renderer: refactor draw time sampler binding.

This pulls the per shader type code out into a separate function.
This is prep work for adding compute shaders.

Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
macos/master
Dave Airlie 7 years ago
parent 9c902a90f5
commit b624bc65ff
  1. 30
      src/vrend_renderer.c

@ -2953,16 +2953,12 @@ static void vrend_draw_bind_vertex_binding(struct vrend_context *ctx,
} }
} }
static void vrend_draw_bind_samplers(struct vrend_context *ctx) static void vrend_draw_bind_samplers_shader(struct vrend_context *ctx,
int shader_type,
int *sampler_id)
{ {
int sampler_id;
int i;
int shader_type;
sampler_id = 0;
for (shader_type = PIPE_SHADER_VERTEX; shader_type <= ctx->sub->last_shader_idx; shader_type++) {
int index = 0; int index = 0;
for (i = 0; i < ctx->sub->views[shader_type].num_views; i++) { for (int i = 0; i < ctx->sub->views[shader_type].num_views; i++) {
struct vrend_resource *texture = NULL; struct vrend_resource *texture = NULL;
if (ctx->sub->views[shader_type].views[i]) { if (ctx->sub->views[shader_type].views[i]) {
@ -2973,7 +2969,7 @@ static void vrend_draw_bind_samplers(struct vrend_context *ctx)
continue; continue;
if (ctx->sub->prog->samp_locs[shader_type]) if (ctx->sub->prog->samp_locs[shader_type])
glUniform1i(ctx->sub->prog->samp_locs[shader_type][index], sampler_id); glUniform1i(ctx->sub->prog->samp_locs[shader_type][index], *sampler_id);
if (ctx->sub->prog->shadow_samp_mask[shader_type] & (1 << i)) { if (ctx->sub->prog->shadow_samp_mask[shader_type] & (1 << i)) {
struct vrend_sampler_view *tview = ctx->sub->views[shader_type].views[i]; struct vrend_sampler_view *tview = ctx->sub->views[shader_type].views[i];
@ -2989,7 +2985,7 @@ static void vrend_draw_bind_samplers(struct vrend_context *ctx)
tview->gl_swizzle_a == GL_ONE ? 1.0 : 0.0); tview->gl_swizzle_a == GL_ONE ? 1.0 : 0.0);
} }
glActiveTexture(GL_TEXTURE0 + sampler_id); glActiveTexture(GL_TEXTURE0 + *sampler_id);
if (texture) { if (texture) {
GLuint id; GLuint id;
GLenum target = texture->target; GLenum target = texture->target;
@ -3002,7 +2998,7 @@ static void vrend_draw_bind_samplers(struct vrend_context *ctx)
glBindTexture(target, id); glBindTexture(target, id);
if (ctx->sub->views[shader_type].old_ids[i] != id || ctx->sub->sampler_state_dirty) { if (ctx->sub->views[shader_type].old_ids[i] != id || ctx->sub->sampler_state_dirty) {
vrend_apply_sampler_state(ctx, texture, shader_type, i, sampler_id, ctx->sub->views[shader_type].views[i]->srgb_decode); vrend_apply_sampler_state(ctx, texture, shader_type, i, *sampler_id, ctx->sub->views[shader_type].views[i]->srgb_decode);
ctx->sub->views[shader_type].old_ids[i] = id; ctx->sub->views[shader_type].old_ids[i] = id;
} }
if (ctx->sub->rs_state.point_quad_rasterization) { if (ctx->sub->rs_state.point_quad_rasterization) {
@ -3013,12 +3009,22 @@ static void vrend_draw_bind_samplers(struct vrend_context *ctx)
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_FALSE); glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_FALSE);
} }
} }
sampler_id++; (*sampler_id)++;
} }
index++; index++;
} }
} }
static void vrend_draw_bind_samplers(struct vrend_context *ctx)
{
int sampler_id;
int shader_type;
sampler_id = 0;
for (shader_type = PIPE_SHADER_VERTEX; shader_type <= ctx->sub->last_shader_idx; shader_type++) {
vrend_draw_bind_samplers_shader(ctx, shader_type, &sampler_id);
}
if (vrend_state.use_core_profile && ctx->sub->prog->fs_stipple_loc != -1) { if (vrend_state.use_core_profile && ctx->sub->prog->fs_stipple_loc != -1) {
glActiveTexture(GL_TEXTURE0 + sampler_id); glActiveTexture(GL_TEXTURE0 + sampler_id);
glBindTexture(GL_TEXTURE_2D, ctx->pstipple_tex_id); glBindTexture(GL_TEXTURE_2D, ctx->pstipple_tex_id);

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