[Mesa-dev] [PATCH 15/24] st/mesa: don't call st_shader_stage_to_ptarget in update_textures

Marek Olšák maraeo at gmail.com
Mon Jun 12 18:18:46 UTC 2017


From: Marek Olšák <marek.olsak at amd.com>

---
 src/mesa/state_tracker/st_atom_texture.c | 15 +++++++--------
 1 file changed, 7 insertions(+), 8 deletions(-)

diff --git a/src/mesa/state_tracker/st_atom_texture.c b/src/mesa/state_tracker/st_atom_texture.c
index a99bc1a..890e6f5 100644
--- a/src/mesa/state_tracker/st_atom_texture.c
+++ b/src/mesa/state_tracker/st_atom_texture.c
@@ -94,32 +94,31 @@ update_single_texture(struct st_context *st,
 
    *sampler_view =
       st_get_texture_sampler_view_from_stobj(st, stObj, samp, glsl_version);
    return GL_TRUE;
 }
 
 
 
 static void
 update_textures(struct st_context *st,
-                gl_shader_stage mesa_shader,
+                enum pipe_shader_type shader_stage,
                 const struct gl_program *prog,
                 unsigned max_units,
                 struct pipe_sampler_view **sampler_views,
                 unsigned *num_textures)
 {
    const GLuint old_max = *num_textures;
    GLbitfield samplers_used = prog->SamplersUsed;
    GLbitfield free_slots = ~prog->SamplersUsed;
    GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
    GLuint unit;
-   enum pipe_shader_type shader_stage = st_shader_stage_to_ptarget(mesa_shader);
 
    if (samplers_used == 0x0 && old_max == 0)
       return;
 
    *num_textures = 0;
 
    /* loop over sampler units (aka tex image units) */
    for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) {
       struct pipe_sampler_view *sampler_view = NULL;
 
@@ -199,95 +198,95 @@ update_textures(struct st_context *st,
 
 
 
 void
 st_update_vertex_textures(struct st_context *st)
 {
    const struct gl_context *ctx = st->ctx;
 
    if (ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits > 0) {
       update_textures(st,
-                      MESA_SHADER_VERTEX,
+                      PIPE_SHADER_VERTEX,
                       ctx->VertexProgram._Current,
                       ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
                       st->state.sampler_views[PIPE_SHADER_VERTEX],
                       &st->state.num_sampler_views[PIPE_SHADER_VERTEX]);
    }
 }
 
 
 void
 st_update_fragment_textures(struct st_context *st)
 {
    const struct gl_context *ctx = st->ctx;
 
    update_textures(st,
-                   MESA_SHADER_FRAGMENT,
+                   PIPE_SHADER_FRAGMENT,
                    ctx->FragmentProgram._Current,
                    ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
                    st->state.sampler_views[PIPE_SHADER_FRAGMENT],
                    &st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
 }
 
 
 void
 st_update_geometry_textures(struct st_context *st)
 {
    const struct gl_context *ctx = st->ctx;
 
    if (ctx->GeometryProgram._Current) {
       update_textures(st,
-                      MESA_SHADER_GEOMETRY,
+                      PIPE_SHADER_GEOMETRY,
                       ctx->GeometryProgram._Current,
                       ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
                       st->state.sampler_views[PIPE_SHADER_GEOMETRY],
                       &st->state.num_sampler_views[PIPE_SHADER_GEOMETRY]);
    }
 }
 
 
 void
 st_update_tessctrl_textures(struct st_context *st)
 {
    const struct gl_context *ctx = st->ctx;
 
    if (ctx->TessCtrlProgram._Current) {
       update_textures(st,
-                      MESA_SHADER_TESS_CTRL,
+                      PIPE_SHADER_TESS_CTRL,
                       ctx->TessCtrlProgram._Current,
                       ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
                       st->state.sampler_views[PIPE_SHADER_TESS_CTRL],
                       &st->state.num_sampler_views[PIPE_SHADER_TESS_CTRL]);
    }
 }
 
 
 void
 st_update_tesseval_textures(struct st_context *st)
 {
    const struct gl_context *ctx = st->ctx;
 
    if (ctx->TessEvalProgram._Current) {
       update_textures(st,
-                      MESA_SHADER_TESS_EVAL,
+                      PIPE_SHADER_TESS_EVAL,
                       ctx->TessEvalProgram._Current,
                       ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
                       st->state.sampler_views[PIPE_SHADER_TESS_EVAL],
                       &st->state.num_sampler_views[PIPE_SHADER_TESS_EVAL]);
    }
 }
 
 
 void
 st_update_compute_textures(struct st_context *st)
 {
    const struct gl_context *ctx = st->ctx;
 
    if (ctx->ComputeProgram._Current) {
       update_textures(st,
-                      MESA_SHADER_COMPUTE,
+                      PIPE_SHADER_COMPUTE,
                       ctx->ComputeProgram._Current,
                       ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
                       st->state.sampler_views[PIPE_SHADER_COMPUTE],
                       &st->state.num_sampler_views[PIPE_SHADER_COMPUTE]);
    }
 }
-- 
2.7.4



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