meta: Refactor configuration of renderbuffer sampling

Cc: "10.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Topi Pohjolainen 2014-05-05 22:49:47 +03:00
parent a2952315ac
commit 4dc9c314c8
2 changed files with 30 additions and 13 deletions

View File

@ -402,6 +402,11 @@ _mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
struct gl_texture_object **texObj,
GLenum *target);
GLuint
_mesa_meta_setup_sampler(struct gl_context *ctx,
const struct gl_texture_object *texObj,
GLenum target, GLenum filter, GLuint srcLevel);
extern void
_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,

View File

@ -454,25 +454,13 @@ blitframebuffer_texture(struct gl_context *ctx,
2);
}
_mesa_GenSamplers(1, &sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
/*
printf("Blit from texture!\n");
printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
*/
/* Prepare src texture state */
_mesa_BindTexture(target, texObj->Name);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
}
_mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
sampler = _mesa_meta_setup_sampler(ctx, texObj, target, filter, srcLevel);
/* Always do our blits with no net sRGB decode or encode.
*
@ -613,6 +601,30 @@ _mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
return true;
}
GLuint
_mesa_meta_setup_sampler(struct gl_context *ctx,
const struct gl_texture_object *texObj,
GLenum target, GLenum filter, GLuint srcLevel)
{
GLuint sampler;
_mesa_GenSamplers(1, &sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
/* Prepare src texture state */
_mesa_BindTexture(target, texObj->Name);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
}
_mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return sampler;
}
/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
* of texture mapping and polygon rendering.