*/
-#include "glheader.h"
+#include "mfeatures.h"
#if FEATURE_colortable
#include "colortab.h"
#endif
obj->BaseLevel = 0;
obj->MaxLevel = 1000;
obj->MaxAnisotropy = 1.0;
- obj->CompareFlag = GL_FALSE; /* SGIX_shadow */
- obj->CompareOperator = GL_TEXTURE_LEQUAL_R_SGIX; /* SGIX_shadow */
obj->CompareMode = GL_NONE; /* ARB_shadow */
obj->CompareFunc = GL_LEQUAL; /* ARB_shadow */
+ obj->CompareFailValue = 0.0F; /* ARB_shadow_ambient */
obj->DepthMode = GL_LUMINANCE; /* ARB_depth_texture */
- obj->ShadowAmbient = 0.0F; /* ARB/SGIX_shadow_ambient */
obj->Swizzle[0] = GL_RED;
obj->Swizzle[1] = GL_GREEN;
obj->Swizzle[2] = GL_BLUE;
* Called via ctx->Driver.DeleteTexture() if not overriden by a driver.
*
* \param shared the shared GL state to which the object belongs.
- * \param texOjb the texture object to delete.
+ * \param texObj the texture object to delete.
*/
void
_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
dest->BaseLevel = src->BaseLevel;
dest->MaxLevel = src->MaxLevel;
dest->MaxAnisotropy = src->MaxAnisotropy;
- dest->CompareFlag = src->CompareFlag;
- dest->CompareOperator = src->CompareOperator;
- dest->ShadowAmbient = src->ShadowAmbient;
dest->CompareMode = src->CompareMode;
dest->CompareFunc = src->CompareFunc;
+ dest->CompareFailValue = src->CompareFailValue;
dest->DepthMode = src->DepthMode;
dest->_MaxLevel = src->_MaxLevel;
dest->_MaxLambda = src->_MaxLambda;
*/
if ((baseLevel < 0) || (baseLevel > MAX_TEXTURE_LEVELS)) {
char s[100];
- _mesa_sprintf(s, "obj %p (%d) base level = %d is invalid",
- (void *) t, t->Name, baseLevel);
+ _mesa_sprintf(s, "base level = %d is invalid", baseLevel);
incomplete(t, s);
t->_Complete = GL_FALSE;
return;
/* Always need the base level image */
if (!t->Image[0][baseLevel]) {
char s[100];
- _mesa_sprintf(s, "obj %p (%d) Image[baseLevel=%d] == NULL",
- (void *) t, t->Name, baseLevel);
+ _mesa_sprintf(s, "Image[baseLevel=%d] == NULL", baseLevel);
incomplete(t, s);
t->_Complete = GL_FALSE;
return;
static void
unbind_texobj_from_texunits(GLcontext *ctx, struct gl_texture_object *texObj)
{
- GLuint u;
+ GLuint u, tex;
for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
- if (texObj == unit->Current1D) {
- _mesa_reference_texobj(&unit->Current1D, ctx->Shared->Default1D);
- ASSERT(unit->Current1D);
- }
- else if (texObj == unit->Current2D) {
- _mesa_reference_texobj(&unit->Current2D, ctx->Shared->Default2D);
- ASSERT(unit->Current2D);
- }
- else if (texObj == unit->Current3D) {
- _mesa_reference_texobj(&unit->Current3D, ctx->Shared->Default3D);
- ASSERT(unit->Current3D);
- }
- else if (texObj == unit->CurrentCubeMap) {
- _mesa_reference_texobj(&unit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
- ASSERT(unit->CurrentCubeMap);
- }
- else if (texObj == unit->CurrentRect) {
- _mesa_reference_texobj(&unit->CurrentRect, ctx->Shared->DefaultRect);
- ASSERT(unit->CurrentRect);
- }
- else if (texObj == unit->Current1DArray) {
- _mesa_reference_texobj(&unit->Current1DArray, ctx->Shared->Default1DArray);
- ASSERT(unit->Current1DArray);
- }
- else if (texObj == unit->Current2DArray) {
- _mesa_reference_texobj(&unit->Current2DArray, ctx->Shared->Default2DArray);
- ASSERT(unit->Current2DArray);
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ if (texObj == unit->CurrentTex[tex]) {
+ _mesa_reference_texobj(&unit->CurrentTex[tex],
+ ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]);
+ ASSERT(unit->CurrentTex[tex]);
+ break;
+ }
}
}
}
}
+/**
+ * Convert a GL texture target enum such as GL_TEXTURE_2D or GL_TEXTURE_3D
+ * into the corresponding Mesa texture target index.
+ * Return -1 if target is invalid.
+ */
+static GLint
+target_enum_to_index(GLenum target)
+{
+ switch (target) {
+ case GL_TEXTURE_1D:
+ return TEXTURE_1D_INDEX;
+ case GL_TEXTURE_2D:
+ return TEXTURE_2D_INDEX;
+ case GL_TEXTURE_3D:
+ return TEXTURE_3D_INDEX;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ return TEXTURE_CUBE_INDEX;
+ case GL_TEXTURE_RECTANGLE_NV:
+ return TEXTURE_RECT_INDEX;
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ return TEXTURE_1D_ARRAY_INDEX;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ return TEXTURE_2D_ARRAY_INDEX;
+ default:
+ return -1;
+ }
+}
+
+
/**
* Bind a named texture to a texturing target.
*
const GLuint unit = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
struct gl_texture_object *newTexObj = NULL, *defaultTexObj = NULL;
+ GLint targetIndex;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glBindTexture %s %d\n",
_mesa_lookup_enum_by_nr(target), (GLint) texName);
- switch (target) {
- case GL_TEXTURE_1D:
- defaultTexObj = ctx->Shared->Default1D;
- break;
- case GL_TEXTURE_2D:
- defaultTexObj = ctx->Shared->Default2D;
- break;
- case GL_TEXTURE_3D:
- defaultTexObj = ctx->Shared->Default3D;
- break;
- case GL_TEXTURE_CUBE_MAP_ARB:
- defaultTexObj = ctx->Shared->DefaultCubeMap;
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- defaultTexObj = ctx->Shared->DefaultRect;
- break;
- case GL_TEXTURE_1D_ARRAY_EXT:
- defaultTexObj = ctx->Shared->Default1DArray;
- break;
- case GL_TEXTURE_2D_ARRAY_EXT:
- defaultTexObj = ctx->Shared->Default2DArray;
- break;
- default:
+ targetIndex = target_enum_to_index(target);
+ if (targetIndex < 0) {
_mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
return;
}
+ assert(targetIndex < NUM_TEXTURE_TARGETS);
+ defaultTexObj = ctx->Shared->DefaultTex[targetIndex];
/*
* Get pointer to new texture object (newTexObj)
* texture object will be decremented. It'll be deleted if the
* count hits zero.
*/
- switch (target) {
- case GL_TEXTURE_1D:
- _mesa_reference_texobj(&texUnit->Current1D, newTexObj);
- ASSERT(texUnit->Current1D);
- break;
- case GL_TEXTURE_2D:
- _mesa_reference_texobj(&texUnit->Current2D, newTexObj);
- ASSERT(texUnit->Current2D);
- break;
- case GL_TEXTURE_3D:
- _mesa_reference_texobj(&texUnit->Current3D, newTexObj);
- ASSERT(texUnit->Current3D);
- break;
- case GL_TEXTURE_CUBE_MAP_ARB:
- _mesa_reference_texobj(&texUnit->CurrentCubeMap, newTexObj);
- ASSERT(texUnit->CurrentCubeMap);
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- _mesa_reference_texobj(&texUnit->CurrentRect, newTexObj);
- ASSERT(texUnit->CurrentRect);
- break;
- case GL_TEXTURE_1D_ARRAY_EXT:
- texUnit->Current1DArray = newTexObj;
- ASSERT(texUnit->Current1DArray);
- break;
- case GL_TEXTURE_2D_ARRAY_EXT:
- texUnit->Current2DArray = newTexObj;
- ASSERT(texUnit->Current2DArray);
- break;
- default:
- /* Bad target should be caught above */
- _mesa_problem(ctx, "bad target in BindTexture");
- return;
- }
+ _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
+ ASSERT(texUnit->CurrentTex[targetIndex]);
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture)