[Mesa-dev] [PATCH 16/24] st/mesa: don't check MaxTextureImageUnits in update_textures

Marek Olšák maraeo at gmail.com
Mon Jun 12 18:18:47 UTC 2017


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

The linker takes care of it.
---
 src/mesa/state_tracker/st_atom_texture.c | 14 ++------------
 1 file changed, 2 insertions(+), 12 deletions(-)

diff --git a/src/mesa/state_tracker/st_atom_texture.c b/src/mesa/state_tracker/st_atom_texture.c
index 890e6f5..6262307 100644
--- a/src/mesa/state_tracker/st_atom_texture.c
+++ b/src/mesa/state_tracker/st_atom_texture.c
@@ -96,56 +96,52 @@ update_single_texture(struct st_context *st,
       st_get_texture_sampler_view_from_stobj(st, stObj, samp, glsl_version);
    return GL_TRUE;
 }
 
 
 
 static void
 update_textures(struct st_context *st,
                 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;
 
    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) {
+   for (unit = 0; samplers_used || unit < old_max;
+        unit++, samplers_used >>= 1) {
       struct pipe_sampler_view *sampler_view = NULL;
 
       if (samplers_used & 1) {
          /* prog->sh.data is NULL if it's ARB_fragment_program */
          unsigned glsl_version = prog->sh.data ? prog->sh.data->Version : 0;
          const GLuint texUnit = prog->SamplerUnits[unit];
          GLboolean retval;
 
          retval = update_single_texture(st, &sampler_view, texUnit,
                                         glsl_version);
          if (retval == GL_FALSE)
             continue;
 
          *num_textures = unit + 1;
       }
-      else if (samplers_used == 0 && unit >= old_max) {
-         /* if we've reset all the old views and we have no more new ones */
-         break;
-      }
 
       pipe_sampler_view_reference(&(sampler_views[unit]), sampler_view);
    }
 
    /* For any external samplers with multiplaner YUV, stuff the additional
     * sampler views we need at the end.
     *
     * Trying to cache the sampler view in the stObj looks painful, so just
     * re-create the sampler view for the extra planes each time.  Main use
     * case is video playback (ie. fps games wouldn't be using this) so I
@@ -200,93 +196,87 @@ 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,
                       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,
                    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,
                       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,
                       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,
                       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,
                       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



More information about the mesa-dev mailing list