Small texture management fixes. Should get rid of assertions some people were getting in savageBindTexture.

This commit is contained in:
Felix Kuehling 2004-03-04 22:11:38 +00:00
parent 9b71f621d1
commit 2c8dacea5f

View file

@ -702,7 +702,6 @@ static void savageSetTexImages( savageContextPtr imesa,
log_pitch++;
t->dirty_images = 0;
t->bound = 0;
offset = 0;
for ( i = 0 ; i < SAVAGE_TEX_MAXLEVELS && tObj->Image[0][i] ; i++ ) {
@ -737,9 +736,6 @@ void savageDestroyTexObj(savageContextPtr imesa, savageTextureObjectPtr t)
if (t->globj)
t->globj->DriverData = 0;
if (t->bound)
imesa->CurrentTexObj[t->bound - 1] = 0;
remove_from_list(t);
free(t);
}
@ -1057,7 +1053,7 @@ static void savageUpdateTex0State_s4( GLcontext *ctx )
savageTexSetUnit( t, 0 );
imesa->CurrentTexObj[0] = t;
t->bound = 1;
t->bound |= 1;
if (t->dirty_images) {
savageSetTexImages(imesa, tObj);
@ -1349,7 +1345,7 @@ static void savageUpdateTex1State_s4( GLcontext *ctx )
imesa->CurrentTexObj[1] = t;
t->bound = 2;
t->bound |= 2;
if (t->dirty_images) {
savageSetTexImages(imesa, tObj);
@ -1561,7 +1557,7 @@ static void savageUpdateTexState_s3d( GLcontext *ctx )
savageTexSetUnit( t, 0 );
imesa->CurrentTexObj[0] = t;
t->bound = 1;
t->bound |= 1;
if (t->dirty_images) {
savageSetTexImages(imesa, tObj);
@ -1668,8 +1664,8 @@ static void savageUpdateTexState_s3d( GLcontext *ctx )
static void savageUpdateTextureState_s4( GLcontext *ctx )
{
savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
if (imesa->CurrentTexObj[0]) imesa->CurrentTexObj[0]->bound = 0;
if (imesa->CurrentTexObj[1]) imesa->CurrentTexObj[1]->bound = 0;
if (imesa->CurrentTexObj[0]) imesa->CurrentTexObj[0]->bound &= ~1;
if (imesa->CurrentTexObj[1]) imesa->CurrentTexObj[1]->bound &= ~2;
imesa->CurrentTexObj[0] = 0;
imesa->CurrentTexObj[1] = 0;
FALLBACK (ctx, SAVAGE_FALLBACK_TEXTURE, GL_FALSE);
@ -1682,7 +1678,7 @@ static void savageUpdateTextureState_s4( GLcontext *ctx )
static void savageUpdateTextureState_s3d( GLcontext *ctx )
{
savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
if (imesa->CurrentTexObj[0]) imesa->CurrentTexObj[0]->bound = 0;
if (imesa->CurrentTexObj[0]) imesa->CurrentTexObj[0]->bound &= ~1;
imesa->CurrentTexObj[0] = 0;
if (ctx->Texture.Unit[1]._ReallyEnabled) {
FALLBACK (ctx, SAVAGE_FALLBACK_TEXTURE, GL_TRUE);
@ -1838,12 +1834,6 @@ static void savageBindTexture( GLcontext *ctx, GLenum target,
{
savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
if (imesa->CurrentTexObj[ctx->Texture.CurrentUnit]) {
imesa->CurrentTexObj[ctx->Texture.CurrentUnit]->bound = 0;
imesa->CurrentTexObj[ctx->Texture.CurrentUnit] = 0;
}
assert( (target != GL_TEXTURE_2D) || (tObj->DriverData != NULL) );
imesa->new_state |= SAVAGE_NEW_TEXTURE;