Removed knowledge of swrast Clear/Bitmap/Accum/Draw/Read/CopyPixels
functions from core mesa -- if drivers need these fallbacks they must now call them themselves. Introduced hooks for clip-vertex-interpolation and the rendering of clipped lines and polygons. Allows drivers to interpolate their hardware-format vertices directly. Used in dri drivers to replace fastpath code. Slight optimizations to pipeline build/run routines.
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@@ -1,4 +1,4 @@
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/* $Id: texobj.c,v 1.37 2000/12/26 05:09:29 keithw Exp $ */
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/* $Id: texobj.c,v 1.38 2001/01/29 20:47:39 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -54,8 +54,8 @@
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* Return: pointer to new texture object
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*/
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struct gl_texture_object *
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_mesa_alloc_texture_object( struct gl_shared_state *shared, GLuint name,
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GLuint dimensions)
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_mesa_alloc_texture_object( struct gl_shared_state *shared,
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GLuint name, GLuint dimensions )
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{
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struct gl_texture_object *obj;
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@@ -177,7 +177,7 @@ _mesa_test_texobj_completeness( const GLcontext *ctx,
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struct gl_texture_object *t )
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{
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const GLint baseLevel = t->BaseLevel;
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GLint maxLog2;
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GLint maxLog2 = 0;
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t->Complete = GL_TRUE; /* be optimistic */
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@@ -446,7 +446,7 @@ _mesa_GenTextures( GLsizei n, GLuint *texName )
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for (i=0;i<n;i++) {
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GLuint name = first + i;
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GLuint dims = 0;
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(void) _mesa_alloc_texture_object(ctx->Shared, name, dims);
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(void) _mesa_alloc_texture_object( ctx->Shared, name, dims);
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}
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_glthread_UNLOCK_MUTEX(GenTexturesLock);
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@@ -522,7 +522,7 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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GLuint unit = ctx->Texture.CurrentUnit;
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struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
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struct gl_texture_object *oldTexObj;
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struct gl_texture_object *newTexObj;
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struct gl_texture_object *newTexObj = 0;
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GLuint targetDim;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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@@ -594,7 +594,8 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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}
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else {
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/* if this is a new texture id, allocate a texture object now */
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newTexObj = _mesa_alloc_texture_object(ctx->Shared, texName, targetDim);
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newTexObj = _mesa_alloc_texture_object( ctx->Shared, texName,
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targetDim);
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if (!newTexObj) {
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gl_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
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return;
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