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authorPauli Nieminen <[email protected]>2012-06-12 21:39:00 +0300
committerEric Anholt <[email protected]>2012-08-01 15:57:12 -0700
commit676a563d5bdcd9c75e1e33d75e2fa16bedcf5e83 (patch)
treeac3ac9d65957e182b3a9d69f84d267efa1110ca0 /src
parent5a320d5bcfb66afca6fe9fe5da133c2675ab4d27 (diff)
meta: Add sampler object to texture decompression
Sampler objects can be used to shadow texture object state without modifying original application state. Decompression path feels a bit like path where caching shouldn't happen. But as everything else is cached already I decided to cache sampler state too. Signed-off-by: Pauli Nieminen <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/common/meta.c44
1 files changed, 24 insertions, 20 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 6846bbc60be..13da1da9c32 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -287,7 +287,7 @@ struct gen_mipmap_state
struct decompress_state
{
GLuint ArrayObj;
- GLuint VBO, FBO, RBO;
+ GLuint VBO, FBO, RBO, Sampler;
GLint Width, Height;
};
@@ -3295,6 +3295,7 @@ decompress_texture_image(struct gl_context *ctx,
struct vertex verts[4];
GLuint fboDrawSave, fboReadSave;
GLuint rbSave;
+ GLuint samplerSave;
if (slice > 0) {
assert(target == GL_TEXTURE_3D ||
@@ -3315,6 +3316,9 @@ decompress_texture_image(struct gl_context *ctx,
_mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_PIXEL_STORE);
+ samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+
/* Create/bind FBO/renderbuffer */
if (decompress->FBO == 0) {
_mesa_GenFramebuffersEXT(1, &decompress->FBO);
@@ -3362,6 +3366,22 @@ decompress_texture_image(struct gl_context *ctx,
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, decompress->VBO);
}
+ if (!decompress->Sampler) {
+ _mesa_GenSamplers(1, &decompress->Sampler);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
+ /* nearest filtering */
+ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ /* No sRGB decode or encode.*/
+ if (ctx->Extensions.EXT_texture_sRGB_decode) {
+ _mesa_SamplerParameteri(decompress->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+ GL_SKIP_DECODE_EXT);
+ }
+
+ } else {
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, decompress->Sampler);
+ }
+
setup_texture_coords(faceTarget, slice, width, height,
verts[0].tex,
verts[1].tex,
@@ -3387,26 +3407,14 @@ decompress_texture_image(struct gl_context *ctx,
{
/* save texture object state */
- 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;
/* restrict sampling to the texture level of interest */
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, texImage->Level);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, texImage->Level);
- /* nearest filtering */
- _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
/* No sRGB decode or encode.*/
- if (ctx->Extensions.EXT_texture_sRGB_decode) {
- _mesa_TexParameteri(target, GL_TEXTURE_SRGB_DECODE_EXT,
- GL_SKIP_DECODE_EXT);
- }
if (ctx->Extensions.EXT_framebuffer_sRGB) {
_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
}
@@ -3417,17 +3425,11 @@ decompress_texture_image(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);
- }
+
}
/* read pixels from renderbuffer */
@@ -3455,6 +3457,8 @@ decompress_texture_image(struct gl_context *ctx,
/* disable texture unit */
_mesa_set_enable(ctx, target, GL_FALSE);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
+
_mesa_meta_end(ctx);
/* restore fbo bindings */