mesa: Store the target index in gl_texture_object
This will be used by glBindTextures() so we don't have to look it up for each texture. Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@ -1195,6 +1195,8 @@ struct gl_texture_object
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GLuint Name; /**< the user-visible texture object ID */
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GLchar *Label; /**< GL_KHR_debug */
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GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
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gl_texture_index TargetIndex; /**< The gl_texture_unit::CurrentTex index.
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Only valid when Target is valid. */
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struct gl_sampler_object Sampler;
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@ -260,6 +260,7 @@ _mesa_copy_texture_object( struct gl_texture_object *dest,
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const struct gl_texture_object *src )
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{
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dest->Target = src->Target;
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dest->TargetIndex = src->TargetIndex;
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dest->Name = src->Name;
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dest->Priority = src->Priority;
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dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
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@ -1327,6 +1328,7 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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mtx_unlock(&ctx->Shared->Mutex);
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}
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newTexObj->Target = target;
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newTexObj->TargetIndex = targetIndex;
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}
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assert(valid_texture_object(newTexObj));
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