Replace the flags Mesa was using for ctx->NewState with a new set

based on the GL attribute groups.

Introduced constants describing the circumstances under which some
key derived values can change:
	_SWRAST_NEW_RASTERMASK -- ctx->RasterMask
	_SWRAST_NEW_TRIANGLE   -- The software rasterizer's triangle
	                          function
	_DD_NEW_FEEDBACK -- the 'DD_FEEDBACK' bit in ctx->TriangleCaps

These are helpful in deciding whether you need to recalculate state if your
recalculation involves reference to a derived value.
This commit is contained in:
Keith Whitwell
2000-10-30 13:31:59 +00:00
parent a457549967
commit a96308c37d
35 changed files with 594 additions and 530 deletions

View File

@@ -1,4 +1,4 @@
/* $Id: texobj.c,v 1.30 2000/10/29 18:23:16 brianp Exp $ */
/* $Id: texobj.c,v 1.31 2000/10/30 13:32:01 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -485,6 +485,7 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *texName)
ctx->Shared->DefaultD[d]->RefCount++;
t->RefCount--;
ASSERT( t->RefCount >= 0 );
ctx->NewState |= _NEW_TEXTURE;
}
}
}
@@ -537,7 +538,7 @@ _mesa_BindTexture( GLenum target, GLuint texName )
oldTexObj = texUnit->CurrentD[3];
break;
case GL_TEXTURE_CUBE_MAP_ARB:
if (ctx->Extensions.HaveTextureCubeMap) {
if (ctx->Extensions.ARB_texture_cube_map) {
dim = 6;
oldTexObj = texUnit->CurrentCubeMap;
break;
@@ -598,28 +599,11 @@ _mesa_BindTexture( GLenum target, GLuint texName )
*/
texUnit->Current = texUnit->CurrentD[texUnit->CurrentDimension];
/* Check if we may have to use a new triangle rasterizer */
if ((ctx->IndirectTriangles & DD_SW_RASTERIZE) &&
( oldTexObj->WrapS != newTexObj->WrapS
|| oldTexObj->WrapT != newTexObj->WrapT
|| oldTexObj->WrapR != newTexObj->WrapR
|| oldTexObj->MinFilter != newTexObj->MinFilter
|| oldTexObj->MagFilter != newTexObj->MagFilter
|| (oldTexObj->Image[0] && newTexObj->Image[0] &&
(oldTexObj->Image[0]->Format!=newTexObj->Image[0]->Format))))
{
ctx->NewState |= (NEW_RASTER_OPS | NEW_TEXTURING);
}
if (oldTexObj->Complete != newTexObj->Complete)
ctx->NewState |= NEW_TEXTURING;
ctx->NewState |= _NEW_TEXTURE;
/* Pass BindTexture call to device driver */
if (ctx->Driver.BindTexture) {
if (ctx->Driver.BindTexture)
(*ctx->Driver.BindTexture)( ctx, target, newTexObj );
/* Make sure the Driver.UpdateState() function gets called! */
ctx->NewState |= NEW_TEXTURING;
}
if (oldTexObj->Name > 0) {
/* never delete default (id=0) texture objects */
@@ -665,6 +649,8 @@ _mesa_PrioritizeTextures( GLsizei n, const GLuint *texName,
}
}
}
ctx->NewState |= _NEW_TEXTURE;
}