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authorBrian Paul <[email protected]>2006-03-24 23:53:50 +0000
committerBrian Paul <[email protected]>2006-03-24 23:53:50 +0000
commit1bbc203c6e7fa200339204d4b686616ed030e6c1 (patch)
tree98c9a03756df56a42c7b3447dc64f2e1535dfc9c
parent6494541eaa375bdf4241ea7b8f8a881cbb0debda (diff)
Clean up the recent code related to texture_override(). Pass params in a
more logical order. Remove a mess of stray ^M chars. Fix a bug when checking if the texture object's format is GL_COLOR_INDEX or GL_DEPTH_COMPONENT. This fixes a segfault when GL_TEXTURE_BASE_LEVEL!=0.
-rw-r--r--src/mesa/main/texstate.c101
1 files changed, 56 insertions, 45 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 5de5f6815ab..daf579a7bfc 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -39,7 +39,7 @@
#include "texstate.h"
#include "texenvprogram.h"
#include "mtypes.h"
-#include "math/m_xform.h"
+#include "math/m_xform.h"
#include "shaderobjects.h"
@@ -2766,23 +2766,29 @@ update_texture_matrices( GLcontext *ctx )
}
}
}
-
-
-static void
-texture_override( struct gl_texture_object *texObj, GLuint textureBit, GLcontext *ctx,
- GLbitfield enableBits, struct gl_texture_unit *texUnit )
-{
- if (!texUnit->_ReallyEnabled && (enableBits & textureBit)) {
- if (!texObj->Complete) {
- _mesa_test_texobj_completeness(ctx, texObj);
- }
- if (texObj->Complete) {
- texUnit->_ReallyEnabled = textureBit;
- texUnit->_Current = texObj;
- }
- }
+
+
+/**
+ * Helper function for determining which texture object (1D, 2D, cube, etc)
+ * should actually be used.
+ */
+static void
+texture_override(GLcontext *ctx,
+ struct gl_texture_unit *texUnit, GLbitfield enableBits,
+ struct gl_texture_object *texObj, GLuint textureBit)
+{
+ if (!texUnit->_ReallyEnabled && (enableBits & textureBit)) {
+ if (!texObj->Complete) {
+ _mesa_test_texobj_completeness(ctx, texObj);
+ }
+ if (texObj->Complete) {
+ texUnit->_ReallyEnabled = textureBit;
+ texUnit->_Current = texObj;
+ }
+ }
}
+
/**
* \note This routine refers to derived texture matrix values to
* compute the ENABLE_TEXMAT flags, but is only called on
@@ -2794,9 +2800,9 @@ texture_override( struct gl_texture_object *texObj, GLuint textureBit, GLcontext
static void
update_texture_state( GLcontext *ctx )
{
- GLuint unit;
- struct gl2_program_intf **prog = ctx->ShaderObjects.CurrentProgram;
- GLbitfield progteximageusage[MAX_TEXTURE_IMAGE_UNITS];
+ GLuint unit;
+ struct gl2_program_intf **prog = ctx->ShaderObjects.CurrentProgram;
+ GLbitfield progteximageusage[MAX_TEXTURE_IMAGE_UNITS];
ctx->NewState |= _NEW_TEXTURE; /* TODO: only set this if there are
* actual changes.
@@ -2805,20 +2811,19 @@ update_texture_state( GLcontext *ctx )
ctx->Texture._EnabledUnits = 0;
ctx->Texture._GenFlags = 0;
ctx->Texture._TexMatEnabled = 0;
- ctx->Texture._TexGenEnabled = 0;
-
- /*
- * Grab texture image usage state from shader program. It must be grabbed every time
- * uniform sampler changes, so maybe there is a better place to perform these rather
- * expensive computations.
- */
- if (ctx->ShaderObjects._FragmentShaderPresent) {
- (**prog).GetTextureImageUsage (prog, progteximageusage);
+ ctx->Texture._TexGenEnabled = 0;
+
+ /*
+ * Grab texture image usage state from shader program. It must be
+ * grabbed every time uniform sampler changes, so maybe there is a
+ * better place to perform these rather expensive computations.
+ */
+ if (ctx->ShaderObjects._FragmentShaderPresent) {
+ (**prog).GetTextureImageUsage (prog, progteximageusage);
}
- /* Update texture unit state.
- * XXX this loop should probably be broken into separate loops for
- * texture coord units and texture image units.
+ /*
+ * Update texture unit state.
*/
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
@@ -2828,10 +2833,10 @@ update_texture_state( GLcontext *ctx )
texUnit->_ReallyEnabled = 0;
texUnit->_GenFlags = 0;
- /* Get the bitmask of texture enables */
- if (ctx->ShaderObjects._FragmentShaderPresent) {
+ /* Get the bitmask of texture enables */
+ if (ctx->ShaderObjects._FragmentShaderPresent) {
enableBits = progteximageusage[unit];
- }
+ }
else if (ctx->FragmentProgram._Enabled) {
enableBits = ctx->FragmentProgram.Current->TexturesUsed[unit];
}
@@ -2844,12 +2849,17 @@ update_texture_state( GLcontext *ctx )
/* 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(texUnit->CurrentCubeMap, TEXTURE_CUBE_BIT, ctx, enableBits, texUnit);
- texture_override(texUnit->Current3D, TEXTURE_3D_BIT, ctx, enableBits, texUnit);
- texture_override(texUnit->CurrentRect, TEXTURE_RECT_BIT, ctx, enableBits, texUnit);
- texture_override(texUnit->Current2D, TEXTURE_2D_BIT, ctx, enableBits, texUnit);
- texture_override(texUnit->Current1D, TEXTURE_1D_BIT, ctx, enableBits, texUnit);
+ */
+ 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);
if (!texUnit->_ReallyEnabled) {
continue;
@@ -2862,13 +2872,14 @@ update_texture_state( GLcontext *ctx )
texUnit->_CurrentCombine = & texUnit->Combine;
}
else {
- GLenum format = texUnit->_Current->Image[0][0]->_BaseFormat;
+ const struct gl_texture_object *texObj = texUnit->_Current;
+ GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
if (format == GL_COLOR_INDEX) {
format = GL_RGBA; /* a bit of a hack */
}
else if (format == GL_DEPTH_COMPONENT
|| format == GL_DEPTH_STENCIL_EXT) {
- format = texUnit->_Current->DepthMode;
+ format = texObj->DepthMode;
}
calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
texUnit->_CurrentCombine = & texUnit->_EnvMode;
@@ -2947,9 +2958,9 @@ update_texture_state( GLcontext *ctx )
ctx->Texture._EnabledCoordUnits = ctx->Texture._EnabledUnits;
/* Fragment programs may need texture coordinates but not the
* corresponding texture images.
- */
- if (ctx->ShaderObjects.CurrentProgram != NULL) {
- ctx->Texture._EnabledCoordUnits |= (1 << ctx->Const.MaxTextureCoordUnits) - 1;
+ */
+ if (ctx->ShaderObjects.CurrentProgram != NULL) {
+ ctx->Texture._EnabledCoordUnits |= (1 << ctx->Const.MaxTextureCoordUnits) - 1;
}
else if (ctx->FragmentProgram._Enabled) {
ctx->Texture._EnabledCoordUnits |=