mesa: save/set/restore texture base/wrap state in blitframebuffer_texture()

This commit is contained in:
Brian Paul
2009-10-12 18:11:31 -06:00
parent b5d6a8e88f
commit 3f928b3552
+15 -4
View File
@@ -1048,8 +1048,13 @@ blitframebuffer_texture(GLcontext *ctx,
if (readAtt && readAtt->Texture) {
const struct gl_texture_object *texObj = readAtt->Texture;
const GLuint srcLevel = readAtt->TextureLevel;
const GLenum minFilterSave = texObj->MinFilter;
const GLenum magFilterSave = texObj->MagFilter;
const GLint baseLevelSave = texObj->BaseLevel;
const GLint maxLevelSave = texObj->MaxLevel;
const GLenum wrapSSave = texObj->WrapS;
const GLenum wrapTSave = texObj->WrapT;
const GLenum target = texObj->Target;
if (drawAtt->Texture == readAtt->Texture) {
@@ -1075,8 +1080,11 @@ blitframebuffer_texture(GLcontext *ctx,
_mesa_BindTexture(target, texObj->Name);
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
/*_mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE, GL_FALSE);*/
_mesa_set_enable(ctx, target, GL_TRUE);
/* Prepare vertex data (the VBO was previously created and bound) */
@@ -1089,8 +1097,7 @@ blitframebuffer_texture(GLcontext *ctx,
if (target == GL_TEXTURE_2D) {
const struct gl_texture_image *texImage
= _mesa_select_tex_image(ctx, texObj, target,
readAtt->TextureLevel);
= _mesa_select_tex_image(ctx, texObj, target, srcLevel);
s0 = srcX0 / (float) texImage->Width;
s1 = srcX1 / (float) texImage->Width;
t0 = srcY0 / (float) texImage->Height;
@@ -1127,11 +1134,15 @@ blitframebuffer_texture(GLcontext *ctx,
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
/* Restore texture's filter state, the texture binding will
/* Restore texture object state, the texture binding will
* be restored by _mesa_meta_end().
*/
_mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilterSave);
_mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, wrapSSave);
_mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, wrapTSave);
/* Done with color buffer */
mask &= ~GL_COLOR_BUFFER_BIT;