- Changes for new software rasterizer modules
- Remove support for choosing software fallbacks from core code - Remove partial fallback code from vbrender.c -- drivers are now expected to be able to find a triangle/quad function for every state, even if they have to use _swsetup_Triangle or _swsetup_Quad. - Marked derived variables in the GLcontext struct with a leading underscore '_'.
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@@ -1,4 +1,4 @@
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/* $Id: texobj.c,v 1.31 2000/10/30 13:32:01 keithw Exp $ */
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/* $Id: texobj.c,v 1.32 2000/11/05 18:40:58 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -77,7 +77,6 @@ gl_alloc_texture_object( struct gl_shared_state *shared, GLuint name,
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obj->MaxLod = 1000.0;
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obj->BaseLevel = 0;
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obj->MaxLevel = 1000;
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obj->MinMagThresh = 0.0F;
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_mesa_init_colortable(&obj->Palette);
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/* insert into linked list */
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@@ -189,21 +188,21 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
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/* Compute number of mipmap levels */
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if (t->Dimensions == 1) {
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t->P = t->Image[baseLevel]->WidthLog2;
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t->_P = t->Image[baseLevel]->WidthLog2;
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}
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else if (t->Dimensions == 2 || t->Dimensions == 6) {
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t->P = MAX2(t->Image[baseLevel]->WidthLog2,
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t->Image[baseLevel]->HeightLog2);
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t->_P = MAX2(t->Image[baseLevel]->WidthLog2,
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t->Image[baseLevel]->HeightLog2);
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}
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else if (t->Dimensions == 3) {
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GLint max = MAX2(t->Image[baseLevel]->WidthLog2,
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t->Image[baseLevel]->HeightLog2);
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max = MAX2(max, (GLint)(t->Image[baseLevel]->DepthLog2));
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t->P = max;
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t->_P = max;
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}
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/* Compute M (see the 1.2 spec) used during mipmapping */
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t->M = (GLfloat) (MIN2(t->MaxLevel, t->P) - t->BaseLevel);
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t->_M = (GLfloat) (MIN2(t->MaxLevel, t->_P) - t->BaseLevel);
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if (t->Dimensions == 6) {
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@@ -237,7 +236,7 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
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*/
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GLint i;
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GLint minLevel = baseLevel;
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GLint maxLevel = MIN2(t->P, ctx->Const.MaxTextureLevels-1);
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GLint maxLevel = MIN2(t->_P, ctx->Const.MaxTextureLevels-1);
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maxLevel = MIN2(maxLevel, t->MaxLevel);
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if (minLevel > maxLevel) {
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@@ -597,7 +596,7 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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/* If we've changed the CurrentD[123] texture object then update the
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* ctx->Texture.Current pointer to point to the new texture object.
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*/
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texUnit->Current = texUnit->CurrentD[texUnit->CurrentDimension];
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texUnit->_Current = texUnit->CurrentD[texUnit->_CurrentDimension];
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ctx->NewState |= _NEW_TEXTURE;
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