| Commit message (Collapse) | Author | Age | Files | Lines |
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Initial version contributed by: Martin Andersson <[email protected]>
This is only used if the memcpy path cannot be used and if no transfer ops
are needed. It's pretty similar to our TexImage and GetTexImage
implementations.
The motivation behind this is to be able to use ReadPixels every frame and
still have at least 20 fps (or 60 fps with a powerful GPU and CPU)
instead of 0.5 fps.
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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Just use _mesa_get_fallback_texture() instead.
Reviewed-by: Jose Fonseca <[email protected]>
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needed
The default texture is used when the current fragment shader has texture
sample instructions but the user has not provided/bound a texture.
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Calling glTexSubImage() or glTexImage() to replace texture data didn't
reliably cause pipe->set_sampler_texture() to get called so drivers didn't
always get notified of new texture data.
The st_texture_object->pt pointer doesn't always indicate changed data so
added a dirtyData field.
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The effect of this mapping can be acheived by the state tracker and
setting up the pipe texture state pointers to incorporate its affects.
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pipe->get_tex_surface() has to be used for access to texture image data.
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We need to do these initializations before initializing the Mesa context
because context init involves creating texture/program/etc objects.
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