more work on GL_ARB_texture_cube_map
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@@ -47,7 +47,7 @@
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* table.
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* Input: shared - the shared GL state structure to contain the texture object
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* name - integer name for the texture object
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* dimensions - either 1, 2 or 3
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* dimensions - either 1, 2, 3 or 6 (cube map)
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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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@@ -56,7 +56,7 @@ gl_alloc_texture_object( struct gl_shared_state *shared, GLuint name,
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{
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struct gl_texture_object *obj;
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ASSERT(dimensions <= 3);
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ASSERT(dimensions <= 3 || dimensions == 6);
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obj = CALLOC_STRUCT(gl_texture_object);
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@@ -173,7 +173,7 @@ void gl_test_texture_object_completeness( const GLcontext *ctx, struct gl_textur
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if (t->Dimensions==1) {
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t->P = t->Image[0]->WidthLog2;
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}
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else if (t->Dimensions==2) {
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else if (t->Dimensions == 2 || t->Dimensions == 6) {
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t->P = MAX2(t->Image[0]->WidthLog2, t->Image[0]->HeightLog2);
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}
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else if (t->Dimensions==3) {
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@@ -428,25 +428,37 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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switch (target) {
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case GL_TEXTURE_1D:
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dim = 1;
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oldTexObj = texUnit->CurrentD[1];
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break;
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case GL_TEXTURE_2D:
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dim = 2;
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oldTexObj = texUnit->CurrentD[2];
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break;
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case GL_TEXTURE_3D:
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dim = 3;
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oldTexObj = texUnit->CurrentD[3];
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break;
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case GL_TEXTURE_CUBE_MAP_ARB:
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if (ctx->Extensions.HaveTextureCubeMap) {
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dim = 6;
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oldTexObj = texUnit->CurrentCubeMap;
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break;
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}
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/* fallthrough */
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default:
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gl_error( ctx, GL_INVALID_ENUM, "glBindTexture(target)" );
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return;
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}
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oldTexObj = texUnit->CurrentD[dim];
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if (oldTexObj->Name == texName)
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return;
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if (texName == 0)
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newTexObj = ctx->Shared->DefaultD[dim];
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if (texName == 0) {
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if (target == GL_TEXTURE_CUBE_MAP_ARB)
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newTexObj = ctx->Shared->DefaultCubeMap;
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else
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newTexObj = ctx->Shared->DefaultD[dim];
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}
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else {
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struct _mesa_HashTable *hash = ctx->Shared->TexObjects;
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newTexObj = (struct gl_texture_object *) _mesa_HashLookup(hash, texName);
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@@ -466,7 +478,22 @@ _mesa_BindTexture( GLenum target, GLuint texName )
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newTexObj->RefCount++;
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texUnit->CurrentD[dim] = newTexObj;
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switch (target) {
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case GL_TEXTURE_1D:
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texUnit->CurrentD[1] = newTexObj;
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break;
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case GL_TEXTURE_2D:
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texUnit->CurrentD[2] = newTexObj;
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break;
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case GL_TEXTURE_3D:
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texUnit->CurrentD[3] = newTexObj;
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break;
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case GL_TEXTURE_CUBE_MAP_ARB:
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texUnit->CurrentCubeMap = newTexObj;
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break;
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default:
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gl_problem(ctx, "bad target in BindTexture");
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}
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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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