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authorEric Anholt <eric@anholt.net>2013-04-22 10:38:41 -0700
committerEric Anholt <eric@anholt.net>2013-05-06 14:33:38 -0700
commit749a92786d378ee55cf9ebbbe8596c217fbae0f9 (patch)
tree57b80a3a7cc6378d6db4b8172ea56e58f3410f44 /src/mesa/main/fbobject.c
parent5b9609f59ac4e9079a6dea1212178070a45ab8e9 (diff)
mesa: Make core Mesa allocate the texture renderbuffer wrapper.
Every driver did the same thing. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/mesa/main/fbobject.c')
-rw-r--r--src/mesa/main/fbobject.c48
1 files changed, 43 insertions, 5 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
index e7da58d43d2..867798cc291 100644
--- a/src/mesa/main/fbobject.c
+++ b/src/mesa/main/fbobject.c
@@ -341,6 +341,47 @@ _mesa_remove_attachment(struct gl_context *ctx,
att->Complete = GL_TRUE;
}
+/**
+ * Create a renderbuffer which will be set up by the driver to wrap the
+ * texture image slice.
+ *
+ * By using a gl_renderbuffer (like user-allocated renderbuffers), drivers get
+ * to share most of their framebuffer rendering code between winsys,
+ * renderbuffer, and texture attachments.
+ *
+ * The allocated renderbuffer uses a non-zero Name so that drivers can check
+ * it for determining vertical orientation, but we use ~0 to make it fairly
+ * unambiguous with actual user (non-texture) renderbuffers.
+ */
+void
+_mesa_update_texture_renderbuffer(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ struct gl_renderbuffer_attachment *att)
+{
+ struct gl_texture_image *texImage;
+ struct gl_renderbuffer *rb;
+
+ texImage = _mesa_get_attachment_teximage(att);
+ if (!texImage)
+ return;
+
+ rb = att->Renderbuffer;
+ if (!rb) {
+ rb = ctx->Driver.NewRenderbuffer(ctx, ~0);
+ if (!rb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glFramebufferTexture()");
+ return;
+ }
+ _mesa_reference_renderbuffer(&att->Renderbuffer, rb);
+
+ /* This can't get called on a texture renderbuffer, so set it to NULL
+ * for clarity compared to user renderbuffers.
+ */
+ rb->AllocStorage = NULL;
+ }
+
+ ctx->Driver.RenderTexture(ctx, fb, att);
+}
/**
* Bind a texture object to an attachment point.
@@ -369,6 +410,7 @@ _mesa_set_texture_attachment(struct gl_context *ctx,
assert(!att->Texture);
_mesa_reference_texobj(&att->Texture, texObj);
}
+ invalidate_framebuffer(fb);
/* always update these fields */
att->TextureLevel = level;
@@ -377,11 +419,7 @@ _mesa_set_texture_attachment(struct gl_context *ctx,
att->Layered = layered;
att->Complete = GL_FALSE;
- if (_mesa_get_attachment_teximage(att)) {
- ctx->Driver.RenderTexture(ctx, fb, att);
- }
-
- invalidate_framebuffer(fb);
+ _mesa_update_texture_renderbuffer(ctx, fb, att);
}