meta/generate_mipmap: 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>
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@ -185,7 +185,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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ctx->Extensions.ARB_fragment_shader;
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GLenum faceTarget;
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GLuint dstLevel;
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GLuint samplerSave;
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struct gl_sampler_object *samp_obj_save = NULL;
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GLint swizzle[4];
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GLboolean swizzleSaved = GL_FALSE;
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@ -216,8 +216,8 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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_mesa_set_enable(ctx, target, GL_TRUE);
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}
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samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
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ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
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_mesa_reference_sampler_object(ctx, &samp_obj_save,
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ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
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/* We may have been called from glGenerateTextureMipmap with CurrentUnit
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* still set to 0, so we don't know when we can skip binding the texture.
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@ -375,7 +375,8 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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_mesa_lock_texture(ctx, texObj); /* relock */
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_mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
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_mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
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_mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
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_mesa_meta_end(ctx);
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