meta: Convert _mesa_meta_bind_fbo_image to take a gl_framebuffer instead of a GL API handle

Also change the name of the function to
_mesa_meta_framebuffer_texture_image.  The function is basically a
wrapper around _mesa_framebuffer_texture (which is used to implement
glFramebufferTexture1D and friends), so it makes sense for it's name to
be similar to that.

The next patch will clean _mesa_meta_framebuffer_texture_image up
considerably.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Ian Romanick 2015-11-12 17:05:27 -08:00
parent ac222626ad
commit f69c743069
5 changed files with 61 additions and 49 deletions

View file

@ -104,8 +104,11 @@ static void meta_drawpix_cleanup(struct gl_context *ctx,
struct drawpix_state *drawpix);
void
_mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
struct gl_texture_image *texImage, GLuint layer)
_mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
struct gl_framebuffer *fb,
GLenum attachment,
struct gl_texture_image *texImage,
GLuint layer)
{
struct gl_texture_object *texObj = texImage->TexObject;
int level = texImage->Level;
@ -113,32 +116,23 @@ _mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
switch (texTarget) {
case GL_TEXTURE_1D:
_mesa_FramebufferTexture1D(fboTarget,
attachment,
texTarget,
texObj->Name,
level);
_mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
level, layer, false, __func__);
break;
case GL_TEXTURE_1D_ARRAY:
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
case GL_TEXTURE_CUBE_MAP_ARRAY:
case GL_TEXTURE_3D:
_mesa_FramebufferTextureLayer(fboTarget,
attachment,
texObj->Name,
level,
layer);
_mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
level, layer, false, __func__);
break;
default: /* 2D / cube */
if (texTarget == GL_TEXTURE_CUBE_MAP)
texTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face;
_mesa_FramebufferTexture2D(fboTarget,
attachment,
texTarget,
texObj->Name,
level);
_mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
level, layer, false, __func__);
}
}
@ -2822,20 +2816,23 @@ copytexsubimage_using_blit_framebuffer(struct gl_context *ctx, GLuint dims,
if (rb->_BaseFormat == GL_DEPTH_STENCIL ||
rb->_BaseFormat == GL_DEPTH_COMPONENT) {
_mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
texImage, zoffset);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_DEPTH_ATTACHMENT,
texImage, zoffset);
mask = GL_DEPTH_BUFFER_BIT;
if (rb->_BaseFormat == GL_DEPTH_STENCIL &&
texImage->_BaseFormat == GL_DEPTH_STENCIL) {
_mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
texImage, zoffset);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_STENCIL_ATTACHMENT,
texImage, zoffset);
mask |= GL_STENCIL_BUFFER_BIT;
}
_mesa_DrawBuffer(GL_NONE);
} else {
_mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
texImage, zoffset);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_COLOR_ATTACHMENT0,
texImage, zoffset);
mask = GL_COLOR_BUFFER_BIT;
_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
}
@ -3434,8 +3431,9 @@ cleartexsubimage_color(struct gl_context *ctx,
GLenum datatype;
GLenum status;
_mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
texImage, zoffset);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_COLOR_ATTACHMENT0,
texImage, zoffset);
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
@ -3481,12 +3479,14 @@ cleartexsubimage_depth_stencil(struct gl_context *ctx,
GLfloat depthValue;
GLenum status;
_mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
texImage, zoffset);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_DEPTH_ATTACHMENT,
texImage, zoffset);
if (texImage->_BaseFormat == GL_DEPTH_STENCIL)
_mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
texImage, zoffset);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_STENCIL_ATTACHMENT,
texImage, zoffset);
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)

View file

@ -661,7 +661,10 @@ _mesa_meta_glsl_generate_mipmap_cleanup(struct gl_context *ctx,
struct gen_mipmap_state *mipmap);
void
_mesa_meta_bind_fbo_image(GLenum target, GLenum attachment,
struct gl_texture_image *texImage, GLuint layer);
_mesa_meta_framebuffer_texture_image(struct gl_context *ctx,
struct gl_framebuffer *fb,
GLenum attachment,
struct gl_texture_image *texImage,
GLuint layer);
#endif /* META_H */

View file

@ -238,8 +238,8 @@ _mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx,
/* Prefer the tex image because, even if we have a renderbuffer, we may
* have had to wrap it in a texture view.
*/
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, attachment,
src_view_tex_image, src_z);
_mesa_meta_framebuffer_texture_image(ctx, ctx->ReadBuffer, attachment,
src_view_tex_image, src_z);
} else {
_mesa_framebuffer_renderbuffer(ctx, ctx->ReadBuffer, attachment,
src_renderbuffer);
@ -253,8 +253,8 @@ _mesa_meta_CopyImageSubData_uncompressed(struct gl_context *ctx,
_mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, attachment,
dst_renderbuffer);
} else {
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, attachment,
dst_tex_image, dst_z);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer, attachment,
dst_tex_image, dst_z);
}
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);

View file

@ -113,7 +113,8 @@ fallback_required(struct gl_context *ctx, GLenum target,
_mesa_GenFramebuffers(1, &mipmap->FBO);
_mesa_BindFramebuffer(fbo_target, mipmap->FBO);
_mesa_meta_bind_fbo_image(fbo_target, GL_COLOR_ATTACHMENT0, baseImage, 0);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_COLOR_ATTACHMENT0, baseImage, 0);
status = _mesa_CheckFramebufferStatus(fbo_target);
@ -354,7 +355,9 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
_mesa_buffer_data(ctx, mipmap->buf_obj, GL_NONE, sizeof(verts), verts,
GL_DYNAMIC_DRAW, __func__);
_mesa_meta_bind_fbo_image(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, dstImage, layer);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_COLOR_ATTACHMENT0, dstImage,
layer);
/* sanity check */
if (_mesa_CheckFramebufferStatus(GL_FRAMEBUFFER) !=

View file

@ -239,15 +239,17 @@ _mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
yoffset = 0;
}
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
pbo_tex_image, 0);
_mesa_meta_framebuffer_texture_image(ctx, ctx->ReadBuffer,
GL_COLOR_ATTACHMENT0,
pbo_tex_image, 0);
/* If this passes on the first layer it should pass on the others */
status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
goto fail;
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_COLOR_ATTACHMENT0,
tex_image, zoffset);
/* If this passes on the first layer it should pass on the others */
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
@ -263,8 +265,9 @@ _mesa_meta_pbo_TexSubImage(struct gl_context *ctx, GLuint dims,
goto fail;
for (z = 1; z < depth; z++) {
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset + z);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_COLOR_ATTACHMENT0,
tex_image, zoffset + z);
_mesa_update_state(ctx);
@ -378,8 +381,9 @@ _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
*/
if (tex_image) {
_mesa_BindFramebuffer(GL_READ_FRAMEBUFFER, fbos[0]);
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset);
_mesa_meta_framebuffer_texture_image(ctx, ctx->ReadBuffer,
GL_COLOR_ATTACHMENT0,
tex_image, zoffset);
/* If this passes on the first layer it should pass on the others */
status = _mesa_CheckFramebufferStatus(GL_READ_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
@ -389,8 +393,9 @@ _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
}
_mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbos[1]);
_mesa_meta_bind_fbo_image(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
pbo_tex_image, 0);
_mesa_meta_framebuffer_texture_image(ctx, ctx->DrawBuffer,
GL_COLOR_ATTACHMENT0,
pbo_tex_image, 0);
/* If this passes on the first layer it should pass on the others */
status = _mesa_CheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
@ -427,8 +432,9 @@ _mesa_meta_pbo_GetTexSubImage(struct gl_context *ctx, GLuint dims,
}
for (z = 1; z < depth; z++) {
_mesa_meta_bind_fbo_image(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
tex_image, zoffset + z);
_mesa_meta_framebuffer_texture_image(ctx, ctx->ReadBuffer,
GL_COLOR_ATTACHMENT0,
tex_image, zoffset + z);
_mesa_update_state(ctx);