예제 #1
0
void GL_APIENTRY
_mesa_TexParameterx(GLenum target, GLenum pname, GLfixed param)
{
   if (pname == GL_TEXTURE_MAX_ANISOTROPY_EXT) {
      _mesa_TexParameterf(target, pname, (GLfloat) (param / 65536.0f));
   } else {
      _mesa_TexParameterf(target, pname, (GLfloat) param);
   }
}
예제 #2
0
파일: attrib.c 프로젝트: DavidGriffith/finx
static void
pop_texture_group(GLcontext *ctx, const struct gl_texture_attrib *texAttrib)
{
   GLuint u;

   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
      const struct gl_texture_unit *unit = &texAttrib->Unit[u];
      GLuint i;

      _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + u);
      _mesa_set_enable(ctx, GL_TEXTURE_1D,
              (GLboolean) (unit->Enabled & TEXTURE0_1D ? GL_TRUE : GL_FALSE));
      _mesa_set_enable(ctx, GL_TEXTURE_2D,
              (GLboolean) (unit->Enabled & TEXTURE0_2D ? GL_TRUE : GL_FALSE));
      _mesa_set_enable(ctx, GL_TEXTURE_3D,
              (GLboolean) (unit->Enabled & TEXTURE0_3D ? GL_TRUE : GL_FALSE));
      if (ctx->Extensions.ARB_texture_cube_map) {
         _mesa_set_enable(ctx, GL_TEXTURE_CUBE_MAP_ARB,
             (GLboolean) (unit->Enabled & TEXTURE0_CUBE ? GL_TRUE : GL_FALSE));
      }
      if (ctx->Extensions.NV_texture_rectangle) {
         _mesa_set_enable(ctx, GL_TEXTURE_RECTANGLE_NV,
             (GLboolean) (unit->Enabled & TEXTURE0_RECT ? GL_TRUE : GL_FALSE));
      }
      _mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->EnvMode);
      _mesa_TexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, unit->EnvColor);
      _mesa_TexGeni(GL_S, GL_TEXTURE_GEN_MODE, unit->GenModeS);
      _mesa_TexGeni(GL_T, GL_TEXTURE_GEN_MODE, unit->GenModeT);
      _mesa_TexGeni(GL_R, GL_TEXTURE_GEN_MODE, unit->GenModeR);
      _mesa_TexGeni(GL_Q, GL_TEXTURE_GEN_MODE, unit->GenModeQ);
      _mesa_TexGenfv(GL_S, GL_OBJECT_PLANE, unit->ObjectPlaneS);
      _mesa_TexGenfv(GL_T, GL_OBJECT_PLANE, unit->ObjectPlaneT);
      _mesa_TexGenfv(GL_R, GL_OBJECT_PLANE, unit->ObjectPlaneR);
      _mesa_TexGenfv(GL_Q, GL_OBJECT_PLANE, unit->ObjectPlaneQ);
      _mesa_TexGenfv(GL_S, GL_EYE_PLANE, unit->EyePlaneS);
      _mesa_TexGenfv(GL_T, GL_EYE_PLANE, unit->EyePlaneT);
      _mesa_TexGenfv(GL_R, GL_EYE_PLANE, unit->EyePlaneR);
      _mesa_TexGenfv(GL_Q, GL_EYE_PLANE, unit->EyePlaneQ);
      if (ctx->Extensions.EXT_texture_lod_bias) {
         _mesa_TexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
                       GL_TEXTURE_LOD_BIAS_EXT, unit->LodBias);
      }
      if (ctx->Extensions.EXT_texture_env_combine ||
          ctx->Extensions.ARB_texture_env_combine) {
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT,
                       unit->CombineModeRGB);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT,
                       unit->CombineModeA);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT,
                       unit->CombineSourceRGB[0]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT,
                       unit->CombineSourceRGB[1]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT,
                       unit->CombineSourceRGB[2]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT,
                       unit->CombineSourceA[0]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT,
                       unit->CombineSourceA[1]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT,
                       unit->CombineSourceA[2]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT,
                       unit->CombineOperandRGB[0]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT,
                       unit->CombineOperandRGB[1]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT,
                       unit->CombineOperandRGB[2]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT,
                       unit->CombineOperandA[0]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT,
                       unit->CombineOperandA[1]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT,
                       unit->CombineOperandA[2]);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT,
                       1 << unit->CombineScaleShiftRGB);
         _mesa_TexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE,
                       1 << unit->CombineScaleShiftA);
      }

      /* Restore texture object state */
      for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
         GLenum target = 0;
         const struct gl_texture_object *obj = NULL;
         GLfloat bordColor[4];

         switch (i) {
         case 0:
            target = GL_TEXTURE_1D;
            obj = &unit->Saved1D;
            break;
         case 1:
            target = GL_TEXTURE_2D;
            obj = &unit->Saved2D;
            break;
         case 2:
            target = GL_TEXTURE_3D;
            obj = &unit->Saved3D;
            break;
         case 3:
            if (!ctx->Extensions.ARB_texture_cube_map)
               continue;
            target = GL_TEXTURE_CUBE_MAP_ARB;
            obj = &unit->SavedCubeMap;
            break;
         case 4:
            if (!ctx->Extensions.NV_texture_rectangle)
               continue;
            target = GL_TEXTURE_RECTANGLE_NV;
            obj = &unit->SavedRect;
            break;
         default:
            ; /* silence warnings */
         }

         _mesa_BindTexture(target, obj->Name);

         bordColor[0] = CHAN_TO_FLOAT(obj->BorderColor[0]);
         bordColor[1] = CHAN_TO_FLOAT(obj->BorderColor[1]);
         bordColor[2] = CHAN_TO_FLOAT(obj->BorderColor[2]);
         bordColor[3] = CHAN_TO_FLOAT(obj->BorderColor[3]);

         _mesa_TexParameterf(target, GL_TEXTURE_PRIORITY, obj->Priority);
         _mesa_TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, bordColor);
         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_S, obj->WrapS);
         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_T, obj->WrapT);
         _mesa_TexParameteri(target, GL_TEXTURE_WRAP_R, obj->WrapR);
         _mesa_TexParameteri(target, GL_TEXTURE_MIN_FILTER, obj->MinFilter);
         _mesa_TexParameteri(target, GL_TEXTURE_MAG_FILTER, obj->MagFilter);
         _mesa_TexParameterf(target, GL_TEXTURE_MIN_LOD, obj->MinLod);
         _mesa_TexParameterf(target, GL_TEXTURE_MAX_LOD, obj->MaxLod);
         _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, obj->BaseLevel);
         _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, obj->MaxLevel);
         if (ctx->Extensions.EXT_texture_filter_anisotropic) {
            _mesa_TexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT,
                                obj->MaxAnisotropy);
         }
         if (ctx->Extensions.SGIX_shadow) {
            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_SGIX,
                                obj->CompareFlag);
            _mesa_TexParameteri(target, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
                                obj->CompareOperator);
         }
         if (ctx->Extensions.SGIX_shadow_ambient) {
            _mesa_TexParameterf(target, GL_SHADOW_AMBIENT_SGIX,
                                CHAN_TO_FLOAT(obj->ShadowAmbient));
         }

      }
   }
   _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
                          + texAttrib->CurrentUnit);

   /* "un-bump" the texture object reference counts.  We did that so they
    * wouldn't inadvertantly get deleted while they were still referenced
    * inside the attribute state stack.
    */
   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
      ctx->Texture.Unit[u].Current1D->RefCount--;
      ctx->Texture.Unit[u].Current2D->RefCount--;
      ctx->Texture.Unit[u].Current3D->RefCount--;
      ctx->Texture.Unit[u].CurrentCubeMap->RefCount--;
      ctx->Texture.Unit[u].CurrentRect->RefCount--;
   }
}