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.
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@@ -1250,13 +1250,9 @@ struct gl_texture_object
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GLfloat Priority; /**< in [0,1] */
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GLfloat BorderColor[4]; /**< unclamped */
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GLchan _BorderChan[4]; /**< clamped, as GLchan */
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/** \name Wrap modes
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* Are GL_CLAMP, REPEAT, GL_CLAMP_TO_EDGE, and GL_CLAMP_TO_BORDER_ARB. */
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/*@{*/
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GLenum WrapS;
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GLenum WrapT;
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GLenum WrapR;
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/*@}*/
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GLenum WrapS; /**< S-axis texture image wrap mode */
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GLenum WrapT; /**< T-axis texture image wrap mode */
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GLenum WrapR; /**< R-axis texture image wrap mode */
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GLenum MinFilter; /**< minification filter */
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GLenum MagFilter; /**< magnification filter */
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GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
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@@ -1267,7 +1263,7 @@ struct gl_texture_object
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GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
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GLboolean CompareFlag; /**< GL_SGIX_shadow */
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GLenum CompareOperator; /**< GL_SGIX_shadow */
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GLfloat ShadowAmbient;
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GLfloat ShadowAmbient; /**< GL_ARB_shadow_ambient */
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GLenum CompareMode; /**< GL_ARB_shadow */
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GLenum CompareFunc; /**< GL_ARB_shadow */
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GLenum DepthMode; /**< GL_ARB_depth_texture */
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@@ -1275,21 +1271,23 @@ struct gl_texture_object
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GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - b in spec) */
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GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
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GLboolean _IsPowerOfTwo; /**< Are all image dimensions powers of two? */
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GLboolean Complete; /**< Is texture object complete? */
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/** Actual texture images, indexed by [cube face] and [mipmap level] */
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struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
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/** GL_EXT_paletted_texture */
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struct gl_color_table Palette;
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GLboolean Complete; /**< Is texture object complete? */
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struct gl_texture_object *Next; /**< Next in linked list */
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/**
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* \name For device driver
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* \name For device driver.
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* Note: instead of attaching driver data to this pointer, it's preferable
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* to instead use this struct as a base class for your own texture object
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* class. Driver->NewTextureObject() can be used to implement the
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* allocation.
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*/
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/*@{*/
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void *DriverData; /**< Arbitrary device driver data */
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/*@}*/
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};
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@@ -1935,7 +1933,6 @@ struct gl_shared_state
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GLint RefCount; /**< Reference count */
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struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
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struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
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struct gl_texture_object *TexObjectList;/**< Linked list of texture objects */
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/**
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* \name Default texture objects (shared by all multi-texture units)
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@@ -157,63 +157,11 @@ _mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
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}
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/**
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* Add the given texture object to the texture object pool.
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*/
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void
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_mesa_save_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
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{
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/* insert into linked list */
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_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
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texObj->Next = ctx->Shared->TexObjectList;
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ctx->Shared->TexObjectList = texObj;
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_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
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if (texObj->Name > 0) {
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/* insert into hash table */
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_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
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}
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}
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/**
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* Remove the given texture object from the texture object pool.
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* Do not deallocate the texture object though.
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*/
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void
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_mesa_remove_texture_object( GLcontext *ctx, struct gl_texture_object *texObj )
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{
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struct gl_texture_object *tprev, *tcurr;
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_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
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/* unlink from the linked list */
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tprev = NULL;
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tcurr = ctx->Shared->TexObjectList;
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while (tcurr) {
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if (tcurr == texObj) {
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if (tprev) {
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tprev->Next = texObj->Next;
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}
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else {
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ctx->Shared->TexObjectList = texObj->Next;
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}
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break;
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}
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tprev = tcurr;
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tcurr = tcurr->Next;
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}
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_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
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if (texObj->Name > 0) {
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/* remove from hash table */
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_mesa_HashRemove(ctx->Shared->TexObjects, texObj->Name);
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}
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}
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/**
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* Copy texture object state from one texture object to another.
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* Use for glPush/PopAttrib.
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*
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* \param dest destination texture object.
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* \param src source texture object.
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@@ -620,7 +568,12 @@ _mesa_GenTextures( GLsizei n, GLuint *textures )
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenTextures");
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return;
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}
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_mesa_save_texture_object(ctx, texObj);
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/* insert into hash table */
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_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
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_mesa_HashInsert(ctx->Shared->TexObjects, texObj->Name, texObj);
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_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
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textures[i] = name;
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}
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@@ -702,8 +655,13 @@ _mesa_DeleteTextures( GLsizei n, const GLuint *textures)
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}
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ctx->NewState |= _NEW_TEXTURE;
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/* The texture _name_ is now free for re-use. */
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_mesa_remove_texture_object(ctx, delObj);
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/* The texture _name_ is now free for re-use.
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* Remove it from the hash table now.
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*/
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_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
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_mesa_HashRemove(ctx->Shared->TexObjects, delObj->Name);
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_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
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/* The actual texture object will not be freed until it's no
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* longer bound in any context.
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* XXX all RefCount accesses should be protected by a mutex.
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@@ -848,7 +806,11 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindTexture");
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return;
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}
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_mesa_save_texture_object(ctx, newTexObj);
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/* and insert it into hash table */
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_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
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_mesa_HashInsert(ctx->Shared->TexObjects, texName, newTexObj);
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_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
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}
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newTexObj->Target = target;
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}
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@@ -50,12 +50,6 @@ _mesa_initialize_texture_object( struct gl_texture_object *obj,
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extern void
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_mesa_delete_texture_object( GLcontext *ctx, struct gl_texture_object *obj );
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extern void
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_mesa_save_texture_object( GLcontext *ctx, struct gl_texture_object *obj );
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extern void
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_mesa_remove_texture_object( GLcontext *ctx, struct gl_texture_object *obj );
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extern void
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_mesa_copy_texture_object( struct gl_texture_object *dest,
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const struct gl_texture_object *src );
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