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authorBrian Paul <brianp@vmware.com>2009-02-21 14:53:25 -0700
committerBrian Paul <brianp@vmware.com>2009-02-21 14:53:25 -0700
commit9818734e0148510967ca9ee0d1aa8b196b509f02 (patch)
tree28f32aeadff161ca159674699151063c4728d1bc /src/mesa/main/texstate.c
parent4d24b639d160fe485a3e8f7395e7654538be29e0 (diff)
mesa: use an array for current texture objects
Use loops to consolidate lots of texture object code.
Diffstat (limited to 'src/mesa/main/texstate.c')
-rw-r--r--src/mesa/main/texstate.c103
1 files changed, 37 insertions, 66 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index b9e1a2a687..27927d60b0 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -68,7 +68,7 @@ static const struct gl_tex_env_combine_state default_combine_state = {
void
_mesa_copy_texture_state( const GLcontext *src, GLcontext *dst )
{
- GLuint i;
+ GLuint i, tex;
ASSERT(src);
ASSERT(dst);
@@ -104,20 +104,10 @@ _mesa_copy_texture_state( const GLcontext *src, GLcontext *dst )
/* copy texture object bindings, not contents of texture objects */
_mesa_lock_context_textures(dst);
- _mesa_reference_texobj(&dst->Texture.Unit[i].Current1D,
- src->Texture.Unit[i].Current1D);
- _mesa_reference_texobj(&dst->Texture.Unit[i].Current2D,
- src->Texture.Unit[i].Current2D);
- _mesa_reference_texobj(&dst->Texture.Unit[i].Current3D,
- src->Texture.Unit[i].Current3D);
- _mesa_reference_texobj(&dst->Texture.Unit[i].CurrentCubeMap,
- src->Texture.Unit[i].CurrentCubeMap);
- _mesa_reference_texobj(&dst->Texture.Unit[i].CurrentRect,
- src->Texture.Unit[i].CurrentRect);
- _mesa_reference_texobj(&dst->Texture.Unit[i].Current1DArray,
- src->Texture.Unit[i].Current1DArray);
- _mesa_reference_texobj(&dst->Texture.Unit[i].Current2DArray,
- src->Texture.Unit[i].Current2DArray);
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_reference_texobj(&dst->Texture.Unit[i].CurrentTex[tex],
+ src->Texture.Unit[i].CurrentTex[tex]);
+ }
_mesa_unlock_context_textures(dst);
}
@@ -558,6 +548,7 @@ update_texture_state( GLcontext *ctx )
for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLbitfield enableBits;
+ GLuint tex;
texUnit->_Current = NULL;
texUnit->_ReallyEnabled = 0;
@@ -584,32 +575,29 @@ update_texture_state( GLcontext *ctx )
if (enableBits == 0x0)
continue;
- ASSERT(texUnit->Current1D);
- ASSERT(texUnit->Current2D);
- ASSERT(texUnit->Current3D);
- ASSERT(texUnit->CurrentCubeMap);
- ASSERT(texUnit->CurrentRect);
- ASSERT(texUnit->Current1DArray);
- ASSERT(texUnit->Current2DArray);
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ ASSERT(texUnit->CurrentTex[tex]);
+ }
/* Look for the highest-priority texture target that's enabled and
* complete. That's the one we'll use for texturing. If we're using
* a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
*/
- texture_override(ctx, texUnit, enableBits,
- texUnit->Current2DArray, TEXTURE_2D_ARRAY_BIT);
- texture_override(ctx, texUnit, enableBits,
- texUnit->Current1DArray, TEXTURE_1D_ARRAY_BIT);
- texture_override(ctx, texUnit, enableBits,
- texUnit->CurrentCubeMap, TEXTURE_CUBE_BIT);
- texture_override(ctx, texUnit, enableBits,
- texUnit->Current3D, TEXTURE_3D_BIT);
- texture_override(ctx, texUnit, enableBits,
- texUnit->CurrentRect, TEXTURE_RECT_BIT);
- texture_override(ctx, texUnit, enableBits,
- texUnit->Current2D, TEXTURE_2D_BIT);
- texture_override(ctx, texUnit, enableBits,
- texUnit->Current1D, TEXTURE_1D_BIT);
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ /* texture indexes from highest to lowest priority */
+ static const GLuint targets[NUM_TEXTURE_TARGETS] = {
+ TEXTURE_2D_ARRAY_INDEX,
+ TEXTURE_1D_ARRAY_INDEX,
+ TEXTURE_CUBE_INDEX,
+ TEXTURE_3D_INDEX,
+ TEXTURE_RECT_INDEX,
+ TEXTURE_2D_INDEX,
+ TEXTURE_1D_INDEX
+ };
+ GLuint texIndex = targets[tex];
+ texture_override(ctx, texUnit, enableBits,
+ texUnit->CurrentTex[texIndex], 1 << texIndex);
+ }
if (!texUnit->_ReallyEnabled) {
continue;
@@ -734,6 +722,7 @@ static void
init_texture_unit( GLcontext *ctx, GLuint unit )
{
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ GLuint tex;
texUnit->EnvMode = GL_MODULATE;
ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
@@ -763,13 +752,10 @@ init_texture_unit( GLcontext *ctx, GLuint unit )
ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
/* initialize current texture object ptrs to the shared default objects */
- _mesa_reference_texobj(&texUnit->Current1D, ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]);
- _mesa_reference_texobj(&texUnit->Current2D, ctx->Shared->DefaultTex[TEXTURE_2D_INDEX]);
- _mesa_reference_texobj(&texUnit->Current3D, ctx->Shared->DefaultTex[TEXTURE_3D_INDEX]);
- _mesa_reference_texobj(&texUnit->CurrentCubeMap, ctx->Shared->DefaultTex[TEXTURE_CUBE_INDEX]);
- _mesa_reference_texobj(&texUnit->CurrentRect, ctx->Shared->DefaultTex[TEXTURE_RECT_INDEX]);
- _mesa_reference_texobj(&texUnit->Current1DArray, ctx->Shared->DefaultTex[TEXTURE_1D_ARRAY_INDEX]);
- _mesa_reference_texobj(&texUnit->Current2DArray, ctx->Shared->DefaultTex[TEXTURE_2D_ARRAY_INDEX]);
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_reference_texobj(&texUnit->CurrentTex[tex],
+ ctx->Shared->DefaultTex[tex]);
+ }
}
@@ -820,13 +806,9 @@ _mesa_free_texture_data(GLcontext *ctx)
/* unreference current textures */
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
struct gl_texture_unit *unit = ctx->Texture.Unit + u;
- _mesa_reference_texobj(&unit->Current1D, NULL);
- _mesa_reference_texobj(&unit->Current2D, NULL);
- _mesa_reference_texobj(&unit->Current3D, NULL);
- _mesa_reference_texobj(&unit->CurrentCubeMap, NULL);
- _mesa_reference_texobj(&unit->CurrentRect, NULL);
- _mesa_reference_texobj(&unit->Current1DArray, NULL);
- _mesa_reference_texobj(&unit->Current2DArray, NULL);
+ for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
+ _mesa_reference_texobj(&unit->CurrentTex[tgt], NULL);
+ }
}
/* Free proxy texture objects */
@@ -851,24 +833,13 @@ _mesa_free_texture_data(GLcontext *ctx)
void
_mesa_update_default_objects_texture(GLcontext *ctx)
{
- GLuint i;
+ GLuint i, tex;
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
-
- _mesa_reference_texobj(&texUnit->Current1D,
- ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]);
- _mesa_reference_texobj(&texUnit->Current2D,
- ctx->Shared->DefaultTex[TEXTURE_2D_INDEX]);
- _mesa_reference_texobj(&texUnit->Current3D,
- ctx->Shared->DefaultTex[TEXTURE_3D_INDEX]);
- _mesa_reference_texobj(&texUnit->CurrentCubeMap,
- ctx->Shared->DefaultTex[TEXTURE_CUBE_INDEX]);
- _mesa_reference_texobj(&texUnit->CurrentRect,
- ctx->Shared->DefaultTex[TEXTURE_RECT_INDEX]);
- _mesa_reference_texobj(&texUnit->Current1DArray,
- ctx->Shared->DefaultTex[TEXTURE_1D_ARRAY_INDEX]);
- _mesa_reference_texobj(&texUnit->Current2DArray,
- ctx->Shared->DefaultTex[TEXTURE_2D_ARRAY_INDEX]);
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_reference_texobj(&texUnit->CurrentTex[tex],
+ ctx->Shared->DefaultTex[tex]);
+ }
}
}