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.
This commit is contained in:
Brian Paul 2009-02-21 15:15:20 -07:00
parent 9818734e01
commit d059d03034
3 changed files with 30 additions and 42 deletions

View File

@ -467,14 +467,15 @@ alloc_shared_state( GLcontext *ctx )
/* Create default texture objects */
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
/* NOTE: the order of these enums matches the TEXTURE_x_INDEX values */
static const GLenum targets[NUM_TEXTURE_TARGETS] = {
GL_TEXTURE_1D,
GL_TEXTURE_2D,
GL_TEXTURE_3D,
GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_RECTANGLE_NV,
GL_TEXTURE_2D_ARRAY_EXT,
GL_TEXTURE_1D_ARRAY_EXT,
GL_TEXTURE_2D_ARRAY_EXT
GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_3D,
GL_TEXTURE_RECTANGLE_NV,
GL_TEXTURE_2D,
GL_TEXTURE_1D
};
ss->DefaultTex[i] = ctx->Driver.NewTextureObject(ctx, 0, targets[i]);
if (!ss->DefaultTex[i])

View File

@ -1145,34 +1145,35 @@ struct gl_stencil_attrib
};
/** 1D, 2D, 3D, CUBE, RECT, 1D_ARRAY, and 2D_ARRAY targets */
#define NUM_TEXTURE_TARGETS 7
/**
* An index for each type of texture object
* An index for each type of texture object. These correspond to the GL
* target target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
* Note: the order is from highest priority to lowest priority.
*/
/*@{*/
#define TEXTURE_1D_INDEX 0
#define TEXTURE_2D_INDEX 1
#define TEXTURE_3D_INDEX 2
#define TEXTURE_CUBE_INDEX 3
#define TEXTURE_RECT_INDEX 4
#define TEXTURE_1D_ARRAY_INDEX 5
#define TEXTURE_2D_ARRAY_INDEX 6
/*@}*/
enum {
TEXTURE_2D_ARRAY_INDEX,
TEXTURE_1D_ARRAY_INDEX,
TEXTURE_CUBE_INDEX,
TEXTURE_3D_INDEX,
TEXTURE_RECT_INDEX,
TEXTURE_2D_INDEX,
TEXTURE_1D_INDEX,
NUM_TEXTURE_TARGETS
};
/**
* Bit flags for each type of texture object
* Used for Texture.Unit[]._ReallyEnabled flags.
*/
/*@{*/
#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
#define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
#define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
#define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
#define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
#define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
#define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
#define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
/*@}*/

View File

@ -548,7 +548,7 @@ update_texture_state( GLcontext *ctx )
for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
GLbitfield enableBits;
GLuint tex;
GLuint texIndex;
texUnit->_Current = NULL;
texUnit->_ReallyEnabled = 0;
@ -575,26 +575,12 @@ update_texture_state( GLcontext *ctx )
if (enableBits == 0x0)
continue;
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
ASSERT(texUnit->CurrentTex[tex]);
}
/* Look for the highest-priority texture target that's enabled and
* complete. That's the one we'll use for texturing. If we're using
* a fragment program we're guaranteed that bitcount(enabledBits) <= 1.
* Note that the TEXTURE_x_INDEX values are in high to low priority.
*/
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
/* texture indexes from highest to lowest priority */
static const GLuint targets[NUM_TEXTURE_TARGETS] = {
TEXTURE_2D_ARRAY_INDEX,
TEXTURE_1D_ARRAY_INDEX,
TEXTURE_CUBE_INDEX,
TEXTURE_3D_INDEX,
TEXTURE_RECT_INDEX,
TEXTURE_2D_INDEX,
TEXTURE_1D_INDEX
};
GLuint texIndex = targets[tex];
for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
texture_override(ctx, texUnit, enableBits,
texUnit->CurrentTex[texIndex], 1 << texIndex);
}