gallium: consolidate CSO sampler and sampler_view functions

Merge the vertex/fragment versions of the cso_set/save/restore_samplers()
functions.  Now we pass the shader stage (PIPE_SHADER_x) to the function
to indicate vertex/fragment/geometry samplers.  For example:

cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, unit, sampler);

This results in quite a bit of code reduction, fewer CSO functions and
support for geometry shaders.

Reviewed-by: Marek Olšák <maraeo@gmail.com>
This commit is contained in:
Brian Paul 2012-08-02 13:02:40 -06:00
parent 350f12fb65
commit ea6f035ae9
11 changed files with 181 additions and 282 deletions

View File

@ -84,8 +84,7 @@ struct cso_context {
boolean has_geometry_shader;
boolean has_streamout;
struct sampler_info fragment_samplers;
struct sampler_info vertex_samplers;
struct sampler_info samplers[PIPE_SHADER_TYPES];
uint nr_vertex_buffers;
struct pipe_vertex_buffer vertex_buffers[PIPE_MAX_ATTRIBS];
@ -296,8 +295,7 @@ out:
*/
void cso_release_all( struct cso_context *ctx )
{
unsigned i;
struct sampler_info *info;
unsigned i, shader;
if (ctx->pipe) {
ctx->pipe->bind_blend_state( ctx->pipe, NULL );
@ -317,17 +315,12 @@ void cso_release_all( struct cso_context *ctx )
}
/* free fragment samplers, views */
info = &ctx->fragment_samplers;
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
pipe_sampler_view_reference(&info->views[i], NULL);
pipe_sampler_view_reference(&info->views_saved[i], NULL);
}
/* free vertex samplers, views */
info = &ctx->vertex_samplers;
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
pipe_sampler_view_reference(&info->views[i], NULL);
pipe_sampler_view_reference(&info->views_saved[i], NULL);
for (shader = 0; shader < Elements(ctx->samplers); shader++) {
struct sampler_info *info = &ctx->samplers[shader];
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
pipe_sampler_view_reference(&info->views[i], NULL);
pipe_sampler_view_reference(&info->views_saved[i], NULL);
}
}
util_unreference_framebuffer_state(&ctx->fb);
@ -993,26 +986,19 @@ single_sampler(struct cso_context *ctx,
enum pipe_error
cso_single_sampler(struct cso_context *ctx,
unsigned shader_stage,
unsigned idx,
const struct pipe_sampler_state *templ)
{
return single_sampler(ctx, &ctx->fragment_samplers, idx, templ);
}
enum pipe_error
cso_single_vertex_sampler(struct cso_context *ctx,
unsigned idx,
const struct pipe_sampler_state *templ)
{
return single_sampler(ctx, &ctx->vertex_samplers, idx, templ);
return single_sampler(ctx, &ctx->samplers[shader_stage], idx, templ);
}
static void
single_sampler_done(struct cso_context *ctx,
struct sampler_info *info)
single_sampler_done(struct cso_context *ctx, unsigned shader_stage)
{
struct sampler_info *info = &ctx->samplers[shader_stage];
unsigned i;
/* find highest non-null sampler */
@ -1033,32 +1019,32 @@ single_sampler_done(struct cso_context *ctx,
info->nr_samplers * sizeof(void *));
info->hw.nr_samplers = info->nr_samplers;
if (info == &ctx->fragment_samplers) {
switch (shader_stage) {
case PIPE_SHADER_FRAGMENT:
ctx->pipe->bind_fragment_sampler_states(ctx->pipe,
info->nr_samplers,
info->samplers);
}
else if (info == &ctx->vertex_samplers) {
break;
case PIPE_SHADER_VERTEX:
ctx->pipe->bind_vertex_sampler_states(ctx->pipe,
info->nr_samplers,
info->samplers);
}
else {
assert(0);
break;
case PIPE_SHADER_GEOMETRY:
ctx->pipe->bind_geometry_sampler_states(ctx->pipe,
info->nr_samplers,
info->samplers);
break;
default:
assert(!"bad shader type in single_sampler_done()");
}
}
}
void
cso_single_sampler_done( struct cso_context *ctx )
cso_single_sampler_done(struct cso_context *ctx, unsigned shader_stage)
{
single_sampler_done(ctx, &ctx->fragment_samplers);
}
void
cso_single_vertex_sampler_done(struct cso_context *ctx)
{
single_sampler_done(ctx, &ctx->vertex_samplers);
single_sampler_done(ctx, shader_stage);
}
@ -1067,12 +1053,13 @@ cso_single_vertex_sampler_done(struct cso_context *ctx)
* last one. Done to always try to set as many samplers
* as possible.
*/
static enum pipe_error
set_samplers(struct cso_context *ctx,
struct sampler_info *info,
unsigned nr,
const struct pipe_sampler_state **templates)
enum pipe_error
cso_set_samplers(struct cso_context *ctx,
unsigned shader_stage,
unsigned nr,
const struct pipe_sampler_state **templates)
{
struct sampler_info *info = &ctx->samplers[shader_stage];
unsigned i;
enum pipe_error temp, error = PIPE_OK;
@ -1091,82 +1078,38 @@ set_samplers(struct cso_context *ctx,
error = temp;
}
single_sampler_done(ctx, info);
single_sampler_done(ctx, shader_stage);
return error;
}
enum pipe_error
cso_set_samplers(struct cso_context *ctx,
unsigned nr,
const struct pipe_sampler_state **templates)
{
return set_samplers(ctx, &ctx->fragment_samplers, nr, templates);
}
enum pipe_error
cso_set_vertex_samplers(struct cso_context *ctx,
unsigned nr,
const struct pipe_sampler_state **templates)
{
return set_samplers(ctx, &ctx->vertex_samplers, nr, templates);
}
static void
save_samplers(struct cso_context *ctx, struct sampler_info *info)
void
cso_save_samplers(struct cso_context *ctx, unsigned shader_stage)
{
struct sampler_info *info = &ctx->samplers[shader_stage];
info->nr_samplers_saved = info->nr_samplers;
memcpy(info->samplers_saved, info->samplers, sizeof(info->samplers));
}
void
cso_save_samplers(struct cso_context *ctx)
{
save_samplers(ctx, &ctx->fragment_samplers);
}
void
cso_save_vertex_samplers(struct cso_context *ctx)
{
save_samplers(ctx, &ctx->vertex_samplers);
}
static void
restore_samplers(struct cso_context *ctx, struct sampler_info *info)
cso_restore_samplers(struct cso_context *ctx, unsigned shader_stage)
{
struct sampler_info *info = &ctx->samplers[shader_stage];
info->nr_samplers = info->nr_samplers_saved;
memcpy(info->samplers, info->samplers_saved, sizeof(info->samplers));
single_sampler_done(ctx, info);
single_sampler_done(ctx, shader_stage);
}
void
cso_restore_samplers(struct cso_context *ctx)
cso_set_sampler_views(struct cso_context *ctx,
unsigned shader_stage,
unsigned count,
struct pipe_sampler_view **views)
{
restore_samplers(ctx, &ctx->fragment_samplers);
}
void
cso_restore_vertex_samplers(struct cso_context *ctx)
{
restore_samplers(ctx, &ctx->vertex_samplers);
}
static void
set_sampler_views(struct cso_context *ctx,
struct sampler_info *info,
void (*set_views)(struct pipe_context *,
unsigned num_views,
struct pipe_sampler_view **),
uint count,
struct pipe_sampler_view **views)
{
uint i;
struct sampler_info *info = &ctx->samplers[shader_stage];
unsigned i;
/* reference new views */
for (i = 0; i < count; i++) {
@ -1180,36 +1123,27 @@ set_sampler_views(struct cso_context *ctx,
info->nr_views = count;
/* bind the new sampler views */
set_views(ctx->pipe, count, info->views);
switch (shader_stage) {
case PIPE_SHADER_FRAGMENT:
ctx->pipe->set_fragment_sampler_views(ctx->pipe, count, info->views);
break;
case PIPE_SHADER_VERTEX:
ctx->pipe->set_vertex_sampler_views(ctx->pipe, count, info->views);
break;
case PIPE_SHADER_GEOMETRY:
ctx->pipe->set_geometry_sampler_views(ctx->pipe, count, info->views);
break;
default:
assert(!"bad shader type in cso_set_sampler_views()");
}
}
void
cso_set_fragment_sampler_views(struct cso_context *ctx,
uint count,
struct pipe_sampler_view **views)
cso_save_sampler_views(struct cso_context *ctx, unsigned shader_stage)
{
set_sampler_views(ctx, &ctx->fragment_samplers,
ctx->pipe->set_fragment_sampler_views,
count, views);
}
void
cso_set_vertex_sampler_views(struct cso_context *ctx,
uint count,
struct pipe_sampler_view **views)
{
set_sampler_views(ctx, &ctx->vertex_samplers,
ctx->pipe->set_vertex_sampler_views,
count, views);
}
static void
save_sampler_views(struct cso_context *ctx,
struct sampler_info *info)
{
uint i;
struct sampler_info *info = &ctx->samplers[shader_stage];
unsigned i;
info->nr_views_saved = info->nr_views;
@ -1219,29 +1153,14 @@ save_sampler_views(struct cso_context *ctx,
}
}
void
cso_save_fragment_sampler_views(struct cso_context *ctx)
{
save_sampler_views(ctx, &ctx->fragment_samplers);
}
void
cso_save_vertex_sampler_views(struct cso_context *ctx)
cso_restore_sampler_views(struct cso_context *ctx, unsigned shader_stage)
{
save_sampler_views(ctx, &ctx->vertex_samplers);
}
struct sampler_info *info = &ctx->samplers[shader_stage];
unsigned i, nr_saved = info->nr_views_saved;
static void
restore_sampler_views(struct cso_context *ctx,
struct sampler_info *info,
void (*set_views)(struct pipe_context *,
unsigned num_views,
struct pipe_sampler_view **))
{
uint i;
for (i = 0; i < info->nr_views_saved; i++) {
for (i = 0; i < nr_saved; i++) {
pipe_sampler_view_reference(&info->views[i], NULL);
/* move the reference from one pointer to another */
info->views[i] = info->views_saved[i];
@ -1252,26 +1171,24 @@ restore_sampler_views(struct cso_context *ctx,
}
/* bind the old/saved sampler views */
set_views(ctx->pipe, info->nr_views_saved, info->views);
switch (shader_stage) {
case PIPE_SHADER_FRAGMENT:
ctx->pipe->set_fragment_sampler_views(ctx->pipe, nr_saved, info->views);
break;
case PIPE_SHADER_VERTEX:
ctx->pipe->set_vertex_sampler_views(ctx->pipe, nr_saved, info->views);
break;
case PIPE_SHADER_GEOMETRY:
ctx->pipe->set_geometry_sampler_views(ctx->pipe, nr_saved, info->views);
break;
default:
assert(!"bad shader type in cso_restore_sampler_views()");
}
info->nr_views = info->nr_views_saved;
info->nr_views = nr_saved;
info->nr_views_saved = 0;
}
void
cso_restore_fragment_sampler_views(struct cso_context *ctx)
{
restore_sampler_views(ctx, &ctx->fragment_samplers,
ctx->pipe->set_fragment_sampler_views);
}
void
cso_restore_vertex_sampler_views(struct cso_context *ctx)
{
restore_sampler_views(ctx, &ctx->vertex_samplers,
ctx->pipe->set_vertex_sampler_views);
}
void
cso_set_stream_outputs(struct cso_context *ctx,

View File

@ -69,39 +69,29 @@ void cso_save_rasterizer(struct cso_context *cso);
void cso_restore_rasterizer(struct cso_context *cso);
enum pipe_error
cso_set_samplers(struct cso_context *cso,
unsigned shader_stage,
unsigned count,
const struct pipe_sampler_state **states);
enum pipe_error cso_set_samplers( struct cso_context *cso,
unsigned count,
const struct pipe_sampler_state **states );
void cso_save_samplers(struct cso_context *cso);
void cso_restore_samplers(struct cso_context *cso);
void
cso_save_samplers(struct cso_context *cso, unsigned shader_stage);
void
cso_restore_samplers(struct cso_context *cso, unsigned shader_stage);
/* Alternate interface to support state trackers that like to modify
* samplers one at a time:
*/
enum pipe_error cso_single_sampler( struct cso_context *cso,
unsigned nr,
const struct pipe_sampler_state *states );
void cso_single_sampler_done( struct cso_context *cso );
enum pipe_error cso_set_vertex_samplers(struct cso_context *cso,
unsigned count,
const struct pipe_sampler_state **states);
void
cso_save_vertex_samplers(struct cso_context *cso);
void
cso_restore_vertex_samplers(struct cso_context *cso);
enum pipe_error
cso_single_vertex_sampler(struct cso_context *cso,
unsigned nr,
const struct pipe_sampler_state *states);
cso_single_sampler(struct cso_context *cso,
unsigned shader_stage,
unsigned count,
const struct pipe_sampler_state *states);
void
cso_single_vertex_sampler_done(struct cso_context *cso);
cso_single_sampler_done(struct cso_context *cso, unsigned shader_stage);
enum pipe_error cso_set_vertex_elements(struct cso_context *ctx,
@ -126,6 +116,13 @@ void cso_save_stream_outputs(struct cso_context *ctx);
void cso_restore_stream_outputs(struct cso_context *ctx);
/*
* We don't provide shader caching in CSO. Most of the time the api provides
* object semantics for shaders anyway, and the cases where it doesn't
* (eg mesa's internally-generated texenv programs), it will be up to
* the state tracker to implement their own specialized caching.
*/
enum pipe_error cso_set_fragment_shader_handle(struct cso_context *ctx,
void *handle );
void cso_delete_fragment_shader(struct cso_context *ctx, void *handle );
@ -184,39 +181,21 @@ void
cso_restore_clip(struct cso_context *cso);
/* fragment sampler view state */
/*
* We don't provide shader caching in CSO. Most of the time the api provides
* object semantics for shaders anyway, and the cases where it doesn't
* (eg mesa's internally-generated texenv programs), it will be up to
* the state tracker to implement their own specialized caching.
*/
/* sampler view state */
void
cso_set_fragment_sampler_views(struct cso_context *cso,
uint count,
struct pipe_sampler_view **views);
cso_set_sampler_views(struct cso_context *cso,
unsigned shader_stage,
unsigned count,
struct pipe_sampler_view **views);
void
cso_save_fragment_sampler_views(struct cso_context *cso);
cso_save_sampler_views(struct cso_context *cso, unsigned shader_stage);
void
cso_restore_fragment_sampler_views(struct cso_context *cso);
cso_restore_sampler_views(struct cso_context *cso, unsigned shader_stage);
/* vertex sampler view state */
void
cso_set_vertex_sampler_views(struct cso_context *cso,
uint count,
struct pipe_sampler_view **views);
void
cso_save_vertex_sampler_views(struct cso_context *cso);
void
cso_restore_vertex_sampler_views(struct cso_context *cso);
/* drawing */

View File

@ -43,9 +43,9 @@ pp_nocolor(struct pp_queue_t *ppq, struct pipe_resource *in,
pp_filter_set_fb(p);
pp_filter_misc_state(p);
cso_single_sampler(p->cso, 0, &p->sampler_point);
cso_single_sampler_done(p->cso);
cso_set_fragment_sampler_views(p->cso, 1, &p->view);
cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][0]);
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][1]);

View File

@ -152,7 +152,7 @@ pp_free(struct pp_queue_t *ppq)
util_destroy_blit(ppq->p->blitctx);
cso_set_fragment_sampler_views(ppq->p->cso, 0, NULL);
cso_set_sampler_views(ppq->p->cso, PIPE_SHADER_FRAGMENT, 0, NULL);
cso_release_all(ppq->p->cso);
for (i = 0; i < ppq->n_filters; i++) {

View File

@ -125,9 +125,9 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
p->pipe->clear(p->pipe, PIPE_CLEAR_STENCIL | PIPE_CLEAR_COLOR,
&p->clear_color, 0, 0);
cso_single_sampler(p->cso, 0, &p->sampler_point);
cso_single_sampler_done(p->cso);
cso_set_fragment_sampler_views(p->cso, 1, &p->view);
cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]); /* offsetvs */
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][2]);
@ -152,13 +152,13 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
pp_filter_set_clear_fb(p);
cso_single_sampler(p->cso, 0, &p->sampler_point);
cso_single_sampler(p->cso, 1, &p->sampler_point);
cso_single_sampler(p->cso, 2, &p->sampler);
cso_single_sampler_done(p->cso);
cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 2, &p->sampler);
cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
arr[0] = p->view;
cso_set_fragment_sampler_views(p->cso, 3, arr);
cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 3, arr);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][0]); /* passvs */
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][3]);
@ -184,12 +184,12 @@ pp_jimenezmlaa_run(struct pp_queue_t *ppq, struct pipe_resource *in,
u_sampler_view_default_template(&v_tmp, in, in->format);
arr[0] = p->pipe->create_sampler_view(p->pipe, in, &v_tmp);
cso_single_sampler(p->cso, 0, &p->sampler_point);
cso_single_sampler(p->cso, 1, &p->sampler_point);
cso_single_sampler_done(p->cso);
cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->sampler_point);
cso_single_sampler_done(p->cso, PIPE_SHADER_FRAGMENT);
arr[1] = p->view;
cso_set_fragment_sampler_views(p->cso, 2, arr);
cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 2, arr);
cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]); /* offsetvs */
cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][4]);

View File

@ -648,8 +648,8 @@ util_blit_pixels(struct blit_state *ctx,
cso_save_blend(ctx->cso);
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
cso_save_fragment_sampler_views(ctx->cso);
cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_save_stream_outputs(ctx->cso);
cso_save_viewport(ctx->cso);
cso_save_framebuffer(ctx->cso);
@ -680,17 +680,17 @@ util_blit_pixels(struct blit_state *ctx,
* we blit.
*/
if (blit_depth && blit_stencil) {
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
/* don't filter stencil */
ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
cso_single_sampler(ctx->cso, 1, &ctx->sampler);
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &ctx->sampler);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil);
set_depthstencil_fragment_shader(ctx, sampler_view->texture->target);
}
else if (blit_depth) {
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth);
set_depth_fragment_shader(ctx, sampler_view->texture->target);
}
@ -698,17 +698,17 @@ util_blit_pixels(struct blit_state *ctx,
/* don't filter stencil */
ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil);
set_stencil_fragment_shader(ctx, sampler_view->texture->target);
}
else { /* color */
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
set_fragment_shader(ctx, writemask, sampler_view->texture->target);
}
cso_single_sampler_done(ctx->cso);
cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
/* textures */
if (blit_depth && blit_stencil) {
@ -722,12 +722,12 @@ util_blit_pixels(struct blit_state *ctx,
views[0] = sampler_view;
views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ);
cso_set_fragment_sampler_views(ctx->cso, 2, views);
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views);
pipe_sampler_view_reference(&views[1], NULL);
}
else {
cso_set_fragment_sampler_views(ctx->cso, 1, &sampler_view);
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view);
}
/* viewport */
@ -777,8 +777,8 @@ util_blit_pixels(struct blit_state *ctx,
cso_restore_blend(ctx->cso);
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_restore_viewport(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
@ -849,8 +849,8 @@ util_blit_pixels_tex(struct blit_state *ctx,
cso_save_blend(ctx->cso);
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
cso_save_fragment_sampler_views(ctx->cso);
cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_save_stream_outputs(ctx->cso);
cso_save_viewport(ctx->cso);
cso_save_framebuffer(ctx->cso);
@ -871,8 +871,8 @@ util_blit_pixels_tex(struct blit_state *ctx,
ctx->sampler.normalized_coords = normalized;
ctx->sampler.min_img_filter = filter;
ctx->sampler.mag_img_filter = filter;
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_single_sampler_done(ctx->cso);
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
/* viewport */
ctx->viewport.scale[0] = 0.5f * dst->width;
@ -886,7 +886,7 @@ util_blit_pixels_tex(struct blit_state *ctx,
cso_set_viewport(ctx->cso, &ctx->viewport);
/* texture */
cso_set_fragment_sampler_views(ctx->cso, 1, &src_sampler_view);
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view);
/* shaders */
set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
@ -921,8 +921,8 @@ util_blit_pixels_tex(struct blit_state *ctx,
cso_restore_blend(ctx->cso);
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_restore_viewport(ctx->cso);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);

View File

@ -1573,8 +1573,8 @@ util_gen_mipmap(struct gen_mipmap_state *ctx,
cso_save_blend(ctx->cso);
cso_save_depth_stencil_alpha(ctx->cso);
cso_save_rasterizer(ctx->cso);
cso_save_samplers(ctx->cso);
cso_save_fragment_sampler_views(ctx->cso);
cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_save_stream_outputs(ctx->cso);
cso_save_framebuffer(ctx->cso);
cso_save_fragment_shader(ctx->cso);
@ -1675,10 +1675,10 @@ util_gen_mipmap(struct gen_mipmap_state *ctx,
*/
ctx->sampler.min_lod = ctx->sampler.max_lod = (float) srcLevel;
ctx->sampler.lod_bias = (float) srcLevel;
cso_single_sampler(ctx->cso, 0, &ctx->sampler);
cso_single_sampler_done(ctx->cso);
cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_set_fragment_sampler_views(ctx->cso, 1, &psv);
cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &psv);
/* quad coords in clip coords */
offset = set_vertex_data(ctx,
@ -1703,8 +1703,8 @@ util_gen_mipmap(struct gen_mipmap_state *ctx,
cso_restore_blend(ctx->cso);
cso_restore_depth_stencil_alpha(ctx->cso);
cso_restore_rasterizer(ctx->cso);
cso_restore_samplers(ctx->cso);
cso_restore_fragment_sampler_views(ctx->cso);
cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
cso_restore_framebuffer(ctx->cso);
cso_restore_fragment_shader(ctx->cso);
cso_restore_vertex_shader(ctx->cso);

View File

@ -219,12 +219,12 @@ update_vertex_samplers(struct st_context *st)
st->state.num_vertex_samplers = su + 1;
cso_single_vertex_sampler(st->cso_context, su, sampler);
cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, sampler);
} else {
cso_single_vertex_sampler(st->cso_context, su, NULL);
cso_single_sampler(st->cso_context, PIPE_SHADER_VERTEX, su, NULL);
}
}
cso_single_vertex_sampler_done(st->cso_context);
cso_single_sampler_done(st->cso_context, PIPE_SHADER_VERTEX);
}
@ -253,18 +253,18 @@ update_fragment_samplers(struct st_context *st)
st->state.num_samplers = su + 1;
/*printf("%s su=%u non-null\n", __FUNCTION__, su);*/
cso_single_sampler(st->cso_context, su, sampler);
cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, sampler);
}
else if (samplers_used != 0 || su < old_max) {
/*printf("%s su=%u null\n", __FUNCTION__, su);*/
cso_single_sampler(st->cso_context, su, NULL);
cso_single_sampler(st->cso_context, PIPE_SHADER_FRAGMENT, su, NULL);
} else {
/* if we've reset all the old views and we have no more new ones */
break;
}
}
cso_single_sampler_done(st->cso_context);
cso_single_sampler_done(st->cso_context, PIPE_SHADER_FRAGMENT);
}

View File

@ -288,9 +288,10 @@ update_vertex_textures(struct st_context *st)
if (ctx->Const.MaxVertexTextureImageUnits > 0) {
GLuint numUnits = MIN2(st->state.num_vertex_textures,
ctx->Const.MaxVertexTextureImageUnits);
cso_set_vertex_sampler_views(st->cso_context,
numUnits,
st->state.sampler_vertex_views);
cso_set_sampler_views(st->cso_context,
PIPE_SHADER_VERTEX,
numUnits,
st->state.sampler_vertex_views);
}
}
@ -329,9 +330,10 @@ update_fragment_textures(struct st_context *st)
pipe_sampler_view_reference(&st->state.sampler_views[su], sampler_view);
}
cso_set_fragment_sampler_views(st->cso_context,
st->state.num_textures,
st->state.sampler_views);
cso_set_sampler_views(st->cso_context,
PIPE_SHADER_FRAGMENT,
st->state.num_textures,
st->state.sampler_views);
}

View File

@ -454,8 +454,8 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
assert(height <= (GLsizei)maxSize);
cso_save_rasterizer(cso);
cso_save_samplers(cso);
cso_save_fragment_sampler_views(cso);
cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_save_viewport(cso);
cso_save_fragment_shader(cso);
cso_save_stream_outputs(cso);
@ -487,7 +487,8 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
}
samplers[fpv->bitmap_sampler] =
&st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT];
cso_set_samplers(cso, num, (const struct pipe_sampler_state **) samplers);
cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num,
(const struct pipe_sampler_state **) samplers);
}
/* user textures, plus the bitmap texture */
@ -496,7 +497,7 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
uint num = MAX2(fpv->bitmap_sampler + 1, st->state.num_textures);
memcpy(sampler_views, st->state.sampler_views, sizeof(sampler_views));
sampler_views[fpv->bitmap_sampler] = sv;
cso_set_fragment_sampler_views(cso, num, sampler_views);
cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
}
/* viewport state: viewport matching window dims */
@ -535,8 +536,8 @@ draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
/* restore state */
cso_restore_rasterizer(cso);
cso_restore_samplers(cso);
cso_restore_fragment_sampler_views(cso);
cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_restore_viewport(cso);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);

View File

@ -679,8 +679,8 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
cso_save_rasterizer(cso);
cso_save_viewport(cso);
cso_save_samplers(cso);
cso_save_fragment_sampler_views(cso);
cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_save_fragment_shader(cso);
cso_save_stream_outputs(cso);
cso_save_vertex_shader(cso);
@ -751,11 +751,11 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
sampler.normalized_coords = normalized;
cso_single_sampler(cso, 0, &sampler);
cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, 0, &sampler);
if (num_sampler_view > 1) {
cso_single_sampler(cso, 1, &sampler);
cso_single_sampler(cso, PIPE_SHADER_FRAGMENT, 1, &sampler);
}
cso_single_sampler_done(cso);
cso_single_sampler_done(cso, PIPE_SHADER_FRAGMENT);
}
/* viewport state: viewport matching window dims */
@ -778,7 +778,7 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
/* texture state: */
cso_set_fragment_sampler_views(cso, num_sampler_view, sv);
cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num_sampler_view, sv);
/* Compute Gallium window coords (y=0=top) with pixel zoom.
* Recall that these coords are transformed by the current
@ -804,8 +804,8 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
/* restore state */
cso_restore_rasterizer(cso);
cso_restore_viewport(cso);
cso_restore_samplers(cso);
cso_restore_fragment_sampler_views(cso);
cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
cso_restore_geometry_shader(cso);