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 <pauli.nieminen@linux.intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Pauli Nieminen 2012-06-12 21:39:00 +03:00 committed by Eric Anholt
parent 5a320d5bcf
commit 676a563d5b

View file

@ -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 */