From 8e300b0b8d11cc58006e285535993f52181c2857 Mon Sep 17 00:00:00 2001 From: Pauli Nieminen Date: Sat, 9 Jun 2012 11:44:07 +0300 Subject: meta: Use sampler object in framebuffer blit Framebuffer blit needs to setup texture sampling to match application requested blit operation. Sampler object can be used to avoid changes to texture object. But caching sampler object doesn't make much sense when we need to synamically change it based on filtering parameters. Signed-off-by: Pauli Nieminen Reviewed-by: Brian Paul --- src/mesa/drivers/common/meta.c | 31 ++++++++++++++----------------- 1 file changed, 14 insertions(+), 17 deletions(-) diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 83ae3d90ee..14e177bfe9 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -1314,15 +1314,13 @@ blitframebuffer_texture(struct gl_context *ctx, if (readAtt && readAtt->Texture) { const struct gl_texture_object *texObj = readAtt->Texture; const GLuint srcLevel = readAtt->TextureLevel; - const GLenum minFilterSave = texObj->Sampler.MinFilter; - const GLenum magFilterSave = texObj->Sampler.MagFilter; const GLint baseLevelSave = texObj->BaseLevel; const GLint maxLevelSave = texObj->MaxLevel; - const GLenum wrapSSave = texObj->Sampler.WrapS; - const GLenum wrapTSave = texObj->Sampler.WrapT; - const GLenum srgbSave = texObj->Sampler.sRGBDecode; const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled; const GLenum target = texObj->Target; + GLuint sampler, samplerSave = + ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? + ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; if (drawAtt->Texture == readAtt->Texture) { /* Can't use same texture as both the source and dest. We need @@ -1337,6 +1335,9 @@ blitframebuffer_texture(struct gl_context *ctx, return mask; } + _mesa_GenSamplers(1, &sampler); + _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler); + /* printf("Blit from texture!\n"); printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt); @@ -1345,18 +1346,18 @@ blitframebuffer_texture(struct gl_context *ctx, /* Prepare src texture state */ _mesa_BindTexture(target, texObj->Name); - _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); - _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); + _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_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Always do our blits with no sRGB decode or encode.*/ if (ctx->Extensions.EXT_texture_sRGB_decode) { - _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, + _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); } if (ctx->Extensions.EXT_framebuffer_sRGB) { @@ -1416,21 +1417,17 @@ blitframebuffer_texture(struct gl_context *ctx, /* Restore texture object state, the texture binding will * be restored by _mesa_meta_end(). */ - _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave); - _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave); if (target != GL_TEXTURE_RECTANGLE_ARB) { _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave); _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); } - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave); - if (ctx->Extensions.EXT_texture_sRGB_decode) { - _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, srgbSave); - } if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) { _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE); } + _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); + _mesa_DeleteSamplers(1, &sampler); + /* Done with color buffer */ mask &= ~GL_COLOR_BUFFER_BIT; } -- cgit v1.2.3