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authorChad Versace <[email protected]>2011-05-23 13:48:10 -0700
committerChad Versace <[email protected]>2011-05-25 07:41:32 -0700
commit6ed829fe5063f61f1ab2fcb39a441e17d89e622c (patch)
tree7a251f3be99b0fb9cd02cba9fcdbd1accbba1319
parent7c0e6d9bbc11f7802c81df048eb721b5e15e8ece (diff)
intel: Refactor the wrapping of textures with renderbuffers
Before this commit, the renderbuffer's region was updated in intel_renderbuffer_texture(). This commit moves the update into intel_update_wrapper(), which is a more logical location for updates. This is in preparation for the next commit, which allocates and updates the texture's hiz region in intel_update_wrapper(). Having the two region updates located in the same function makes good form. Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Chad Versace <[email protected]>
-rw-r--r--src/mesa/drivers/dri/intel/intel_fbo.c15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_fbo.c b/src/mesa/drivers/dri/intel/intel_fbo.c
index 05de2c8c6f1..61aba7d580f 100644
--- a/src/mesa/drivers/dri/intel/intel_fbo.c
+++ b/src/mesa/drivers/dri/intel/intel_fbo.c
@@ -420,6 +420,8 @@ static GLboolean
intel_update_wrapper(struct gl_context *ctx, struct intel_renderbuffer *irb,
struct gl_texture_image *texImage)
{
+ struct intel_texture_image *intel_image = intel_texture_image(texImage);
+
if (!intel_span_supports_format(texImage->TexFormat)) {
DBG("Render to texture BAD FORMAT %s\n",
_mesa_get_format_name(texImage->TexFormat));
@@ -438,6 +440,12 @@ intel_update_wrapper(struct gl_context *ctx, struct intel_renderbuffer *irb,
irb->Base.Delete = intel_delete_renderbuffer;
irb->Base.AllocStorage = intel_nop_alloc_storage;
+ /* Point the renderbuffer's region to the texture's region. */
+ if (irb->region != intel_image->mt->region) {
+ intel_region_release(&irb->region);
+ intel_region_reference(&irb->region, intel_image->mt->region);
+ }
+
return GL_TRUE;
}
@@ -543,13 +551,6 @@ intel_render_texture(struct gl_context * ctx,
att->Texture->Name, newImage->Width, newImage->Height,
irb->Base.RefCount);
- /* point the renderbufer's region to the texture image region */
- if (irb->region != intel_image->mt->region) {
- if (irb->region)
- intel_region_release(&irb->region);
- intel_region_reference(&irb->region, intel_image->mt->region);
- }
-
intel_set_draw_offset_for_image(intel_image, att->Zoffset);
intel_image->used_as_render_target = GL_TRUE;