/** * Get a pipe_image_view object from an image unit. */ void st_convert_image_from_unit(const struct st_context *st, struct pipe_image_view *img, GLuint imgUnit) { struct gl_image_unit *u = &st->ctx->ImageUnits[imgUnit]; if (!_mesa_is_image_unit_valid(st->ctx, u)) { memset(img, 0, sizeof(*img)); return; } st_convert_image(st, u, img); }
static void st_bind_images(struct st_context *st, struct gl_shader *shader, unsigned shader_type) { unsigned i; struct pipe_image_view images[MAX_IMAGE_UNIFORMS]; struct gl_program_constants *c; if (!shader || !st->pipe->set_shader_images) return; c = &st->ctx->Const.Program[shader->Stage]; for (i = 0; i < shader->NumImages; i++) { struct gl_image_unit *u = &st->ctx->ImageUnits[shader->ImageUnits[i]]; struct st_texture_object *stObj = st_texture_object(u->TexObj); struct pipe_image_view *img = &images[i]; if (!_mesa_is_image_unit_valid(st->ctx, u) || !st_finalize_texture(st->ctx, st->pipe, u->TexObj) || !stObj->pt) { memset(img, 0, sizeof(*img)); continue; } img->resource = stObj->pt; img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat); switch (u->Access) { case GL_READ_ONLY: img->access = PIPE_IMAGE_ACCESS_READ; break; case GL_WRITE_ONLY: img->access = PIPE_IMAGE_ACCESS_WRITE; break; case GL_READ_WRITE: img->access = PIPE_IMAGE_ACCESS_READ_WRITE; break; default: unreachable("bad gl_image_unit::Access"); } if (stObj->pt->target == PIPE_BUFFER) { unsigned base, size; unsigned f, n; const struct util_format_description *desc = util_format_description(img->format); base = stObj->base.BufferOffset; assert(base < stObj->pt->width0); size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize); f = (base / (desc->block.bits / 8)) * desc->block.width; n = (size / (desc->block.bits / 8)) * desc->block.width; assert(n > 0); img->u.buf.first_element = f; img->u.buf.last_element = f + (n - 1); } else { img->u.tex.level = u->Level + stObj->base.MinLevel; if (stObj->pt->target == PIPE_TEXTURE_3D) { if (u->Layered) { img->u.tex.first_layer = 0; img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1; } else { img->u.tex.first_layer = u->_Layer; img->u.tex.last_layer = u->_Layer; } } else { img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer; img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer; if (u->Layered && img->resource->array_size > 1) { if (stObj->base.Immutable) img->u.tex.last_layer += stObj->base.NumLayers - 1; else img->u.tex.last_layer += img->resource->array_size - 1; } } } } cso_set_shader_images(st->cso_context, shader_type, 0, shader->NumImages, images); /* clear out any stale shader images */ if (shader->NumImages < c->MaxImageUniforms) cso_set_shader_images( st->cso_context, shader_type, shader->NumImages, c->MaxImageUniforms - shader->NumImages, NULL); }