mesa: save/set/restore texture base/wrap state in blitframebuffer_texture()
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@@ -1048,8 +1048,13 @@ blitframebuffer_texture(GLcontext *ctx,
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if (readAtt && readAtt->Texture) {
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const struct gl_texture_object *texObj = readAtt->Texture;
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const GLuint srcLevel = readAtt->TextureLevel;
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const GLenum minFilterSave = texObj->MinFilter;
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const GLenum magFilterSave = texObj->MagFilter;
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const GLint baseLevelSave = texObj->BaseLevel;
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const GLint maxLevelSave = texObj->MaxLevel;
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const GLenum wrapSSave = texObj->WrapS;
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const GLenum wrapTSave = texObj->WrapT;
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const GLenum target = texObj->Target;
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if (drawAtt->Texture == readAtt->Texture) {
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@@ -1075,8 +1080,11 @@ blitframebuffer_texture(GLcontext *ctx,
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_mesa_BindTexture(target, texObj->Name);
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_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
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_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
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_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
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_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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/*_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);*/
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_mesa_set_enable(ctx, target, GL_TRUE);
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/* Prepare vertex data (the VBO was previously created and bound) */
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@@ -1089,8 +1097,7 @@ blitframebuffer_texture(GLcontext *ctx,
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if (target == GL_TEXTURE_2D) {
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const struct gl_texture_image *texImage
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= _mesa_select_tex_image(ctx, texObj, target,
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readAtt->TextureLevel);
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= _mesa_select_tex_image(ctx, texObj, target, srcLevel);
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s0 = srcX0 / (float) texImage->Width;
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s1 = srcX1 / (float) texImage->Width;
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t0 = srcY0 / (float) texImage->Height;
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@@ -1127,11 +1134,15 @@ blitframebuffer_texture(GLcontext *ctx,
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_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
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/* Restore texture's filter state, the texture binding will
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/* Restore texture object state, the texture binding will
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* be restored by _mesa_meta_end().
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*/
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_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
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_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
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_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
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_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
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_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
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/* Done with color buffer */
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mask &= ~GL_COLOR_BUFFER_BIT;
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