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authorIan Romanick <ian.d.romanick@intel.com>2016-01-19 17:43:05 -0800
committerIan Romanick <ian.d.romanick@intel.com>2018-01-02 16:23:52 -0800
commitbd32d4d0671777d9b7d6e3a592abb67563a8063c (patch)
tree1c376b32c950cb51e7e2b5192563390428d610ad /src/mesa/drivers/common/meta_blit.c
parent5325a34ed78e2ffc3bd3d05fbdb49c8002853a77 (diff)
meta: Don't pollute the texture namespace
tl;dr: For many types of GL object, we can *NEVER* use the Gen function. In OpenGL ES (all versions!) and OpenGL compatibility profile, applications don't have to call Gen functions. The GL spec is very clear about how you can mix-and-match generated names and non-generated names: you can use any name you want for a particular object type until you call the Gen function for that object type. Here's the problem scenario: - Application calls a meta function that generates a name. The first Gen will probably return 1. - Application decides to use the same name for an object of the same type without calling Gen. Many demo programs use names 1, 2, 3, etc. without calling Gen. - Application calls the meta function again, and the meta function replaces the data. The application's data is lost, and the app fails. Have fun debugging that. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92363 Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Diffstat (limited to 'src/mesa/drivers/common/meta_blit.c')
-rw-r--r--src/mesa/drivers/common/meta_blit.c18
1 files changed, 4 insertions, 14 deletions
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
index 95dfa64c051..496ef285d02 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -879,9 +879,7 @@ _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
_mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, blit->samp_obj_save);
_mesa_reference_sampler_object(ctx, &blit->samp_obj_save, NULL);
_mesa_reference_sampler_object(ctx, &blit->samp_obj, NULL);
-
- if (blit->temp_tex_obj)
- _mesa_DeleteTextures(1, &blit->temp_tex_obj->Name);
+ _mesa_delete_nameless_texture(ctx, blit->temp_tex_obj);
}
struct gl_texture_object *
@@ -890,20 +888,14 @@ _mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
{
struct gl_texture_image *texImage;
struct gl_texture_object *texObj;
- GLuint tempTex;
const GLenum target = rb->NumSamples > 1
? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
- tempTex = 0;
- _mesa_CreateTextures(target, 1, &tempTex);
- if (tempTex == 0)
- return NULL;
-
- texObj = _mesa_lookup_texture(ctx, tempTex);
+ texObj = ctx->Driver.NewTextureObject(ctx, 0xDEADBEEF, target);
texImage = _mesa_get_tex_image(ctx, texObj, target, 0);
if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
- _mesa_DeleteTextures(1, &tempTex);
+ _mesa_delete_nameless_texture(ctx, texObj);
return NULL;
}
@@ -912,8 +904,6 @@ _mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
ctx->Driver.FinishRenderTexture(ctx, rb);
}
- assert(target == texObj->Target);
- assert(tempTex == texObj->Name);
return texObj;
}
@@ -1057,7 +1047,7 @@ _mesa_meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit)
_mesa_meta_blit_shader_table_cleanup(ctx, &blit->shaders_without_depth);
if (blit->depthTex.tex_obj != NULL) {
- _mesa_DeleteTextures(1, &blit->depthTex.tex_obj->Name);
+ _mesa_delete_nameless_texture(ctx, blit->depthTex.tex_obj);
blit->depthTex.tex_obj = NULL;
}
}