diff options
author | Brian Paul <[email protected]> | 2011-10-23 10:44:47 -0600 |
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committer | Brian Paul <[email protected]> | 2011-10-23 10:44:47 -0600 |
commit | 68da4b50e9b6aa72a9b155f650952620063e1b94 (patch) | |
tree | 369f3d98b315e6a000f3d45ad96b006aebc310e0 /src/mesa/swrast/s_context.c | |
parent | 66681b4c8cb1ef16f42c1591298cb30c83bca09b (diff) |
mesa: add swrast_texture_image::Buffer
In the past, swrast_texture_image::Data has been overloaded. It could
either point to malloc'd memory storing texture data, or it could point
to a current mapping of GPU memory.
Now, Buffer always points to malloc'd memory (if we're not using GPU
memory) and Data always points to mapped memory. The next step would
be to rename Data -> Map.
This change also involves adding swrast functions for mapping textures
and renderbuffers prior to rendering to setup the Data pointer. Plus,
corresponding functions to unmap texures and renderbuffers. This is
very much like similar code in the dri drivers.
Diffstat (limited to 'src/mesa/swrast/s_context.c')
-rw-r--r-- | src/mesa/swrast/s_context.c | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_context.c b/src/mesa/swrast/s_context.c index 5287671d780..9112cf30d81 100644 --- a/src/mesa/swrast/s_context.c +++ b/src/mesa/swrast/s_context.c @@ -747,6 +747,12 @@ _swrast_CreateContext( struct gl_context *ctx ) swrast->AllowVertexFog = GL_TRUE; swrast->AllowPixelFog = GL_TRUE; + swrast->Driver.SpanRenderStart = _swrast_span_render_start; + swrast->Driver.SpanRenderFinish = _swrast_span_render_finish; + + ctx->Driver.MapTexture = _swrast_map_texture; + ctx->Driver.UnmapTexture = _swrast_unmap_texture; + /* Optimized Accum buffer */ swrast->_IntegerAccumMode = GL_FALSE; swrast->_IntegerAccumScaler = 0.0; @@ -837,6 +843,24 @@ _swrast_render_primitive( struct gl_context *ctx, GLenum prim ) } +/** called via swrast->Driver.SpanRenderStart() */ +void +_swrast_span_render_start(struct gl_context *ctx) +{ + _swrast_map_textures(ctx); + _swrast_map_renderbuffers(ctx); +} + + +/** called via swrast->Driver.SpanRenderFinish() */ +void +_swrast_span_render_finish(struct gl_context *ctx) +{ + _swrast_unmap_textures(ctx); + _swrast_unmap_renderbuffers(ctx); +} + + void _swrast_render_start( struct gl_context *ctx ) { |