mesa: Add a _BoundTextures field in gl_texture_unit

This will be used by glBindTextures() when unbinding textures,
to avoid having to loop over all the targets.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Fredrik Höglund 2013-11-12 17:28:12 +01:00
parent 6bf8ac846a
commit 4bd8272088
3 changed files with 12 additions and 0 deletions

View File

@ -1370,6 +1370,9 @@ struct gl_texture_unit
/** Points to highest priority, complete and enabled texture object */
struct gl_texture_object *_Current;
/** Texture targets that have a non-default texture bound */
GLbitfield _BoundTextures;
};

View File

@ -1102,6 +1102,7 @@ unbind_texobj_from_texunits(struct gl_context *ctx,
_mesa_reference_texobj(&unit->CurrentTex[tex],
ctx->Shared->DefaultTex[tex]);
ASSERT(unit->CurrentTex[tex]);
unit->_BoundTextures &= ~(1 << tex);
break;
}
}
@ -1359,6 +1360,11 @@ _mesa_BindTexture( GLenum target, GLuint texName )
ctx->Texture.CurrentUnit + 1);
ASSERT(texUnit->CurrentTex[targetIndex]);
if (texName != 0)
texUnit->_BoundTextures |= (1 << targetIndex);
else
texUnit->_BoundTextures &= ~(1 << targetIndex);
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture)
ctx->Driver.BindTexture(ctx, target, newTexObj);

View File

@ -113,6 +113,7 @@ _mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
}
}
dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures;
_mesa_unlock_context_textures(dst);
}
}
@ -877,6 +878,8 @@ init_texture_unit( struct gl_context *ctx, GLuint unit )
_mesa_reference_texobj(&texUnit->CurrentTex[tex],
ctx->Shared->DefaultTex[tex]);
}
texUnit->_BoundTextures = 0;
}