/* GL_EXT_texture_env_combine */
dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
- /* GL_ATI_envmap_bumpmap - need this? */
- 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
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
src->Texture.Unit[u].CurrentTex[tex]);
+ if (src->Texture.Unit[u].CurrentTex[tex]) {
+ dst->Texture.NumCurrentTexUsed =
+ MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
+ }
}
+ dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures;
_mesa_unlock_context_textures(dst);
}
}
case GL_RG:
case GL_RGB:
case GL_YCBCR_MESA:
- case GL_DUDV_ATI:
state->SourceA[0] = GL_PREVIOUS;
break;
case GL_RG:
case GL_RGB:
case GL_YCBCR_MESA:
- case GL_DUDV_ATI:
mode_rgb = GL_REPLACE;
break;
case GL_RGBA:
case GL_LUMINANCE_ALPHA:
case GL_RGBA:
case GL_YCBCR_MESA:
- case GL_DUDV_ATI:
state->SourceRGB[2] = GL_TEXTURE;
state->SourceA[2] = GL_TEXTURE;
state->SourceRGB[0] = GL_CONSTANT;
case GL_MODULATE_SUBTRACT_ATI:
combine->_NumArgsRGB = 3;
break;
- case GL_BUMP_ENVMAP_ATI:
- /* no real arguments for this case */
- combine->_NumArgsRGB = 0;
- break;
default:
combine->_NumArgsRGB = 0;
_mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
gl_texture_index target_index;
struct gl_texture_unit *texUnit;
struct gl_texture_object *texObj;
+ struct gl_sampler_object *sampler;
int unit;
if (!(prog->SamplersUsed & (1 << s)))
target_index = ffs(prog->TexturesUsed[unit]) - 1;
texObj = texUnit->CurrentTex[target_index];
- struct gl_sampler_object *sampler = texUnit->Sampler ?
+ sampler = texUnit->Sampler ?
texUnit->Sampler : &texObj->Sampler;
if (likely(texObj)) {
texUnit->Combine = default_combine_state;
texUnit->_EnvMode = default_combine_state;
texUnit->_CurrentCombine = & texUnit->_EnvMode;
- texUnit->BumpTarget = GL_TEXTURE0;
texUnit->TexGenEnabled = 0x0;
texUnit->GenS.Mode = GL_EYE_LINEAR;
ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
- /* no mention of this in spec, but maybe id matrix expected? */
- ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
-
/* initialize current texture object ptrs to the shared default objects */
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&texUnit->CurrentTex[tex],
ctx->Shared->DefaultTex[tex]);
}
+
+ texUnit->_BoundTextures = 0;
}
_mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
ctx->Shared->NullBufferObj);
+ ctx->Texture.NumCurrentTexUsed = 0;
+
return GL_TRUE;
}