renderer: refactor sampler binding.

This is just a cleanup that makes it easier to add texture view support.

Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
macos/master
Dave Airlie 7 years ago
parent cb50e8cff9
commit fd671742b9
  1. 12
      src/vrend_renderer.c

@ -2966,11 +2966,7 @@ static void vrend_draw_bind_samplers_shader(struct vrend_context *ctx,
{ {
int index = 0; int index = 0;
for (int 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_sampler_view *tview = ctx->sub->views[shader_type].views[i];
if (ctx->sub->views[shader_type].views[i]) {
texture = ctx->sub->views[shader_type].views[i]->texture;
}
if (!(ctx->sub->prog->samplers_used_mask[shader_type] & (1 << i))) if (!(ctx->sub->prog->samplers_used_mask[shader_type] & (1 << i)))
continue; continue;
@ -2979,7 +2975,6 @@ static void vrend_draw_bind_samplers_shader(struct vrend_context *ctx,
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];
glUniform4f(ctx->sub->prog->shadow_samp_mask_locs[shader_type][index], glUniform4f(ctx->sub->prog->shadow_samp_mask_locs[shader_type][index],
(tview->gl_swizzle_r == GL_ZERO || tview->gl_swizzle_r == GL_ONE) ? 0.0 : 1.0, (tview->gl_swizzle_r == GL_ZERO || tview->gl_swizzle_r == GL_ONE) ? 0.0 : 1.0,
(tview->gl_swizzle_g == GL_ZERO || tview->gl_swizzle_g == GL_ONE) ? 0.0 : 1.0, (tview->gl_swizzle_g == GL_ZERO || tview->gl_swizzle_g == GL_ONE) ? 0.0 : 1.0,
@ -2993,8 +2988,9 @@ static void vrend_draw_bind_samplers_shader(struct vrend_context *ctx,
} }
glActiveTexture(GL_TEXTURE0 + *sampler_id); glActiveTexture(GL_TEXTURE0 + *sampler_id);
if (texture) { if (tview->texture) {
GLuint id; GLuint id;
struct vrend_resource *texture = tview->texture;
GLenum target = texture->target; GLenum target = texture->target;
if (texture->is_buffer) { if (texture->is_buffer) {
@ -3005,7 +3001,7 @@ static void vrend_draw_bind_samplers_shader(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, tview->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) {

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