diff options
author | Brian Paul <[email protected]> | 2015-09-30 11:29:13 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2015-10-01 07:45:43 -0600 |
commit | c277fa394087272c79d65fc308d268fc768b91e5 (patch) | |
tree | 60d06feb9b962fe399a89e9e4e281a7c9e92e757 /src/mesa/main/texobj.c | |
parent | 78f908c54bc65a6433a47244aef45d234d909b3b (diff) |
mesa: consolidate texture binding code
Before, we were doing the actual _mesa_reference_texobj() call and
ctx->Driver.BindTexture() and misc housekeeping in three different
places. This consolidates the common code in a new bind_texture()
function.
Reviewed-by: Tapani Pälli <[email protected]>
Diffstat (limited to 'src/mesa/main/texobj.c')
-rw-r--r-- | src/mesa/main/texobj.c | 200 |
1 files changed, 79 insertions, 121 deletions
diff --git a/src/mesa/main/texobj.c b/src/mesa/main/texobj.c index 4ded9494ed4..d7654eba51a 100644 --- a/src/mesa/main/texobj.c +++ b/src/mesa/main/texobj.c @@ -1622,25 +1622,79 @@ _mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target) /** - * Bind a named texture to a texturing target. + * Do actual texture binding. All error checking should have been done prior + * to calling this function. Note that the texture target (1D, 2D, etc) is + * always specified by the texObj->TargetIndex. + * + * \param unit index of texture unit to update + * \param texObj the new texture object (cannot be NULL) + */ +static void +bind_texture(struct gl_context *ctx, + unsigned unit, + struct gl_texture_object *texObj) +{ + struct gl_texture_unit *texUnit; + int targetIndex; + + assert(unit < ARRAY_SIZE(ctx->Texture.Unit)); + texUnit = &ctx->Texture.Unit[unit]; + + assert(texObj); + assert(valid_texture_object(texObj)); + + targetIndex = texObj->TargetIndex; + assert(targetIndex >= 0); + assert(targetIndex < NUM_TEXTURE_TARGETS); + + /* Check if this texture is only used by this context and is already bound. + * If so, just return. + */ + { + bool early_out; + mtx_lock(&ctx->Shared->Mutex); + early_out = ((ctx->Shared->RefCount == 1) + && (texObj == texUnit->CurrentTex[targetIndex])); + mtx_unlock(&ctx->Shared->Mutex); + if (early_out) { + return; + } + } + + /* flush before changing binding */ + FLUSH_VERTICES(ctx, _NEW_TEXTURE); + + /* If the refcount on the previously bound texture is decremented to + * zero, it'll be deleted here. + */ + _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], texObj); + + ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed, + unit + 1); + + if (texObj->Name != 0) + texUnit->_BoundTextures |= (1 << targetIndex); + else + texUnit->_BoundTextures &= ~(1 << targetIndex); + + /* Pass BindTexture call to device driver */ + if (ctx->Driver.BindTexture) { + ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj); + } +} + + +/** + * Implement glBindTexture(). Do error checking, look-up or create a new + * texture object, then bind it in the current texture unit. * * \param target texture target. * \param texName texture name. - * - * \sa glBindTexture(). - * - * Determines the old texture object bound and returns immediately if rebinding - * the same texture. Get the current texture which is either a default texture - * if name is null, a named texture from the hash, or a new texture if the - * given texture name is new. Increments its reference count, binds it, and - * calls dd_function_table::BindTexture. Decrements the old texture reference - * count and deletes it if it reaches zero. */ void GLAPIENTRY _mesa_BindTexture( GLenum target, GLuint texName ) { GET_CURRENT_CONTEXT(ctx); - struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx); struct gl_texture_object *newTexObj = NULL; GLint targetIndex; @@ -1702,95 +1756,12 @@ _mesa_BindTexture( GLenum target, GLuint texName ) newTexObj->TargetIndex = targetIndex; } - assert(valid_texture_object(newTexObj)); - - /* Check if this texture is only used by this context and is already bound. - * If so, just return. - */ - { - GLboolean early_out; - mtx_lock(&ctx->Shared->Mutex); - early_out = ((ctx->Shared->RefCount == 1) - && (newTexObj == texUnit->CurrentTex[targetIndex])); - mtx_unlock(&ctx->Shared->Mutex); - if (early_out) { - return; - } - } - - /* flush before changing binding */ - FLUSH_VERTICES(ctx, _NEW_TEXTURE); - - /* Do the actual binding. The refcount on the previously bound - * texture object will be decremented. It'll be deleted if the - * count hits zero. - */ - _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj); - ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed, - ctx->Texture.CurrentUnit + 1); - assert(texUnit->CurrentTex[targetIndex]); - - if (texName != 0) - texUnit->_BoundTextures |= (1 << targetIndex); - else - texUnit->_BoundTextures &= ~(1 << targetIndex); - - /* Pass BindTexture call to device driver */ - if (ctx->Driver.BindTexture) - ctx->Driver.BindTexture(ctx, ctx->Texture.CurrentUnit, target, newTexObj); + bind_texture(ctx, ctx->Texture.CurrentUnit, newTexObj); } -/** - * Do the actual binding to a numbered texture unit. - * The refcount on the previously bound - * texture object will be decremented. It'll be deleted if the - * count hits zero. - */ -static void -bind_texture_unit(struct gl_context *ctx, - GLuint unit, - struct gl_texture_object *texObj) -{ - struct gl_texture_unit *texUnit; - - /* Get the texture unit (this is an array look-up) */ - texUnit = _mesa_get_tex_unit_err(ctx, unit, "glBindTextureUnit"); - if (!texUnit) - return; - - /* Check if this texture is only used by this context and is already bound. - * If so, just return. - */ - { - bool early_out; - mtx_lock(&ctx->Shared->Mutex); - early_out = ((ctx->Shared->RefCount == 1) - && (texObj == texUnit->CurrentTex[texObj->TargetIndex])); - mtx_unlock(&ctx->Shared->Mutex); - if (early_out) { - return; - } - } - - /* flush before changing binding */ - FLUSH_VERTICES(ctx, _NEW_TEXTURE); - - _mesa_reference_texobj(&texUnit->CurrentTex[texObj->TargetIndex], - texObj); - assert(texUnit->CurrentTex[texObj->TargetIndex]); - ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed, - unit + 1); - texUnit->_BoundTextures |= (1 << texObj->TargetIndex); - - - /* Pass BindTexture call to device driver */ - if (ctx->Driver.BindTexture) { - ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj); - } -} /** - * Bind a named texture to the specified texture unit. + * OpenGL 4.5 / GL_ARB_direct_state_access glBindTextureUnit(). * * \param unit texture unit. * \param texture texture name. @@ -1807,6 +1778,13 @@ _mesa_BindTextureUnit(GLuint unit, GLuint texture) { GET_CURRENT_CONTEXT(ctx); struct gl_texture_object *texObj; + struct gl_texture_unit *texUnit; + + /* Get the texture unit (this is an array look-up) */ + texUnit = _mesa_get_tex_unit_err(ctx, unit, "glBindTextureUnit"); + if (!texUnit) { + return; + } if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) _mesa_debug(ctx, "glBindTextureUnit %s %d\n", @@ -1838,10 +1816,13 @@ _mesa_BindTextureUnit(GLuint unit, GLuint texture) } assert(valid_texture_object(texObj)); - bind_texture_unit(ctx, unit, texObj); + bind_texture(ctx, unit, texObj); } +/** + * OpenGL 4.4 / GL_ARB_multi_bind glBindTextures(). + */ void GLAPIENTRY _mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures) { @@ -1862,12 +1843,6 @@ _mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures) return; } - /* Flush before changing bindings */ - FLUSH_VERTICES(ctx, 0); - - ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed, - first + count); - if (textures) { /* Note that the error semantics for multi-bind commands differ from * those of other GL commands. @@ -1902,24 +1877,7 @@ _mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures) texObj = _mesa_lookup_texture_locked(ctx, textures[i]); if (texObj && texObj->Target != 0) { - const gl_texture_index targetIndex = texObj->TargetIndex; - - if (texUnit->CurrentTex[targetIndex] != texObj) { - /* Do the actual binding. The refcount on the previously - * bound texture object will be decremented. It will be - * deleted if the count hits zero. - */ - _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], - texObj); - - texUnit->_BoundTextures |= (1 << targetIndex); - ctx->NewState |= _NEW_TEXTURE; - - /* Pass the BindTexture call to the device driver */ - if (ctx->Driver.BindTexture) - ctx->Driver.BindTexture(ctx, first + i, - texObj->Target, texObj); - } + bind_texture(ctx, first + i, texObj); } else { /* The ARB_multi_bind spec says: * |