intel: Refactor the wrapping of textures with renderbuffers
Before this commit, the renderbuffer's region was updated in intel_renderbuffer_texture(). This commit moves the update into intel_update_wrapper(), which is a more logical location for updates. This is in preparation for the next commit, which allocates and updates the texture's hiz region in intel_update_wrapper(). Having the two region updates located in the same function makes good form. Reviewed-by: Eric Anholt <eric@anholt.net> Signed-off-by: Chad Versace <chad@chad-versace.us>
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@@ -420,6 +420,8 @@ static GLboolean
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intel_update_wrapper(struct gl_context *ctx, struct intel_renderbuffer *irb,
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struct gl_texture_image *texImage)
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{
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struct intel_texture_image *intel_image = intel_texture_image(texImage);
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if (!intel_span_supports_format(texImage->TexFormat)) {
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DBG("Render to texture BAD FORMAT %s\n",
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_mesa_get_format_name(texImage->TexFormat));
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@@ -438,6 +440,12 @@ intel_update_wrapper(struct gl_context *ctx, struct intel_renderbuffer *irb,
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irb->Base.Delete = intel_delete_renderbuffer;
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irb->Base.AllocStorage = intel_nop_alloc_storage;
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/* Point the renderbuffer's region to the texture's region. */
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if (irb->region != intel_image->mt->region) {
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intel_region_release(&irb->region);
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intel_region_reference(&irb->region, intel_image->mt->region);
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}
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return GL_TRUE;
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}
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@@ -543,13 +551,6 @@ intel_render_texture(struct gl_context * ctx,
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att->Texture->Name, newImage->Width, newImage->Height,
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irb->Base.RefCount);
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/* point the renderbufer's region to the texture image region */
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if (irb->region != intel_image->mt->region) {
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if (irb->region)
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intel_region_release(&irb->region);
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intel_region_reference(&irb->region, intel_image->mt->region);
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}
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intel_set_draw_offset_for_image(intel_image, att->Zoffset);
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intel_image->used_as_render_target = GL_TRUE;
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