diff options
author | Jouk <[email protected]> | 2007-10-02 15:17:23 +0200 |
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committer | Jouk <[email protected]> | 2007-10-02 15:17:23 +0200 |
commit | 584b84256b07e106cd7295495355eb21226465d7 (patch) | |
tree | 028d47d265d01f3f96787792fbd41d495d60856c /src/mesa/main/attrib.c | |
parent | eb9a5b6d5127858b01ec12672c999e7d25cd7aed (diff) | |
parent | de1d725f442caa4d8ecbac3256b5a33d1f4a1257 (diff) |
Merge branch 'master' of git+ssh://[email protected]/git/mesa/mesa
Diffstat (limited to 'src/mesa/main/attrib.c')
-rw-r--r-- | src/mesa/main/attrib.c | 231 |
1 files changed, 139 insertions, 92 deletions
diff --git a/src/mesa/main/attrib.c b/src/mesa/main/attrib.c index b422198f929..3199c9b426b 100644 --- a/src/mesa/main/attrib.c +++ b/src/mesa/main/attrib.c @@ -52,6 +52,24 @@ /** + * Special struct for saving/restoring texture state (GL_TEXTURE_BIT) + */ +struct texture_state +{ + struct gl_texture_attrib Texture; /**< The usual context state */ + + /** to save per texture object state (wrap modes, filters, etc): */ + struct gl_texture_object SavedObj[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; + + /** + * To save references to texture objects (so they don't get accidentally + * deleted while saved in the attribute stack). + */ + struct gl_texture_object *SavedTexRef[MAX_TEXTURE_UNITS][NUM_TEXTURE_TARGETS]; +}; + + +/** * Allocate a new attribute state node. These nodes have a * "kind" value and a pointer to a struct of state data. */ @@ -339,46 +357,61 @@ _mesa_PushAttrib(GLbitfield mask) } if (mask & GL_TEXTURE_BIT) { - struct gl_texture_attrib *attr; + struct texture_state *texstate = CALLOC_STRUCT(texture_state); GLuint u; + if (!texstate) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glPushAttrib(GL_TEXTURE_BIT)"); + goto end; + } + _mesa_lock_context_textures(ctx); - /* Bump the texture object reference counts so that they don't - * inadvertantly get deleted. + + /* copy/save the bulk of texture state here */ + _mesa_memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture)); + + /* Save references to the currently bound texture objects so they don't + * accidentally get deleted while referenced in the attribute stack. */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - ctx->Texture.Unit[u].Current1D->RefCount++; - ctx->Texture.Unit[u].Current2D->RefCount++; - ctx->Texture.Unit[u].Current3D->RefCount++; - ctx->Texture.Unit[u].CurrentCubeMap->RefCount++; - ctx->Texture.Unit[u].CurrentRect->RefCount++; - ctx->Texture.Unit[u].Current1DArray->RefCount++; - ctx->Texture.Unit[u].Current2DArray->RefCount++; + _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_INDEX], + ctx->Texture.Unit[u].Current1D); + _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_INDEX], + ctx->Texture.Unit[u].Current2D); + _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_3D_INDEX], + ctx->Texture.Unit[u].Current3D); + _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_CUBE_INDEX], + ctx->Texture.Unit[u].CurrentCubeMap); + _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_RECT_INDEX], + ctx->Texture.Unit[u].CurrentRect); + _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_1D_ARRAY_INDEX], + ctx->Texture.Unit[u].Current1DArray); + _mesa_reference_texobj(&texstate->SavedTexRef[u][TEXTURE_2D_ARRAY_INDEX], + ctx->Texture.Unit[u].Current2DArray); } - attr = MALLOC_STRUCT( gl_texture_attrib ); - MEMCPY( attr, &ctx->Texture, sizeof(struct gl_texture_attrib) ); - /* copy state of the currently bound texture objects */ + + /* copy state/contents of the currently bound texture objects */ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - _mesa_copy_texture_object(&attr->Unit[u].Saved1D, - attr->Unit[u].Current1D); - _mesa_copy_texture_object(&attr->Unit[u].Saved2D, - attr->Unit[u].Current2D); - _mesa_copy_texture_object(&attr->Unit[u].Saved3D, - attr->Unit[u].Current3D); - _mesa_copy_texture_object(&attr->Unit[u].SavedCubeMap, - attr->Unit[u].CurrentCubeMap); - _mesa_copy_texture_object(&attr->Unit[u].SavedRect, - attr->Unit[u].CurrentRect); - _mesa_copy_texture_object(&attr->Unit[u].Saved1DArray, - attr->Unit[u].Current1DArray); - _mesa_copy_texture_object(&attr->Unit[u].Saved2DArray, - attr->Unit[u].Current2DArray); + _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_INDEX], + ctx->Texture.Unit[u].Current1D); + _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_INDEX], + ctx->Texture.Unit[u].Current2D); + _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_3D_INDEX], + ctx->Texture.Unit[u].Current3D); + _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_CUBE_INDEX], + ctx->Texture.Unit[u].CurrentCubeMap); + _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_RECT_INDEX], + ctx->Texture.Unit[u].CurrentRect); + _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_1D_ARRAY_INDEX], + ctx->Texture.Unit[u].Current1DArray); + _mesa_copy_texture_object(&texstate->SavedObj[u][TEXTURE_2D_ARRAY_INDEX], + ctx->Texture.Unit[u].Current2DArray); } _mesa_unlock_context_textures(ctx); newnode = new_attrib_node( GL_TEXTURE_BIT ); - newnode->data = attr; + newnode->data = texstate; newnode->next = head; head = newnode; } @@ -414,6 +447,7 @@ _mesa_PushAttrib(GLbitfield mask) head = newnode; } +end: ctx->AttribStack[ctx->AttribStackDepth] = head; ctx->AttribStackDepth++; } @@ -623,14 +657,19 @@ pop_enable_group(GLcontext *ctx, const struct gl_enable_attrib *enable) } +/** + * Pop/restore texture attribute/group state. + */ static void -pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib) +pop_texture_group(GLcontext *ctx, struct texture_state *texstate) { GLuint u; + _mesa_lock_context_textures(ctx); + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - const struct gl_texture_unit *unit = &texAttrib->Unit[u]; - GLuint i; + const struct gl_texture_unit *unit = &texstate->Texture.Unit[u]; + GLuint tgt; _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u); _mesa_set_enable(ctx, GL_TEXTURE_1D, @@ -723,53 +762,33 @@ pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib) 1 << unit->Combine.ScaleShiftA); } - /* Restore texture object state */ - for (i = 0; i < NUM_TEXTURE_TARGETS; i++) { - GLenum target = 0; + /* Restore texture object state for each target */ + for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { const struct gl_texture_object *obj = NULL; GLfloat bordColor[4]; + GLenum target; - switch (i) { - case 0: - target = GL_TEXTURE_1D; - obj = &unit->Saved1D; - break; - case 1: - target = GL_TEXTURE_2D; - obj = &unit->Saved2D; - break; - case 2: - target = GL_TEXTURE_3D; - obj = &unit->Saved3D; - break; - case 3: - if (!ctx->Extensions.ARB_texture_cube_map) - continue; - target = GL_TEXTURE_CUBE_MAP_ARB; - obj = &unit->SavedCubeMap; - break; - case 4: - if (!ctx->Extensions.NV_texture_rectangle) - continue; - target = GL_TEXTURE_RECTANGLE_NV; - obj = &unit->SavedRect; - break; - case 5: - if (!ctx->Extensions.MESA_texture_array) - continue; - target = GL_TEXTURE_1D_ARRAY_EXT; - obj = &unit->Saved1DArray; - break; - case 6: - if (!ctx->Extensions.MESA_texture_array) - continue; - target = GL_TEXTURE_2D_ARRAY_EXT; - obj = &unit->Saved2DArray; - break; - default: - ; /* silence warnings */ + obj = &texstate->SavedObj[u][tgt]; + + /* don't restore state for unsupported targets to prevent + * raising GL errors. + */ + if (obj->Target == GL_TEXTURE_CUBE_MAP_ARB && + !ctx->Extensions.ARB_texture_cube_map) { + continue; + } + else if (obj->Target == GL_TEXTURE_RECTANGLE_NV && + !ctx->Extensions.NV_texture_rectangle) { + continue; + } + else if ((obj->Target == GL_TEXTURE_1D_ARRAY_EXT || + obj->Target == GL_TEXTURE_2D_ARRAY_EXT) && + !ctx->Extensions.MESA_texture_array) { + continue; } + target = obj->Target; + _mesa_BindTexture(target, obj->Name); bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]); @@ -777,8 +796,8 @@ pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib) bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]); bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]); - _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor); + _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT); _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR); @@ -804,25 +823,17 @@ pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib) _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX, obj->ShadowAmbient); } + } + /* remove saved references to the texture objects */ + for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { + _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); } } - _mesa_ActiveTextureARB(GL_TEXTURE0_ARB - + texAttrib->CurrentUnit); - /* "un-bump" the texture object reference counts. We did that so they - * wouldn't inadvertantly get deleted while they were still referenced - * inside the attribute state stack. - */ - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - ctx->Texture.Unit[u].Current1D->RefCount--; - ctx->Texture.Unit[u].Current2D->RefCount--; - ctx->Texture.Unit[u].Current3D->RefCount--; - ctx->Texture.Unit[u].CurrentCubeMap->RefCount--; - ctx->Texture.Unit[u].CurrentRect->RefCount--; - ctx->Texture.Unit[u].Current1DArray->RefCount--; - ctx->Texture.Unit[u].Current2DArray->RefCount--; - } + _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit); + + _mesa_unlock_context_textures(ctx); } @@ -1201,9 +1212,9 @@ _mesa_PopAttrib(void) case GL_TEXTURE_BIT: /* Take care of texture object reference counters */ { - const struct gl_texture_attrib *texture; - texture = (const struct gl_texture_attrib *) attr->data; - pop_texture_group(ctx, texture); + struct texture_state *texstate + = (struct texture_state *) attr->data; + pop_texture_group(ctx, texstate); ctx->NewState |= _NEW_TEXTURE; } break; @@ -1425,6 +1436,42 @@ _mesa_PopClientAttrib(void) } +/** + * Free any attribute state data that might be attached to the context. + */ +void +_mesa_free_attrib_data(GLcontext *ctx) +{ + while (ctx->AttribStackDepth > 0) { + struct gl_attrib_node *attr, *next; + + ctx->AttribStackDepth--; + attr = ctx->AttribStack[ctx->AttribStackDepth]; + + while (attr) { + if (attr->kind == GL_TEXTURE_BIT) { + struct texture_state *texstate = (struct texture_state*)attr->data; + GLuint u, tgt; + /* clear references to the saved texture objects */ + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { + _mesa_reference_texobj(&texstate->SavedTexRef[u][tgt], NULL); + } + } + } + else { + /* any other chunks of state that requires special handling? */ + } + + next = attr->next; + _mesa_free(attr->data); + _mesa_free(attr); + attr = next; + } + } +} + + void _mesa_init_attrib( GLcontext *ctx ) { /* Renderer and client attribute stacks */ |