mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-23 11:10:10 +01:00
meta: Add GLSL variant of _mesa_meta_GenerateMipmap() function
This reduces the overhead of using the fixed function internally
in the driver.
V2: Use setup_glsl_generate_mipmap() and setup_ff_generate_mipmap()
functions to avoid code duplication.
Use glsl version when ARB_{vertex, fragmet}_shader are present.
Remove redundant code.
V3: Remove redundant border related code leaving the assertion.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
parent
c824804c6f
commit
0fc11a24c8
1 changed files with 219 additions and 57 deletions
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@ -282,6 +282,8 @@ struct gen_mipmap_state
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GLuint VBO;
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GLuint VBO;
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GLuint FBO;
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GLuint FBO;
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GLuint Sampler;
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GLuint Sampler;
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GLuint ShaderProg;
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GLuint IntegerShaderProg;
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};
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};
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@ -330,6 +332,8 @@ struct gl_meta_state
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static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
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static void meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit);
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static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
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static void cleanup_temp_texture(struct gl_context *ctx, struct temp_texture *tex);
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static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
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static void meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear);
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static void meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
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struct gen_mipmap_state *mipmap);
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static GLuint
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static GLuint
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compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
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compile_shader_with_debug(struct gl_context *ctx, GLenum target, const GLcharARB *source)
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@ -422,6 +426,7 @@ _mesa_meta_free(struct gl_context *ctx)
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_mesa_make_current(ctx, NULL, NULL);
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_mesa_make_current(ctx, NULL, NULL);
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meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
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meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
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meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
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meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
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meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
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cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
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cleanup_temp_texture(ctx, &ctx->Meta->TempTex);
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if (old_context)
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if (old_context)
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_mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
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_mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
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@ -2913,6 +2918,157 @@ setup_texture_coords(GLenum faceTarget,
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}
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}
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static void
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setup_ff_generate_mipmap(struct gl_context *ctx,
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struct gen_mipmap_state *mipmap)
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{
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struct vertex {
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GLfloat x, y, tex[3];
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};
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if (mipmap->ArrayObj == 0) {
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/* one-time setup */
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/* create vertex array object */
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_mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
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_mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
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/* create vertex array buffer */
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_mesa_GenBuffersARB(1, &mipmap->VBO);
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_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
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/* setup vertex arrays */
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_mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
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_mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
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_mesa_EnableClientState(GL_VERTEX_ARRAY);
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_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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/* setup projection matrix */
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_mesa_MatrixMode(GL_PROJECTION);
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_mesa_LoadIdentity();
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_mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
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}
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static void
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setup_glsl_generate_mipmap(struct gl_context *ctx,
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struct gen_mipmap_state *mipmap)
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{
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struct vertex {
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GLfloat x, y, tex[3];
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};
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static const char *vs_source =
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"attribute vec2 position;\n"
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"attribute vec3 textureCoords;\n"
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"varying vec3 texCoords;\n"
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"void main()\n"
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"{\n"
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" texCoords = textureCoords;\n"
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" gl_Position = vec4(position, 0.0, 1.0);\n"
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"}\n";
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static const char *fs_source =
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"uniform sampler2D tex2d;\n"
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"varying vec3 texCoords;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = texture2D(tex2d, texCoords.xy);\n"
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"}\n";
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static const char *vs_int_source =
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"#version 130\n"
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"in vec2 position;\n"
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"in vec3 textureCoords;\n"
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"out vec3 texCoords;\n"
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"void main()\n"
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"{\n"
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" texCoords = textureCoords;\n"
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" gl_Position = gl_Vertex;\n"
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"}\n";
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static const char *fs_int_source =
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"#version 130\n"
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"uniform isampler2D tex2d;\n"
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"in vec3 texCoords;\n"
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"out ivec4 out_color;\n"
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"\n"
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"void main()\n"
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"{\n"
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" out_color = texture(tex2d, texCoords.xy);\n"
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"}\n";
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GLuint vs, fs;
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/* Check if already initialized */
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if (mipmap->ArrayObj != 0)
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return;
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/* create vertex array object */
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_mesa_GenVertexArrays(1, &mipmap->ArrayObj);
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_mesa_BindVertexArray(mipmap->ArrayObj);
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/* create vertex array buffer */
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_mesa_GenBuffersARB(1, &mipmap->VBO);
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_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
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/* setup vertex arrays */
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_mesa_VertexAttribPointerARB(0, 2, GL_FLOAT, GL_FALSE,
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sizeof(struct vertex), OFFSET(x));
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_mesa_VertexAttribPointerARB(1, 3, GL_FLOAT, GL_FALSE,
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sizeof(struct vertex), OFFSET(tex));
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vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
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fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
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mipmap->ShaderProg = _mesa_CreateProgramObjectARB();
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_mesa_AttachShader(mipmap->ShaderProg, fs);
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_mesa_DeleteObjectARB(fs);
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_mesa_AttachShader(mipmap->ShaderProg, vs);
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_mesa_DeleteObjectARB(vs);
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_mesa_BindAttribLocationARB(mipmap->ShaderProg, 0, "position");
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_mesa_BindAttribLocationARB(mipmap->ShaderProg, 1, "texcoords");
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_mesa_EnableVertexAttribArrayARB(0);
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_mesa_EnableVertexAttribArrayARB(1);
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link_program_with_debug(ctx, mipmap->ShaderProg);
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if ((_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) ||
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_mesa_is_gles3(ctx)){
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vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
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fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
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mipmap->IntegerShaderProg = _mesa_CreateProgramObjectARB();
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_mesa_AttachShader(mipmap->IntegerShaderProg, fs);
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_mesa_DeleteObjectARB(fs);
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_mesa_AttachShader(mipmap->IntegerShaderProg, vs);
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_mesa_DeleteObjectARB(vs);
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_mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 0, "position");
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_mesa_BindAttribLocationARB(mipmap->IntegerShaderProg, 1, "texcoords");
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/* Note that user-defined out attributes get automatically assigned
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* locations starting from 0, so we don't need to explicitly
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* BindFragDataLocation to 0.
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*/
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link_program_with_debug(ctx, mipmap->IntegerShaderProg);
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}
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}
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static void
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meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
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struct gen_mipmap_state *mipmap)
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{
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if (mipmap->ArrayObj == 0)
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return;
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_mesa_DeleteVertexArraysAPPLE(1, &mipmap->ArrayObj);
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mipmap->ArrayObj = 0;
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_mesa_DeleteBuffersARB(1, &mipmap->VBO);
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mipmap->VBO = 0;
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_mesa_DeleteObjectARB(mipmap->ShaderProg);
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mipmap->ShaderProg = 0;
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if (mipmap->IntegerShaderProg) {
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_mesa_DeleteObjectARB(mipmap->IntegerShaderProg);
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mipmap->IntegerShaderProg = 0;
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}
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}
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/**
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/**
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* Called via ctx->Driver.GenerateMipmap()
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* Called via ctx->Driver.GenerateMipmap()
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* Note: We don't yet support 3D textures, 1D/2D array textures or texture
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* Note: We don't yet support 3D textures, 1D/2D array textures or texture
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@ -2933,10 +3089,12 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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const GLboolean genMipmapSave = texObj->GenerateMipmap;
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const GLboolean genMipmapSave = texObj->GenerateMipmap;
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const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
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const GLenum srgbBufferSave = ctx->Color.sRGBEnabled;
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const GLuint fboSave = ctx->DrawBuffer->Name;
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const GLuint fboSave = ctx->DrawBuffer->Name;
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const GLuint original_active_unit = ctx->Texture.CurrentUnit;
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const GLuint currentTexUnitSave = ctx->Texture.CurrentUnit;
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const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
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ctx->Extensions.ARB_fragment_shader &&
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(ctx->API != API_OPENGLES);
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GLenum faceTarget;
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GLenum faceTarget;
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GLuint dstLevel;
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GLuint dstLevel;
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const GLuint border = 0;
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const GLint slice = 0;
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const GLint slice = 0;
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GLuint samplerSave;
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GLuint samplerSave;
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@ -2956,36 +3114,31 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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_mesa_meta_begin(ctx, MESA_META_ALL);
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_mesa_meta_begin(ctx, MESA_META_ALL);
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/* Choose between glsl version and fixed function version of
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* GenerateMipmap function.
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*/
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if (use_glsl_version) {
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setup_glsl_generate_mipmap(ctx, mipmap);
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if (texObj->_IsIntegerFormat)
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_mesa_UseProgramObjectARB(mipmap->IntegerShaderProg);
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else
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_mesa_UseProgramObjectARB(mipmap->ShaderProg);
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}
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else {
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setup_ff_generate_mipmap(ctx, mipmap);
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_mesa_set_enable(ctx, target, GL_TRUE);
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}
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_mesa_BindVertexArray(mipmap->ArrayObj);
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_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
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samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
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samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
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ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
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ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
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if (original_active_unit != 0)
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if (currentTexUnitSave != 0)
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_mesa_BindTexture(target, texObj->Name);
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_mesa_BindTexture(target, texObj->Name);
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if (mipmap->ArrayObj == 0) {
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/* one-time setup */
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/* create vertex array object */
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_mesa_GenVertexArraysAPPLE(1, &mipmap->ArrayObj);
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_mesa_BindVertexArrayAPPLE(mipmap->ArrayObj);
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/* create vertex array buffer */
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_mesa_GenBuffersARB(1, &mipmap->VBO);
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_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
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_mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
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NULL, GL_DYNAMIC_DRAW_ARB);
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/* setup vertex arrays */
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_mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
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_mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex));
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_mesa_EnableClientState(GL_VERTEX_ARRAY);
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_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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else {
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_mesa_BindVertexArray(mipmap->ArrayObj);
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_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, mipmap->VBO);
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}
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if (!mipmap->FBO) {
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if (!mipmap->FBO) {
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_mesa_GenFramebuffersEXT(1, &mipmap->FBO);
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_mesa_GenFramebuffersEXT(1, &mipmap->FBO);
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}
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}
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@ -2993,12 +3146,25 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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if (!mipmap->Sampler) {
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if (!mipmap->Sampler) {
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_mesa_GenSamplers(1, &mipmap->Sampler);
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_mesa_GenSamplers(1, &mipmap->Sampler);
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_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
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_mesa_BindSampler(ctx->Texture.CurrentUnit, mipmap->Sampler);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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if (use_glsl_version && texObj->_IsIntegerFormat)
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_mesa_SamplerParameteri(mipmap->Sampler,
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GL_TEXTURE_MIN_FILTER,
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GL_NEAREST_MIPMAP_NEAREST);
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else
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_mesa_SamplerParameteri(mipmap->Sampler,
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GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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/* We don't want to encode or decode sRGB values; treat them as linear */
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/* We don't want to encode or decode sRGB values; treat them as linear.
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* This is not technically correct for GLES3 but we don't get any API
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* error at the moment.
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*/
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if (ctx->Extensions.EXT_texture_sRGB_decode) {
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if (ctx->Extensions.EXT_texture_sRGB_decode) {
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
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_mesa_SamplerParameteri(mipmap->Sampler, GL_TEXTURE_SRGB_DECODE_EXT,
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GL_SKIP_DECODE_EXT);
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GL_SKIP_DECODE_EXT);
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@ -3015,13 +3181,13 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
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else
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else
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assert(!genMipmapSave);
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assert(!genMipmapSave);
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if (ctx->Extensions.EXT_framebuffer_sRGB) {
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if ((ctx->Extensions.EXT_framebuffer_sRGB &&
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_mesa_is_desktop_gl(ctx)) ||
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_mesa_is_gles3(ctx)) {
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_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
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_mesa_set_enable(ctx, GL_FRAMEBUFFER_SRGB_EXT, GL_FALSE);
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}
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}
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_mesa_set_enable(ctx, target, GL_TRUE);
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/* Setup texture coordinates */
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/* setup texcoords (XXX what about border?) */
|
|
||||||
setup_texture_coords(faceTarget,
|
setup_texture_coords(faceTarget,
|
||||||
slice,
|
slice,
|
||||||
0, 0, /* width, height never used here */
|
0, 0, /* width, height never used here */
|
||||||
|
|
@ -3031,22 +3197,18 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
|
||||||
verts[3].tex);
|
verts[3].tex);
|
||||||
|
|
||||||
/* setup vertex positions */
|
/* setup vertex positions */
|
||||||
verts[0].x = 0.0F;
|
verts[0].x = -1.0F;
|
||||||
verts[0].y = 0.0F;
|
verts[0].y = -1.0F;
|
||||||
verts[1].x = 1.0F;
|
verts[1].x = 1.0F;
|
||||||
verts[1].y = 0.0F;
|
verts[1].y = -1.0F;
|
||||||
verts[2].x = 1.0F;
|
verts[2].x = 1.0F;
|
||||||
verts[2].y = 1.0F;
|
verts[2].y = 1.0F;
|
||||||
verts[3].x = 0.0F;
|
verts[3].x = -1.0F;
|
||||||
verts[3].y = 1.0F;
|
verts[3].y = 1.0F;
|
||||||
|
|
||||||
/* upload new vertex data */
|
/* upload vertex data */
|
||||||
_mesa_BufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
|
_mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(verts),
|
||||||
|
verts, GL_DYNAMIC_DRAW_ARB);
|
||||||
/* setup projection matrix */
|
|
||||||
_mesa_MatrixMode(GL_PROJECTION);
|
|
||||||
_mesa_LoadIdentity();
|
|
||||||
_mesa_Ortho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
|
|
||||||
|
|
||||||
/* texture is already locked, unlock now */
|
/* texture is already locked, unlock now */
|
||||||
_mesa_unlock_texture(ctx, texObj);
|
_mesa_unlock_texture(ctx, texObj);
|
||||||
|
|
@ -3059,17 +3221,17 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
|
||||||
GLenum status;
|
GLenum status;
|
||||||
|
|
||||||
srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
|
srcImage = _mesa_select_tex_image(ctx, texObj, faceTarget, srcLevel);
|
||||||
assert(srcImage->Border == 0); /* XXX we can fix this */
|
assert(srcImage->Border == 0);
|
||||||
|
|
||||||
/* src size w/out border */
|
/* src size */
|
||||||
srcWidth = srcImage->Width - 2 * border;
|
srcWidth = srcImage->Width;
|
||||||
srcHeight = srcImage->Height - 2 * border;
|
srcHeight = srcImage->Height;
|
||||||
srcDepth = srcImage->Depth - 2 * border;
|
srcDepth = srcImage->Depth;
|
||||||
|
|
||||||
/* new dst size w/ border */
|
/* new dst size */
|
||||||
dstWidth = MAX2(1, srcWidth / 2) + 2 * border;
|
dstWidth = MAX2(1, srcWidth / 2);
|
||||||
dstHeight = MAX2(1, srcHeight / 2) + 2 * border;
|
dstHeight = MAX2(1, srcHeight / 2);
|
||||||
dstDepth = MAX2(1, srcDepth / 2) + 2 * border;
|
dstDepth = MAX2(1, srcDepth / 2);
|
||||||
|
|
||||||
if (dstWidth == srcImage->Width &&
|
if (dstWidth == srcImage->Width &&
|
||||||
dstHeight == srcImage->Height &&
|
dstHeight == srcImage->Height &&
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue