT_IYUV: /* we need two additional samplers: */ extra = u_bit_scan(&free_slots); states[extra] = sampler; extra = u_bit_scan(&free_slots); states[extra] = sampler; break; default: break; } *num_samplers = MAX2(*num_samplers, extra + 1); } cso_set_samplers(st->cso_context, shader_stage, *num_samplers, states); }