-
-
-
-/**
- * When doing GL render to texture, we have to be sure that finalize_texture()
- * didn't yank out the pipe_texture that we earlier created a surface for.
- * Check for that here and create a new surface if needed.
- */
-static void
-update_renderbuffer_surface(struct st_context *st,
- struct st_renderbuffer *strb)
-{
- struct pipe_screen *screen = st->pipe->screen;
- struct pipe_texture *texture = strb->rtt->pt;
- int rtt_width = strb->Base.Width;
- int rtt_height = strb->Base.Height;
-
- if (!strb->surface ||
- strb->surface->texture != texture ||
- strb->surface->width != rtt_width ||
- strb->surface->height != rtt_height) {
- GLuint level;
- /* find matching mipmap level size */
- for (level = 0; level <= texture->last_level; level++) {
- if (u_minify(texture->width0, level) == rtt_width &&
- u_minify(texture->height0, level) == rtt_height) {
-
- pipe_surface_reference(&strb->surface, NULL);
-
- strb->surface = screen->get_tex_surface(screen,
- texture,
- strb->rtt_face,
- level,
- strb->rtt_slice,
- PIPE_BUFFER_USAGE_GPU_READ |
- PIPE_BUFFER_USAGE_GPU_WRITE);
-#if 0
- printf("-- alloc new surface %d x %d into tex %p\n",
- strb->surface->width, strb->surface->height,
- texture);
-#endif
- break;
- }
- }
- }
-}