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); }
static void update_samplers(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_samplers = 0; /* loop over sampler units (aka tex image units) */ for (su = 0; su < st->ctx->Const.MaxTextureImageUnits; su++) { struct pipe_sampler_state *sampler = st->state.samplers + su; memset(sampler, 0, sizeof(*sampler)); if (samplersUsed & (1 << su)) { struct gl_texture_object *texobj; struct gl_texture_image *teximg; 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); } teximg = texobj->Image[0][texobj->BaseLevel]; sampler->wrap_s = gl_wrap_xlate(texobj->WrapS); sampler->wrap_t = gl_wrap_xlate(texobj->WrapT); sampler->wrap_r = gl_wrap_xlate(texobj->WrapR); sampler->min_img_filter = gl_filter_to_img_filter(texobj->MinFilter); sampler->min_mip_filter = gl_filter_to_mip_filter(texobj->MinFilter); sampler->mag_img_filter = gl_filter_to_img_filter(texobj->MagFilter); if (texobj->Target != GL_TEXTURE_RECTANGLE_ARB) sampler->normalized_coords = 1; sampler->lod_bias = st->ctx->Texture.Unit[su].LodBias; sampler->min_lod = MAX2(0.0f, texobj->MinLod); sampler->max_lod = MIN2(texobj->MaxLevel - texobj->BaseLevel, texobj->MaxLod); if (sampler->max_lod < sampler->min_lod) { /* The GL spec doesn't seem to specify what to do in this case. * Swap the values. */ float tmp = sampler->max_lod; sampler->max_lod = sampler->min_lod; sampler->min_lod = tmp; assert(sampler->min_lod <= sampler->max_lod); } xlate_border_color(texobj->BorderColor, teximg ? teximg->_BaseFormat : GL_RGBA, sampler->border_color); sampler->max_anisotropy = texobj->MaxAnisotropy; if (sampler->max_anisotropy > 1.0) { sampler->min_img_filter = PIPE_TEX_FILTER_ANISO; sampler->mag_img_filter = PIPE_TEX_FILTER_ANISO; } /* only care about ARB_shadow, not SGI shadow */ if (texobj->CompareMode == GL_COMPARE_R_TO_TEXTURE) { sampler->compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE; sampler->compare_func = st_compare_func_to_pipe(texobj->CompareFunc); } st->state.num_samplers = su + 1; /*printf("%s su=%u non-null\n", __FUNCTION__, su);*/ cso_single_sampler(st->cso_context, su, sampler); } else { /*printf("%s su=%u null\n", __FUNCTION__, su);*/ cso_single_sampler(st->cso_context, su, NULL); } } cso_single_sampler_done(st->cso_context); }