meta/blit: Add stencil texturing mode save and restore

v2 (Ken): Only restore the mode if it has changed.

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Cc: "10.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Topi Pohjolainen 2014-05-21 11:43:56 +03:00
parent 328e7e7742
commit c246828c4d
2 changed files with 14 additions and 3 deletions

View file

@ -270,7 +270,7 @@ struct blit_state
struct fb_tex_blit_state
{
GLint baseLevelSave, maxLevelSave;
GLuint sampler, samplerSave;
GLuint sampler, samplerSave, stencilSamplingSave;
GLuint tempTex;
};
@ -407,7 +407,7 @@ _mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
struct fb_tex_blit_state *blit);
extern void
_mesa_meta_fb_tex_blit_end(const struct gl_context *ctx, GLenum target,
_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
struct fb_tex_blit_state *blit);
extern GLboolean

View file

@ -446,6 +446,7 @@ blitframebuffer_texture(struct gl_context *ctx,
fb_tex_blit.baseLevelSave = texObj->BaseLevel;
fb_tex_blit.maxLevelSave = texObj->MaxLevel;
fb_tex_blit.stencilSamplingSave = texObj->StencilSampling;
if (glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, rb, target);
@ -576,7 +577,7 @@ _mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
}
void
_mesa_meta_fb_tex_blit_end(const struct gl_context *ctx, GLenum target,
_mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
struct fb_tex_blit_state *blit)
{
/* Restore texture object state, the texture binding will
@ -585,6 +586,16 @@ _mesa_meta_fb_tex_blit_end(const struct gl_context *ctx, GLenum target,
if (target != GL_TEXTURE_RECTANGLE_ARB) {
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, blit->baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave);
if (ctx->Extensions.ARB_stencil_texturing) {
const struct gl_texture_object *texObj =
_mesa_get_current_tex_object(ctx, target);
if (texObj->StencilSampling != blit->stencilSamplingSave)
_mesa_TexParameteri(target, GL_DEPTH_STENCIL_TEXTURE_MODE,
blit->stencilSamplingSave ?
GL_STENCIL_INDEX : GL_DEPTH_COMPONENT);
}
}
_mesa_BindSampler(ctx->Texture.CurrentUnit, blit->samplerSave);