This patch rewrites _mesa_meta_BlitFrameBuffer() function to add support for blitting with GLSL/GLSL ES shaders. These changes were required to support glBlitFrameBuffer() in gles3. This patch, along with other patches in this series, make 16 failing framebuffer_blit test cases in gles3 conformance pass.
v2: Properly handle flipped blits for source and destination renderbuffer / textures. Add support for GL_TEXTURE_RECTANGLE in _mesa_meta_BlitFrameBuffer. Create a temp depth texture to support depth buffer blitting. V3: Remove unsupported / redundant shader code. Add an assertion to make sure that we don't use rectangle texture in ES. Put API guard on glTexEnvi(). Signed-off-by: Anuj Phogat <anuj.pho...@gmail.com> --- src/mesa/drivers/common/meta.c | 445 +++++++++++++++++++++++++++++++--------- 1 files changed, 347 insertions(+), 98 deletions(-) diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index ac036ea..27edc65 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -222,6 +222,9 @@ struct blit_state GLuint ArrayObj; GLuint VBO; GLuint DepthFP; + GLuint ShaderProg; + GLuint RectShaderProg; + struct temp_texture depthTex; }; @@ -1145,7 +1148,7 @@ static void init_temp_texture(struct gl_context *ctx, struct temp_texture *tex) { /* prefer texture rectangle */ - if (ctx->Extensions.NV_texture_rectangle) { + if (_mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle) { tex->Target = GL_TEXTURE_RECTANGLE; tex->MaxSize = ctx->Const.MaxTextureRectSize; tex->NPOT = GL_TRUE; @@ -1206,6 +1209,21 @@ get_bitmap_temp_texture(struct gl_context *ctx) return tex; } +/** + * Return pointer to depth temp_texture. + * This does some one-time init if needed. + */ +static struct temp_texture * +get_temp_depth_texture(struct gl_context *ctx) +{ + struct temp_texture *tex = &ctx->Meta->Blit.depthTex; + + if (!tex->TexObj) { + init_temp_texture(ctx, tex); + } + + return tex; +} /** * Compute the width/height of texture needed to draw an image of the @@ -1389,6 +1407,158 @@ init_blit_depth_pixels(struct gl_context *ctx) strlen(program2), (const GLubyte *) program2); } +static void +setup_ff_blit_framebuffer(struct gl_context *ctx, + struct blit_state *blit) +{ + struct vertex { + GLfloat x, y, s, t; + }; + struct vertex verts[4]; + + if (blit->ArrayObj == 0) { + /* one-time setup */ + + /* create vertex array object */ + _mesa_GenVertexArrays(1, &blit->ArrayObj); + _mesa_BindVertexArray(blit->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffers(1, &blit->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), + NULL, GL_DYNAMIC_DRAW_ARB); + + /* setup vertex arrays */ + _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); + _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); + } + + /* setup projection matrix */ + _mesa_MatrixMode(GL_PROJECTION); + _mesa_LoadIdentity(); + _mesa_Ortho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); + +} + +static void +setup_glsl_blit_framebuffer(struct gl_context *ctx, + struct blit_state *blit, + GLenum target) +{ + struct vertex { + GLfloat x, y, s, t; + }; + struct vertex verts[4]; + const char *vs_source; + char *fs_source; + GLuint vs, fs; + void *mem_ctx; + GLuint ShaderProg; + GLboolean texture_2d = (target == GL_TEXTURE_2D); + + /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */ + assert(_mesa_is_desktop_gl(ctx) || texture_2d); + + /* Check if already initialized */ + if (blit->ArrayObj == 0) { + + /* create vertex array object */ + _mesa_GenVertexArrays(1, &blit->ArrayObj); + _mesa_BindVertexArray(blit->ArrayObj); + + /* create vertex array buffer */ + _mesa_GenBuffers(1, &blit->VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); + _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), + NULL, GL_DYNAMIC_DRAW_ARB); + + /* setup vertex arrays */ + _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, + sizeof(struct vertex), OFFSET(x)); + _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, + sizeof(struct vertex), OFFSET(s)); + } + + /* Generate a relevant fragment shader program for the texture target */ + if ((target == GL_TEXTURE_2D && blit->ShaderProg != 0) || + (target == GL_TEXTURE_RECTANGLE && blit->RectShaderProg != 0)) { + return; + } + + mem_ctx = ralloc_context(NULL); + + if (ctx->Const.GLSLVersion < 130) { + vs_source = + "attribute vec2 position;\n" + "attribute vec2 textureCoords;\n" + "varying vec2 texCoords;\n" + "void main()\n" + "{\n" + " texCoords = textureCoords;\n" + " gl_Position = vec4(position, 0.0, 1.0);\n" + "}\n"; + + fs_source = ralloc_asprintf(mem_ctx, + "uniform %s texSampler;\n" + "varying vec2 texCoords;\n" + "void main()\n" + "{\n" + " gl_FragColor = %s(texSampler, texCoords);\n" + " gl_FragDepth = gl_FragColor.r;\n" + "}\n", + texture_2d ? "sampler2D" : "sampler2DRect", + texture_2d ? "texture2D" : "texture2DRect"); + } + else { + vs_source = ralloc_asprintf(mem_ctx, + "#version %s\n" + "in vec2 position;\n" + "in vec2 textureCoords;\n" + "out vec2 texCoords;\n" + "void main()\n" + "{\n" + " texCoords = textureCoords;\n" + " gl_Position = vec4(position, 0.0, 1.0);\n" + "}\n", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); + fs_source = ralloc_asprintf(mem_ctx, + "#version %s\n" + "uniform %s texSampler;\n" + "in vec2 texCoords;\n" + "out vec4 out_color;\n" + "\n" + "void main()\n" + "{\n" + " out_color = %s(texSampler, texCoords);\n" + " gl_FragDepth = out_color.r;\n" + "}\n", + _mesa_is_desktop_gl(ctx) ? "130" : "300 es", + texture_2d ? "sampler2D" : "sampler2DRect", + texture_2d ? "texture" : "texture2DRect"); + } + + vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source); + fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source); + + ShaderProg = _mesa_CreateProgramObjectARB(); + _mesa_AttachShader(ShaderProg, fs); + _mesa_DeleteObjectARB(fs); + _mesa_AttachShader(ShaderProg, vs); + _mesa_DeleteObjectARB(vs); + _mesa_BindAttribLocation(ShaderProg, 0, "position"); + _mesa_BindAttribLocation(ShaderProg, 1, "texcoords"); + _mesa_EnableVertexAttribArray(0); + _mesa_EnableVertexAttribArray(1); + link_program_with_debug(ctx, ShaderProg); + ralloc_free(mem_ctx); + if (texture_2d) + blit->ShaderProg = ShaderProg; + else + blit->RectShaderProg = ShaderProg; +} /** * Try to do a glBlitFramebuffer using no-copy texturing. @@ -1402,17 +1572,22 @@ static GLbitfield blitframebuffer_texture(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, - GLbitfield mask, GLenum filter) + GLbitfield mask, GLenum filter, GLint flipX, + GLint flipY, GLboolean glsl_version) { if (mask & GL_COLOR_BUFFER_BIT) { const struct gl_framebuffer *drawFb = ctx->DrawBuffer; const struct gl_framebuffer *readFb = ctx->ReadBuffer; - const struct gl_renderbuffer_attachment *drawAtt = - &drawFb->Attachment[drawFb->_ColorDrawBufferIndexes[0]]; + const struct gl_renderbuffer_attachment *drawAtt; const struct gl_renderbuffer_attachment *readAtt = &readFb->Attachment[readFb->_ColorReadBufferIndex]; if (readAtt && readAtt->Texture) { + struct blit_state *blit = &ctx->Meta->Blit; + const GLint dstX = MIN2(dstX0, dstX1); + const GLint dstY = MIN2(dstY0, dstY1); + const GLint dstW = abs(dstX1 - dstX0); + const GLint dstH = abs(dstY1 - dstY0); const struct gl_texture_object *texObj = readAtt->Texture; const GLuint srcLevel = readAtt->TextureLevel; const GLint baseLevelSave = texObj->BaseLevel; @@ -1422,12 +1597,20 @@ blitframebuffer_texture(struct gl_context *ctx, ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; - if (drawAtt->Texture == readAtt->Texture) { - /* Can't use same texture as both the source and dest. We need - * to handle overlapping blits and besides, some hw may not - * support this. - */ - return mask; + /* Iterate through all draw buffers */ + for (int i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { + int idx = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; + if (idx == -1) + continue; + drawAtt = &drawFb->Attachment[idx]; + + if (drawAtt->Texture == readAtt->Texture) { + /* Can't use same texture as both the source and dest. We need + * to handle overlapping blits and besides, some hw may not + * support this. + */ + return mask; + } } if (target != GL_TEXTURE_2D && target != GL_TEXTURE_RECTANGLE_ARB) { @@ -1435,6 +1618,23 @@ blitframebuffer_texture(struct gl_context *ctx, return mask; } + /* Choose between glsl version and fixed function version of + * BlitFramebuffer function. + */ + if (glsl_version) { + setup_glsl_blit_framebuffer(ctx, blit, target); + if (target == GL_TEXTURE_2D) + _mesa_UseProgram(blit->ShaderProg); + else + _mesa_UseProgram(blit->RectShaderProg); + } + else { + setup_ff_blit_framebuffer(ctx, &ctx->Meta->Blit); + } + + _mesa_BindVertexArray(blit->ArrayObj); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); + _mesa_GenSamplers(1, &sampler); _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler); @@ -1464,8 +1664,10 @@ blitframebuffer_texture(struct gl_context *ctx, GL_SKIP_DECODE_EXT); } - _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); - _mesa_set_enable(ctx, target, GL_TRUE); + if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) { + _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + _mesa_set_enable(ctx, target, GL_TRUE); + } /* Prepare vertex data (the VBO was previously created and bound) */ { @@ -1491,14 +1693,15 @@ blitframebuffer_texture(struct gl_context *ctx, t1 = srcY1; } - verts[0].x = (GLfloat) dstX0; - verts[0].y = (GLfloat) dstY0; - verts[1].x = (GLfloat) dstX1; - verts[1].y = (GLfloat) dstY0; - verts[2].x = (GLfloat) dstX1; - verts[2].y = (GLfloat) dstY1; - verts[3].x = (GLfloat) dstX0; - verts[3].y = (GLfloat) dstY1; + /* setup vertex positions */ + verts[0].x = -1.0F * flipX; + verts[0].y = -1.0F * flipY; + verts[1].x = 1.0F * flipX; + verts[1].y = -1.0F * flipY; + verts[2].x = 1.0F * flipX; + verts[2].y = 1.0F * flipY; + verts[3].x = -1.0F * flipX; + verts[3].y = 1.0F * flipY; verts[0].s = s0; verts[0].t = t0; @@ -1512,6 +1715,10 @@ blitframebuffer_texture(struct gl_context *ctx, _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } + /* setup viewport */ + _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH); + _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + _mesa_DepthMask(GL_FALSE); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); /* Restore texture object state, the texture binding will @@ -1533,7 +1740,6 @@ blitframebuffer_texture(struct gl_context *ctx, return mask; } - /** * Meta implementation of ctx->Driver.BlitFramebuffer() in terms * of texture mapping and polygon rendering. @@ -1546,18 +1752,31 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, { struct blit_state *blit = &ctx->Meta->Blit; struct temp_texture *tex = get_temp_texture(ctx); + struct temp_texture *depthTex = get_temp_depth_texture(ctx); const GLsizei maxTexSize = tex->MaxSize; const GLint srcX = MIN2(srcX0, srcX1); const GLint srcY = MIN2(srcY0, srcY1); const GLint srcW = abs(srcX1 - srcX0); const GLint srcH = abs(srcY1 - srcY0); - const GLboolean srcFlipX = srcX1 < srcX0; - const GLboolean srcFlipY = srcY1 < srcY0; + const GLint dstX = MIN2(dstX0, dstX1); + const GLint dstY = MIN2(dstY0, dstY1); + const GLint dstW = abs(dstX1 - dstX0); + const GLint dstH = abs(dstY1 - dstY0); + const GLint srcFlipX = (srcX1 - srcX0) / srcW; + const GLint srcFlipY = (srcY1 - srcY0) / srcH; + const GLint dstFlipX = (dstX1 - dstX0) / dstW; + const GLint dstFlipY = (dstY1 - dstY0) / dstH; + const GLint flipX = srcFlipX * dstFlipX; + const GLint flipY = srcFlipY * dstFlipY; + struct vertex { GLfloat x, y, s, t; }; struct vertex verts[4]; GLboolean newTex; + const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && + ctx->Extensions.ARB_fragment_shader && + (ctx->API != API_OPENGLES); /* In addition to falling back if the blit size is larger than the maximum * texture size, fallback if the source is multisampled. This fallback can @@ -1571,126 +1790,148 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, return; } - if (srcFlipX) { - GLint tmp = dstX0; - dstX0 = dstX1; - dstX1 = tmp; - } - - if (srcFlipY) { - GLint tmp = dstY0; - dstY0 = dstY1; - dstY1 = tmp; - } - /* only scissor effects blit so save/clear all other relevant state */ _mesa_meta_begin(ctx, ~MESA_META_SCISSOR); - if (blit->ArrayObj == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &blit->ArrayObj); - _mesa_BindVertexArray(blit->ArrayObj); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &blit->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(s)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } - else { - _mesa_BindVertexArray(blit->ArrayObj); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - } - /* Try faster, direct texture approach first */ mask = blitframebuffer_texture(ctx, srcX0, srcY0, srcX1, srcY1, - dstX0, dstY0, dstX1, dstY1, mask, filter); + dstX0, dstY0, dstX1, dstY1, mask, filter, + dstFlipX, dstFlipY, use_glsl_version); if (mask == 0x0) { _mesa_meta_end(ctx); return; } - /* Continue with "normal" approach which involves copying the src rect - * into a temporary texture and is "blitted" by drawing a textured quad. + /* Choose between glsl version and fixed function version of + * BlitFramebuffer function. */ + if (use_glsl_version) { + setup_glsl_blit_framebuffer(ctx, blit, tex->Target); + if (tex->Target == GL_TEXTURE_2D) + _mesa_UseProgram(blit->ShaderProg); + else + _mesa_UseProgram(blit->RectShaderProg); + } + else { + setup_ff_blit_framebuffer(ctx, blit); + } - newTex = alloc_texture(tex, srcW, srcH, GL_RGBA); + _mesa_BindVertexArray(blit->ArrayObj); + _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - /* vertex positions/texcoords (after texture allocation!) */ + /* Continue with "normal" approach which involves copying the src rect + * into a temporary texture and is "blitted" by drawing a textured quad. + */ { - verts[0].x = (GLfloat) dstX0; - verts[0].y = (GLfloat) dstY0; - verts[1].x = (GLfloat) dstX1; - verts[1].y = (GLfloat) dstY0; - verts[2].x = (GLfloat) dstX1; - verts[2].y = (GLfloat) dstY1; - verts[3].x = (GLfloat) dstX0; - verts[3].y = (GLfloat) dstY1; - - verts[0].s = 0.0F; - verts[0].t = 0.0F; - verts[1].s = tex->Sright; - verts[1].t = 0.0F; - verts[2].s = tex->Sright; - verts[2].t = tex->Ttop; - verts[3].s = 0.0F; - verts[3].t = tex->Ttop; + /* setup vertex positions */ + verts[0].x = -1.0F * flipX; + verts[0].y = -1.0F * flipY; + verts[1].x = 1.0F * flipX; + verts[1].y = -1.0F * flipY; + verts[2].x = 1.0F * flipX; + verts[2].y = 1.0F * flipY; + verts[3].x = -1.0F * flipX; + verts[3].y = 1.0F * flipY; - /* upload new vertex data */ - _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } - _mesa_set_enable(ctx, tex->Target, GL_TRUE); + /* glEnable() in gles2 and gles3 doesn't allow GL_TEXTURE_{1D, 2D, etc.} + * tokens. + */ + if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) + _mesa_set_enable(ctx, tex->Target, GL_TRUE); if (mask & GL_COLOR_BUFFER_BIT) { + newTex = alloc_texture(tex, srcW, srcH, GL_RGBA); + setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH, + GL_RGBA, filter); + /* texcoords (after texture allocation!) */ + { + verts[0].s = 0.0F; + verts[0].t = 0.0F; + verts[1].s = tex->Sright; + verts[1].t = 0.0F; + verts[2].s = tex->Sright; + verts[2].t = tex->Ttop; + verts[3].s = 0.0F; + verts[3].t = tex->Ttop; + + /* upload new vertex data */ + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + setup_copypix_texture(tex, newTex, srcX, srcY, srcW, srcH, GL_RGBA, filter); + _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH); + _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); + _mesa_DepthMask(GL_FALSE); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); mask &= ~GL_COLOR_BUFFER_BIT; } if (mask & GL_DEPTH_BUFFER_BIT) { GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint)); - if (tmp) { + + /* maybe change tex format here */ + newTex = alloc_texture(depthTex, srcW, srcH, GL_DEPTH_COMPONENT); + + /* texcoords (after texture allocation!) */ + { + verts[0].s = 0.0F; + verts[0].t = 0.0F; + verts[1].s = depthTex->Sright; + verts[1].t = 0.0F; + verts[2].s = depthTex->Sright; + verts[2].t = depthTex->Ttop; + verts[3].s = 0.0F; + verts[3].t = depthTex->Ttop; + + /* upload new vertex data */ + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + } + + if (_mesa_is_desktop_gl(ctx) && + ctx->Extensions.ARB_depth_texture && + ctx->Extensions.ARB_fragment_program && + tmp) { + if (!blit->DepthFP) init_blit_depth_pixels(ctx); - /* maybe change tex format here */ - newTex = alloc_texture(tex, srcW, srcH, GL_DEPTH_COMPONENT); - _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); - setup_drawpix_texture(ctx, tex, newTex, GL_DEPTH_COMPONENT, srcW, srcH, + setup_drawpix_texture(ctx, depthTex, newTex, GL_DEPTH_COMPONENT, srcW, srcH, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, tmp); _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP); _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE); - _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); - _mesa_DepthFunc(GL_ALWAYS); - _mesa_DepthMask(GL_TRUE); + } + else { + setup_copypix_texture(depthTex, newTex, srcX, srcY, srcW, srcH, + GL_DEPTH_COMPONENT, filter); + } - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - mask &= ~GL_DEPTH_BUFFER_BIT; + _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); + _mesa_DepthFunc(GL_ALWAYS); + _mesa_DepthMask(GL_TRUE); - free(tmp); - } + _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH); + _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); + _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + + free(tmp); + mask &= ~GL_DEPTH_BUFFER_BIT; } if (mask & GL_STENCIL_BUFFER_BIT) { /* XXX can't easily do stencil */ } - _mesa_set_enable(ctx, tex->Target, GL_FALSE); + if (_mesa_is_desktop_gl(ctx) || ctx->API == API_OPENGLES) + _mesa_set_enable(ctx, tex->Target, GL_FALSE); _mesa_meta_end(ctx); @@ -1713,6 +1954,14 @@ meta_glsl_blit_cleanup(struct gl_context *ctx, struct blit_state *blit) _mesa_DeleteProgramsARB(1, &blit->DepthFP); blit->DepthFP = 0; } + + _mesa_DeleteObjectARB(blit->ShaderProg); + blit->ShaderProg = 0; + _mesa_DeleteObjectARB(blit->RectShaderProg); + blit->RectShaderProg = 0; + + _mesa_DeleteTextures(1, &blit->depthTex.TexObj); + blit->depthTex.TexObj = 0; } -- 1.7.7.6 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev