On 03/04/2014 02:17 PM, Eric Anholt wrote: > There's already code for them due to the GenerateMipmap path, so we just > need to make sure we've got our coordinates present. > --- > src/mesa/drivers/common/meta_blit.c | 17 +++-------------- > 1 file changed, 3 insertions(+), 14 deletions(-) > > diff --git a/src/mesa/drivers/common/meta_blit.c > b/src/mesa/drivers/common/meta_blit.c > index 550133f..a2046d8 100644 > --- a/src/mesa/drivers/common/meta_blit.c > +++ b/src/mesa/drivers/common/meta_blit.c > @@ -418,16 +418,6 @@ blitframebuffer_texture(struct gl_context *ctx, > srcLevel = readAtt->TextureLevel; > texObj = readAtt->Texture; > target = texObj->Target; > - > - switch (target) { > - case GL_TEXTURE_2D: > - case GL_TEXTURE_RECTANGLE: > - case GL_TEXTURE_2D_MULTISAMPLE: > - case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: > - break; > - default: > - return false; > - } > } else if (ctx->Driver.BindRenderbufferTexImage) { > /* Otherwise, we need the driver to be able to bind a renderbuffer as > * a texture image. > @@ -537,7 +527,9 @@ blitframebuffer_texture(struct gl_context *ctx, > struct vertex verts[4]; > GLfloat s0, t0, s1, t1; > > - if (target == GL_TEXTURE_2D) { > + if (!(target == GL_TEXTURE_RECTANGLE_ARB || > + target == GL_TEXTURE_2D_MULTISAMPLE || > + target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
I think this might be a little easier to read as: if (target != GL_TEXTURE_RECTANGLE && target != GL_TEXTURE_2D_MULTISAMPLE && target != GL_TEXTURE_2D_MULTISAMPLE_ARRAY) { or maybe: bool unnormalized_coords = target == GL_TEXTURE_RECTANGLE || target == GL_TEXTURE_2D_MULTISAMPLE || target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY; if (!unnormalized_coords) { But, whatever suits you is fine. This patch is: Reviewed-by: Kenneth Graunke <kenn...@whitecape.org> > const struct gl_texture_image *texImage > = _mesa_select_tex_image(ctx, texObj, target, srcLevel); > s0 = srcX0 / (float) texImage->Width; > @@ -546,9 +538,6 @@ blitframebuffer_texture(struct gl_context *ctx, > t1 = srcY1 / (float) texImage->Height; > } > else { > - assert(target == GL_TEXTURE_RECTANGLE_ARB || > - target == GL_TEXTURE_2D_MULTISAMPLE || > - target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY); > s0 = (float) srcX0; > s1 = (float) srcX1; > t0 = (float) srcY0; >
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