{
struct gl_texture_unit *texUnit;
- if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureImageUnits) {
+ if (ctx->Texture.CurrentUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"gl%sTexParameter(current unit)", get ? "Get" : "");
return NULL;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureImageUnits) {
+ if (ctx->Texture.CurrentUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetTexLevelParameteriv(current unit)");
return;
dst->Texture.SharedPalette = src->Texture.SharedPalette;
/* per-unit state */
- for (u = 0; u < src->Const.MaxTextureImageUnits; u++) {
+ for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
void GLAPIENTRY
_mesa_ActiveTextureARB(GLenum texture)
{
- GET_CURRENT_CONTEXT(ctx);
const GLuint texUnit = texture - GL_TEXTURE0;
+ GLuint k;
+ GET_CURRENT_CONTEXT(ctx);
+
+ /* See OpenGL spec for glActiveTexture: */
+ k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
+ ctx->Const.MaxTextureCoordUnits);
+
+ ASSERT(k <= Elements(ctx->Texture.Unit));
+
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glActiveTexture %s\n",
_mesa_lookup_enum_by_nr(texture));
- if (texUnit >= ctx->Const.MaxTextureImageUnits) {
+ if (texUnit >= k) {
_mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
_mesa_lookup_enum_by_nr(texture));
return;
/*
* Update texture unit state.
*/
- for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
+ for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLbitfield enabledVertTargets = 0x0;
GLbitfield enabledFragTargets = 0x0;
ctx->Texture.SharedPalette = GL_FALSE;
_mesa_init_colortable(&ctx->Texture.Palette);
- for (u = 0; u < MAX_TEXTURE_UNITS; u++)
+ for (u = 0; u < Elements(ctx->Texture.Unit); u++)
init_texture_unit(ctx, u);
/* After we're done initializing the context's texture state the default
- * texture objects' refcounts should be at least MAX_TEXTURE_UNITS + 1.
+ * texture objects' refcounts should be at least
+ * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
*/
assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
- >= MAX_TEXTURE_UNITS + 1);
+ >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
/* Allocate proxy textures */
if (!alloc_proxy_textures( ctx ))
GLuint u, tgt;
/* unreference current textures */
- for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
+ for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
/* The _Current texture could account for another reference */
_mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
- for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++)
+ for (u = 0; u < Elements(ctx->Texture.Unit); u++)
_mesa_free_colortable_data(&ctx->Texture.Unit[u].ColorTable);
}
{
GLuint u, tex;
- for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
+ for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&texUnit->CurrentTex[tex],