dst->Texture.SharedPalette = src->Texture.SharedPalette;
/* per-unit state */
- for (i = 0; i < src->Const.MaxTextureUnits; i++) {
+ for (i = 0; i < src->Const.MaxTextureImageUnits; i++) {
dst->Texture.Unit[i].Enabled = src->Texture.Unit[i].Enabled;
dst->Texture.Unit[i].EnvMode = src->Texture.Unit[i].EnvMode;
COPY_4V(dst->Texture.Unit[i].EnvColor, src->Texture.Unit[i].EnvColor);
_mesa_debug(ctx, "glActiveTexture %s\n",
_mesa_lookup_enum_by_nr(texture));
- /* XXX error-check against max(coordunits, imageunits) */
- if (texUnit >= ctx->Const.MaxTextureUnits) {
+ if (texUnit >= ctx->Const.MaxTextureImageUnits) {
_mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture)");
return;
}
ctx->Texture._TexMatEnabled = 0;
- for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
+ for (i=0; i < ctx->Const.MaxTextureCoordUnits; i++) {
if (_math_matrix_is_dirty(ctx->TextureMatrixStack[i].Top)) {
_math_matrix_analyse( ctx->TextureMatrixStack[i].Top );
/*
* Update texture unit state.
*/
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLbitfield enableBits;
enableBits = texUnit->Enabled;
}
+ ASSERT(texUnit->Current1D);
+ ASSERT(texUnit->Current2D);
+ ASSERT(texUnit->Current3D);
+ ASSERT(texUnit->CurrentCubeMap);
+ ASSERT(texUnit->CurrentRect);
+ ASSERT(texUnit->Current1DArray);
+ ASSERT(texUnit->Current2DArray);
+
/* 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.
}
/* Setup texgen for those texture coordinate sets that are in use */
- for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))