[Mesa-dev] swrast MapTextureImage fetches

Eric Anholt eric at anholt.net
Mon Apr 22 09:14:41 PDT 2013


 34 files changed, 311 insertions(+), 889 deletions(-)

Also, swrast_dri.so now passes two FXT1 tests that failed before, and
i915's vertex shader texturing works.  I haven't tested the radeon/nouveau
code, nor have I been as invasive as I could be, because I don't have any
AGP systems left.  nouveau's got a giant pile of code to be deleted if
anyone gets around to doing AllocTextureImageBuffer for it.

The way swrast renderbuffers are linked to swrast textures is still pretty
hokey, but it's the best I could do at the moment.  I think we should have
MapRenderbuffer in general call MapTextureImage for texture renderbuffers,
without drivers having to manually do so.  To do that we'd want the
gl_renderbuffer to have a pointer to its TextureImage/slice instead of
that being in the gl_renderbuffer_attachment.

Branch is at swrast-texture-mapping of my tree.



More information about the mesa-dev mailing list