[Mesa-dev] [PATCH 08/24] st/mesa: simplify update_shader_samplers
Timothy Arceri
tarceri at itsqueeze.com
Tue Jun 13 05:59:51 UTC 2017
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
On 13/06/17 04:18, Marek Olšák wrote:
> From: Marek Olšák <marek.olsak at amd.com>
>
> ---
> src/mesa/state_tracker/st_atom_sampler.c | 24 ++++++++----------------
> 1 file changed, 8 insertions(+), 16 deletions(-)
>
> diff --git a/src/mesa/state_tracker/st_atom_sampler.c b/src/mesa/state_tracker/st_atom_sampler.c
> index 52ff9b6..9e5d940 100644
> --- a/src/mesa/state_tracker/st_atom_sampler.c
> +++ b/src/mesa/state_tracker/st_atom_sampler.c
> @@ -253,52 +253,43 @@ convert_sampler_from_unit(const struct st_context *st,
>
> /**
> * Update the gallium driver's sampler state for fragment, vertex or
> * geometry shader stage.
> */
> static void
> update_shader_samplers(struct st_context *st,
> enum pipe_shader_type shader_stage,
> const struct gl_program *prog,
> struct pipe_sampler_state *samplers,
> - unsigned *num_samplers)
> + unsigned *out_num_samplers)
> {
> GLbitfield samplers_used = prog->SamplersUsed;
> GLbitfield free_slots = ~prog->SamplersUsed;
> GLbitfield external_samplers_used = prog->ExternalSamplersUsed;
> - GLuint unit;
> - const GLuint old_max = *num_samplers;
> + unsigned unit, num_samplers;
> const struct pipe_sampler_state *states[PIPE_MAX_SAMPLERS];
>
> if (samplers_used == 0x0)
> return;
>
> - *num_samplers = 0;
> + num_samplers = util_last_bit(samplers_used);
>
> /* loop over sampler units (aka tex image units) */
> for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
> struct pipe_sampler_state *sampler = samplers + unit;
>
> if (samplers_used & 1) {
> - const GLuint texUnit = prog->SamplerUnits[unit];
> -
> - convert_sampler_from_unit(st, sampler, texUnit);
> + convert_sampler_from_unit(st, sampler, prog->SamplerUnits[unit]);
> states[unit] = sampler;
> - *num_samplers = unit + 1;
> - }
> - else if (samplers_used != 0 || unit < old_max) {
> + } else {
> states[unit] = NULL;
> }
> - else {
> - /* if we've reset all the old samplers and we have no more new ones */
> - break;
> - }
> }
>
> /* For any external samplers with multiplaner YUV, stuff the additional
> * sampler states we need at the end.
> *
> * Just re-use the existing sampler-state from the primary slot.
> */
> while (unlikely(external_samplers_used)) {
> GLuint unit = u_bit_scan(&external_samplers_used);
> GLuint extra = 0;
> @@ -319,24 +310,25 @@ update_shader_samplers(struct st_context *st,
> /* we need two additional samplers: */
> extra = u_bit_scan(&free_slots);
> states[extra] = sampler;
> extra = u_bit_scan(&free_slots);
> states[extra] = sampler;
> break;
> default:
> break;
> }
>
> - *num_samplers = MAX2(*num_samplers, extra + 1);
> + num_samplers = MAX2(num_samplers, extra + 1);
> }
>
> - cso_set_samplers(st->cso_context, shader_stage, *num_samplers, states);
> + cso_set_samplers(st->cso_context, shader_stage, num_samplers, states);
> + *out_num_samplers = num_samplers;
> }
>
>
> void
> st_update_vertex_samplers(struct st_context *st)
> {
> const struct gl_context *ctx = st->ctx;
>
> update_shader_samplers(st,
> PIPE_SHADER_VERTEX,
>
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