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authorBrian Paul <[email protected]>2006-03-26 05:22:17 +0000
committerBrian Paul <[email protected]>2006-03-26 05:22:17 +0000
commitea4fe661d7f3a95d9db17e1475076f1badf8e1a6 (patch)
treeffc663f1a02dea07254e08620f8ad872fb1a3e20 /src/mesa/swrast/s_context.c
parent4cbd16ed3ffecd743b4921fab3a65f8510d151c9 (diff)
merge from texman branchmesa_20060325
Diffstat (limited to 'src/mesa/swrast/s_context.c')
-rw-r--r--src/mesa/swrast/s_context.c81
1 files changed, 81 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_context.c b/src/mesa/swrast/s_context.c
index ee15813f3c6..ea283a19430 100644
--- a/src/mesa/swrast/s_context.c
+++ b/src/mesa/swrast/s_context.c
@@ -32,6 +32,7 @@
#include "colormac.h"
#include "mtypes.h"
#include "program.h"
+#include "teximage.h"
#include "swrast.h"
#include "s_blend.h"
#include "s_context.h"
@@ -372,6 +373,83 @@ _swrast_validate_blend_func( GLcontext *ctx, GLuint n,
}
+/**
+ * Make sure we have texture image data for all the textures we may need
+ * for subsequent rendering.
+ */
+static void
+_swrast_validate_texture_images(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint u;
+
+ if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
+ /* no textures enabled, or no way to validate images! */
+ return;
+ }
+
+ for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
+ ASSERT(texObj);
+ if (texObj) {
+ GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
+ GLuint face;
+ for (face = 0; face < numFaces; face++) {
+ GLuint lvl;
+ for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
+ struct gl_texture_image *texImg = texObj->Image[face][lvl];
+ if (texImg && !texImg->Data) {
+ swrast->ValidateTextureImage(ctx, texObj, face, lvl);
+ ASSERT(texObj->Image[face][lvl]->Data);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+
+/**
+ * Free the texture image data attached to all currently enabled
+ * textures. Meant to be called by device drivers when transitioning
+ * from software to hardware rendering.
+ */
+void
+_swrast_eject_texture_images(GLcontext *ctx)
+{
+ GLuint u;
+
+ if (!ctx->Texture._EnabledUnits) {
+ /* no textures enabled */
+ return;
+ }
+
+ for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
+ ASSERT(texObj);
+ if (texObj) {
+ GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
+ GLuint face;
+ for (face = 0; face < numFaces; face++) {
+ GLuint lvl;
+ for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
+ struct gl_texture_image *texImg = texObj->Image[face][lvl];
+ if (texImg && texImg->Data) {
+ _mesa_free_texmemory(texImg->Data);
+ texImg->Data = NULL;
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+
+
static void
_swrast_sleep( GLcontext *ctx, GLbitfield new_state )
{
@@ -456,6 +534,9 @@ _swrast_validate_derived( GLcontext *ctx )
if (swrast->NewState & _NEW_TEXTURE)
_swrast_update_texture_samplers( ctx );
+ if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM))
+ _swrast_validate_texture_images( ctx );
+
swrast->NewState = 0;
swrast->StateChanges = 0;
swrast->InvalidateState = _swrast_invalidate_state;