common: Fix PBOs for 1D_ARRAY.
Corrects the way that _mesa_meta_pbo_TexSubImage and _mesa_meta_pbo_GetTexSubImage handle 1D_ARRAY textures. Fixes a failure in the Piglit arb_direct_state_access/gettextureimage-targets test. Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com> Tested-by: Laura Ekstrand <laura@jlekstrand.net> Cc: "10.4, 10.5" <mesa-stable@lists.freedesktop.org>
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@ -137,7 +137,7 @@ _mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
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struct gl_texture_image *pbo_tex_image;
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GLenum status;
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bool success = false;
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int z;
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int z, iters;
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/* XXX: This should probably be passed in from somewhere */
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const char *where = "_mesa_meta_pbo_TexSubImage";
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@ -190,12 +190,6 @@ _mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
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_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
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_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
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if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
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assert(depth == 1);
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depth = height;
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height = 1;
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}
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_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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pbo_tex_image, 0);
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/* If this passes on the first layer it should pass on the others */
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@ -219,7 +213,10 @@ _mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
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GL_COLOR_BUFFER_BIT, GL_NEAREST))
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goto fail;
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for (z = 1; z < depth; z++) {
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iters = tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY ?
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height : depth;
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for (z = 1; z < iters; z++) {
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_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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pbo_tex_image, z);
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_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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@ -227,11 +224,18 @@ _mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
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_mesa_update_state(ctx);
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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0, z * height, width, (z + 1) * height,
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xoffset, yoffset,
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xoffset + width, yoffset + height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY)
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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0, z, width, z + 1,
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xoffset, yoffset,
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xoffset + width, yoffset + 1,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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else
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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0, z * height, width, (z + 1) * height,
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xoffset, yoffset,
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xoffset + width, yoffset + height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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success = true;
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@ -258,7 +262,7 @@ _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
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struct gl_texture_image *pbo_tex_image;
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GLenum status;
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bool success = false;
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int z;
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int z, iters;
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/* XXX: This should probably be passed in from somewhere */
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const char *where = "_mesa_meta_pbo_GetTexSubImage";
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@ -305,12 +309,6 @@ _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
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_mesa_GenFramebuffers(2, fbos);
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if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY) {
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assert(depth == 1);
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depth = height;
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height = 1;
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}
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/* If we were given a texture, bind it to the read framebuffer. If not,
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* we're doing a ReadPixels and we should just use whatever framebuffer
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* the client has bound.
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@ -344,7 +342,12 @@ _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
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GL_COLOR_BUFFER_BIT, GL_NEAREST))
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goto fail;
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for (z = 1; z < depth; z++) {
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if (tex_image && tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY)
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iters = height;
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else
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iters = depth;
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for (z = 1; z < iters; z++) {
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_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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tex_image, zoffset + z);
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_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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@ -352,11 +355,18 @@ _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
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_mesa_update_state(ctx);
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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xoffset, yoffset,
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xoffset + width, yoffset + height,
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0, z * height, width, (z + 1) * height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if (tex_image->TexObject->Target == GL_TEXTURE_1D_ARRAY)
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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xoffset, yoffset,
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xoffset + width, yoffset + 1,
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0, z, width, z + 1,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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else
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_mesa_meta_BlitFramebuffer(ctx, ctx->ReadBuffer, ctx->DrawBuffer,
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xoffset, yoffset,
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xoffset + width, yoffset + height,
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0, z * height, width, (z + 1) * height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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success = true;
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