mesa/main: Modify generate_mipmap_compressed to cope with float textures

Once we add BPTC texture support we will need to generate mipmaps for
compressed floating point textures too. Most of the code seems to already be
there but it just needs a few extra lines to get it to use GL_FLOAT instead of
GL_UNSIGNED_BYTE as the type for the temporary buffers.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Neil Roberts 2014-07-25 17:38:22 +01:00
parent 17cde55c53
commit 88a8830390
1 changed files with 8 additions and 5 deletions

View File

@ -2038,12 +2038,15 @@ generate_mipmap_compressed(struct gl_context *ctx, GLenum target,
components = _mesa_format_num_components(temp_format);
/* Revisit this if we get compressed formats with >8 bits per component */
if (_mesa_get_format_datatype(srcImage->TexFormat)
== GL_SIGNED_NORMALIZED) {
switch (_mesa_get_format_datatype(srcImage->TexFormat)) {
case GL_FLOAT:
temp_datatype = GL_FLOAT;
break;
case GL_SIGNED_NORMALIZED:
/* Revisit this if we get compressed formats with >8 bits per component */
temp_datatype = GL_BYTE;
}
else {
break;
default:
temp_datatype = GL_UNSIGNED_BYTE;
}