meta: Use GLSL to decompress 2D-array textures

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72582
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Ian Romanick 2013-12-16 15:01:54 -08:00 committed by Eric Anholt
parent c1417aae6c
commit b2ad3dbfa4

View file

@ -324,6 +324,8 @@ struct decompress_state
GLuint VAO;
GLuint VBO, FBO, RBO, Sampler;
GLint Width, Height;
struct sampler_table samplers;
};
/**
@ -3860,6 +3862,10 @@ decompress_texture_image(struct gl_context *ctx,
GLuint fboDrawSave, fboReadSave;
GLuint rbSave;
GLuint samplerSave;
const bool use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader &&
(ctx->API != API_OPENGLES);
GLuint shaderProg = 0;
if (slice > 0) {
assert(target == GL_TEXTURE_3D ||
@ -3876,9 +3882,8 @@ decompress_texture_image(struct gl_context *ctx,
assert(!"No compressed 3D textures.");
return;
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_CUBE_MAP_ARRAY:
/* These targets are just broken currently. */
/* This target is just broken currently. */
return;
case GL_TEXTURE_CUBE_MAP:
@ -3924,7 +3929,20 @@ decompress_texture_image(struct gl_context *ctx,
decompress->Height = height;
}
setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
if (use_glsl_version) {
struct glsl_sampler *sampler;
setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
2, 3, 0);
/* Generate a relevant fragment shader program for the texture target */
sampler = setup_texture_sampler(target, &decompress->samplers);
assert(sampler != NULL);
shaderProg = setup_shader_for_sampler(ctx, sampler);
} else {
setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
}
if (!decompress->Sampler) {
_mesa_GenSamplers(1, &decompress->Sampler);
@ -3968,7 +3986,13 @@ decompress_texture_image(struct gl_context *ctx,
/* setup texture state */
_mesa_BindTexture(target, texObj->Name);
_mesa_set_enable(ctx, target, GL_TRUE);
if (!use_glsl_version)
_mesa_set_enable(ctx, target, GL_TRUE);
else {
assert(shaderProg != 0);
_mesa_UseProgram(shaderProg);
}
{
/* save texture object state */
@ -4028,7 +4052,8 @@ decompress_texture_image(struct gl_context *ctx,
}
/* disable texture unit */
_mesa_set_enable(ctx, target, GL_FALSE);
if (!use_glsl_version)
_mesa_set_enable(ctx, target, GL_FALSE);
_mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);