mesa: Add a texUnit parameter to dd_function_table::BindTexture

This is for glBindTextures(), since it doesn't change the active
texture unit.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Fredrik Höglund 2014-01-23 14:02:24 +01:00
parent b8ee235e72
commit 659d94b256
3 changed files with 8 additions and 8 deletions

View File

@ -575,11 +575,11 @@ nouveau_compressed_texsubimage(struct gl_context *ctx, GLuint dims,
}
static void
nouveau_bind_texture(struct gl_context *ctx, GLenum target,
struct gl_texture_object *t)
nouveau_bind_texture(struct gl_context *ctx, GLuint texUnit,
GLenum target, struct gl_texture_object *t)
{
context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
context_dirty_i(ctx, TEX_OBJ, texUnit);
context_dirty_i(ctx, TEX_ENV, texUnit);
}
static mesa_format

View File

@ -314,10 +314,10 @@ struct dd_function_table {
/*@{*/
/**
* Called by glBindTexture().
* Called by glBindTexture() and glBindTextures().
*/
void (*BindTexture)( struct gl_context *ctx, GLenum target,
struct gl_texture_object *tObj );
void (*BindTexture)( struct gl_context *ctx, GLuint texUnit,
GLenum target, struct gl_texture_object *tObj );
/**
* Called to allocate a new texture object. Drivers will usually

View File

@ -1390,7 +1390,7 @@ _mesa_BindTexture( GLenum target, GLuint texName )
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture)
ctx->Driver.BindTexture(ctx, target, newTexObj);
ctx->Driver.BindTexture(ctx, ctx->Texture.CurrentUnit, target, newTexObj);
}