1 /*
2 * Copyright 2016 VMware, Inc.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sub license, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include "pipe/p_context.h"
27 #include "util/u_format.h"
28 #include "util/u_inlines.h"
29
30 #include "main/context.h"
31 #include "main/macros.h"
32 #include "main/mtypes.h"
33 #include "main/teximage.h"
34 #include "main/texobj.h"
35 #include "program/prog_instruction.h"
36
37 #include "st_context.h"
38 #include "st_sampler_view.h"
39 #include "st_texture.h"
40 #include "st_format.h"
41 #include "st_cb_bufferobjects.h"
42 #include "st_cb_texture.h"
43
44
45 /**
46 * Set the given view as the current context's view for the texture.
47 *
48 * Overwrites any pre-existing view of the context.
49 *
50 * Takes ownership of the view (i.e., stores the view without incrementing the
51 * reference count).
52 *
53 * \return the view, or NULL on error. In case of error, the reference to the
54 * view is released.
55 */
56 static struct pipe_sampler_view *
st_texture_set_sampler_view(struct st_context * st,struct st_texture_object * stObj,struct pipe_sampler_view * view,bool glsl130_or_later,bool srgb_skip_decode)57 st_texture_set_sampler_view(struct st_context *st,
58 struct st_texture_object *stObj,
59 struct pipe_sampler_view *view,
60 bool glsl130_or_later, bool srgb_skip_decode)
61 {
62 struct st_sampler_views *views;
63 struct st_sampler_view *free = NULL;
64 struct st_sampler_view *sv;
65 GLuint i;
66
67 simple_mtx_lock(&stObj->validate_mutex);
68 views = stObj->sampler_views;
69
70 for (i = 0; i < views->count; ++i) {
71 sv = &views->views[i];
72
73 /* Is the array entry used ? */
74 if (sv->view) {
75 /* check if the context matches */
76 if (sv->view->context == st->pipe) {
77 pipe_sampler_view_release(st->pipe, &sv->view);
78 goto found;
79 }
80 } else {
81 /* Found a free slot, remember that */
82 free = sv;
83 }
84 }
85
86 /* Couldn't find a slot for our context, create a new one */
87 if (free) {
88 sv = free;
89 } else {
90 if (views->count >= views->max) {
91 /* Allocate a larger container. */
92 unsigned new_max = 2 * views->max;
93 unsigned new_size = sizeof(*views) + new_max * sizeof(views->views[0]);
94
95 if (new_max < views->max ||
96 new_max > (UINT_MAX - sizeof(*views)) / sizeof(views->views[0])) {
97 pipe_sampler_view_release(st->pipe, &view);
98 goto out;
99 }
100
101 struct st_sampler_views *new_views = malloc(new_size);
102 if (!new_views) {
103 pipe_sampler_view_release(st->pipe, &view);
104 goto out;
105 }
106
107 new_views->count = views->count;
108 new_views->max = new_max;
109 memcpy(&new_views->views[0], &views->views[0],
110 views->count * sizeof(views->views[0]));
111
112 /* Initialize the pipe_sampler_view pointers to zero so that we don't
113 * have to worry about racing against readers when incrementing
114 * views->count.
115 */
116 memset(&new_views->views[views->count], 0,
117 (new_max - views->count) * sizeof(views->views[0]));
118
119 /* Use memory release semantics to ensure that concurrent readers will
120 * get the correct contents of the new container.
121 *
122 * Also, the write should be atomic, but that's guaranteed anyway on
123 * all supported platforms.
124 */
125 p_atomic_set(&stObj->sampler_views, new_views);
126
127 /* We keep the old container around until the texture object is
128 * deleted, because another thread may still be reading from it. We
129 * double the size of the container each time, so we end up with
130 * at most twice the total memory allocation.
131 */
132 views->next = stObj->sampler_views_old;
133 stObj->sampler_views_old = views;
134
135 views = new_views;
136 }
137
138 sv = &views->views[views->count];
139
140 /* Since modification is guarded by the lock, only the write part of the
141 * increment has to be atomic, and that's already guaranteed on all
142 * supported platforms without using an atomic intrinsic.
143 */
144 views->count++;
145 }
146
147 found:
148 assert(sv->view == NULL);
149
150 sv->glsl130_or_later = glsl130_or_later;
151 sv->srgb_skip_decode = srgb_skip_decode;
152 sv->view = view;
153
154 out:
155 simple_mtx_unlock(&stObj->validate_mutex);
156 return view;
157 }
158
159
160 /**
161 * Return the most-recently validated sampler view for the texture \p stObj
162 * in the given context, if any.
163 *
164 * Performs no additional validation.
165 */
166 const struct st_sampler_view *
st_texture_get_current_sampler_view(const struct st_context * st,const struct st_texture_object * stObj)167 st_texture_get_current_sampler_view(const struct st_context *st,
168 const struct st_texture_object *stObj)
169 {
170 const struct st_sampler_views *views = p_atomic_read(&stObj->sampler_views);
171
172 for (unsigned i = 0; i < views->count; ++i) {
173 const struct st_sampler_view *sv = &views->views[i];
174 if (sv->view && sv->view->context == st->pipe)
175 return sv;
176 }
177
178 return NULL;
179 }
180
181
182 /**
183 * For the given texture object, release any sampler views which belong
184 * to the calling context.
185 */
186 void
st_texture_release_sampler_view(struct st_context * st,struct st_texture_object * stObj)187 st_texture_release_sampler_view(struct st_context *st,
188 struct st_texture_object *stObj)
189 {
190 GLuint i;
191
192 simple_mtx_lock(&stObj->validate_mutex);
193 struct st_sampler_views *views = stObj->sampler_views;
194 for (i = 0; i < views->count; ++i) {
195 struct pipe_sampler_view **sv = &views->views[i].view;
196
197 if (*sv && (*sv)->context == st->pipe) {
198 pipe_sampler_view_reference(sv, NULL);
199 break;
200 }
201 }
202 simple_mtx_unlock(&stObj->validate_mutex);
203 }
204
205
206 /**
207 * Release all sampler views attached to the given texture object, regardless
208 * of the context.
209 */
210 void
st_texture_release_all_sampler_views(struct st_context * st,struct st_texture_object * stObj)211 st_texture_release_all_sampler_views(struct st_context *st,
212 struct st_texture_object *stObj)
213 {
214 GLuint i;
215
216 /* TODO: This happens while a texture is deleted, because the Driver API
217 * is asymmetric: the driver allocates the texture object memory, but
218 * mesa/main frees it.
219 */
220 if (!stObj->sampler_views)
221 return;
222
223 simple_mtx_lock(&stObj->validate_mutex);
224 struct st_sampler_views *views = stObj->sampler_views;
225 for (i = 0; i < views->count; ++i)
226 pipe_sampler_view_release(st->pipe, &views->views[i].view);
227 simple_mtx_unlock(&stObj->validate_mutex);
228 }
229
230
231 void
st_texture_free_sampler_views(struct st_texture_object * stObj)232 st_texture_free_sampler_views(struct st_texture_object *stObj)
233 {
234 free(stObj->sampler_views);
235 stObj->sampler_views = NULL;
236
237 while (stObj->sampler_views_old) {
238 struct st_sampler_views *views = stObj->sampler_views_old;
239 stObj->sampler_views_old = views->next;
240 free(views);
241 }
242 }
243
244
245 /**
246 * Return swizzle1(swizzle2)
247 */
248 static unsigned
swizzle_swizzle(unsigned swizzle1,unsigned swizzle2)249 swizzle_swizzle(unsigned swizzle1, unsigned swizzle2)
250 {
251 unsigned i, swz[4];
252
253 if (swizzle1 == SWIZZLE_XYZW) {
254 /* identity swizzle, no change to swizzle2 */
255 return swizzle2;
256 }
257
258 for (i = 0; i < 4; i++) {
259 unsigned s = GET_SWZ(swizzle1, i);
260 switch (s) {
261 case SWIZZLE_X:
262 case SWIZZLE_Y:
263 case SWIZZLE_Z:
264 case SWIZZLE_W:
265 swz[i] = GET_SWZ(swizzle2, s);
266 break;
267 case SWIZZLE_ZERO:
268 swz[i] = SWIZZLE_ZERO;
269 break;
270 case SWIZZLE_ONE:
271 swz[i] = SWIZZLE_ONE;
272 break;
273 default:
274 assert(!"Bad swizzle term");
275 swz[i] = SWIZZLE_X;
276 }
277 }
278
279 return MAKE_SWIZZLE4(swz[0], swz[1], swz[2], swz[3]);
280 }
281
282
283 /**
284 * Given a user-specified texture base format, the actual gallium texture
285 * format and the current GL_DEPTH_MODE, return a texture swizzle.
286 *
287 * Consider the case where the user requests a GL_RGB internal texture
288 * format the driver actually uses an RGBA format. The A component should
289 * be ignored and sampling from the texture should always return (r,g,b,1).
290 * But if we rendered to the texture we might have written A values != 1.
291 * By sampling the texture with a ".xyz1" swizzle we'll get the expected A=1.
292 * This function computes the texture swizzle needed to get the expected
293 * values.
294 *
295 * In the case of depth textures, the GL_DEPTH_MODE state determines the
296 * texture swizzle.
297 *
298 * This result must be composed with the user-specified swizzle to get
299 * the final swizzle.
300 */
301 static unsigned
compute_texture_format_swizzle(GLenum baseFormat,GLenum depthMode,bool glsl130_or_later)302 compute_texture_format_swizzle(GLenum baseFormat, GLenum depthMode,
303 bool glsl130_or_later)
304 {
305 switch (baseFormat) {
306 case GL_RGBA:
307 return SWIZZLE_XYZW;
308 case GL_RGB:
309 return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_ONE);
310 case GL_RG:
311 return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_Y, SWIZZLE_ZERO, SWIZZLE_ONE);
312 case GL_RED:
313 return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
314 SWIZZLE_ZERO, SWIZZLE_ONE);
315 case GL_ALPHA:
316 return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
317 SWIZZLE_ZERO, SWIZZLE_W);
318 case GL_LUMINANCE:
319 return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
320 case GL_LUMINANCE_ALPHA:
321 return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_W);
322 case GL_INTENSITY:
323 return SWIZZLE_XXXX;
324 case GL_STENCIL_INDEX:
325 case GL_DEPTH_STENCIL:
326 case GL_DEPTH_COMPONENT:
327 /* Now examine the depth mode */
328 switch (depthMode) {
329 case GL_LUMINANCE:
330 return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_ONE);
331 case GL_INTENSITY:
332 return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_X, SWIZZLE_X, SWIZZLE_X);
333 case GL_ALPHA:
334 /* The texture(sampler*Shadow) functions from GLSL 1.30 ignore
335 * the depth mode and return float, while older shadow* functions
336 * and ARB_fp instructions return vec4 according to the depth mode.
337 *
338 * The problem with the GLSL 1.30 functions is that GL_ALPHA forces
339 * them to return 0, breaking them completely.
340 *
341 * A proper fix would increase code complexity and that's not worth
342 * it for a rarely used feature such as the GL_ALPHA depth mode
343 * in GL3. Therefore, change GL_ALPHA to GL_INTENSITY for all
344 * shaders that use GLSL 1.30 or later.
345 *
346 * BTW, it's required that sampler views are updated when
347 * shaders change (check_sampler_swizzle takes care of that).
348 */
349 if (glsl130_or_later)
350 return SWIZZLE_XXXX;
351 else
352 return MAKE_SWIZZLE4(SWIZZLE_ZERO, SWIZZLE_ZERO,
353 SWIZZLE_ZERO, SWIZZLE_X);
354 case GL_RED:
355 return MAKE_SWIZZLE4(SWIZZLE_X, SWIZZLE_ZERO,
356 SWIZZLE_ZERO, SWIZZLE_ONE);
357 default:
358 assert(!"Unexpected depthMode");
359 return SWIZZLE_XYZW;
360 }
361 default:
362 assert(!"Unexpected baseFormat");
363 return SWIZZLE_XYZW;
364 }
365 }
366
367
368 static unsigned
get_texture_format_swizzle(const struct st_context * st,const struct st_texture_object * stObj,bool glsl130_or_later)369 get_texture_format_swizzle(const struct st_context *st,
370 const struct st_texture_object *stObj,
371 bool glsl130_or_later)
372 {
373 GLenum baseFormat = _mesa_base_tex_image(&stObj->base)->_BaseFormat;
374 unsigned tex_swizzle;
375 GLenum depth_mode = stObj->base.DepthMode;
376
377 /* In ES 3.0, DEPTH_TEXTURE_MODE is expected to be GL_RED for textures
378 * with depth component data specified with a sized internal format.
379 */
380 if (_mesa_is_gles3(st->ctx) &&
381 (baseFormat == GL_DEPTH_COMPONENT ||
382 baseFormat == GL_DEPTH_STENCIL ||
383 baseFormat == GL_STENCIL_INDEX)) {
384 const struct gl_texture_image *firstImage =
385 _mesa_base_tex_image(&stObj->base);
386 if (firstImage->InternalFormat != GL_DEPTH_COMPONENT &&
387 firstImage->InternalFormat != GL_DEPTH_STENCIL &&
388 firstImage->InternalFormat != GL_STENCIL_INDEX)
389 depth_mode = GL_RED;
390 }
391 tex_swizzle = compute_texture_format_swizzle(baseFormat,
392 depth_mode,
393 glsl130_or_later);
394
395 /* Combine the texture format swizzle with user's swizzle */
396 return swizzle_swizzle(stObj->base._Swizzle, tex_swizzle);
397 }
398
399
400 /**
401 * Return TRUE if the texture's sampler view swizzle is not equal to
402 * the texture's swizzle.
403 *
404 * \param stObj the st texture object,
405 */
406 MAYBE_UNUSED static boolean
check_sampler_swizzle(const struct st_context * st,const struct st_texture_object * stObj,const struct pipe_sampler_view * sv,bool glsl130_or_later)407 check_sampler_swizzle(const struct st_context *st,
408 const struct st_texture_object *stObj,
409 const struct pipe_sampler_view *sv,
410 bool glsl130_or_later)
411 {
412 unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl130_or_later);
413
414 return ((sv->swizzle_r != GET_SWZ(swizzle, 0)) ||
415 (sv->swizzle_g != GET_SWZ(swizzle, 1)) ||
416 (sv->swizzle_b != GET_SWZ(swizzle, 2)) ||
417 (sv->swizzle_a != GET_SWZ(swizzle, 3)));
418 }
419
420
421 static unsigned
last_level(const struct st_texture_object * stObj)422 last_level(const struct st_texture_object *stObj)
423 {
424 unsigned ret = MIN2(stObj->base.MinLevel + stObj->base._MaxLevel,
425 stObj->pt->last_level);
426 if (stObj->base.Immutable)
427 ret = MIN2(ret, stObj->base.MinLevel + stObj->base.NumLevels - 1);
428 return ret;
429 }
430
431
432 static unsigned
last_layer(const struct st_texture_object * stObj)433 last_layer(const struct st_texture_object *stObj)
434 {
435 if (stObj->base.Immutable && stObj->pt->array_size > 1)
436 return MIN2(stObj->base.MinLayer + stObj->base.NumLayers - 1,
437 stObj->pt->array_size - 1);
438 return stObj->pt->array_size - 1;
439 }
440
441
442 /**
443 * Determine the format for the texture sampler view.
444 */
445 static enum pipe_format
get_sampler_view_format(struct st_context * st,const struct st_texture_object * stObj,bool srgb_skip_decode)446 get_sampler_view_format(struct st_context *st,
447 const struct st_texture_object *stObj,
448 bool srgb_skip_decode)
449 {
450 enum pipe_format format;
451
452 GLenum baseFormat = _mesa_base_tex_image(&stObj->base)->_BaseFormat;
453 format = stObj->surface_based ? stObj->surface_format : stObj->pt->format;
454
455 if (baseFormat == GL_DEPTH_COMPONENT ||
456 baseFormat == GL_DEPTH_STENCIL ||
457 baseFormat == GL_STENCIL_INDEX) {
458 if (stObj->base.StencilSampling || baseFormat == GL_STENCIL_INDEX)
459 format = util_format_stencil_only(format);
460
461 return format;
462 }
463
464 /* If sRGB decoding is off, use the linear format */
465 if (srgb_skip_decode)
466 format = util_format_linear(format);
467
468 /* Use R8_UNORM for video formats */
469 switch (format) {
470 case PIPE_FORMAT_NV12:
471 case PIPE_FORMAT_IYUV:
472 format = PIPE_FORMAT_R8_UNORM;
473 break;
474 default:
475 break;
476 }
477 return format;
478 }
479
480
481 static struct pipe_sampler_view *
st_create_texture_sampler_view_from_stobj(struct st_context * st,struct st_texture_object * stObj,enum pipe_format format,bool glsl130_or_later)482 st_create_texture_sampler_view_from_stobj(struct st_context *st,
483 struct st_texture_object *stObj,
484 enum pipe_format format,
485 bool glsl130_or_later)
486 {
487 /* There is no need to clear this structure (consider CPU overhead). */
488 struct pipe_sampler_view templ;
489 unsigned swizzle = get_texture_format_swizzle(st, stObj, glsl130_or_later);
490
491 templ.format = format;
492
493 if (stObj->level_override) {
494 templ.u.tex.first_level = templ.u.tex.last_level = stObj->level_override;
495 } else {
496 templ.u.tex.first_level = stObj->base.MinLevel + stObj->base.BaseLevel;
497 templ.u.tex.last_level = last_level(stObj);
498 }
499 if (stObj->layer_override) {
500 templ.u.tex.first_layer = templ.u.tex.last_layer = stObj->layer_override;
501 } else {
502 templ.u.tex.first_layer = stObj->base.MinLayer;
503 templ.u.tex.last_layer = last_layer(stObj);
504 }
505 assert(templ.u.tex.first_layer <= templ.u.tex.last_layer);
506 assert(templ.u.tex.first_level <= templ.u.tex.last_level);
507 templ.target = gl_target_to_pipe(stObj->base.Target);
508
509 templ.swizzle_r = GET_SWZ(swizzle, 0);
510 templ.swizzle_g = GET_SWZ(swizzle, 1);
511 templ.swizzle_b = GET_SWZ(swizzle, 2);
512 templ.swizzle_a = GET_SWZ(swizzle, 3);
513
514 return st->pipe->create_sampler_view(st->pipe, stObj->pt, &templ);
515 }
516
517
518 struct pipe_sampler_view *
st_get_texture_sampler_view_from_stobj(struct st_context * st,struct st_texture_object * stObj,const struct gl_sampler_object * samp,bool glsl130_or_later,bool ignore_srgb_decode)519 st_get_texture_sampler_view_from_stobj(struct st_context *st,
520 struct st_texture_object *stObj,
521 const struct gl_sampler_object *samp,
522 bool glsl130_or_later,
523 bool ignore_srgb_decode)
524 {
525 const struct st_sampler_view *sv;
526 bool srgb_skip_decode = false;
527
528 if (!ignore_srgb_decode && samp->sRGBDecode == GL_SKIP_DECODE_EXT)
529 srgb_skip_decode = true;
530
531 sv = st_texture_get_current_sampler_view(st, stObj);
532
533 if (sv &&
534 sv->glsl130_or_later == glsl130_or_later &&
535 sv->srgb_skip_decode == srgb_skip_decode) {
536 /* Debug check: make sure that the sampler view's parameters are
537 * what they're supposed to be.
538 */
539 struct pipe_sampler_view *view = sv->view;
540 assert(stObj->pt == view->texture);
541 assert(!check_sampler_swizzle(st, stObj, view, glsl130_or_later));
542 assert(get_sampler_view_format(st, stObj, srgb_skip_decode) == view->format);
543 assert(gl_target_to_pipe(stObj->base.Target) == view->target);
544 assert(stObj->level_override ||
545 stObj->base.MinLevel + stObj->base.BaseLevel == view->u.tex.first_level);
546 assert(stObj->level_override || last_level(stObj) == view->u.tex.last_level);
547 assert(stObj->layer_override || stObj->base.MinLayer == view->u.tex.first_layer);
548 assert(stObj->layer_override || last_layer(stObj) == view->u.tex.last_layer);
549 assert(!stObj->layer_override ||
550 (stObj->layer_override == view->u.tex.first_layer &&
551 stObj->layer_override == view->u.tex.last_layer));
552 return view;
553 }
554
555 /* create new sampler view */
556 enum pipe_format format = get_sampler_view_format(st, stObj, srgb_skip_decode);
557 struct pipe_sampler_view *view =
558 st_create_texture_sampler_view_from_stobj(st, stObj, format, glsl130_or_later);
559
560 view = st_texture_set_sampler_view(st, stObj, view, glsl130_or_later, srgb_skip_decode);
561
562 return view;
563 }
564
565
566 struct pipe_sampler_view *
st_get_buffer_sampler_view_from_stobj(struct st_context * st,struct st_texture_object * stObj)567 st_get_buffer_sampler_view_from_stobj(struct st_context *st,
568 struct st_texture_object *stObj)
569 {
570 const struct st_sampler_view *sv;
571 struct st_buffer_object *stBuf =
572 st_buffer_object(stObj->base.BufferObject);
573
574 if (!stBuf || !stBuf->buffer)
575 return NULL;
576
577 sv = st_texture_get_current_sampler_view(st, stObj);
578
579 struct pipe_resource *buf = stBuf->buffer;
580
581 if (sv) {
582 struct pipe_sampler_view *view = sv->view;
583
584 if (view->texture == buf) {
585 /* Debug check: make sure that the sampler view's parameters are
586 * what they're supposed to be.
587 */
588 assert(st_mesa_format_to_pipe_format(st, stObj->base._BufferObjectFormat)
589 == view->format);
590 assert(view->target == PIPE_BUFFER);
591 unsigned base = stObj->base.BufferOffset;
592 MAYBE_UNUSED unsigned size = MIN2(buf->width0 - base,
593 (unsigned) stObj->base.BufferSize);
594 assert(view->u.buf.offset == base);
595 assert(view->u.buf.size == size);
596 return view;
597 }
598 }
599
600 unsigned base = stObj->base.BufferOffset;
601
602 if (base >= buf->width0)
603 return NULL;
604
605 unsigned size = buf->width0 - base;
606 size = MIN2(size, (unsigned)stObj->base.BufferSize);
607 if (!size)
608 return NULL;
609
610 /* Create a new sampler view. There is no need to clear the entire
611 * structure (consider CPU overhead).
612 */
613 struct pipe_sampler_view templ;
614
615 templ.format =
616 st_mesa_format_to_pipe_format(st, stObj->base._BufferObjectFormat);
617 templ.target = PIPE_BUFFER;
618 templ.swizzle_r = PIPE_SWIZZLE_X;
619 templ.swizzle_g = PIPE_SWIZZLE_Y;
620 templ.swizzle_b = PIPE_SWIZZLE_Z;
621 templ.swizzle_a = PIPE_SWIZZLE_W;
622 templ.u.buf.offset = base;
623 templ.u.buf.size = size;
624
625 struct pipe_sampler_view *view =
626 st->pipe->create_sampler_view(st->pipe, buf, &templ);
627
628 view = st_texture_set_sampler_view(st, stObj, view, false, false);
629
630 return view;
631 }
632