mesa: Implement glBindTextures
Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@ -1151,6 +1151,28 @@ unbind_texobj_from_image_units(struct gl_context *ctx,
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}
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}
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/**
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* Unbinds all textures bound to the given texture image unit.
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*/
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static void
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unbind_textures_from_unit(struct gl_context *ctx, GLuint unit)
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{
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struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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while (texUnit->_BoundTextures) {
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const GLuint index = ffs(texUnit->_BoundTextures) - 1;
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struct gl_texture_object *texObj = ctx->Shared->DefaultTex[index];
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_mesa_reference_texobj(&texUnit->CurrentTex[index], texObj);
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/* Pass BindTexture call to device driver */
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if (ctx->Driver.BindTexture)
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ctx->Driver.BindTexture(ctx, unit, 0, texObj);
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texUnit->_BoundTextures &= ~(1 << index);
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ctx->NewState |= _NEW_TEXTURE;
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}
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}
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/**
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* Delete named textures.
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@ -1397,6 +1419,104 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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void GLAPIENTRY
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_mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
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{
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GET_CURRENT_CONTEXT(ctx);
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GLint i;
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/* The ARB_multi_bind spec says:
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*
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* "An INVALID_OPERATION error is generated if <first> + <count>
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* is greater than the number of texture image units supported
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* by the implementation."
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*/
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if (first + count > ctx->Const.MaxCombinedTextureImageUnits) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glBindTextures(first=%u + count=%d > the value of "
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"GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS=%u)",
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first, count, ctx->Const.MaxCombinedTextureImageUnits);
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return;
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}
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/* Flush before changing bindings */
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FLUSH_VERTICES(ctx, 0);
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ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
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first + count);
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if (textures) {
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/* Note that the error semantics for multi-bind commands differ from
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* those of other GL commands.
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*
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* The issues section in the ARB_multi_bind spec says:
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*
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* "(11) Typically, OpenGL specifies that if an error is generated by
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* a command, that command has no effect. This is somewhat
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* unfortunate for multi-bind commands, because it would require
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* a first pass to scan the entire list of bound objects for
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* errors and then a second pass to actually perform the
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* bindings. Should we have different error semantics?
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*
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* RESOLVED: Yes. In this specification, when the parameters for
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* one of the <count> binding points are invalid, that binding
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* point is not updated and an error will be generated. However,
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* other binding points in the same command will be updated if
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* their parameters are valid and no other error occurs."
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*/
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_mesa_begin_texture_lookups(ctx);
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for (i = 0; i < count; i++) {
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if (textures[i] != 0) {
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struct gl_texture_unit *texUnit = &ctx->Texture.Unit[first + i];
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struct gl_texture_object *current = texUnit->_Current;
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struct gl_texture_object *texObj;
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if (current && current->Name == textures[i])
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texObj = current;
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else
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texObj = _mesa_lookup_texture_locked(ctx, textures[i]);
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if (texObj && texObj->Target != 0) {
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const gl_texture_index targetIndex = texObj->TargetIndex;
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if (texUnit->CurrentTex[targetIndex] != texObj) {
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/* Do the actual binding. The refcount on the previously
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* bound texture object will be decremented. It will be
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* deleted if the count hits zero.
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*/
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_mesa_reference_texobj(&texUnit->CurrentTex[targetIndex],
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texObj);
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texUnit->_BoundTextures |= (1 << targetIndex);
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ctx->NewState |= _NEW_TEXTURE;
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/* Pass the BindTexture call to the device driver */
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if (ctx->Driver.BindTexture)
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ctx->Driver.BindTexture(ctx, first + i,
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texObj->Target, texObj);
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}
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} else {
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/* The ARB_multi_bind spec says:
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*
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* "An INVALID_OPERATION error is generated if any value
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* in <textures> is not zero or the name of an existing
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* texture object (per binding)."
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*/
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glBindTextures(textures[%d]=%u is not zero "
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"or the name of an existing texture object)",
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i, textures[i]);
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}
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} else {
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unbind_textures_from_unit(ctx, first + i);
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}
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}
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_mesa_end_texture_lookups(ctx);
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} else {
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/* Unbind all textures in the range <first> through <first>+<count>-1 */
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for (i = 0; i < count; i++)
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unbind_textures_from_unit(ctx, first + i);
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}
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}
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