From: Brian Paul Date: Sat, 21 Feb 2009 22:15:20 +0000 (-0700) Subject: mesa: use enums for TEXTURE_x_INDEX values X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=d059d030342fc232a5b54298c0591f5f814f4adb;p=mesa.git mesa: use enums for TEXTURE_x_INDEX values Plus, put them in the order of highest to lowest priority to simplify the texture_override() loop. --- diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index 04848794aa2..75b3992a29d 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -467,14 +467,15 @@ alloc_shared_state( GLcontext *ctx ) /* Create default texture objects */ for (i = 0; i < NUM_TEXTURE_TARGETS; i++) { + /* NOTE: the order of these enums matches the TEXTURE_x_INDEX values */ static const GLenum targets[NUM_TEXTURE_TARGETS] = { - GL_TEXTURE_1D, - GL_TEXTURE_2D, - GL_TEXTURE_3D, + GL_TEXTURE_2D_ARRAY_EXT, + GL_TEXTURE_1D_ARRAY_EXT, GL_TEXTURE_CUBE_MAP, + GL_TEXTURE_3D, GL_TEXTURE_RECTANGLE_NV, - GL_TEXTURE_1D_ARRAY_EXT, - GL_TEXTURE_2D_ARRAY_EXT + GL_TEXTURE_2D, + GL_TEXTURE_1D }; ss->DefaultTex[i] = ctx->Driver.NewTextureObject(ctx, 0, targets[i]); if (!ss->DefaultTex[i]) diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 06cef3d670f..302b7aa74f0 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -1145,34 +1145,35 @@ struct gl_stencil_attrib }; -/** 1D, 2D, 3D, CUBE, RECT, 1D_ARRAY, and 2D_ARRAY targets */ -#define NUM_TEXTURE_TARGETS 7 - /** - * An index for each type of texture object + * An index for each type of texture object. These correspond to the GL + * target target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc. + * Note: the order is from highest priority to lowest priority. */ -/*@{*/ -#define TEXTURE_1D_INDEX 0 -#define TEXTURE_2D_INDEX 1 -#define TEXTURE_3D_INDEX 2 -#define TEXTURE_CUBE_INDEX 3 -#define TEXTURE_RECT_INDEX 4 -#define TEXTURE_1D_ARRAY_INDEX 5 -#define TEXTURE_2D_ARRAY_INDEX 6 -/*@}*/ +enum { + TEXTURE_2D_ARRAY_INDEX, + TEXTURE_1D_ARRAY_INDEX, + TEXTURE_CUBE_INDEX, + TEXTURE_3D_INDEX, + TEXTURE_RECT_INDEX, + TEXTURE_2D_INDEX, + TEXTURE_1D_INDEX, + NUM_TEXTURE_TARGETS +}; + /** * Bit flags for each type of texture object * Used for Texture.Unit[]._ReallyEnabled flags. */ /*@{*/ -#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX) -#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX) -#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX) +#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX) +#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX) #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX) +#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX) #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX) -#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX) -#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX) +#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX) +#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX) /*@}*/ diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c index 27927d60b03..3f16d49a419 100644 --- a/src/mesa/main/texstate.c +++ b/src/mesa/main/texstate.c @@ -548,7 +548,7 @@ update_texture_state( GLcontext *ctx ) for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; GLbitfield enableBits; - GLuint tex; + GLuint texIndex; texUnit->_Current = NULL; texUnit->_ReallyEnabled = 0; @@ -575,26 +575,12 @@ update_texture_state( GLcontext *ctx ) if (enableBits == 0x0) continue; - for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { - ASSERT(texUnit->CurrentTex[tex]); - } - /* Look for the highest-priority texture target that's enabled and * complete. That's the one we'll use for texturing. If we're using * a fragment program we're guaranteed that bitcount(enabledBits) <= 1. + * Note that the TEXTURE_x_INDEX values are in high to low priority. */ - for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { - /* texture indexes from highest to lowest priority */ - static const GLuint targets[NUM_TEXTURE_TARGETS] = { - TEXTURE_2D_ARRAY_INDEX, - TEXTURE_1D_ARRAY_INDEX, - TEXTURE_CUBE_INDEX, - TEXTURE_3D_INDEX, - TEXTURE_RECT_INDEX, - TEXTURE_2D_INDEX, - TEXTURE_1D_INDEX - }; - GLuint texIndex = targets[tex]; + for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) { texture_override(ctx, texUnit, enableBits, texUnit->CurrentTex[texIndex], 1 << texIndex); }