meta/blit: Don't bind texture in _mesa_meta_bind_rb_as_tex_image

All of the callers of _mesa_meta_bind_rb_as_tex_image call
_mesa_meta_setup_sampler shortly after.  _mesa_meta_setup_sampler also
binds the texture.  This is necessary because not all paths that lead to
_mesa_meta_setup_sampler some through _mesa_meta_bind_rb_as_tex_image.

Rename the function _mesa_meta_texture_object_from_renderbuffer to
reflect its true purpose.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This commit is contained in:
Ian Romanick 2016-01-14 10:33:14 -08:00
parent 7609d54e4a
commit d17e6bc48e
2 changed files with 6 additions and 7 deletions

View file

@ -464,8 +464,8 @@ _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
struct fb_tex_blit_state *blit);
extern struct gl_texture_object *
_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
struct gl_renderbuffer *rb);
_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
struct gl_renderbuffer *rb);
struct gl_sampler_object *
_mesa_meta_setup_sampler(struct gl_context *ctx,

View file

@ -640,7 +640,7 @@ blitframebuffer_texture(struct gl_context *ctx,
srcLevel = readAtt->TextureLevel;
texObj = readAtt->Texture;
} else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
texObj = _mesa_meta_bind_rb_as_tex_image(ctx, rb);
texObj = _mesa_meta_texture_object_from_renderbuffer(ctx, rb);
if (texObj == NULL)
return false;
@ -885,8 +885,8 @@ _mesa_meta_fb_tex_blit_end(struct gl_context *ctx, GLenum target,
}
struct gl_texture_object *
_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
struct gl_renderbuffer *rb)
_mesa_meta_texture_object_from_renderbuffer(struct gl_context *ctx,
struct gl_renderbuffer *rb)
{
struct gl_texture_image *texImage;
struct gl_texture_object *texObj;
@ -895,11 +895,10 @@ _mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
tempTex = 0;
_mesa_GenTextures(1, &tempTex);
_mesa_CreateTextures(target, 1, &tempTex);
if (tempTex == 0)
return NULL;
_mesa_BindTexture(target, tempTex);
texObj = _mesa_lookup_texture(ctx, tempTex);
texImage = _mesa_get_tex_image(ctx, texObj, target, 0);