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;
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__);
}
}
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);
}
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)
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)
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 */
/* 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);
_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);
_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);
_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) !=
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)
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);
*/
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)
}
_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)
}
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);