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authorEric Anholt <[email protected]>2013-05-10 11:51:01 -0700
committerEric Anholt <[email protected]>2013-05-17 13:04:05 -0700
commite98c39c109f9b38d6bb97e3890382fdf66c25176 (patch)
tree3f51aa191af6052243787b0b10e1a4d581a64583 /src/mesa/main/fbobject.c
parent7b085d1bfa7630571e04a7d630765d3e5ed63e25 (diff)
mesa: Track the TexImage being rendered to in the gl_renderbuffer.
We keep having to pass the attachments around with our gl_renderbuffers because that's the only way to find what the gl_renderbuffer actually refers to. This is a step toward removing that (though drivers still need the Zoffset as well). Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main/fbobject.c')
-rw-r--r--src/mesa/main/fbobject.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
index f00d11ab9f1..070fb8c5356 100644
--- a/src/mesa/main/fbobject.c
+++ b/src/mesa/main/fbobject.c
@@ -363,7 +363,7 @@ _mesa_update_texture_renderbuffer(struct gl_context *ctx,
struct gl_texture_image *texImage;
struct gl_renderbuffer *rb;
- texImage = _mesa_get_attachment_teximage(att);
+ texImage = att->Texture->Image[att->CubeMapFace][att->TextureLevel];
if (!texImage)
return;
@@ -390,6 +390,7 @@ _mesa_update_texture_renderbuffer(struct gl_context *ctx,
rb->Width = texImage->Width2;
rb->Height = texImage->Height2;
rb->NumSamples = texImage->NumSamples;
+ rb->TexImage = texImage;
ctx->Driver.RenderTexture(ctx, fb, att);
}
@@ -889,8 +890,7 @@ _mesa_test_framebuffer_completeness(struct gl_context *ctx,
/* get width, height, format of the renderbuffer/texture
*/
if (att->Type == GL_TEXTURE) {
- const struct gl_texture_image *texImg =
- _mesa_get_attachment_teximage(att);
+ const struct gl_texture_image *texImg = att->Renderbuffer->TexImage;
minWidth = MIN2(minWidth, texImg->Width);
maxWidth = MAX2(maxWidth, texImg->Width);
minHeight = MIN2(minHeight, texImg->Height);
@@ -1862,7 +1862,7 @@ check_begin_texture_render(struct gl_context *ctx, struct gl_framebuffer *fb)
for (i = 0; i < BUFFER_COUNT; i++) {
struct gl_renderbuffer_attachment *att = fb->Attachment + i;
- if (att->Texture && _mesa_get_attachment_teximage(att)) {
+ if (att->Texture && att->Renderbuffer->TexImage) {
ctx->Driver.RenderTexture(ctx, fb, att);
}
}