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-rw-r--r--src/mesa/main/texstate.c75
1 files changed, 37 insertions, 38 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index e25c9e732c3..2b07da805c0 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -385,28 +385,6 @@ update_texture_compare_function(GLcontext *ctx,
/**
- * Helper function for determining which texture object (1D, 2D, cube, etc)
- * should actually be used.
- */
-static void
-texture_override(GLcontext *ctx,
- struct gl_texture_unit *texUnit, GLbitfield enableBits,
- struct gl_texture_object *texObj, GLuint textureBit)
-{
- if (!texUnit->_ReallyEnabled && (enableBits & textureBit)) {
- if (!texObj->_Complete) {
- _mesa_test_texobj_completeness(ctx, texObj);
- }
- if (texObj->_Complete) {
- texUnit->_ReallyEnabled = textureBit;
- texUnit->_Current = texObj;
- update_texture_compare_function(ctx, texObj);
- }
- }
-}
-
-
-/**
* Examine texture unit's combine/env state to update derived state.
*/
static void
@@ -514,6 +492,7 @@ update_texture_state( GLcontext *ctx )
GLuint unit;
struct gl_fragment_program *fprog = NULL;
struct gl_vertex_program *vprog = NULL;
+ GLbitfield enabledFragUnits = 0x0;
if (ctx->Shader.CurrentProgram &&
ctx->Shader.CurrentProgram->LinkStatus) {
@@ -545,44 +524,60 @@ update_texture_state( GLcontext *ctx )
*/
for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- GLbitfield enableBits;
+ GLbitfield enabledVertTargets = 0x0;
+ GLbitfield enabledFragTargets = 0x0;
+ GLbitfield enabledTargets = 0x0;
GLuint texIndex;
- texUnit->_Current = NULL;
- texUnit->_ReallyEnabled = 0x0;
-
/* Get the bitmask of texture target enables.
* enableBits will be a mask of the TEXTURE_*_BIT flags indicating
* which texture targets are enabled (fixed function) or referenced
* by a fragment shader/program. When multiple flags are set, we'll
- * settle on the one with highest priority (see texture_override below).
+ * settle on the one with highest priority (see below).
*/
- enableBits = 0x0;
if (vprog) {
- enableBits |= vprog->Base.TexturesUsed[unit];
+ enabledVertTargets |= vprog->Base.TexturesUsed[unit];
}
+
if (fprog) {
- enableBits |= fprog->Base.TexturesUsed[unit];
+ enabledFragTargets |= fprog->Base.TexturesUsed[unit];
}
else {
/* fixed-function fragment program */
- enableBits |= texUnit->Enabled;
+ enabledFragTargets |= texUnit->Enabled;
}
- if (enableBits == 0x0)
+ enabledTargets = enabledVertTargets | enabledFragTargets;
+
+ texUnit->_ReallyEnabled = 0x0;
+
+ if (enabledTargets == 0x0) {
+ /* neither vertex nor fragment processing uses this unit */
continue;
+ }
- /* Look for the highest-priority texture target that's enabled and
- * complete. That's the one we'll use for texturing. If we're using
- * a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
+ /* Look for the highest priority texture target that's enabled (or used
+ * by the vert/frag shaders) and "complete". That's the one we'll use
+ * for texturing. If we're using vert/frag program we're guaranteed
+ * that bitcount(enabledBits) <= 1.
* Note that the TEXTURE_x_INDEX values are in high to low priority.
*/
for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
- texture_override(ctx, texUnit, enableBits,
- texUnit->CurrentTex[texIndex], 1 << texIndex);
+ if (enabledTargets & (1 << texIndex)) {
+ struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
+ if (!texObj->_Complete) {
+ _mesa_test_texobj_completeness(ctx, texObj);
+ }
+ if (texObj->_Complete) {
+ texUnit->_ReallyEnabled = 1 << texIndex;
+ _mesa_reference_texobj(&texUnit->_Current, texObj);
+ break;
+ }
+ }
}
if (!texUnit->_ReallyEnabled) {
+ _mesa_reference_texobj(&texUnit->_Current, NULL);
continue;
}
@@ -590,7 +585,11 @@ update_texture_state( GLcontext *ctx )
ctx->Texture._EnabledUnits |= (1 << unit);
+ if (enabledFragTargets)
+ enabledFragUnits |= (1 << unit);
+
update_tex_combine(ctx, texUnit);
+ update_texture_compare_function(ctx, texUnit->_Current);
}
@@ -601,7 +600,7 @@ update_texture_state( GLcontext *ctx )
= (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
}
else {
- ctx->Texture._EnabledCoordUnits = ctx->Texture._EnabledUnits;
+ ctx->Texture._EnabledCoordUnits = enabledFragUnits;
}
/* Setup texgen for those texture coordinate sets that are in use */