GLuint ArrayObj;
GLuint VBO;
GLuint DepthFP;
+ GLuint ShaderProg;
+ GLuint RectShaderProg;
+ struct temp_texture depthTex;
};
init_temp_texture(struct gl_context *ctx, struct temp_texture *tex)
{
/* prefer texture rectangle */
- if (ctx->Extensions.NV_texture_rectangle) {
+ if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) {
tex->Target = GL_TEXTURE_RECTANGLE;
tex->MaxSize = ctx->Const.MaxTextureRectSize;
tex->NPOT = GL_TRUE;
return tex;
}
+/**
+ * Return pointer to depth temp_texture.
+ * This does some one-time init if needed.
+ */
+static struct temp_texture *
+get_temp_depth_texture(struct gl_context *ctx)
+{
+ struct temp_texture *tex = &ctx->Meta->Blit.depthTex;
+
+ if (!tex->TexObj) {
+ init_temp_texture(ctx, tex);
+ }
+
+ return tex;
+}
/**
* Compute the width/height of texture needed to draw an image of the
* Setup/load texture for glCopyPixels or glBlitFramebuffer.
*/
static void
-setup_copypix_texture(struct temp_texture *tex,
+setup_copypix_texture(struct gl_context *ctx,
+ struct temp_texture *tex,
GLboolean newTex,
GLint srcX, GLint srcY,
GLsizei width, GLsizei height, GLenum intFormat,
_mesa_BindTexture(tex->Target, tex->TexObj);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, filter);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, filter);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
/* copy framebuffer image to texture */
if (newTex) {
_mesa_BindTexture(tex->Target, tex->TexObj);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
_mesa_TexParameteri(tex->Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES)
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
/* copy pixel data to texture */
if (newTex) {
strlen(program2), (const GLubyte *) program2);
}
+static void
+setup_ff_blit_framebuffer(struct gl_context *ctx,
+ struct blit_state *blit)
+{
+ struct vertex {
+ GLfloat x, y, s, t;
+ };
+ struct vertex verts[4];
+
+ if (blit->ArrayObj == 0) {
+ /* one-time setup */
+
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &blit->ArrayObj);
+ _mesa_BindVertexArray(blit->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffers(1, &blit->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
+ _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
+ _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+ /* setup projection matrix */
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_LoadIdentity();
+ _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
+
+}
+
+static void
+setup_glsl_blit_framebuffer(struct gl_context *ctx,
+ struct blit_state *blit,
+ GLenum target)
+{
+ struct vertex {
+ GLfloat x, y, s, t;
+ };
+ struct vertex verts[4];
+ const char *vs_source;
+ char *fs_source;
+ GLuint vs, fs;
+ void *mem_ctx;
+ GLuint ShaderProg;
+ GLboolean texture_2d = (target == GL_TEXTURE_2D);
+
+ /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
+ assert(_mesa_is_desktop_gl(ctx) || texture_2d);
+
+ /* Check if already initialized */
+ if (blit->ArrayObj == 0) {
+
+ /* create vertex array object */
+ _mesa_GenVertexArrays(1, &blit->ArrayObj);
+ _mesa_BindVertexArray(blit->ArrayObj);
+
+ /* create vertex array buffer */
+ _mesa_GenBuffers(1, &blit->VBO);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
+ NULL, GL_DYNAMIC_DRAW_ARB);
+
+ /* setup vertex arrays */
+ _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(x));
+ _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
+ sizeof(struct vertex), OFFSET(s));
+ }
+
+ /* Generate a relevant fragment shader program for the texture target */
+ if ((target == GL_TEXTURE_2D && blit->ShaderProg != 0) ||
+ (target == GL_TEXTURE_RECTANGLE && blit->RectShaderProg != 0)) {
+ return;
+ }
+
+ mem_ctx = ralloc_context(NULL);
+
+ if (ctx->Const.GLSLVersion < 130) {
+ vs_source =
+ "attribute vec2 position;\n"
+ "attribute vec2 textureCoords;\n"
+ "varying vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n";
+
+ fs_source = ralloc_asprintf(mem_ctx,
+ "uniform %s texSampler;\n"
+ "varying vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = %s(texSampler, texCoords);\n"
+ " gl_FragDepth = gl_FragColor.r;\n"
+ "}\n",
+ texture_2d ? "sampler2D" : "sampler2DRect",
+ texture_2d ? "texture2D" : "texture2DRect");
+ }
+ else {
+ vs_source = ralloc_asprintf(mem_ctx,
+ "#version %s\n"
+ "in vec2 position;\n"
+ "in vec2 textureCoords;\n"
+ "out vec2 texCoords;\n"
+ "void main()\n"
+ "{\n"
+ " texCoords = textureCoords;\n"
+ " gl_Position = vec4(position, 0.0, 1.0);\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ fs_source = ralloc_asprintf(mem_ctx,
+ "#version %s\n"
+ "uniform %s texSampler;\n"
+ "in vec2 texCoords;\n"
+ "out vec4 out_color;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " out_color = %s(texSampler, texCoords);\n"
+ " gl_FragDepth = out_color.r;\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
+ texture_2d ? "sampler2D" : "sampler2DRect",
+ texture_2d ? "texture" : "texture2DRect");
+ }
+
+ vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
+ fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
+
+ ShaderProg = _mesa_CreateProgramObjectARB();
+ _mesa_AttachShader(ShaderProg, fs);
+ _mesa_DeleteObjectARB(fs);
+ _mesa_AttachShader(ShaderProg, vs);
+ _mesa_DeleteObjectARB(vs);
+ _mesa_BindAttribLocation(ShaderProg, 0, "position");
+ _mesa_BindAttribLocation(ShaderProg, 1, "texcoords");
+ _mesa_EnableVertexAttribArray(0);
+ _mesa_EnableVertexAttribArray(1);
+ link_program_with_debug(ctx, ShaderProg);
+ ralloc_free(mem_ctx);
+ if (texture_2d)
+ blit->ShaderProg = ShaderProg;
+ else
+ blit->RectShaderProg = ShaderProg;
+}
/**
* Try to do a glBlitFramebuffer using no-copy texturing.
blitframebuffer_texture(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
- GLbitfield mask, GLenum filter)
+ GLbitfield mask, GLenum filter, GLint flipX,
+ GLint flipY, GLboolean glsl_version)
{
if (mask & GL_COLOR_BUFFER_BIT) {
const struct gl_framebuffer *drawFb = ctx->DrawBuffer;
const struct gl_framebuffer *readFb = ctx->ReadBuffer;
- const struct gl_renderbuffer_attachment *drawAtt =
- &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]];
+ const struct gl_renderbuffer_attachment *drawAtt;
const struct gl_renderbuffer_attachment *readAtt =
&readFb->Attachment[readFb->_ColorReadBufferIndex];
if (readAtt && readAtt->Texture) {
+ struct blit_state *blit = &ctx->Meta->Blit;
+ const GLint dstX = MIN2(dstX0, dstX1);
+ const GLint dstY = MIN2(dstY0, dstY1);
+ const GLint dstW = abs(dstX1 - dstX0);
+ const GLint dstH = abs(dstY1 - dstY0);
const struct gl_texture_object *texObj = readAtt->Texture;
const GLuint srcLevel = readAtt->TextureLevel;
const GLint baseLevelSave = texObj->BaseLevel;
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
- * to handle overlapping blits and besides, some hw may not
- * support this.
- */
- return mask;
+ /* Iterate through all draw buffers */
+ for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
+ int idx = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
+ if (idx == -1)
+ continue;
+ drawAtt = &drawFb->Attachment[idx];
+
+ if (drawAtt->Texture == readAtt->Texture) {
+ /* Can't use same texture as both the source and dest. We need
+ * to handle overlapping blits and besides, some hw may not
+ * support this.
+ */
+ return mask;
+ }
}
if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) {
return mask;
}
+ /* Choose between glsl version and fixed function version of
+ * BlitFramebuffer function.
+ */
+ if (glsl_version) {
+ setup_glsl_blit_framebuffer(ctx, blit, target);
+ if (target == GL_TEXTURE_2D)
+ _mesa_UseProgram(blit->ShaderProg);
+ else
+ _mesa_UseProgram(blit->RectShaderProg);
+ }
+ else {
+ setup_ff_blit_framebuffer(ctx, &ctx->Meta->Blit);
+ }
+
+ _mesa_BindVertexArray(blit->ArrayObj);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
+
_mesa_GenSamplers(1, &sampler);
_mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
GL_SKIP_DECODE_EXT);
}
- _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- _mesa_set_enable(ctx, target, GL_TRUE);
+ if (ctx->API == API_OPENGL_COMPAT || ctx->API == API_OPENGLES) {
+ _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ _mesa_set_enable(ctx, target, GL_TRUE);
+ }
/* Prepare vertex data (the VBO was previously created and bound) */
{
t1 = srcY1;
}
- verts[0].x = (GLfloat) dstX0;
- verts[0].y = (GLfloat) dstY0;
- verts[1].x = (GLfloat) dstX1;
- verts[1].y = (GLfloat) dstY0;
- verts[2].x = (GLfloat) dstX1;
- verts[2].y = (GLfloat) dstY1;
- verts[3].x = (GLfloat) dstX0;
- verts[3].y = (GLfloat) dstY1;
+ /* setup vertex positions */
+ verts[0].x = -1.0F * flipX;
+ verts[0].y = -1.0F * flipY;
+ verts[1].x = 1.0F * flipX;
+ verts[1].y = -1.0F * flipY;
+ verts[2].x = 1.0F * flipX;
+ verts[2].y = 1.0F * flipY;
+ verts[3].x = -1.0F * flipX;
+ verts[3].y = 1.0F * flipY;
verts[0].s = s0;
verts[0].t = t0;
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
+ /* setup viewport */
+ _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH);
+ _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ _mesa_DepthMask(GL_FALSE);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
/* Restore texture object state, the texture binding will
{
struct blit_state *blit = &ctx->Meta->Blit;
struct temp_texture *tex = get_temp_texture(ctx);
+ struct temp_texture *depthTex = get_temp_depth_texture(ctx);
const GLsizei maxTexSize = tex->MaxSize;
const GLint srcX = MIN2(srcX0, srcX1);
const GLint srcY = MIN2(srcY0, srcY1);
const GLint srcW = abs(srcX1 - srcX0);
const GLint srcH = abs(srcY1 - srcY0);
- const GLboolean srcFlipX = srcX1 < srcX0;
- const GLboolean srcFlipY = srcY1 < srcY0;
+ const GLint dstX = MIN2(dstX0, dstX1);
+ const GLint dstY = MIN2(dstY0, dstY1);
+ const GLint dstW = abs(dstX1 - dstX0);
+ const GLint dstH = abs(dstY1 - dstY0);
+ const GLint srcFlipX = (srcX1 - srcX0) / srcW;
+ const GLint srcFlipY = (srcY1 - srcY0) / srcH;
+ const GLint dstFlipX = (dstX1 - dstX0) / dstW;
+ const GLint dstFlipY = (dstY1 - dstY0) / dstH;
+ const GLint flipX = srcFlipX * dstFlipX;
+ const GLint flipY = srcFlipY * dstFlipY;
+
struct vertex {
GLfloat x, y, s, t;
};
struct vertex verts[4];
GLboolean newTex;
+ const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
+ ctx->Extensions.ARB_fragment_shader &&
+ (ctx->API != API_OPENGLES);
/* In addition to falling back if the blit size is larger than the maximum
* texture size, fallback if the source is multisampled. This fallback can
return;
}
- if (srcFlipX) {
- GLint tmp = dstX0;
- dstX0 = dstX1;
- dstX1 = tmp;
- }
-
- if (srcFlipY) {
- GLint tmp = dstY0;
- dstY0 = dstY1;
- dstY1 = tmp;
- }
-
/* only scissor effects blit so save/clear all other relevant state */
_mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
- if (blit->ArrayObj == 0) {
- /* one-time setup */
-
- /* create vertex array object */
- _mesa_GenVertexArrays(1, &blit->ArrayObj);
- _mesa_BindVertexArray(blit->ArrayObj);
-
- /* create vertex array buffer */
- _mesa_GenBuffers(1, &blit->VBO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
- _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- NULL, GL_DYNAMIC_DRAW_ARB);
-
- /* setup vertex arrays */
- _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
- _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
- }
- else {
- _mesa_BindVertexArray(blit->ArrayObj);
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
- }
-
/* Try faster, direct texture approach first */
mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1, mask, filter);
+ dstX0, dstY0, dstX1, dstY1, mask, filter,
+ dstFlipX, dstFlipY, use_glsl_version);
if (mask == 0x0) {
_mesa_meta_end(ctx);
return;
}
- /* Continue with "normal" approach which involves copying the src rect
- * into a temporary texture and is "blitted" by drawing a textured quad.
+ /* Choose between glsl version and fixed function version of
+ * BlitFramebuffer function.
*/
+ if (use_glsl_version) {
+ setup_glsl_blit_framebuffer(ctx, blit, tex->Target);
+ if (tex->Target == GL_TEXTURE_2D)
+ _mesa_UseProgram(blit->ShaderProg);
+ else
+ _mesa_UseProgram(blit->RectShaderProg);
+ }
+ else {
+ setup_ff_blit_framebuffer(ctx, blit);
+ }
- newTex = alloc_texture(tex, srcW, srcH, GL_RGBA);
+ _mesa_BindVertexArray(blit->ArrayObj);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO);
- /* vertex positions/texcoords (after texture allocation!) */
+ /* Continue with "normal" approach which involves copying the src rect
+ * into a temporary texture and is "blitted" by drawing a textured quad.
+ */
{
- verts[0].x = (GLfloat) dstX0;
- verts[0].y = (GLfloat) dstY0;
- verts[1].x = (GLfloat) dstX1;
- verts[1].y = (GLfloat) dstY0;
- verts[2].x = (GLfloat) dstX1;
- verts[2].y = (GLfloat) dstY1;
- verts[3].x = (GLfloat) dstX0;
- verts[3].y = (GLfloat) dstY1;
-
- verts[0].s = 0.0F;
- verts[0].t = 0.0F;
- verts[1].s = tex->Sright;
- verts[1].t = 0.0F;
- verts[2].s = tex->Sright;
- verts[2].t = tex->Ttop;
- verts[3].s = 0.0F;
- verts[3].t = tex->Ttop;
+ /* setup vertex positions */
+ verts[0].x = -1.0F * flipX;
+ verts[0].y = -1.0F * flipY;
+ verts[1].x = 1.0F * flipX;
+ verts[1].y = -1.0F * flipY;
+ verts[2].x = 1.0F * flipX;
+ verts[2].y = 1.0F * flipY;
+ verts[3].x = -1.0F * flipX;
+ verts[3].y = 1.0F * flipY;
- /* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
- _mesa_set_enable(ctx, tex->Target, GL_TRUE);
+ /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.}
+ * tokens.
+ */
+ if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
+ _mesa_set_enable(ctx, tex->Target, GL_TRUE);
if (mask & GL_COLOR_BUFFER_BIT) {
- setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH,
- GL_RGBA, filter);
+ const struct gl_framebuffer *readFb = ctx->ReadBuffer;
+ const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer;
+ const GLenum rb_base_format =
+ _mesa_base_tex_format(ctx, colorReadRb->InternalFormat);
+
+ newTex = alloc_texture(tex, srcW, srcH, rb_base_format);
+ setup_copypix_texture(ctx, tex, newTex, srcX, srcY, srcW, srcH,
+ rb_base_format, filter);
+ /* texcoords (after texture allocation!) */
+ {
+ verts[0].s = 0.0F;
+ verts[0].t = 0.0F;
+ verts[1].s = tex->Sright;
+ verts[1].t = 0.0F;
+ verts[2].s = tex->Sright;
+ verts[2].t = tex->Ttop;
+ verts[3].s = 0.0F;
+ verts[3].t = tex->Ttop;
+
+ /* upload new vertex data */
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ }
+
+ _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH);
+ _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
+ _mesa_DepthMask(GL_FALSE);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
mask &= ~GL_COLOR_BUFFER_BIT;
}
- if (mask & GL_DEPTH_BUFFER_BIT) {
+ if ((mask & GL_DEPTH_BUFFER_BIT) &&
+ _mesa_is_desktop_gl(ctx) &&
+ ctx->Extensions.ARB_depth_texture &&
+ ctx->Extensions.ARB_fragment_program) {
+
GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
+
if (tmp) {
+ /* texcoords (after texture allocation!) */
+ {
+ verts[0].s = 0.0F;
+ verts[0].t = 0.0F;
+ verts[1].s = depthTex->Sright;
+ verts[1].t = 0.0F;
+ verts[2].s = depthTex->Sright;
+ verts[2].t = depthTex->Ttop;
+ verts[3].s = 0.0F;
+ verts[3].t = depthTex->Ttop;
+
+ /* upload new vertex data */
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ }
+
if (!blit->DepthFP)
init_blit_depth_pixels(ctx);
/* maybe change tex format here */
- newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT);
+ newTex = alloc_texture(depthTex, srcW, srcH, GL_DEPTH_COMPONENT);
_mesa_ReadPixels(srcX, srcY, srcW, srcH,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
- setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
+ setup_drawpix_texture(ctx, depthTex, newTex, GL_DEPTH_COMPONENT, srcW, srcH,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp);
_mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
_mesa_DepthFunc(GL_ALWAYS);
_mesa_DepthMask(GL_TRUE);
+ _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH);
+ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
mask &= ~GL_DEPTH_BUFFER_BIT;
/* XXX can't easily do stencil */
}
- _mesa_set_enable(ctx, tex->Target, GL_FALSE);
+ if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES)
+ _mesa_set_enable(ctx, tex->Target, GL_FALSE);
_mesa_meta_end(ctx);
_mesa_DeleteProgramsARB(1, &blit->DepthFP);
blit->DepthFP = 0;
}
+
+ _mesa_DeleteObjectARB(blit->ShaderProg);
+ blit->ShaderProg = 0;
+ _mesa_DeleteObjectARB(blit->RectShaderProg);
+ blit->RectShaderProg = 0;
+
+ _mesa_DeleteTextures(1, &blit->depthTex.TexObj);
+ blit->depthTex.TexObj = 0;
}
}
/* Alloc/setup texture */
- setup_copypix_texture(tex, newTex, srcX, srcY, width, height,
+ setup_copypix_texture(ctx, tex, newTex, srcX, srcY, width, height,
GL_RGBA, GL_NEAREST);
_mesa_set_enable(ctx, tex->Target, GL_TRUE);