From 204bfb904bd5d4dd9ce90fe4d3e8e48b0d01fdae Mon Sep 17 00:00:00 2001 From: Pauli Nieminen Date: Tue, 12 Jun 2012 21:39:01 +0300 Subject: [PATCH] meta: Use sampler object in framebuffer blit Framebuffer blit needs to setup texture sampling with no reference to the user's texturing state, and a sampler object lets us avoid a bunch of changes to the user's state setup. We don't bother caching the sampler object since we're changing parameters in it based on the filtering option to glBlitFramebuffer(). Fixes piglit GL_ARB_sampler_objects/framebufferblit and rendering in l4d2 (our setting of srgb decode wasn't being respected due to the user's sampler object being active). Signed-off-by: Pauli Nieminen Reviewed-by: Brian Paul Reviewed-by: Eric Anholt --- src/mesa/drivers/common/meta.c | 31 ++++++++++++++----------------- 1 file changed, 14 insertions(+), 17 deletions(-) diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 13da1da9c32..af89d8180d1 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -1350,15 +1350,13 @@ blitframebuffer_texture(struct gl_context *ctx, if (readAtt && readAtt->Texture) { const struct gl_texture_object *texObj = readAtt->Texture; const GLuint srcLevel = readAtt->TextureLevel; - const GLenum minFilterSave = texObj->Sampler.MinFilter; - const GLenum magFilterSave = texObj->Sampler.MagFilter; const GLint baseLevelSave = texObj->BaseLevel; const GLint maxLevelSave = texObj->MaxLevel; - const GLenum wrapSSave = texObj->Sampler.WrapS; - const GLenum wrapTSave = texObj->Sampler.WrapT; - const GLenum srgbSave = texObj->Sampler.sRGBDecode; const GLenum fbo_srgb_save = ctx->Color.sRGBEnabled; const GLenum target = texObj->Target; + GLuint sampler, samplerSave = + 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 @@ -1373,6 +1371,9 @@ blitframebuffer_texture(struct gl_context *ctx, return mask; } + _mesa_GenSamplers(1, &sampler); + _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler); + /* printf("Blit from texture!\n"); printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt); @@ -1381,18 +1382,18 @@ blitframebuffer_texture(struct gl_context *ctx, /* Prepare src texture state */ _mesa_BindTexture(target, texObj->Name); - _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); - _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); + _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter); + _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter); if (target != GL_TEXTURE_RECTANGLE_ARB) { _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel); _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel); } - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Always do our blits with no sRGB decode or encode.*/ if (ctx->Extensions.EXT_texture_sRGB_decode) { - _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, + _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); } if (ctx->Extensions.EXT_framebuffer_sRGB) { @@ -1452,21 +1453,17 @@ blitframebuffer_texture(struct gl_context *ctx, /* Restore texture object state, the texture binding will * be restored by _mesa_meta_end(). */ - _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave); - _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave); if (target != GL_TEXTURE_RECTANGLE_ARB) { _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave); _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave); } - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave); - _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave); - if (ctx->Extensions.EXT_texture_sRGB_decode) { - _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT, srgbSave); - } if (ctx->Extensions.EXT_framebuffer_sRGB && fbo_srgb_save) { _mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_TRUE); } + _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave); + _mesa_DeleteSamplers(1, &sampler); + /* Done with color buffer */ mask &= ~GL_COLOR_BUFFER_BIT; } -- 2.30.2