vrend: GL_FRAMEBUFFER_EXT -> GL_FRAMEBUFFER

We already use GL_FRAMEBUFFER, which is modern OpenGL and have the
same value.

Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
macos/master
Erik Faye-Lund 6 years ago committed by Dave Airlie
parent e44ef7de64
commit 042851a3ee
  1. 8
      src/vrend_blitter.c
  2. 4
      src/vrend_formats.c
  3. 74
      src/vrend_renderer.c

@ -782,7 +782,7 @@ void vrend_renderer_blit_gl(UNUSED struct vrend_context *ctx,
glUseProgram(prog_id);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, blit_ctx->fb_id);
glBindFramebuffer(GL_FRAMEBUFFER, blit_ctx->fb_id);
vrend_fb_bind_texture(dst_res, 0, info->dst.level, info->dst.box.z);
buffers = GL_COLOR_ATTACHMENT0_EXT;
@ -839,7 +839,7 @@ void vrend_renderer_blit_gl(UNUSED struct vrend_context *ctx,
float src_z = (dst_z + dst_offset) * dst2src_scale;
uint32_t layer = (dst_res->target == GL_TEXTURE_CUBE_MAP) ? info->dst.box.z : dst_z;
glBindFramebuffer(GL_FRAMEBUFFER_EXT, blit_ctx->fb_id);
glBindFramebuffer(GL_FRAMEBUFFER, blit_ctx->fb_id);
vrend_fb_bind_texture(dst_res, 0, info->dst.level, layer);
buffers = GL_COLOR_ATTACHMENT0_EXT;
@ -854,9 +854,9 @@ void vrend_renderer_blit_gl(UNUSED struct vrend_context *ctx,
glUseProgram(0);
glDeleteProgram(prog_id);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, 0, 0);
}

@ -376,14 +376,14 @@ static void vrend_add_formats(struct vrend_format_table *table, int num_entries)
attachment = GL_DEPTH_ATTACHMENT;
else
attachment = GL_DEPTH_STENCIL_ATTACHMENT;
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, attachment, GL_TEXTURE_2D, tex_id, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, tex_id, 0);
is_depth = true;
buffers = GL_NONE;
glDrawBuffers(1, &buffers);
} else {
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
buffers = GL_COLOR_ATTACHMENT0_EXT;
glDrawBuffers(1, &buffers);

@ -1877,38 +1877,38 @@ static void vrend_fb_bind_texture_id(struct vrend_resource *res,
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
case GL_TEXTURE_CUBE_MAP_ARRAY:
if (layer == 0xffffffff)
glFramebufferTexture(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTexture(GL_FRAMEBUFFER, attachment,
id, level);
else
glFramebufferTextureLayer(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment,
id, level, layer);
break;
case GL_TEXTURE_3D:
if (layer == 0xffffffff)
glFramebufferTexture(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTexture(GL_FRAMEBUFFER, attachment,
id, level);
else if (vrend_state.use_gles)
glFramebufferTexture3DOES(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTexture3DOES(GL_FRAMEBUFFER, attachment,
res->target, id, level, layer);
else
glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTexture3DEXT(GL_FRAMEBUFFER, attachment,
res->target, id, level, layer);
break;
case GL_TEXTURE_CUBE_MAP:
if (layer == 0xffffffff)
glFramebufferTexture(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTexture(GL_FRAMEBUFFER, attachment,
id, level);
else
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, attachment,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer, id, level);
break;
case GL_TEXTURE_1D:
glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTexture1DEXT(GL_FRAMEBUFFER, attachment,
res->target, id, level);
break;
case GL_TEXTURE_2D:
default:
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, attachment,
res->target, id, level);
break;
}
@ -1916,12 +1916,12 @@ static void vrend_fb_bind_texture_id(struct vrend_resource *res,
if (attachment == GL_DEPTH_ATTACHMENT) {
switch (res->target) {
case GL_TEXTURE_1D:
glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT,
glFramebufferTexture1DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_TEXTURE_1D, 0, 0);
break;
case GL_TEXTURE_2D:
default:
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
break;
}
@ -1940,7 +1940,7 @@ static void vrend_hw_set_zsurf_texture(struct vrend_context *ctx)
struct vrend_surface *surf = ctx->sub->zsurf;
if (!surf) {
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
} else {
uint32_t first_layer = surf->val1 & 0xffff;
@ -1961,7 +1961,7 @@ static void vrend_hw_set_color_surface(struct vrend_context *ctx, int index)
if (!surf) {
GLenum attachment = GL_COLOR_ATTACHMENT0 + index;
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, attachment,
GL_TEXTURE_2D, 0, 0);
} else {
uint32_t first_layer = ctx->sub->surf[index]->val1 & 0xffff;
@ -1984,7 +1984,7 @@ static void vrend_hw_emit_framebuffer_state(struct vrend_context *ctx)
GL_COLOR_ATTACHMENT6_EXT,
GL_COLOR_ATTACHMENT7_EXT,
};
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ctx->sub->fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, ctx->sub->fb_id);
if (ctx->sub->nr_cbufs == 0) {
glReadBuffer(GL_NONE);
@ -2024,7 +2024,7 @@ void vrend_set_framebuffer_state(struct vrend_context *ctx,
GLint new_height = -1;
bool new_ibf = false;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ctx->sub->fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, ctx->sub->fb_id);
if (zsurf_handle) {
zsurf = vrend_object_lookup(ctx->sub->object_hash, zsurf_handle, VIRGL_OBJECT_SURFACE);
@ -3152,7 +3152,7 @@ void vrend_clear(struct vrend_context *ctx,
if (ctx->ctx_switch_pending)
vrend_finish_context_switch(ctx);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ctx->sub->fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, ctx->sub->fb_id);
vrend_update_frontface_state(ctx);
if (ctx->sub->stencil_state_dirty)
@ -3903,7 +3903,7 @@ int vrend_draw_vbo(struct vrend_context *ctx,
fprintf(stderr,"dropping rendering due to missing shaders: %s\n", ctx->debug_name);
return 0;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ctx->sub->fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, ctx->sub->fb_id);
vrend_use_program(ctx, ctx->sub->prog->id);
@ -6162,13 +6162,13 @@ static int vrend_renderer_transfer_write_iov(struct vrend_context *ctx,
glDeleteFramebuffers(1, &res->readback_fb_id);
glGenFramebuffers(1, &fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id);
vrend_fb_bind_texture(res, 0, info->level, 0);
res->readback_fb_id = fb_id;
res->readback_fb_level = info->level;
} else {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, res->readback_fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, res->readback_fb_id);
}
buffers = GL_COLOR_ATTACHMENT0_EXT;
@ -6428,7 +6428,7 @@ static int vrend_transfer_send_readpixels(struct vrend_context *ctx,
glDeleteFramebuffers(1, &res->readback_fb_id);
glGenFramebuffers(1, &fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id);
vrend_fb_bind_texture(res, 0, info->level, info->box->z);
@ -6436,7 +6436,7 @@ static int vrend_transfer_send_readpixels(struct vrend_context *ctx,
res->readback_fb_level = info->level;
res->readback_fb_z = info->box->z;
} else
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, res->readback_fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, res->readback_fb_id);
if (actually_invert)
y1 = h - info->box->y - info->box->height;
else
@ -7121,14 +7121,14 @@ void vrend_renderer_resource_copy_region(struct vrend_context *ctx,
return;
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[0]);
glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[0]);
/* clean out fb ids */
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
vrend_fb_bind_texture(src_res, 0, src_level, src_box->z);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[1]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[1]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
vrend_fb_bind_texture(dst_res, 0, dst_level, dstz);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ctx->sub->blit_fb_ids[1]);
@ -7309,31 +7309,31 @@ static void vrend_renderer_blit_int(struct vrend_context *ctx,
intermediate_copy = src_res;
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[0]);
glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[0]);
if (info->mask & PIPE_MASK_RGBA)
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
else
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[1]);
glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[1]);
if (info->mask & PIPE_MASK_RGBA)
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, 0, 0);
else if (info->mask & (PIPE_MASK_Z | PIPE_MASK_S))
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, 0, 0);
if (info->src.box.depth == info->dst.box.depth)
n_layers = info->dst.box.depth;
for (i = 0; i < n_layers; i++) {
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[0]);
glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[0]);
vrend_fb_bind_texture(src_res, 0, info->src.level, info->src.box.z + i);
if (make_intermediate_copy) {
int level_width = u_minify(src_res->base.width0, info->src.level);
int level_height = u_minify(src_res->base.width0, info->src.level);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, intermediate_fbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0,
glBindFramebuffer(GL_FRAMEBUFFER, intermediate_fbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, 0, 0);
vrend_fb_bind_texture(intermediate_copy, 0, info->src.level, info->src.box.z + i);
@ -7344,7 +7344,7 @@ static void vrend_renderer_blit_int(struct vrend_context *ctx,
glmask, filter);
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->sub->blit_fb_ids[1]);
glBindFramebuffer(GL_FRAMEBUFFER, ctx->sub->blit_fb_ids[1]);
vrend_fb_bind_texture(dst_res, 0, info->dst.level, info->dst.box.z + i);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ctx->sub->blit_fb_ids[1]);
@ -8411,7 +8411,7 @@ void *vrend_renderer_get_cursor_contents(uint32_t res_handle, uint32_t *width, u
glDeleteFramebuffers(1, &res->readback_fb_id);
glGenFramebuffers(1, &fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, fb_id);
vrend_fb_bind_texture(res, 0, 0, 0);
@ -8419,7 +8419,7 @@ void *vrend_renderer_get_cursor_contents(uint32_t res_handle, uint32_t *width, u
res->readback_fb_level = 0;
res->readback_fb_z = 0;
} else {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, res->readback_fb_id);
glBindFramebufferEXT(GL_FRAMEBUFFER, res->readback_fb_id);
}
if (has_feature(feat_arb_robustness)) {

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