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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_texture.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
/**
* XXX This needs some work yet....
* Need to "upload" texture images at appropriate times.
*/
static void
update_textures(struct st_context *st)
{
GLuint u;
for (u = 0; u < st->ctx->Const.MaxTextureImageUnits; u++) {
struct gl_texture_object *texObj
= st->ctx->Texture.Unit[u]._Current;
if (texObj) {
struct pipe_mipmap_tree *mt;
mt = st_get_texobj_mipmap_tree(texObj);
st->pipe->set_texture_state(st->pipe, u, mt);
}
else {
st->pipe->set_texture_state(st->pipe, u, NULL);
}
}
}
const struct st_tracked_state st_update_texture = {
.dirty = {
.mesa = _NEW_TEXTURE,
.st = 0,
},
.update = update_textures
};
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