mesa: refactor bind_texture

Splits texture lookup and binding actions.

The new _mesa_lookup_or_create_texture will be useful to implement the EXT_direct_state_access extension.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Pierre-Eric Pelloux-Prayer 2019-06-25 16:53:49 +02:00 committed by Marek Olšák
parent 6535964fdf
commit 274104ec38
2 changed files with 36 additions and 17 deletions

View file

@ -1703,17 +1703,10 @@ _mesa_bind_texture(struct gl_context *ctx, GLenum target,
bind_texture_object(ctx, ctx->Texture.CurrentUnit, tex_obj);
}
/**
* Implement glBindTexture(). Do error checking, look-up or create a new
* texture object, then bind it in the current texture unit.
*
* \param target texture target.
* \param texName texture name.
* \param texunit texture unit.
*/
static ALWAYS_INLINE void
bind_texture(struct gl_context *ctx, GLenum target, GLuint texName,
GLenum texunit, bool no_error, const char *caller)
struct gl_texture_object *
_mesa_lookup_or_create_texture(struct gl_context *ctx, GLenum target,
GLuint texName, bool no_error,
const char *caller)
{
struct gl_texture_object *newTexObj = NULL;
int targetIndex;
@ -1722,7 +1715,7 @@ bind_texture(struct gl_context *ctx, GLenum target, GLuint texName,
if (!no_error && targetIndex < 0) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(target = %s)", caller,
_mesa_enum_to_string(target));
return;
return NULL;
}
assert(targetIndex < NUM_TEXTURE_TARGETS);
@ -1744,24 +1737,23 @@ bind_texture(struct gl_context *ctx, GLenum target, GLuint texName,
*/
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(target mismatch)", caller);
return;
return NULL;
}
if (newTexObj->Target == 0) {
finish_texture_init(ctx, target, newTexObj, targetIndex);
}
}
else {
} else {
if (!no_error && ctx->API == API_OPENGL_CORE) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(non-gen name)", caller);
return;
return NULL;
}
/* if this is a new texture id, allocate a texture object now */
newTexObj = ctx->Driver.NewTextureObject(ctx, texName, target);
if (!newTexObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", caller);
return;
return NULL;
}
/* and insert it into hash table */
@ -1772,6 +1764,27 @@ bind_texture(struct gl_context *ctx, GLenum target, GLuint texName,
assert(newTexObj->Target == target);
assert(newTexObj->TargetIndex == targetIndex);
return newTexObj;
}
/**
* Implement glBindTexture(). Do error checking, look-up or create a new
* texture object, then bind it in the current texture unit.
*
* \param target texture target.
* \param texName texture name.
* \param texunit texture unit.
*/
static ALWAYS_INLINE void
bind_texture(struct gl_context *ctx, GLenum target, GLuint texName,
GLenum texunit, bool no_error, const char *caller)
{
struct gl_texture_object *newTexObj =
_mesa_lookup_or_create_texture(ctx, target, texName, no_error,
"glBindTexture");
if (!newTexObj)
return;
bind_texture_object(ctx, texunit, newTexObj);
}

View file

@ -176,6 +176,12 @@ _mesa_delete_nameless_texture(struct gl_context *ctx,
extern void
_mesa_bind_texture(struct gl_context *ctx, GLenum target,
struct gl_texture_object *tex_obj);
extern struct gl_texture_object *
_mesa_lookup_or_create_texture(struct gl_context *ctx, GLenum target,
GLuint texName, bool no_error,
const char *name);
/*@}*/
/**