[Mesa-dev] [PATCH] meta: Generate and compile shaders everytime in setup_glsl_generate_mipmap()
Anuj Phogat
anuj.phogat at gmail.com
Wed Sep 19 11:00:54 PDT 2012
On Wed, Sep 19, 2012 at 2:13 AM, Eric Anholt <eric at anholt.net> wrote:
>
> Anuj Phogat <anuj.phogat at gmail.com> writes:
>
> > Fixes float-texture(mipmap.manual):
> > See Comment 6: https://bugs.freedesktop.org/show_bug.cgi?id=54296
>
> Can you explain why this is necessary?
_mesa_meta_GenerateMipmap()->setup_glsl_generate_mipmap()
generates fragment shader programs based on the texture target
used in glGenerateMipmap(target). target can be GL_TEXTURE_{1, 2, 3}D,
GL_TEXTURE_{1, 2}D_ARRAY, or GL_TEXTURE_CUBE_MAP. An
application is free to call glGenerateMipmap() multiple times with different
texture targets. This makes it necessary to generate and compile shader
programs on every call to glGenerateMipmap().
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