On Mon, 2014-02-03 at 11:03 -0800, Eric Anholt wrote: > Now that we're using epoxy, we can write code using both desktop and > ES symbols and decide what to use at runtime.
Nice. > diff --git a/glamor/glamor_copyarea.c b/glamor/glamor_copyarea.c > index 498a06e..8cc7cad 100644 > --- a/glamor/glamor_copyarea.c > +++ b/glamor/glamor_copyarea.c > @@ -170,10 +168,10 @@ glamor_copy_n_to_n_textured(DrawablePtr src, > > glActiveTexture(GL_TEXTURE0); > glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex); > -#ifndef GLAMOR_GLES2 > - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); > - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); > -#endif > + if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) { > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, > GL_CLAMP_TO_BORDER); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, > GL_CLAMP_TO_BORDER); > + } Should this set GL_CLAMP_TO_EDGE for GLES2, as below? > diff --git a/glamor/glamor_render.c b/glamor/glamor_render.c > index ecc4606..cad0c53 100644 > --- a/glamor/glamor_render.c > +++ b/glamor/glamor_render.c > @@ -535,14 +535,16 @@ glamor_set_composite_texture(glamor_screen_private > *glamor_priv, int unit, > repeat_type = picture->repeatType; > switch (picture->repeatType) { > case RepeatNone: > -#ifndef GLAMOR_GLES2 > - /* XXX GLES2 doesn't support GL_CLAMP_TO_BORDER. */ > - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, > GL_CLAMP_TO_BORDER); > - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, > GL_CLAMP_TO_BORDER); > -#else > - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); > - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); > -#endif > + if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) { > + /* XXX GLES2 doesn't support GL_CLAMP_TO_BORDER. */ > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, > + GL_CLAMP_TO_BORDER); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, > + GL_CLAMP_TO_BORDER); > + } else { > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, > GL_CLAMP_TO_EDGE); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, > GL_CLAMP_TO_EDGE); > + } Looks like this test was reversed in the conversion. -- Earthling Michel Dänzer | http://www.amd.com Libre software enthusiast | Mesa and X developer _______________________________________________ xorg-devel@lists.x.org: X.Org development Archives: http://lists.x.org/archives/xorg-devel Info: http://lists.x.org/mailman/listinfo/xorg-devel