Replace Default1D/2D/3D/Cube/etc with DefaultTex[TEXTURE_x_INDEX].
The same should be done with the Current1D/2D/3D/etc pointers...
static GLboolean
alloc_shared_state( GLcontext *ctx )
{
+ GLuint i;
struct gl_shared_state *ss = CALLOC_STRUCT(gl_shared_state);
if (!ss)
return GL_FALSE;
ss->ShaderObjects = _mesa_NewHashTable();
#endif
- ss->Default1D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D);
- if (!ss->Default1D)
- goto cleanup;
-
- ss->Default2D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D);
- if (!ss->Default2D)
- goto cleanup;
-
- ss->Default3D = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_3D);
- if (!ss->Default3D)
- goto cleanup;
-
- ss->DefaultCubeMap = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_CUBE_MAP_ARB);
- if (!ss->DefaultCubeMap)
- goto cleanup;
-
- ss->DefaultRect = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_RECTANGLE_NV);
- if (!ss->DefaultRect)
- goto cleanup;
-
- ss->Default1DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_1D_ARRAY_EXT);
- if (!ss->Default1DArray)
- goto cleanup;
-
- ss->Default2DArray = (*ctx->Driver.NewTextureObject)(ctx, 0, GL_TEXTURE_2D_ARRAY_EXT);
- if (!ss->Default2DArray)
- goto cleanup;
+ /* Create default texture objects */
+ for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
+ static const GLenum targets[NUM_TEXTURE_TARGETS] = {
+ GL_TEXTURE_1D,
+ GL_TEXTURE_2D,
+ GL_TEXTURE_3D,
+ GL_TEXTURE_CUBE_MAP,
+ GL_TEXTURE_RECTANGLE_NV,
+ GL_TEXTURE_1D_ARRAY_EXT,
+ GL_TEXTURE_2D_ARRAY_EXT
+ };
+ ss->DefaultTex[i] = ctx->Driver.NewTextureObject(ctx, 0, targets[i]);
+ if (!ss->DefaultTex[i])
+ goto cleanup;
+ }
/* sanity check */
- assert(ss->Default1D->RefCount == 1);
+ assert(ss->DefaultTex[TEXTURE_1D_INDEX]->RefCount == 1);
_glthread_INIT_MUTEX(ss->TexMutex);
ss->TextureStateStamp = 0;
_mesa_DeleteHashTable(ss->RenderBuffers);
#endif
- if (ss->Default1D)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default1D);
- if (ss->Default2D)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default2D);
- if (ss->Default3D)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default3D);
- if (ss->DefaultCubeMap)
- (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultCubeMap);
- if (ss->DefaultRect)
- (*ctx->Driver.DeleteTexture)(ctx, ss->DefaultRect);
- if (ss->Default1DArray)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default1DArray);
- if (ss->Default2DArray)
- (*ctx->Driver.DeleteTexture)(ctx, ss->Default2DArray);
+ for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
+ if (ss->DefaultTex[i])
+ ctx->Driver.DeleteTexture(ctx, ss->DefaultTex[i]);
+ }
_mesa_free(ss);
static void
free_shared_state( GLcontext *ctx, struct gl_shared_state *ss )
{
+ GLuint i;
+
/*
* Free display lists
*/
*/
ASSERT(ctx->Driver.DeleteTexture);
/* the default textures */
- ctx->Driver.DeleteTexture(ctx, ss->Default1D);
- ctx->Driver.DeleteTexture(ctx, ss->Default2D);
- ctx->Driver.DeleteTexture(ctx, ss->Default3D);
- ctx->Driver.DeleteTexture(ctx, ss->DefaultCubeMap);
- ctx->Driver.DeleteTexture(ctx, ss->DefaultRect);
- ctx->Driver.DeleteTexture(ctx, ss->Default1DArray);
- ctx->Driver.DeleteTexture(ctx, ss->Default2DArray);
+ for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
+ ctx->Driver.DeleteTexture(ctx, ss->DefaultTex[i]);
+ }
/* all other textures */
_mesa_HashDeleteAll(ss->TexObjects, delete_texture_cb, ctx);
_mesa_DeleteHashTable(ss->TexObjects);
struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
- /**
- * \name Default texture objects (shared by all multi-texture units)
- */
- /*@{*/
- struct gl_texture_object *Default1D;
- struct gl_texture_object *Default2D;
- struct gl_texture_object *Default3D;
- struct gl_texture_object *DefaultCubeMap;
- struct gl_texture_object *DefaultRect;
- struct gl_texture_object *Default1DArray;
- struct gl_texture_object *Default2DArray;
- /*@}*/
+ /** Default texture objects (shared by all texture units) */
+ struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
/**
* \name Thread safety and statechange notification for texture
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);
+ _mesa_reference_texobj(&unit->Current1D,
+ ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]);
ASSERT(unit->Current1D);
}
else if (texObj == unit->Current2D) {
- _mesa_reference_texobj(&unit->Current2D, ctx->Shared->Default2D);
+ _mesa_reference_texobj(&unit->Current2D,
+ ctx->Shared->DefaultTex[TEXTURE_2D_INDEX]);
ASSERT(unit->Current2D);
}
else if (texObj == unit->Current3D) {
- _mesa_reference_texobj(&unit->Current3D, ctx->Shared->Default3D);
+ _mesa_reference_texobj(&unit->Current3D,
+ ctx->Shared->DefaultTex[TEXTURE_3D_INDEX]);
ASSERT(unit->Current3D);
}
else if (texObj == unit->CurrentCubeMap) {
- _mesa_reference_texobj(&unit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
+ _mesa_reference_texobj(&unit->CurrentCubeMap,
+ ctx->Shared->DefaultTex[TEXTURE_CUBE_INDEX]);
ASSERT(unit->CurrentCubeMap);
}
else if (texObj == unit->CurrentRect) {
- _mesa_reference_texobj(&unit->CurrentRect, ctx->Shared->DefaultRect);
+ _mesa_reference_texobj(&unit->CurrentRect,
+ ctx->Shared->DefaultTex[TEXTURE_RECT_INDEX]);
ASSERT(unit->CurrentRect);
}
else if (texObj == unit->Current1DArray) {
- _mesa_reference_texobj(&unit->Current1DArray, ctx->Shared->Default1DArray);
+ _mesa_reference_texobj(&unit->Current1DArray,
+ ctx->Shared->DefaultTex[TEXTURE_1D_ARRAY_INDEX]);
ASSERT(unit->Current1DArray);
}
else if (texObj == unit->Current2DArray) {
- _mesa_reference_texobj(&unit->Current2DArray, ctx->Shared->Default2DArray);
+ _mesa_reference_texobj(&unit->Current2DArray,
+ ctx->Shared->DefaultTex[TEXTURE_2D_ARRAY_INDEX]);
ASSERT(unit->Current2DArray);
}
}
switch (target) {
case GL_TEXTURE_1D:
- defaultTexObj = ctx->Shared->Default1D;
+ defaultTexObj = ctx->Shared->DefaultTex[TEXTURE_1D_INDEX];
break;
case GL_TEXTURE_2D:
- defaultTexObj = ctx->Shared->Default2D;
+ defaultTexObj = ctx->Shared->DefaultTex[TEXTURE_2D_INDEX];
break;
case GL_TEXTURE_3D:
- defaultTexObj = ctx->Shared->Default3D;
+ defaultTexObj = ctx->Shared->DefaultTex[TEXTURE_3D_INDEX];
break;
case GL_TEXTURE_CUBE_MAP_ARB:
- defaultTexObj = ctx->Shared->DefaultCubeMap;
+ defaultTexObj = ctx->Shared->DefaultTex[TEXTURE_CUBE_INDEX];
break;
case GL_TEXTURE_RECTANGLE_NV:
- defaultTexObj = ctx->Shared->DefaultRect;
+ defaultTexObj = ctx->Shared->DefaultTex[TEXTURE_RECT_INDEX];
break;
case GL_TEXTURE_1D_ARRAY_EXT:
- defaultTexObj = ctx->Shared->Default1DArray;
+ defaultTexObj = ctx->Shared->DefaultTex[TEXTURE_1D_ARRAY_INDEX];
break;
case GL_TEXTURE_2D_ARRAY_EXT:
- defaultTexObj = ctx->Shared->Default2DArray;
+ defaultTexObj = ctx->Shared->DefaultTex[TEXTURE_2D_ARRAY_INDEX];
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glBindTexture(target)");
ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
/* initialize current texture object ptrs to the shared default objects */
- _mesa_reference_texobj(&texUnit->Current1D, ctx->Shared->Default1D);
- _mesa_reference_texobj(&texUnit->Current2D, ctx->Shared->Default2D);
- _mesa_reference_texobj(&texUnit->Current3D, ctx->Shared->Default3D);
- _mesa_reference_texobj(&texUnit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
- _mesa_reference_texobj(&texUnit->CurrentRect, ctx->Shared->DefaultRect);
- _mesa_reference_texobj(&texUnit->Current1DArray, ctx->Shared->Default1DArray);
- _mesa_reference_texobj(&texUnit->Current2DArray, ctx->Shared->Default2DArray);
+ _mesa_reference_texobj(&texUnit->Current1D, ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]);
+ _mesa_reference_texobj(&texUnit->Current2D, ctx->Shared->DefaultTex[TEXTURE_2D_INDEX]);
+ _mesa_reference_texobj(&texUnit->Current3D, ctx->Shared->DefaultTex[TEXTURE_3D_INDEX]);
+ _mesa_reference_texobj(&texUnit->CurrentCubeMap, ctx->Shared->DefaultTex[TEXTURE_CUBE_INDEX]);
+ _mesa_reference_texobj(&texUnit->CurrentRect, ctx->Shared->DefaultTex[TEXTURE_RECT_INDEX]);
+ _mesa_reference_texobj(&texUnit->Current1DArray, ctx->Shared->DefaultTex[TEXTURE_1D_ARRAY_INDEX]);
+ _mesa_reference_texobj(&texUnit->Current2DArray, ctx->Shared->DefaultTex[TEXTURE_2D_ARRAY_INDEX]);
}
/* After we're done initializing the context's texture state the default
* texture objects' refcounts should be at least MAX_TEXTURE_UNITS + 1.
*/
- assert(ctx->Shared->Default1D->RefCount >= MAX_TEXTURE_UNITS + 1);
+ assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
+ >= MAX_TEXTURE_UNITS + 1);
/* Allocate proxy textures */
if (!alloc_proxy_textures( ctx ))
for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
- _mesa_reference_texobj(&texUnit->Current1D, ctx->Shared->Default1D);
- _mesa_reference_texobj(&texUnit->Current2D, ctx->Shared->Default2D);
- _mesa_reference_texobj(&texUnit->Current3D, ctx->Shared->Default3D);
- _mesa_reference_texobj(&texUnit->CurrentCubeMap, ctx->Shared->DefaultCubeMap);
- _mesa_reference_texobj(&texUnit->CurrentRect, ctx->Shared->DefaultRect);
- _mesa_reference_texobj(&texUnit->Current1DArray, ctx->Shared->Default1DArray);
- _mesa_reference_texobj(&texUnit->Current2DArray, ctx->Shared->Default2DArray);
+ _mesa_reference_texobj(&texUnit->Current1D,
+ ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]);
+ _mesa_reference_texobj(&texUnit->Current2D,
+ ctx->Shared->DefaultTex[TEXTURE_2D_INDEX]);
+ _mesa_reference_texobj(&texUnit->Current3D,
+ ctx->Shared->DefaultTex[TEXTURE_3D_INDEX]);
+ _mesa_reference_texobj(&texUnit->CurrentCubeMap,
+ ctx->Shared->DefaultTex[TEXTURE_CUBE_INDEX]);
+ _mesa_reference_texobj(&texUnit->CurrentRect,
+ ctx->Shared->DefaultTex[TEXTURE_RECT_INDEX]);
+ _mesa_reference_texobj(&texUnit->Current1DArray,
+ ctx->Shared->DefaultTex[TEXTURE_1D_ARRAY_INDEX]);
+ _mesa_reference_texobj(&texUnit->Current2DArray,
+ ctx->Shared->DefaultTex[TEXTURE_2D_ARRAY_INDEX]);
}
}