meta/decompress: Save and restore the sampler using gl_sampler_object instead of GL API object handle

Some meta operations can be called recursively.  Future changes (the
"Don't pollute the ... namespace" changes) will cause objects with
invalid names to be used.  If a nested meta operation tries to restore
an object named 0xDEADBEEF, it will fail.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This commit is contained in:
Ian Romanick 2015-11-11 11:01:46 -08:00
parent d4094f64c1
commit b03ee127d8
1 changed files with 5 additions and 4 deletions

View File

@ -3017,7 +3017,7 @@ decompress_texture_image(struct gl_context *ctx,
GLenum rbFormat;
GLenum faceTarget;
struct vertex verts[4];
GLuint samplerSave;
struct gl_sampler_object *samp_obj_save = NULL;
GLenum status;
const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader;
@ -3067,8 +3067,8 @@ decompress_texture_image(struct gl_context *ctx,
_mesa_meta_begin(ctx, MESA_META_ALL & ~(MESA_META_PIXEL_STORE |
MESA_META_DRAW_BUFFERS));
samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
_mesa_reference_sampler_object(ctx, &samp_obj_save,
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
/* Create/bind FBO/renderbuffer */
if (decompress_fbo->FBO == 0) {
@ -3223,7 +3223,8 @@ decompress_texture_image(struct gl_context *ctx,
if (!use_glsl_version)
_mesa_set_enable(ctx, target, GL_FALSE);
_mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
_mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
_mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
_mesa_meta_end(ctx);