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Lines Matching defs:Texture

127    GLbitfield Texture[MAX_TEXTURE_UNITS];
157 * Special struct for saving/restoring texture state (GL_TEXTURE_BIT)
161 struct gl_texture_attrib Texture; /**< The usual context state */
163 /** to save per texture object state (wrap modes, filters, etc): */
167 * To save references to texture objects (so they don't get accidentally
173 * default texture objects are kept. We don't want that state to be
175 * texture objects.
320 attr->Texture[i] = ctx->Texture.Unit[i].Enabled;
321 attr->TexGen[i] = ctx->Texture.Unit[i].TexGenEnabled;
431 /* copy/save the bulk of texture state here */
432 memcpy(&texstate->Texture, &ctx->Texture, sizeof(ctx->Texture));
434 /* Save references to the currently bound texture objects so they don't
440 ctx->Texture.Unit[u].CurrentTex[tex]);
444 /* copy state/contents of the currently bound texture objects */
448 ctx->Texture.Unit[u].CurrentTex[tex]);
491 const GLuint curTexUnitSave = ctx->Texture.CurrentUnit;
630 /* texture unit enables */
632 const GLbitfield enabled = enable->Texture[i];
635 if (ctx->Texture.Unit[i].Enabled != enabled) {
657 if (ctx->Texture.Unit[i].TexGenEnabled != genEnabled) {
671 * Pop/restore texture attribute/group state.
681 const struct gl_texture_unit *unit = &texstate->Texture.Unit[u];
715 struct gl_texture_unit *destUnit = &ctx->Texture.Unit[u];
756 /* Restore texture object state for each target */
818 /* remove saved references to the texture objects */
824 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB + texstate->Texture.CurrentUnit);
1634 /* clear references to the saved texture objects */