}
}
+/**
+ * Unbinds all textures bound to the given texture image unit.
+ */
+static void
+unbind_textures_from_unit(struct gl_context *ctx, GLuint unit)
+{
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+
+ while (texUnit->_BoundTextures) {
+ const GLuint index = ffs(texUnit->_BoundTextures) - 1;
+ struct gl_texture_object *texObj = ctx->Shared->DefaultTex[index];
+
+ _mesa_reference_texobj(&texUnit->CurrentTex[index], texObj);
+
+ /* Pass BindTexture call to device driver */
+ if (ctx->Driver.BindTexture)
+ ctx->Driver.BindTexture(ctx, unit, 0, texObj);
+
+ texUnit->_BoundTextures &= ~(1 << index);
+ ctx->NewState |= _NEW_TEXTURE;
+ }
+}
/**
* Delete named textures.
void GLAPIENTRY
_mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+
+ /* The ARB_multi_bind spec says:
+ *
+ * "An INVALID_OPERATION error is generated if <first> + <count>
+ * is greater than the number of texture image units supported
+ * by the implementation."
+ */
+ if (first + count > ctx->Const.MaxCombinedTextureImageUnits) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindTextures(first=%u + count=%d > the value of "
+ "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=%u)",
+ first, count, ctx->Const.MaxCombinedTextureImageUnits);
+ return;
+ }
+
+ /* Flush before changing bindings */
+ FLUSH_VERTICES(ctx, 0);
+
+ ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
+ first + count);
+
+ if (textures) {
+ /* Note that the error semantics for multi-bind commands differ from
+ * those of other GL commands.
+ *
+ * The issues section in the ARB_multi_bind spec says:
+ *
+ * "(11) Typically, OpenGL specifies that if an error is generated by
+ * a command, that command has no effect. This is somewhat
+ * unfortunate for multi-bind commands, because it would require
+ * a first pass to scan the entire list of bound objects for
+ * errors and then a second pass to actually perform the
+ * bindings. Should we have different error semantics?
+ *
+ * RESOLVED: Yes. In this specification, when the parameters for
+ * one of the <count> binding points are invalid, that binding
+ * point is not updated and an error will be generated. However,
+ * other binding points in the same command will be updated if
+ * their parameters are valid and no other error occurs."
+ */
+
+ _mesa_begin_texture_lookups(ctx);
+
+ for (i = 0; i < count; i++) {
+ if (textures[i] != 0) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[first + i];
+ struct gl_texture_object *current = texUnit->_Current;
+ struct gl_texture_object *texObj;
+
+ if (current && current->Name == textures[i])
+ texObj = current;
+ else
+ texObj = _mesa_lookup_texture_locked(ctx, textures[i]);
+
+ if (texObj && texObj->Target != 0) {
+ const gl_texture_index targetIndex = texObj->TargetIndex;
+
+ if (texUnit->CurrentTex[targetIndex] != texObj) {
+ /* Do the actual binding. The refcount on the previously
+ * bound texture object will be decremented. It will be
+ * deleted if the count hits zero.
+ */
+ _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex],
+ texObj);
+
+ texUnit->_BoundTextures |= (1 << targetIndex);
+ ctx->NewState |= _NEW_TEXTURE;
+
+ /* Pass the BindTexture call to the device driver */
+ if (ctx->Driver.BindTexture)
+ ctx->Driver.BindTexture(ctx, first + i,
+ texObj->Target, texObj);
+ }
+ } else {
+ /* The ARB_multi_bind spec says:
+ *
+ * "An INVALID_OPERATION error is generated if any value
+ * in <textures> is not zero or the name of an existing
+ * texture object (per binding)."
+ */
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindTextures(textures[%d]=%u is not zero "
+ "or the name of an existing texture object)",
+ i, textures[i]);
+ }
+ } else {
+ unbind_textures_from_unit(ctx, first + i);
+ }
+ }
+
+ _mesa_end_texture_lookups(ctx);
+ } else {
+ /* Unbind all textures in the range <first> through <first>+<count>-1 */
+ for (i = 0; i < count; i++)
+ unbind_textures_from_unit(ctx, first + i);
+ }
}