GLuint VBO;
GLuint FBO;
GLuint Sampler;
- GLuint ShaderProg;
struct sampler_table samplers;
};
*
* \returns a handle to a shader program on success or zero on failure.
*/
-static GLuint
-setup_shader_for_sampler(struct gl_context *ctx, struct glsl_sampler *sampler)
+static void
+setup_blit_shader(struct gl_context *ctx,
+ GLenum target,
+ struct sampler_table *table)
{
const char *vs_source;
char *fs_source;
GLuint vs, fs;
void *const mem_ctx = ralloc_context(NULL);
+ struct glsl_sampler *sampler =
+ setup_texture_sampler(target, table);
+
+ assert(sampler != NULL);
- if (sampler->shader_prog != 0)
- return sampler->shader_prog;
+ if (sampler->shader_prog != 0) {
+ _mesa_UseProgram(sampler->shader_prog);
+ return;
+ }
/* The version check is a little tricky. API is set to API_OPENGLES2 even
* for OpenGL ES 3.0 contexts, and GLSLVersion may be set to 140, for
link_program_with_debug(ctx, sampler->shader_prog);
ralloc_free(mem_ctx);
- return sampler->shader_prog;
+ _mesa_UseProgram(sampler->shader_prog);
}
/**
struct blit_state *blit,
GLenum target)
{
- struct glsl_sampler *sampler;
-
/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
- /* Generate a relevant fragment shader program for the texture target */
- sampler = setup_texture_sampler(target, &blit->samplers);
- assert(sampler != NULL);
-
- setup_shader_for_sampler(ctx, sampler);
+ setup_blit_shader(ctx, target, &blit->samplers);
}
/**
*/
if (glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, target);
- if (target == GL_TEXTURE_2D)
- _mesa_UseProgram(blit->samplers.sampler_2d.shader_prog);
- else
- _mesa_UseProgram(blit->samplers.sampler_rect.shader_prog);
}
else {
setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
*/
if (use_glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, tex->Target);
- if (tex->Target == GL_TEXTURE_2D)
- _mesa_UseProgram(blit->samplers.sampler_2d.shader_prog);
- else
- _mesa_UseProgram(blit->samplers.sampler_rect.shader_prog);
}
else {
setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2);
struct gen_mipmap_state *mipmap,
GLenum target)
{
- struct glsl_sampler *sampler;
-
setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true, 2, 3, 0);
- /* Generate a fragment shader program appropriate for the texture target */
- sampler = setup_texture_sampler(target, &mipmap->samplers);
- assert(sampler != NULL);
-
- mipmap->ShaderProg = setup_shader_for_sampler(ctx, sampler);
+ setup_blit_shader(ctx, target, &mipmap->samplers);
}
*/
if (use_glsl_version) {
setup_glsl_generate_mipmap(ctx, mipmap, target);
- _mesa_UseProgram(mipmap->ShaderProg);
}
else {
setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3);
const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader &&
(ctx->API != API_OPENGLES);
- GLuint shaderProg = 0;
if (slice > 0) {
assert(target == GL_TEXTURE_3D ||
- target == GL_TEXTURE_2D_ARRAY);
+ target == GL_TEXTURE_2D_ARRAY ||
+ target == GL_TEXTURE_CUBE_MAP_ARRAY);
}
switch (target) {
return;
case GL_TEXTURE_CUBE_MAP_ARRAY:
- /* This target is just broken currently. */
- return;
+ faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + (slice % 6);
+ break;
case GL_TEXTURE_CUBE_MAP:
faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
}
if (use_glsl_version) {
- struct glsl_sampler *sampler;
-
setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
- 2, 3, 0);
-
- /* Generate a relevant fragment shader program for the texture target */
- sampler = setup_texture_sampler(target, &decompress->samplers);
- assert(sampler != NULL);
+ 2, 4, 0);
- shaderProg = setup_shader_for_sampler(ctx, sampler);
+ setup_blit_shader(ctx, target, &decompress->samplers);
} else {
setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
}
if (!use_glsl_version)
_mesa_set_enable(ctx, target, GL_TRUE);
- else {
- assert(shaderProg != 0);
- _mesa_UseProgram(shaderProg);
- }
{
/* save texture object state */
* unsigned, normalized values. We could handle signed and unnormalized
* with floating point renderbuffers...
*/
- if (texImage->TexObject->Target != GL_TEXTURE_CUBE_MAP_ARRAY
- && _mesa_is_format_compressed(texImage->TexFormat) &&
+ if (_mesa_is_format_compressed(texImage->TexFormat) &&
_mesa_get_format_datatype(texImage->TexFormat)
== GL_UNSIGNED_NORMALIZED) {
struct gl_texture_object *texObj = texImage->TexObject;
_mesa_unlock_texture(ctx, texObj);
for (slice = 0; slice < texImage->Depth; slice++) {
void *dst;
- if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY) {
+ if (texImage->TexObject->Target == GL_TEXTURE_2D_ARRAY
+ || texImage->TexObject->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
/* Setup pixel packing. SkipPixels and SkipRows will be applied
* in the decompress_texture_image() function's call to
* glReadPixels but we need to compute the dest slice's address