Remove the Shared->TexObjectList pointer and Next field from gl_texture_object.

Was only used by two drivers to walk over all texture objects.  Can do that
via the hash table instead.
Cleaned up some comments for struct gl_texture_object.
This commit is contained in:
Brian Paul
2005-02-05 18:12:59 +00:00
parent 8c3ddf4270
commit bb7d5f8837
3 changed files with 30 additions and 77 deletions

View File

@@ -1250,13 +1250,9 @@ struct gl_texture_object
GLfloat Priority; /**< in [0,1] */
GLfloat BorderColor[4]; /**< unclamped */
GLchan _BorderChan[4]; /**< clamped, as GLchan */
/** \name Wrap modes
* Are GL_CLAMP, REPEAT, GL_CLAMP_TO_EDGE, and GL_CLAMP_TO_BORDER_ARB. */
/*@{*/
GLenum WrapS;
GLenum WrapT;
GLenum WrapR;
/*@}*/
GLenum WrapS; /**< S-axis texture image wrap mode */
GLenum WrapT; /**< T-axis texture image wrap mode */
GLenum WrapR; /**< R-axis texture image wrap mode */
GLenum MinFilter; /**< minification filter */
GLenum MagFilter; /**< magnification filter */
GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
@@ -1267,7 +1263,7 @@ struct gl_texture_object
GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLboolean CompareFlag; /**< GL_SGIX_shadow */
GLenum CompareOperator; /**< GL_SGIX_shadow */
GLfloat ShadowAmbient;
GLfloat ShadowAmbient; /**< GL_ARB_shadow_ambient */
GLenum CompareMode; /**< GL_ARB_shadow */
GLenum CompareFunc; /**< GL_ARB_shadow */
GLenum DepthMode; /**< GL_ARB_depth_texture */
@@ -1275,21 +1271,23 @@ struct gl_texture_object
GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
GLboolean _IsPowerOfTwo; /**< Are all image dimensions powers of two? */
GLboolean Complete; /**< Is texture object complete? */
/** Actual texture images, indexed by [cube face] and [mipmap level] */
struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
/** GL_EXT_paletted_texture */
struct gl_color_table Palette;
GLboolean Complete; /**< Is texture object complete? */
struct gl_texture_object *Next; /**< Next in linked list */
/**
* \name For device driver
* \name For device driver.
* Note: instead of attaching driver data to this pointer, it's preferable
* to instead use this struct as a base class for your own texture object
* class. Driver->NewTextureObject() can be used to implement the
* allocation.
*/
/*@{*/
void *DriverData; /**< Arbitrary device driver data */
/*@}*/
};
@@ -1935,7 +1933,6 @@ struct gl_shared_state
GLint RefCount; /**< Reference count */
struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
struct gl_texture_object *TexObjectList;/**< Linked list of texture objects */
/**
* \name Default texture objects (shared by all multi-texture units)

View File

@@ -157,63 +157,11 @@ _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
}
/**
* Add the given texture object to the texture object pool.
*/
void
_mesa_save_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
{
/* insert into linked list */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
texObj->Next = ctx->Shared->TexObjectList;
ctx->Shared->TexObjectList = texObj;
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
if (texObj->Name > 0) {
/* insert into hash table */
_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
}
}
/**
* Remove the given texture object from the texture object pool.
* Do not deallocate the texture object though.
*/
void
_mesa_remove_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
{
struct gl_texture_object *tprev, *tcurr;
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
/* unlink from the linked list */
tprev = NULL;
tcurr = ctx->Shared->TexObjectList;
while (tcurr) {
if (tcurr == texObj) {
if (tprev) {
tprev->Next = texObj->Next;
}
else {
ctx->Shared->TexObjectList = texObj->Next;
}
break;
}
tprev = tcurr;
tcurr = tcurr->Next;
}
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
if (texObj->Name > 0) {
/* remove from hash table */
_mesa_HashRemove(ctx->Shared->TexObjects, texObj->Name);
}
}
/**
* Copy texture object state from one texture object to another.
* Use for glPush/PopAttrib.
*
* \param dest destination texture object.
* \param src source texture object.
@@ -620,7 +568,12 @@ _mesa_GenTextures( GLsizei n, GLuint *textures )
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
return;
}
_mesa_save_texture_object(ctx, texObj);
/* insert into hash table */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
textures[i] = name;
}
@@ -702,8 +655,13 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
}
ctx->NewState |= _NEW_TEXTURE;
/* The texture _name_ is now free for re-use. */
_mesa_remove_texture_object(ctx, delObj);
/* The texture _name_ is now free for re-use.
* Remove it from the hash table now.
*/
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
_mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
/* The actual texture object will not be freed until it's no
* longer bound in any context.
* XXX all RefCount accesses should be protected by a mutex.
@@ -848,7 +806,11 @@ _mesa_BindTexture( GLenum target, GLuint texName )
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
return;
}
_mesa_save_texture_object(ctx, newTexObj);
/* and insert it into hash table */
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
_mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
}
newTexObj->Target = target;
}

View File

@@ -50,12 +50,6 @@ _mesa_initialize_texture_object( struct gl_texture_object *obj,
extern void
_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *obj );
extern void
_mesa_save_texture_object( GLcontext *ctx, struct gl_texture_object *obj );
extern void
_mesa_remove_texture_object( GLcontext *ctx, struct gl_texture_object *obj );
extern void
_mesa_copy_texture_object( struct gl_texture_object *dest,
const struct gl_texture_object *src );