mesa: Make Mesa core set up wrapped texture renderbuffer state.

Everyone was doing effectively the same thing, except for some funky code
reuse in Intel, and swrast mistakenly recomputing _BaseFormat instead of
using the texture's _BaseFormat.  swrast's sRGB handling is left in place,
though it should be done by using _mesa_get_render_format() at render time
instead (as-is, it will miss updates to GL_FRAMEBUFFER_SRGB).

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt
2013-04-22 11:04:21 -07:00
parent 5b190d19d3
commit 77a405dba7
5 changed files with 7 additions and 34 deletions

View File

@@ -489,12 +489,6 @@ intel_renderbuffer_update_wrapper(struct intel_context *intel,
struct intel_mipmap_tree *mt = intel_image->mt;
int level = image->Level;
rb->Format = image->TexFormat;
rb->InternalFormat = image->InternalFormat;
rb->_BaseFormat = image->_BaseFormat;
rb->NumSamples = mt->num_samples;
rb->Width = image->Width2;
rb->Height = image->Height2;
rb->Delete = intel_delete_renderbuffer;
rb->AllocStorage = intel_nop_alloc_storage;

View File

@@ -247,21 +247,6 @@ nouveau_framebuffer_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *
context_dirty(ctx, FRAMEBUFFER);
}
static GLenum
get_tex_format(struct gl_texture_image *ti)
{
switch (ti->TexFormat) {
case MESA_FORMAT_ARGB8888:
return GL_RGBA8;
case MESA_FORMAT_XRGB8888:
return GL_RGB8;
case MESA_FORMAT_RGB565:
return GL_RGB5;
default:
return GL_NONE;
}
}
static void
nouveau_render_texture(struct gl_context *ctx, struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att)
@@ -271,9 +256,6 @@ nouveau_render_texture(struct gl_context *ctx, struct gl_framebuffer *fb,
att->Texture->Image[att->CubeMapFace][att->TextureLevel];
/* Update the renderbuffer fields from the texture. */
set_renderbuffer_format(rb, get_tex_format(ti));
rb->Width = ti->Width;
rb->Height = ti->Height;
nouveau_surface_ref(&to_nouveau_teximage(ti)->surface,
&to_nouveau_renderbuffer(rb)->surface);

View File

@@ -380,6 +380,13 @@ _mesa_update_texture_renderbuffer(struct gl_context *ctx,
rb->AllocStorage = NULL;
}
rb->_BaseFormat = texImage->_BaseFormat;
rb->Format = texImage->TexFormat;
rb->InternalFormat = texImage->InternalFormat;
rb->Width = texImage->Width2;
rb->Height = texImage->Height2;
rb->NumSamples = texImage->NumSamples;
ctx->Driver.RenderTexture(ctx, fb, att);
}

View File

@@ -414,11 +414,6 @@ st_render_texture(struct gl_context *ctx,
strb->rtt_level = att->TextureLevel;
strb->rtt_face = att->CubeMapFace;
strb->rtt_slice = att->Zoffset;
rb->NumSamples = texImage->NumSamples;
rb->Width = texImage->Width2;
rb->Height = texImage->Height2;
rb->_BaseFormat = texImage->_BaseFormat;
rb->InternalFormat = texImage->InternalFormat;
pipe_resource_reference( &strb->texture, pt );

View File

@@ -50,11 +50,6 @@ update_wrapper(struct gl_context *ctx, struct gl_renderbuffer_attachment *att)
zOffset = att->Zoffset;
}
rb->Width = swImage->Base.Width;
rb->Height = swImage->Base.Height;
rb->InternalFormat = swImage->Base.InternalFormat;
rb->_BaseFormat = _mesa_get_format_base_format(format);
/* Want to store linear values, not sRGB */
rb->Format = _mesa_get_srgb_format_linear(format);