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-rw-r--r--src/mesa/main/texobj.c104
1 files changed, 104 insertions, 0 deletions
diff --git a/src/mesa/main/texobj.c b/src/mesa/main/texobj.c
index 416b7df20c9..e9f5fbfbf45 100644
--- a/src/mesa/main/texobj.c
+++ b/src/mesa/main/texobj.c
@@ -502,6 +502,9 @@ _mesa_reference_texobj_(struct gl_texture_object **ptr,
mtx_unlock(&oldTex->Mutex);
if (deleteFlag) {
+ /* Passing in the context drastically changes the driver code for
+ * framebuffer deletion.
+ */
GET_CURRENT_CONTEXT(ctx);
if (ctx)
ctx->Driver.DeleteTexture(ctx, oldTex);
@@ -1598,6 +1601,107 @@ _mesa_BindTexture( GLenum target, GLuint texName )
ctx->Driver.BindTexture(ctx, ctx->Texture.CurrentUnit, target, 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.
+ */
+void
+_mesa_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.
+ *
+ * \param unit texture unit.
+ * \param texture texture name.
+ *
+ * \sa glBindTexture().
+ *
+ * If the named texture is 0, this will reset each target for the specified
+ * texture unit to its default texture.
+ * If the named texture is not 0 or a recognized texture name, this throws
+ * GL_INVALID_OPERATION.
+ */
+void GLAPIENTRY
+_mesa_BindTextureUnit(GLuint unit, GLuint texture)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_texture_object *texObj;
+
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glBindTextureUnit %s %d\n",
+ _mesa_lookup_enum_by_nr(GL_TEXTURE0+unit), (GLint) texture);
+
+ /* Section 8.1 (Texture Objects) of the OpenGL 4.5 core profile spec
+ * (20141030) says:
+ * "When texture is zero, each of the targets enumerated at the
+ * beginning of this section is reset to its default texture for the
+ * corresponding texture image unit."
+ */
+ if (texture == 0) {
+ unbind_textures_from_unit(ctx, unit);
+ return;
+ }
+
+ /* Get the non-default texture object */
+ texObj = _mesa_lookup_texture(ctx, texture);
+
+ /* Error checking */
+ if (!texObj) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindTextureUnit(non-gen name)");
+ return;
+ }
+ if (texObj->Target == 0) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glBindTextureUnit(target)");
+ return;
+ }
+ assert(valid_texture_object(texObj));
+
+ _mesa_bind_texture_unit(ctx, unit, texObj);
+}
+
void GLAPIENTRY
_mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)