On 05/25/2017 06:41 AM, Timothy Arceri wrote:
On 24/05/17 07:45, Samuel Pitoiset wrote:
Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>
---
src/mapi/glapi/gen/ARB_multi_bind.xml | 2 +-
src/mesa/main/shaderimage.c | 43
+++++++++++++++++++++++++++++++++++
src/mesa/main/shaderimage.h | 4 ++++
3 files changed, 48 insertions(+), 1 deletion(-)
diff --git a/src/mapi/glapi/gen/ARB_multi_bind.xml
b/src/mapi/glapi/gen/ARB_multi_bind.xml
index f42eaa28e96..d58c2708cb2 100644
--- a/src/mapi/glapi/gen/ARB_multi_bind.xml
+++ b/src/mapi/glapi/gen/ARB_multi_bind.xml
@@ -35,7 +35,7 @@
<param name="samplers" type="const GLuint *"/>
</function>
- <function name="BindImageTextures">
+ <function name="BindImageTextures" no_error="true">
<param name="first" type="GLuint"/>
<param name="count" type="GLsizei"/>
<param name="textures" type="const GLuint *"/>
diff --git a/src/mesa/main/shaderimage.c b/src/mesa/main/shaderimage.c
index 494125346b4..df2ad5a8195 100644
--- a/src/mesa/main/shaderimage.c
+++ b/src/mesa/main/shaderimage.c
@@ -659,6 +659,49 @@ _mesa_BindImageTexture(GLuint unit, GLuint
texture, GLint level,
}
void GLAPIENTRY
+_mesa_BindImageTextures_no_error(GLuint first, GLsizei count,
+ const GLuint *textures)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ int i;
+
+ FLUSH_VERTICES(ctx, 0);
+ ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
+
+ _mesa_HashLockMutex(ctx->Shared->TexObjects);
+
+ for (i = 0; i < count; i++) {
+ struct gl_image_unit *u = &ctx->ImageUnits[first + i];
+ const GLuint texture = textures ? textures[i] : 0;
+
+ if (texture) {
+ struct gl_texture_object *texObj = u->TexObj;
+ GLenum tex_format;
+
+ if (!texObj || texObj->Name != texture) {
+ texObj = _mesa_lookup_texture_locked(ctx, texture);
+ }
+
+ if (texObj->Target == GL_TEXTURE_BUFFER) {
+ tex_format = texObj->BufferObjectFormat;
+ } else {
+ struct gl_texture_image *image = texObj->Image[0][0];
+
+ tex_format = image->InternalFormat;
+ }
+
+ set_image_binding(u, texObj, 0,
+ _mesa_tex_target_is_layered(texObj->Target),
+ 0, GL_READ_WRITE, tex_format);
+ } else {
+ set_image_binding(u, NULL, 0, GL_FALSE, 0, GL_READ_ONLY,
GL_R8);
+ }
+ }
In order to avoid code duplication I've been creating helpers e.g
static ALWAYS_INLINE void
bind_image_textures(..., bool no_error)
That way we can do a no_error check on error checks and we can avoid
duplicating all this code. ALWAYS_INLINE will set compiler flags to
force inlining so the no_error check will get optimised away.
Personally I think it looks a bit messy, but IMO its also better than
the alternative which is the no_error function getting out of sync with
the regular function after code updates.
I do agree, it's not perfect but it looks better.
For now patches 1-4 are:
Reviewed-by: Timothy Arceri <tarc...@itsqueeze.com>
+
+ _mesa_HashUnlockMutex(ctx->Shared->TexObjects);
+}
+
+void GLAPIENTRY
_mesa_BindImageTextures(GLuint first, GLsizei count, const GLuint
*textures)
{
GET_CURRENT_CONTEXT(ctx);
diff --git a/src/mesa/main/shaderimage.h b/src/mesa/main/shaderimage.h
index b2b22bbf863..6a9e3d67e92 100644
--- a/src/mesa/main/shaderimage.h
+++ b/src/mesa/main/shaderimage.h
@@ -90,6 +90,10 @@ _mesa_BindImageTexture(GLuint unit, GLuint texture,
GLint level,
GLenum format);
void GLAPIENTRY
+_mesa_BindImageTextures_no_error(GLuint first, GLsizei count,
+ const GLuint *textures);
+
+void GLAPIENTRY
_mesa_BindImageTextures(GLuint first, GLsizei count, const GLuint
*textures);
#ifdef __cplusplus
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