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.
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d059d03034
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@ -467,14 +467,15 @@ alloc_shared_state( GLcontext *ctx )
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/* Create default texture objects */
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for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
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/* NOTE: the order of these enums matches the TEXTURE_x_INDEX values */
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static const GLenum targets[NUM_TEXTURE_TARGETS] = {
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GL_TEXTURE_1D,
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GL_TEXTURE_2D,
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GL_TEXTURE_3D,
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GL_TEXTURE_CUBE_MAP,
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GL_TEXTURE_RECTANGLE_NV,
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GL_TEXTURE_2D_ARRAY_EXT,
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GL_TEXTURE_1D_ARRAY_EXT,
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GL_TEXTURE_2D_ARRAY_EXT
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GL_TEXTURE_CUBE_MAP,
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GL_TEXTURE_3D,
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GL_TEXTURE_RECTANGLE_NV,
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GL_TEXTURE_2D,
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GL_TEXTURE_1D
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};
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ss->DefaultTex[i] = ctx->Driver.NewTextureObject(ctx, 0, targets[i]);
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if (!ss->DefaultTex[i])
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@ -1145,34 +1145,35 @@ struct gl_stencil_attrib
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};
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/** 1D, 2D, 3D, CUBE, RECT, 1D_ARRAY, and 2D_ARRAY targets */
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#define NUM_TEXTURE_TARGETS 7
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/**
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* An index for each type of texture object
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* An index for each type of texture object. These correspond to the GL
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* target target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
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* Note: the order is from highest priority to lowest priority.
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*/
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/*@{*/
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#define TEXTURE_1D_INDEX 0
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#define TEXTURE_2D_INDEX 1
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#define TEXTURE_3D_INDEX 2
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#define TEXTURE_CUBE_INDEX 3
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#define TEXTURE_RECT_INDEX 4
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#define TEXTURE_1D_ARRAY_INDEX 5
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#define TEXTURE_2D_ARRAY_INDEX 6
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/*@}*/
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enum {
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TEXTURE_2D_ARRAY_INDEX,
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TEXTURE_1D_ARRAY_INDEX,
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TEXTURE_CUBE_INDEX,
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TEXTURE_3D_INDEX,
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TEXTURE_RECT_INDEX,
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TEXTURE_2D_INDEX,
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TEXTURE_1D_INDEX,
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NUM_TEXTURE_TARGETS
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};
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/**
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* Bit flags for each type of texture object
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* Used for Texture.Unit[]._ReallyEnabled flags.
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*/
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/*@{*/
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#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
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#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
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#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
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#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
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#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
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#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
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#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
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#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
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#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
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#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
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#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
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#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
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#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
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/*@}*/
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@ -548,7 +548,7 @@ update_texture_state( GLcontext *ctx )
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for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
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struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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GLbitfield enableBits;
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GLuint tex;
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GLuint texIndex;
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texUnit->_Current = NULL;
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texUnit->_ReallyEnabled = 0;
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@ -575,26 +575,12 @@ update_texture_state( GLcontext *ctx )
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if (enableBits == 0x0)
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continue;
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for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
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ASSERT(texUnit->CurrentTex[tex]);
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}
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/* Look for the highest-priority texture target that's enabled and
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* complete. That's the one we'll use for texturing. If we're using
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* a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
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* Note that the TEXTURE_x_INDEX values are in high to low priority.
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*/
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for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
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/* texture indexes from highest to lowest priority */
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static const GLuint targets[NUM_TEXTURE_TARGETS] = {
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TEXTURE_2D_ARRAY_INDEX,
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TEXTURE_1D_ARRAY_INDEX,
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TEXTURE_CUBE_INDEX,
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TEXTURE_3D_INDEX,
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TEXTURE_RECT_INDEX,
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TEXTURE_2D_INDEX,
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TEXTURE_1D_INDEX
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};
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GLuint texIndex = targets[tex];
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for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
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texture_override(ctx, texUnit, enableBits,
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texUnit->CurrentTex[texIndex], 1 << texIndex);
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}
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