glamor: Fix no-mipmap allocations
With GL_TEXTURE_MIN_FILTER, we configure not to use mipmaps, but there's no real way until GL_ARB_texture_storage to dictate whether memory should be allocated for mipmap levels or not. GL_TEXTURE_MAX_LEVEL is a stronger hint to the driver than the filtering that we really don't want mipmap allocations. Stops VARM wasting warnings from the nvidia driver. Signed-off-by: Markus Wick <markus@selfnet.de> Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Keith Packard <keithp@keithp.com>
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@ -347,6 +347,7 @@ _glamor_create_tex(glamor_screen_private *glamor_priv,
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glamor_make_current(glamor_priv);
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
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@ -95,6 +95,7 @@ glamor_font_get(ScreenPtr screen, FontPtr font)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, glamor_font->texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -717,6 +717,7 @@ __glamor_upload_pixmap_to_texture(PixmapPtr pixmap, unsigned int *tex,
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}
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glBindTexture(GL_TEXTURE_2D, *tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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