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authorBrian Paul <brianp@vmware.com>2012-01-18 17:39:33 -0700
committerBrian Paul <brianp@vmware.com>2012-01-24 14:12:37 -0700
commit1caf698191fb871850311353862eb7fc927f9f9c (patch)
tree7493a01f72809316ef78d79740b1ab8b3ebe72e8
parent56d83ac4bf0267982554f25c6fdb3c1dd6e14a9c (diff)
swrast: use Map/UnmapTextureImage() in framebuffer map/unmap code
When we're actually rendering into a texture, map the texture image instead of the corresponding renderbuffer. Before, we just copied a pointer from the texture image to the renderbuffer. This change will make the code usable by hardware drivers.
-rw-r--r--src/mesa/swrast/s_renderbuffer.c28
1 files changed, 13 insertions, 15 deletions
diff --git a/src/mesa/swrast/s_renderbuffer.c b/src/mesa/swrast/s_renderbuffer.c
index 501b4698c8..637a7b6dc1 100644
--- a/src/mesa/swrast/s_renderbuffer.c
+++ b/src/mesa/swrast/s_renderbuffer.c
@@ -565,20 +565,16 @@ map_attachment(struct gl_context *ctx,
struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
if (texObj) {
+ /* map texture image (render to texture) */
const GLuint level = fb->Attachment[buffer].TextureLevel;
const GLuint face = fb->Attachment[buffer].CubeMapFace;
+ const GLuint slice = fb->Attachment[buffer].Zoffset;
struct gl_texture_image *texImage = texObj->Image[face][level];
if (texImage) {
- struct swrast_texture_image *swImage
- = swrast_texture_image(texImage);
-
- /* XXX we'll eventually call _swrast_map_teximage() here */
- swImage->Map = swImage->Buffer;
- if (srb) {
- srb->Map = swImage->Buffer;
- srb->RowStride = swImage->RowStride *
- _mesa_get_format_bytes(swImage->Base.TexFormat);
- }
+ ctx->Driver.MapTextureImage(ctx, texImage, slice,
+ 0, 0, texImage->Width, texImage->Height,
+ GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
+ &srb->Map, &srb->RowStride);
}
}
else if (rb) {
@@ -587,8 +583,9 @@ map_attachment(struct gl_context *ctx,
0, 0, rb->Width, rb->Height,
GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
&srb->Map, &srb->RowStride);
- assert(srb->Map);
}
+
+ assert(srb->Map);
}
@@ -602,14 +599,15 @@ unmap_attachment(struct gl_context *ctx,
struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
if (texObj) {
+ /* unmap texture image (render to texture) */
const GLuint level = fb->Attachment[buffer].TextureLevel;
const GLuint face = fb->Attachment[buffer].CubeMapFace;
+ const GLuint slice = fb->Attachment[buffer].Zoffset;
struct gl_texture_image *texImage = texObj->Image[face][level];
if (texImage) {
-
- /* XXX we'll eventually call _swrast_unmap_teximage() here */
- }
- }
+ ctx->Driver.UnmapTextureImage(ctx, texImage, slice);
+ }
+ }
else if (rb) {
/* unmap ordinary renderbuffer */
ctx->Driver.UnmapRenderbuffer(ctx, rb);