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-rw-r--r--src/mesa/main/texstate.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 861c5f37c4e..43f26873e0f 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -31,9 +31,7 @@
#include "glheader.h"
#include "mfeatures.h"
#include "colormac.h"
-#if FEATURE_colortable
#include "colortab.h"
-#endif
#include "context.h"
#include "enums.h"
#include "macros.h"
@@ -99,16 +97,22 @@ _mesa_copy_texture_state( const GLcontext *src, GLcontext *dst )
dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
+ /*
+ * XXX strictly speaking, we should compare texture names/ids and
+ * bind textures in the dest context according to id. For now, only
+ * copy bindings if the contexts share the same pool of textures to
+ * avoid refcounting bugs.
+ */
+ if (dst->Shared == src->Shared) {
+ /* copy texture object bindings, not contents of texture objects */
+ _mesa_lock_context_textures(dst);
- /* copy texture object bindings, not contents of texture objects */
- _mesa_lock_context_textures(dst);
-
- for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
- _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
- src->Texture.Unit[u].CurrentTex[tex]);
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
+ src->Texture.Unit[u].CurrentTex[tex]);
+ }
+ _mesa_unlock_context_textures(dst);
}
-
- _mesa_unlock_context_textures(dst);
}
}
@@ -753,9 +757,7 @@ _mesa_init_texture(GLcontext *ctx)
ctx->Texture.CurrentUnit = 0; /* multitexture */
ctx->Texture._EnabledUnits = 0x0;
ctx->Texture.SharedPalette = GL_FALSE;
-#if FEATURE_colortable
_mesa_init_colortable(&ctx->Texture.Palette);
-#endif
for (u = 0; u < MAX_TEXTURE_UNITS; u++)
init_texture_unit(ctx, u);
@@ -796,10 +798,8 @@ _mesa_free_texture_data(GLcontext *ctx)
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
-#if FEATURE_colortable
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++)
_mesa_free_colortable_data(&ctx->Texture.Unit[u].ColorTable);
-#endif
}