st/mesa: use cso_save/restore_state() in st_cb_texture.c

This simplifies the error handling code too.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul 2016-02-16 10:22:32 -07:00
parent 33fc248606
commit 38db9a4e26
1 changed files with 22 additions and 33 deletions

View File

@ -1334,6 +1334,22 @@ try_pbo_upload_common(struct gl_context *ctx,
return false;
}
cso_save_state(cso, (CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
CSO_BIT_VERTEX_ELEMENTS |
CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
CSO_BIT_FRAMEBUFFER |
CSO_BIT_VIEWPORT |
CSO_BIT_BLEND |
CSO_BIT_RASTERIZER |
CSO_BIT_VERTEX_SHADER |
CSO_BIT_GEOMETRY_SHADER |
CSO_BIT_TESSCTRL_SHADER |
CSO_BIT_TESSEVAL_SHADER |
CSO_BIT_FRAGMENT_SHADER |
CSO_BIT_STREAM_OUTPUTS));
cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
/* Set up the sampler_view */
{
unsigned first_element = buf_offset;
@ -1346,7 +1362,7 @@ try_pbo_upload_common(struct gl_context *ctx,
assert((last_element + 1) * bytes_per_pixel <= buffer->width0);
if (last_element - first_element > ctx->Const.MaxTextureBufferSize - 1)
return false;
goto fail;
memset(&templ, 0, sizeof(templ));
templ.format = src_format;
@ -1359,9 +1375,8 @@ try_pbo_upload_common(struct gl_context *ctx,
sampler_view = pipe->create_sampler_view(pipe, buffer, &templ);
if (sampler_view == NULL)
return false;
goto fail;
cso_save_fragment_sampler_views(cso);
cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view);
pipe_sampler_view_reference(&sampler_view, NULL);
@ -1386,7 +1401,7 @@ try_pbo_upload_common(struct gl_context *ctx,
u_upload_alloc(st->uploader, 0, 8 * sizeof(float), 4,
&vbo.buffer_offset, &vbo.buffer, (void **) &verts);
if (!verts)
goto fail_vertex_upload;
goto fail;
verts[0] = x0;
verts[1] = y0;
@ -1404,10 +1419,8 @@ try_pbo_upload_common(struct gl_context *ctx,
velem.vertex_buffer_index = cso_get_aux_vertex_buffer_slot(cso);
velem.src_format = PIPE_FORMAT_R32G32_FLOAT;
cso_save_vertex_elements(cso);
cso_set_vertex_elements(cso, 1, &velem);
cso_save_aux_vertex_buffer_slot(cso);
cso_set_vertex_buffers(cso, velem.vertex_buffer_index, 1, &vbo);
pipe_resource_reference(&vbo.buffer, NULL);
@ -1436,7 +1449,7 @@ try_pbo_upload_common(struct gl_context *ctx,
st->ctx->Const.UniformBufferOffsetAlignment,
&constants, &cb.buffer_offset, &cb.buffer);
if (!cb.buffer)
goto fail_constant_upload;
goto fail;
u_upload_unmap(st->constbuf_uploader);
} else {
@ -1446,7 +1459,6 @@ try_pbo_upload_common(struct gl_context *ctx,
}
cb.buffer_size = sizeof(constants);
cso_save_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
cso_set_constant_buffer(cso, PIPE_SHADER_FRAGMENT, 0, &cb);
pipe_resource_reference(&cb.buffer, NULL);
@ -1461,7 +1473,6 @@ try_pbo_upload_common(struct gl_context *ctx,
fb.nr_cbufs = 1;
pipe_surface_reference(&fb.cbufs[0], surface);
cso_save_framebuffer(cso);
cso_set_framebuffer(cso, &fb);
pipe_surface_reference(&fb.cbufs[0], NULL);
@ -1477,36 +1488,27 @@ try_pbo_upload_common(struct gl_context *ctx,
vp.translate[1] = 0.5f * surface->height;
vp.translate[2] = 0.0f;
cso_save_viewport(cso);
cso_set_viewport(cso, &vp);
}
/* Blend state */
cso_save_blend(cso);
cso_set_blend(cso, &st->pbo_upload.blend);
/* Rasterizer state */
cso_save_rasterizer(cso);
cso_set_rasterizer(cso, &st->pbo_upload.raster);
/* Set up the shaders */
cso_save_vertex_shader(cso);
cso_set_vertex_shader_handle(cso, st->pbo_upload.vs);
cso_save_geometry_shader(cso);
cso_set_geometry_shader_handle(cso, depth != 1 ? st->pbo_upload.gs : NULL);
cso_save_tessctrl_shader(cso);
cso_set_tessctrl_shader_handle(cso, NULL);
cso_save_tesseval_shader(cso);
cso_set_tesseval_shader_handle(cso, NULL);
cso_save_fragment_shader(cso);
cso_set_fragment_shader_handle(cso, st->pbo_upload.fs);
/* Disable stream output */
cso_save_stream_outputs(cso);
cso_set_stream_outputs(cso, 0, NULL, 0);
if (depth == 1) {
@ -1518,22 +1520,9 @@ try_pbo_upload_common(struct gl_context *ctx,
success = true;
cso_restore_framebuffer(cso);
cso_restore_viewport(cso);
cso_restore_blend(cso);
cso_restore_rasterizer(cso);
cso_restore_vertex_shader(cso);
cso_restore_geometry_shader(cso);
cso_restore_tessctrl_shader(cso);
cso_restore_tesseval_shader(cso);
cso_restore_fragment_shader(cso);
cso_restore_stream_outputs(cso);
fail:
cso_restore_state(cso);
cso_restore_constant_buffer_slot0(cso, PIPE_SHADER_FRAGMENT);
fail_constant_upload:
cso_restore_vertex_elements(cso);
cso_restore_aux_vertex_buffer_slot(cso);
fail_vertex_upload:
cso_restore_fragment_sampler_views(cso);
return success;
}