_mesa_DeleteVertexArrays(1, &mipmap->VAO);
mipmap->VAO = 0;
_mesa_reference_buffer_object(ctx, &mipmap->buf_obj, NULL);
- _mesa_DeleteSamplers(1, &mipmap->Sampler);
- mipmap->Sampler = 0;
+ _mesa_reference_sampler_object(ctx, &mipmap->samp_obj, NULL);
if (mipmap->FBO != 0) {
_mesa_DeleteFramebuffers(1, &mipmap->FBO);
ctx->Extensions.ARB_fragment_shader;
GLenum faceTarget;
GLuint dstLevel;
- GLuint samplerSave;
+ struct gl_sampler_object *samp_obj_save = NULL;
GLint swizzle[4];
GLboolean swizzleSaved = GL_FALSE;
_mesa_set_enable(ctx, target, GL_TRUE);
}
- samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
- ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+ _mesa_reference_sampler_object(ctx, &samp_obj_save,
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler);
/* We may have been called from glGenerateTextureMipmap with CurrentUnit
* still set to 0, so we don't know when we can skip binding the texture.
*/
_mesa_BindTexture(target, texObj->Name);
- if (!mipmap->Sampler) {
- struct gl_sampler_object *samp_obj;
-
- _mesa_GenSamplers(1, &mipmap->Sampler);
-
- samp_obj = _mesa_lookup_samplerobj(ctx, mipmap->Sampler);
- assert(samp_obj != NULL && samp_obj->Name == mipmap->Sampler);
-
- _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
+ if (mipmap->samp_obj == NULL) {
+ mipmap->samp_obj = ctx->Driver.NewSamplerObject(ctx, 0xDEADBEEF);
+ if (mipmap->samp_obj == NULL) {
+ /* This is a bit lazy. Flag out of memory, and then don't bother to
+ * clean up. Once out of memory is flagged, the only realistic next
+ * move is to destroy the context. That will trigger all the right
+ * clean up.
+ */
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenerateMipmap");
+ return;
+ }
- _mesa_set_sampler_filters(ctx, samp_obj, GL_LINEAR_MIPMAP_LINEAR,
+ _mesa_set_sampler_filters(ctx, mipmap->samp_obj, GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR);
- _mesa_set_sampler_wrap(ctx, samp_obj, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE,
- GL_CLAMP_TO_EDGE);
+ _mesa_set_sampler_wrap(ctx, mipmap->samp_obj, GL_CLAMP_TO_EDGE,
+ GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
- /* We don't want to encode or decode sRGB values; treat them as linear.
- * This is not technically correct for GLES3 but we don't get any API
- * error at the moment.
- */
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_set_sampler_srgb_decode(ctx, samp_obj, GL_SKIP_DECODE_EXT);
- }
- } else {
- _mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
+ /* We don't want to encode or decode sRGB values; treat them as linear. */
+ _mesa_set_sampler_srgb_decode(ctx, mipmap->samp_obj, GL_SKIP_DECODE_EXT);
}
+ _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, mipmap->samp_obj);
+
assert(mipmap->FBO != 0);
_mesa_BindFramebuffer(GL_FRAMEBUFFER_EXT, mipmap->FBO);
_mesa_lock_texture(ctx, texObj); /* relock */
- _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+ _mesa_bind_sampler(ctx, ctx->Texture.CurrentUnit, samp_obj_save);
+ _mesa_reference_sampler_object(ctx, &samp_obj_save, NULL);
_mesa_meta_end(ctx);