The texture can only be bound to the index that corresponds to its
target, so there is no need to loop over all possible indices
for every unit and checking if the texture is bound to it.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
unbind_texobj_from_texunits(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
unbind_texobj_from_texunits(struct gl_context *ctx,
struct gl_texture_object *texObj)
{
+ const gl_texture_index index = texObj->TargetIndex;
+ GLuint u;
+
+ if (texObj->Target == 0)
+ return;
for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
for (u = 0; u < ctx->Texture.NumCurrentTexUsed; u++) {
struct gl_texture_unit *unit = &ctx->Texture.Unit[u];
- for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
- if (texObj == unit->CurrentTex[tex]) {
- _mesa_reference_texobj(&unit->CurrentTex[tex],
- ctx->Shared->DefaultTex[tex]);
- ASSERT(unit->CurrentTex[tex]);
- unit->_BoundTextures &= ~(1 << tex);
- break;
- }
+
+ if (texObj == unit->CurrentTex[index]) {
+ /* Bind the default texture for this unit/target */
+ _mesa_reference_texobj(&unit->CurrentTex[index],
+ ctx->Shared->DefaultTex[index]);
+ unit->_BoundTextures &= ~(1 << index);