/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "st_context.h" #include "st_atom.h" #include "st_cb_texture.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" /** * XXX This needs some work yet.... * Need to "upload" texture images at appropriate times. */ static void update_textures(struct st_context *st) { GLuint u; for (u = 0; u < st->ctx->Const.MaxTextureImageUnits; u++) { struct gl_texture_object *texObj = st->ctx->Texture.Unit[u]._Current; if (texObj) { struct pipe_mipmap_tree *mt; GLboolean flush, retval; retval = st_finalize_mipmap_tree(st->ctx, st->pipe, u, &flush); printf("finalize_mipmap_tree returned %d, flush = %d\n", retval, flush); mt = st_get_texobj_mipmap_tree(texObj); st->pipe->set_texture_state(st->pipe, u, mt); } else { st->pipe->set_texture_state(st->pipe, u, NULL); } } } const struct st_tracked_state st_update_texture = { .dirty = { .mesa = _NEW_TEXTURE, .st = 0, }, .update = update_textures };