meta: Add rectangle textures to the shader-per-sampler-type table
authorIan Romanick <ian.d.romanick@intel.com>
Mon, 16 Dec 2013 19:56:26 +0000 (11:56 -0800)
committerEric Anholt <eric@anholt.net>
Wed, 12 Feb 2014 00:00:12 +0000 (16:00 -0800)
Rectangle textures were not necessary for mipmap generation (because
they cannot have mipmaps), but all of the future users of this common
code will need to support rectangle textures.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
src/mesa/drivers/common/meta.c

index f07d30809a4f2f6efeeea87f42b8d7d7b8f78597..40e1f3735320a8dd1227d85390fa76b295383e71 100644 (file)
@@ -233,6 +233,7 @@ struct sampler_table {
    struct glsl_sampler sampler_1d;
    struct glsl_sampler sampler_2d;
    struct glsl_sampler sampler_3d;
+   struct glsl_sampler sampler_rect;
    struct glsl_sampler sampler_cubemap;
    struct glsl_sampler sampler_1d_array;
    struct glsl_sampler sampler_2d_array;
@@ -3434,6 +3435,11 @@ setup_texture_sampler(GLenum target, struct sampler_table *table)
       table->sampler_2d.func = "texture2D";
       table->sampler_2d.texcoords = "texCoords.xy";
       return &table->sampler_2d;
+   case GL_TEXTURE_RECTANGLE:
+      table->sampler_rect.type = "sampler2DRect";
+      table->sampler_rect.func = "texture2DRect";
+      table->sampler_rect.texcoords = "texCoords.xy";
+      return &table->sampler_rect;
    case GL_TEXTURE_3D:
       /* Code for mipmap generation with 3D textures is not used yet.
        * It's a sw fallback.
@@ -3470,6 +3476,7 @@ sampler_table_cleanup(struct sampler_table *table)
    _mesa_DeleteObjectARB(table->sampler_1d.shader_prog);
    _mesa_DeleteObjectARB(table->sampler_2d.shader_prog);
    _mesa_DeleteObjectARB(table->sampler_3d.shader_prog);
+   _mesa_DeleteObjectARB(table->sampler_rect.shader_prog);
    _mesa_DeleteObjectARB(table->sampler_cubemap.shader_prog);
    _mesa_DeleteObjectARB(table->sampler_1d_array.shader_prog);
    _mesa_DeleteObjectARB(table->sampler_2d_array.shader_prog);
@@ -3477,6 +3484,7 @@ sampler_table_cleanup(struct sampler_table *table)
    table->sampler_1d.shader_prog = 0;
    table->sampler_2d.shader_prog = 0;
    table->sampler_3d.shader_prog = 0;
+   table->sampler_rect.shader_prog = 0;
    table->sampler_cubemap.shader_prog = 0;
    table->sampler_1d_array.shader_prog = 0;
    table->sampler_2d_array.shader_prog = 0;