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authorBrian Paul <brian.paul@tungstengraphics.com>2005-09-16 04:16:48 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2005-09-16 04:16:48 +0000
commitaa8abf8081023c00469b6c88760ed0291033eb6e (patch)
treef69848c418cd6b7c702bc5b1c2a21412c5e7a4dd /src/mesa/swrast/s_context.c
parent792a1bcbe4c4b4f5f96d6ac017fcb5376900ea75 (diff)
Rework the texture filtering functions a bit.
No need to pass the texture unit number as an argument.
Diffstat (limited to 'src/mesa/swrast/s_context.c')
-rw-r--r--src/mesa/swrast/s_context.c60
1 files changed, 20 insertions, 40 deletions
diff --git a/src/mesa/swrast/s_context.c b/src/mesa/swrast/s_context.c
index 2b39ffce0b..05b1d8901e 100644
--- a/src/mesa/swrast/s_context.c
+++ b/src/mesa/swrast/s_context.c
@@ -364,44 +364,6 @@ _swrast_validate_blend_func( GLcontext *ctx, GLuint n,
}
-/**
- * Called via the swrast->TextureSample[i] function pointer.
- * Basically, given a texture object, an array of texture coords
- * and an array of level-of-detail values, return an array of colors.
- * In this case, determine the correct texture sampling routine
- * (depending on filter mode, texture dimensions, etc) then call the
- * sampler routine.
- */
-static void
-_swrast_validate_texture_sample( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj,
- GLuint n, const GLfloat texcoords[][4],
- const GLfloat lambda[], GLchan rgba[][4] )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- _swrast_validate_derived( ctx );
-
- /* Compute min/mag filter threshold */
- if (tObj && tObj->MinFilter != tObj->MagFilter) {
- if (tObj->MagFilter == GL_LINEAR
- && (tObj->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
- tObj->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
- swrast->_MinMagThresh[texUnit] = 0.5F;
- }
- else {
- swrast->_MinMagThresh[texUnit] = 0.0F;
- }
- }
-
- swrast->TextureSample[texUnit] =
- _swrast_choose_texture_sample_func( ctx, tObj );
-
- swrast->TextureSample[texUnit]( ctx, texUnit, tObj, n, texcoords,
- lambda, rgba );
-}
-
-
static void
_swrast_sleep( GLcontext *ctx, GLbitfield new_state )
{
@@ -440,7 +402,22 @@ _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
- swrast->TextureSample[i] = _swrast_validate_texture_sample;
+ swrast->TextureSample[i] = NULL;
+}
+
+
+static void
+_swrast_update_texture_samplers(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint u;
+
+ for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
+ const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
+ if (tObj)
+ swrast->TextureSample[u] =
+ _swrast_choose_texture_sample_func(ctx, tObj);
+ }
}
@@ -468,6 +445,9 @@ _swrast_validate_derived( GLcontext *ctx )
if (swrast->NewState & _NEW_PROGRAM)
_swrast_update_fragment_program( ctx );
+ if (swrast->NewState & _NEW_TEXTURE)
+ _swrast_update_texture_samplers( ctx );
+
swrast->NewState = 0;
swrast->StateChanges = 0;
swrast->InvalidateState = _swrast_invalidate_state;
@@ -604,7 +584,7 @@ _swrast_CreateContext( GLcontext *ctx )
swrast->_IntegerAccumScaler = 0.0;
for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
- swrast->TextureSample[i] = _swrast_validate_texture_sample;
+ swrast->TextureSample[i] = NULL;
swrast->SpanArrays = MALLOC_STRUCT(span_arrays);
if (!swrast->SpanArrays) {