+
+
+void
+_swrast_map_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
+{
+ const GLuint faces = texObj->Target == GL_TEXTURE_CUBE_MAP ? 6 : 1;
+ GLuint face, level;
+
+ for (face = 0; face < faces; face++) {
+ for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
+ struct gl_texture_image *texImage = texObj->Image[face][level];
+ if (texImage) {
+ struct swrast_texture_image *swImage =
+ swrast_texture_image(texImage);
+
+ /* XXX we'll eventually call _swrast_map_teximage() here */
+ swImage->Map = swImage->Buffer;
+ }
+ }
+ }
+}
+
+
+void
+_swrast_unmap_texture(struct gl_context *ctx, struct gl_texture_object *texObj)
+{
+ const GLuint faces = texObj->Target == GL_TEXTURE_CUBE_MAP ? 6 : 1;
+ GLuint face, level;
+
+ for (face = 0; face < faces; face++) {
+ for (level = texObj->BaseLevel; level < MAX_TEXTURE_LEVELS; level++) {
+ struct gl_texture_image *texImage = texObj->Image[face][level];
+ if (texImage) {
+ struct swrast_texture_image *swImage
+ = swrast_texture_image(texImage);
+
+ /* XXX we'll eventually call _swrast_unmap_teximage() here */
+ swImage->Map = NULL;
+ }
+ }
+ }
+}
+
+
+/**
+ * Map all textures for reading prior to software rendering.
+ */
+void
+_swrast_map_textures(struct gl_context *ctx)
+{
+ GLbitfield enabledUnits = ctx->Texture._EnabledUnits;
+
+ /* loop over enabled texture units */
+ while (enabledUnits) {
+ GLuint unit = ffs(enabledUnits) - 1;
+ struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
+
+ _swrast_map_texture(ctx, texObj);
+
+ enabledUnits &= ~(1 << unit);
+ }
+}
+
+
+/**
+ * Unmap all textures for reading prior to software rendering.
+ */
+void
+_swrast_unmap_textures(struct gl_context *ctx)
+{
+ GLbitfield enabledUnits = ctx->Texture._EnabledUnits;
+
+ /* loop over enabled texture units */
+ while (enabledUnits) {
+ GLuint unit = ffs(enabledUnits) - 1;
+ struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current;
+
+ _swrast_unmap_texture(ctx, texObj);
+
+ enabledUnits &= ~(1 << unit);
+ }
+}
+
+
+/**
+ * Called via ctx->Driver.AllocTextureStorage()
+ * Just have to allocate memory for the texture images.
+ */
+GLboolean
+_swrast_AllocTextureStorage(struct gl_context *ctx,
+ struct gl_texture_object *texObj,
+ GLsizei levels, GLsizei width,
+ GLsizei height, GLsizei depth)
+{
+ const GLint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
+ GLint face, level;
+
+ for (face = 0; face < numFaces; face++) {
+ for (level = 0; level < levels; level++) {
+ struct gl_texture_image *texImage = texObj->Image[face][level];
+ if (!_swrast_alloc_texture_image_buffer(ctx, texImage,
+ texImage->TexFormat,
+ texImage->Width,
+ texImage->Height,
+ texImage->Depth)) {
+ return GL_FALSE;
+ }
+ }
+ }
+
+ return GL_TRUE;
+}
+