[Mesa-dev] [PATCH 10/13] mesa: add KHR_no_error support for FramebufferTextureLayer

Eric Anholt eric at anholt.net
Wed May 10 16:15:01 UTC 2017


Timothy Arceri <tarceri at itsqueeze.com> writes:

> On 10/05/17 22:00, Nicolai Hähnle wrote:
>> On 10.05.2017 02:28, Eric Anholt wrote:
>>> Timothy Arceri <tarceri at itsqueeze.com> writes:
>>>
>>>> ---
>>>>  src/mapi/glapi/gen/ARB_framebuffer_object.xml |  2 +-
>>>>  src/mesa/main/fbobject.c                      | 31 
>>>> +++++++++++++++++++++++++++
>>>>  src/mesa/main/fbobject.h                      |  4 ++++
>>>>  3 files changed, 36 insertions(+), 1 deletion(-)
>>>>
>>>> diff --git a/src/mapi/glapi/gen/ARB_framebuffer_object.xml 
>>>> b/src/mapi/glapi/gen/ARB_framebuffer_object.xml
>>>> index ce5e45d..76114eb 100644
>>>> --- a/src/mapi/glapi/gen/ARB_framebuffer_object.xml
>>>> +++ b/src/mapi/glapi/gen/ARB_framebuffer_object.xml
>>>> @@ -239,21 +239,21 @@
>>>>      <function name="FramebufferTexture3D" no_error="true">
>>>>          <param name="target" type="GLenum"/>
>>>>          <param name="attachment" type="GLenum"/>
>>>>          <param name="textarget" type="GLenum"/>
>>>>          <param name="texture" type="GLuint"/>
>>>>          <param name="level" type="GLint"/>
>>>>          <param name="layer" type="GLint"/>
>>>>      <glx rop="4323"/>
>>>>      </function>
>>>>
>>>> -    <function name="FramebufferTextureLayer" es2="3.0">
>>>> +    <function name="FramebufferTextureLayer" es2="3.0" no_error="true">
>>>>          <param name="target" type="GLenum"/>
>>>>          <param name="attachment" type="GLenum"/>
>>>>          <param name="texture" type="GLuint"/>
>>>>          <param name="level" type="GLint"/>
>>>>          <param name="layer" type="GLint"/>
>>>>      <glx rop="237"/>
>>>>      </function>
>>>>
>>>>      <function name="FramebufferRenderbuffer" es2="2.0">
>>>>          <param name="target" type="GLenum"/>
>>>> diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c
>>>> index ba01d0c..08e7347 100644
>>>> --- a/src/mesa/main/fbobject.c
>>>> +++ b/src/mesa/main/fbobject.c
>>>> @@ -3424,20 +3424,51 @@ void GLAPIENTRY
>>>>  _mesa_FramebufferTexture3D(GLenum target, GLenum attachment,
>>>>                             GLenum textarget, GLuint texture,
>>>>                             GLint level, GLint layer)
>>>>  {
>>>>     framebuffer_texture_with_dims(3, target, attachment, textarget, 
>>>> texture,
>>>>                                   level, layer, 
>>>> "glFramebufferTexture3D");
>>>>  }
>>>>
>>>>
>>>>  void GLAPIENTRY
>>>> +_mesa_FramebufferTextureLayer_no_error(GLenum target, GLenum 
>>>> attachment,
>>>> +                                       GLuint texture, GLint level,
>>>> +                                       GLint layer)
>>>> +{
>>>> +   GET_CURRENT_CONTEXT(ctx);
>>>> +
>>>> +   /* Get the framebuffer object */
>>>> +   struct gl_framebuffer *fb = get_framebuffer_target(ctx, target);
>>>> +
>>>> +   /* Get the texture object */
>>>> +   struct gl_texture_object *texObj =
>>>> +      get_texture_for_framebuffer(ctx, texture);
>>>> +
>>>> +   struct gl_renderbuffer_attachment *att =
>>>> +      get_attachment(ctx, fb, attachment, NULL);
>>>> +
>>>> +   GLenum textarget = 0;
>>>> +   if (texObj) {
>>>> +      if (texObj->Target == GL_TEXTURE_CUBE_MAP) {
>>>> +         assert(layer >= 0 && layer < 6);
>>>> +         textarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
>>>> +         layer = 0;
>>>> +      }
>>>> +   }
>>>> +
>>>> +   _mesa_framebuffer_texture(ctx, fb, attachment, att, texObj, 
>>>> textarget,
>>>> +                             level, layer, GL_FALSE);
>>>> +}
>>>
>>> I've got stuck on reading this series a couple of times because this
>>> felt like too much code duplication.  I understand that you're
>>> replicating what the current error-validating code does, but it seems
>>> like for no_error we can do a lot better, quite easily.
>>>
>>> What I'd like for these last 4 patches is to have two patches, each of
>>> which implements a Named and non-Named no_error function by doing the
>>> appropriate lookup of the fb and then calling a helper function that
>>> does the rest of their current bodies.
>> 
>> Not to be too annoying, but I still think that collapsing the functions 
>> entirely (and using ALWAYS_INLINE) is a good idea as well.
>
> Yeah I've done that with the Tex*SubImage fuctions in an upcoming series 
> and I think I've changed my mind. I still think the extra complexity is 
> a little ugly, but I think its worth it.
>
> I'll redo these patches to share the inline function between the dsa/no 
> error variants also.

I've been thinking that too.  Thanks!
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