[Mesa-dev] [PATCH 1/3] mesa: consolidate texture binding code
Tapani Pälli
tapani.palli at intel.com
Wed Sep 30 23:44:13 PDT 2015
Nice cleanup, some style nitpicks (for old code) to consider below.
all 3 patches are
Reviewed-by: Tapani Pälli <tapani.palli at intel.com>
On 10/01/2015 12:36 AM, Brian Paul wrote:
> Before, we were doing the actual _mesa_reference_texobj() call and
> ctx->Driver.BindTexture() and misc housekeeping in three different
> places. This consolidates the common code in a new bind_texture()
> function.
> ---
> src/mesa/main/texobj.c | 200 +++++++++++++++++++------------------------------
> 1 file changed, 79 insertions(+), 121 deletions(-)
>
> diff --git a/src/mesa/main/texobj.c b/src/mesa/main/texobj.c
> index 4ded949..0305977 100644
> --- a/src/mesa/main/texobj.c
> +++ b/src/mesa/main/texobj.c
> @@ -1622,25 +1622,79 @@ _mesa_tex_target_to_index(const struct gl_context *ctx, GLenum target)
>
>
> /**
> - * Bind a named texture to a texturing target.
> + * Do actual texture binding. All error checking should have been done prior
> + * to calling this function. Note that the texture target (1D, 2D, etc) is
> + * always specified by the texObj->TargetIndex.
> + *
> + * \param unit index of texture unit to update
> + * \param texObj the new texture object (cannot be NULL)
> + */
> +static void
> +bind_texture(struct gl_context *ctx,
> + unsigned unit,
> + struct gl_texture_object *texObj)
> +{
> + struct gl_texture_unit *texUnit;
> + int targetIndex;
> +
> + assert(unit < ARRAY_SIZE(ctx->Texture.Unit));
> + texUnit = &ctx->Texture.Unit[unit];
> +
> + assert(texObj);
> + assert(valid_texture_object(texObj));
> +
> + targetIndex = texObj->TargetIndex;
> + assert(targetIndex >= 0);
> + assert(targetIndex < NUM_TEXTURE_TARGETS);
> +
> + /* Check if this texture is only used by this context and is already bound.
> + * If so, just return.
> + */
> + {
> + GLboolean early_out;
bool
> + mtx_lock(&ctx->Shared->Mutex);
> + early_out = ((ctx->Shared->RefCount == 1)
> + && (texObj == texUnit->CurrentTex[targetIndex]));
> + mtx_unlock(&ctx->Shared->Mutex);
> + if (early_out) {
> + return;
> + }
> + }
> +
> + /* flush before changing binding */
> + FLUSH_VERTICES(ctx, _NEW_TEXTURE);
> +
> + /* If the refcount on the previously bound texture is decremented to
> + * zero, it'll be deleted here.
> + */
> + _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], texObj);
> +
> + ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
> + unit + 1);
> +
> + if (texObj->Name != 0)
> + texUnit->_BoundTextures |= (1 << targetIndex);
> + else
> + texUnit->_BoundTextures &= ~(1 << targetIndex);
> +
> + /* Pass BindTexture call to device driver */
> + if (ctx->Driver.BindTexture) {
> + ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj);
> + }
no need for { }
> +}
> +
> +
> +/**
> + * 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.
> - *
> - * \sa glBindTexture().
> - *
> - * Determines the old texture object bound and returns immediately if rebinding
> - * the same texture. Get the current texture which is either a default texture
> - * if name is null, a named texture from the hash, or a new texture if the
> - * given texture name is new. Increments its reference count, binds it, and
> - * calls dd_function_table::BindTexture. Decrements the old texture reference
> - * count and deletes it if it reaches zero.
> */
> void GLAPIENTRY
> _mesa_BindTexture( GLenum target, GLuint texName )
> {
> GET_CURRENT_CONTEXT(ctx);
> - struct gl_texture_unit *texUnit = _mesa_get_current_tex_unit(ctx);
> struct gl_texture_object *newTexObj = NULL;
> GLint targetIndex;
>
> @@ -1702,95 +1756,12 @@ _mesa_BindTexture( GLenum target, GLuint texName )
> newTexObj->TargetIndex = targetIndex;
> }
>
> - assert(valid_texture_object(newTexObj));
> -
> - /* Check if this texture is only used by this context and is already bound.
> - * If so, just return.
> - */
> - {
> - GLboolean early_out;
> - mtx_lock(&ctx->Shared->Mutex);
> - early_out = ((ctx->Shared->RefCount == 1)
> - && (newTexObj == texUnit->CurrentTex[targetIndex]));
> - mtx_unlock(&ctx->Shared->Mutex);
> - if (early_out) {
> - return;
> - }
> - }
> -
> - /* flush before changing binding */
> - FLUSH_VERTICES(ctx, _NEW_TEXTURE);
> -
> - /* Do the actual binding. The refcount on the previously bound
> - * texture object will be decremented. It'll be deleted if the
> - * count hits zero.
> - */
> - _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex], newTexObj);
> - ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
> - ctx->Texture.CurrentUnit + 1);
> - assert(texUnit->CurrentTex[targetIndex]);
> -
> - if (texName != 0)
> - texUnit->_BoundTextures |= (1 << targetIndex);
> - else
> - texUnit->_BoundTextures &= ~(1 << targetIndex);
> -
> - /* Pass BindTexture call to device driver */
> - if (ctx->Driver.BindTexture)
> - ctx->Driver.BindTexture(ctx, ctx->Texture.CurrentUnit, target, newTexObj);
> + bind_texture(ctx, ctx->Texture.CurrentUnit, newTexObj);
> }
>
> -/**
> - * Do the actual binding to a numbered texture unit.
> - * The refcount on the previously bound
> - * texture object will be decremented. It'll be deleted if the
> - * count hits zero.
> - */
> -static void
> -bind_texture_unit(struct gl_context *ctx,
> - GLuint unit,
> - struct gl_texture_object *texObj)
> -{
> - struct gl_texture_unit *texUnit;
> -
> - /* Get the texture unit (this is an array look-up) */
> - texUnit = _mesa_get_tex_unit_err(ctx, unit, "glBindTextureUnit");
> - if (!texUnit)
> - return;
> -
> - /* Check if this texture is only used by this context and is already bound.
> - * If so, just return.
> - */
> - {
> - bool early_out;
> - mtx_lock(&ctx->Shared->Mutex);
> - early_out = ((ctx->Shared->RefCount == 1)
> - && (texObj == texUnit->CurrentTex[texObj->TargetIndex]));
> - mtx_unlock(&ctx->Shared->Mutex);
> - if (early_out) {
> - return;
> - }
> - }
> -
> - /* flush before changing binding */
> - FLUSH_VERTICES(ctx, _NEW_TEXTURE);
> -
> - _mesa_reference_texobj(&texUnit->CurrentTex[texObj->TargetIndex],
> - texObj);
> - assert(texUnit->CurrentTex[texObj->TargetIndex]);
> - ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
> - unit + 1);
> - texUnit->_BoundTextures |= (1 << texObj->TargetIndex);
> -
> -
> - /* Pass BindTexture call to device driver */
> - if (ctx->Driver.BindTexture) {
> - ctx->Driver.BindTexture(ctx, unit, texObj->Target, texObj);
> - }
> -}
>
> /**
> - * Bind a named texture to the specified texture unit.
> + * OpenGL 4.5 / GL_ARB_direct_state_access glBindTextureUnit().
> *
> * \param unit texture unit.
> * \param texture texture name.
> @@ -1807,6 +1778,13 @@ _mesa_BindTextureUnit(GLuint unit, GLuint texture)
> {
> GET_CURRENT_CONTEXT(ctx);
> struct gl_texture_object *texObj;
> + struct gl_texture_unit *texUnit;
> +
> + /* Get the texture unit (this is an array look-up) */
> + texUnit = _mesa_get_tex_unit_err(ctx, unit, "glBindTextureUnit");
> + if (!texUnit) {
> + return;
> + }
>
> if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
> _mesa_debug(ctx, "glBindTextureUnit %s %d\n",
> @@ -1838,10 +1816,13 @@ _mesa_BindTextureUnit(GLuint unit, GLuint texture)
> }
> assert(valid_texture_object(texObj));
>
> - bind_texture_unit(ctx, unit, texObj);
> + bind_texture(ctx, unit, texObj);
> }
>
>
> +/**
> + * OpenGL 4.4 / GL_ARB_multi_bind glBindTextures().
> + */
> void GLAPIENTRY
> _mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
> {
> @@ -1862,12 +1843,6 @@ _mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
> return;
> }
>
> - /* Flush before changing bindings */
> - FLUSH_VERTICES(ctx, 0);
> -
> - ctx->Texture.NumCurrentTexUsed = MAX2(ctx->Texture.NumCurrentTexUsed,
> - first + count);
> -
> if (textures) {
> /* Note that the error semantics for multi-bind commands differ from
> * those of other GL commands.
> @@ -1902,24 +1877,7 @@ _mesa_BindTextures(GLuint first, GLsizei count, const GLuint *textures)
> texObj = _mesa_lookup_texture_locked(ctx, textures[i]);
>
> if (texObj && texObj->Target != 0) {
> - const gl_texture_index targetIndex = texObj->TargetIndex;
> -
> - if (texUnit->CurrentTex[targetIndex] != texObj) {
> - /* Do the actual binding. The refcount on the previously
> - * bound texture object will be decremented. It will be
> - * deleted if the count hits zero.
> - */
> - _mesa_reference_texobj(&texUnit->CurrentTex[targetIndex],
> - texObj);
> -
> - texUnit->_BoundTextures |= (1 << targetIndex);
> - ctx->NewState |= _NEW_TEXTURE;
> -
> - /* Pass the BindTexture call to the device driver */
> - if (ctx->Driver.BindTexture)
> - ctx->Driver.BindTexture(ctx, first + i,
> - texObj->Target, texObj);
> - }
> + bind_texture(ctx, first + i, texObj);
> } else {
> /* The ARB_multi_bind spec says:
> *
>
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