On 02/10/2016 11:13 PM, Ian Romanick wrote:
From: Ian Romanick <ian.d.roman...@intel.com>
Signed-off-by: Ian Romanick <ian.d.roman...@intel.com>
---
src/mesa/drivers/common/meta.c | 26 +++++---------------------
1 file changed, 5 insertions(+), 21 deletions(-)
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 9391ac8..b62f0d4 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -112,28 +112,12 @@ _mesa_meta_framebuffer_texture_image(struct gl_context
*ctx,
{
struct gl_texture_object *texObj = texImage->TexObject;
int level = texImage->Level;
- GLenum texTarget = texObj->Target;
+ const GLenum texTarget = texObj->Target == GL_TEXTURE_CUBE_MAP
+ ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + texImage->Face
+ : texObj->Target;
This pattern appears in quite a few places in Mesa. I'm thinking we
should add a new helper function like this in texobj.h:
/**
* If the target is GL_TEXTURE_CUBE_MAP, return one of the
* GL_TEXTURE_CUBE_MAP_POSITIVE/NEGATIVE_X/Y/Z targets corresponding to
* the face parameter.
* Else, return target as-is.
*/
static inline GLenum
_mesa_cube_face_target(GLenum target, unsigned face)
{
assert(face < 6);
if (target == GL_TEXTURE_CUBE_MAP)
return GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
else
return target;
}
I can do that as a follow-on clean-up.
-Brian
- switch (texTarget) {
- case GL_TEXTURE_1D:
- _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_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_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
- level, layer, false, __func__);
- }
+ _mesa_framebuffer_texture(ctx, fb, attachment, texObj, texTarget,
+ level, layer, false, __func__);
}
GLuint
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