mesa/st: enable carry/borrow lowering pass
[mesa.git] / src / mesa / main / texstate.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file texstate.c
27 *
28 * Texture state handling.
29 */
30
31 #include "glheader.h"
32 #include "bufferobj.h"
33 #include "colormac.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "enums.h"
37 #include "macros.h"
38 #include "shaderimage.h"
39 #include "texobj.h"
40 #include "teximage.h"
41 #include "texstate.h"
42 #include "mtypes.h"
43 #include "bitset.h"
44
45
46 /**
47 * Default texture combine environment state. This is used to initialize
48 * a context's texture units and as the basis for converting "classic"
49 * texture environmnets to ARB_texture_env_combine style values.
50 */
51 static const struct gl_tex_env_combine_state default_combine_state = {
52 GL_MODULATE, GL_MODULATE,
53 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
54 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
55 { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
56 { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
57 0, 0,
58 2, 2
59 };
60
61
62
63 /**
64 * Used by glXCopyContext to copy texture state from one context to another.
65 */
66 void
67 _mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
68 {
69 GLuint u, tex;
70
71 ASSERT(src);
72 ASSERT(dst);
73
74 dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
75 dst->Texture._GenFlags = src->Texture._GenFlags;
76 dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
77 dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
78
79 /* per-unit state */
80 for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
81 dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
82 dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
83 COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
84 dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
85 dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
86 dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
87 dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
88 dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
89 dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
90
91 /* GL_EXT_texture_env_combine */
92 dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
93
94 /* GL_ATI_envmap_bumpmap - need this? */
95 dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
96 COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
97
98 /*
99 * XXX strictly speaking, we should compare texture names/ids and
100 * bind textures in the dest context according to id. For now, only
101 * copy bindings if the contexts share the same pool of textures to
102 * avoid refcounting bugs.
103 */
104 if (dst->Shared == src->Shared) {
105 /* copy texture object bindings, not contents of texture objects */
106 _mesa_lock_context_textures(dst);
107
108 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
109 _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
110 src->Texture.Unit[u].CurrentTex[tex]);
111 if (src->Texture.Unit[u].CurrentTex[tex]) {
112 dst->Texture.NumCurrentTexUsed =
113 MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
114 }
115 }
116 dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures;
117 _mesa_unlock_context_textures(dst);
118 }
119 }
120 }
121
122
123 /*
124 * For debugging
125 */
126 void
127 _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
128 {
129 const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
130 printf("Texture Unit %d\n", unit);
131 printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
132 printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
133 printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
134 printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
135 printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
136 printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
137 printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
138 printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
139 printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
140 printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
141 printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
142 printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
143 printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
144 printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
145 printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
146 printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
147 printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
148 printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
149 }
150
151
152
153 /**********************************************************************/
154 /* Texture Environment */
155 /**********************************************************************/
156
157 /**
158 * Convert "classic" texture environment to ARB_texture_env_combine style
159 * environments.
160 *
161 * \param state texture_env_combine state vector to be filled-in.
162 * \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
163 * \c GL_BLEND, \c GL_DECAL, etc.).
164 * \param texBaseFormat Base format of the texture associated with the
165 * texture unit.
166 */
167 static void
168 calculate_derived_texenv( struct gl_tex_env_combine_state *state,
169 GLenum mode, GLenum texBaseFormat )
170 {
171 GLenum mode_rgb;
172 GLenum mode_a;
173
174 *state = default_combine_state;
175
176 switch (texBaseFormat) {
177 case GL_ALPHA:
178 state->SourceRGB[0] = GL_PREVIOUS;
179 break;
180
181 case GL_LUMINANCE_ALPHA:
182 case GL_INTENSITY:
183 case GL_RGBA:
184 break;
185
186 case GL_LUMINANCE:
187 case GL_RED:
188 case GL_RG:
189 case GL_RGB:
190 case GL_YCBCR_MESA:
191 case GL_DUDV_ATI:
192 state->SourceA[0] = GL_PREVIOUS;
193 break;
194
195 default:
196 _mesa_problem(NULL,
197 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
198 texBaseFormat);
199 return;
200 }
201
202 if (mode == GL_REPLACE_EXT)
203 mode = GL_REPLACE;
204
205 switch (mode) {
206 case GL_REPLACE:
207 case GL_MODULATE:
208 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
209 mode_a = mode;
210 break;
211
212 case GL_DECAL:
213 mode_rgb = GL_INTERPOLATE;
214 mode_a = GL_REPLACE;
215
216 state->SourceA[0] = GL_PREVIOUS;
217
218 /* Having alpha / luminance / intensity textures replace using the
219 * incoming fragment color matches the definition in NV_texture_shader.
220 * The 1.5 spec simply marks these as "undefined".
221 */
222 switch (texBaseFormat) {
223 case GL_ALPHA:
224 case GL_LUMINANCE:
225 case GL_LUMINANCE_ALPHA:
226 case GL_INTENSITY:
227 state->SourceRGB[0] = GL_PREVIOUS;
228 break;
229 case GL_RED:
230 case GL_RG:
231 case GL_RGB:
232 case GL_YCBCR_MESA:
233 case GL_DUDV_ATI:
234 mode_rgb = GL_REPLACE;
235 break;
236 case GL_RGBA:
237 state->SourceRGB[2] = GL_TEXTURE;
238 break;
239 }
240 break;
241
242 case GL_BLEND:
243 mode_rgb = GL_INTERPOLATE;
244 mode_a = GL_MODULATE;
245
246 switch (texBaseFormat) {
247 case GL_ALPHA:
248 mode_rgb = GL_REPLACE;
249 break;
250 case GL_INTENSITY:
251 mode_a = GL_INTERPOLATE;
252 state->SourceA[0] = GL_CONSTANT;
253 state->OperandA[2] = GL_SRC_ALPHA;
254 /* FALLTHROUGH */
255 case GL_LUMINANCE:
256 case GL_RED:
257 case GL_RG:
258 case GL_RGB:
259 case GL_LUMINANCE_ALPHA:
260 case GL_RGBA:
261 case GL_YCBCR_MESA:
262 case GL_DUDV_ATI:
263 state->SourceRGB[2] = GL_TEXTURE;
264 state->SourceA[2] = GL_TEXTURE;
265 state->SourceRGB[0] = GL_CONSTANT;
266 state->OperandRGB[2] = GL_SRC_COLOR;
267 break;
268 }
269 break;
270
271 case GL_ADD:
272 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
273 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
274 break;
275
276 default:
277 _mesa_problem(NULL,
278 "Invalid texture env mode 0x%x in calculate_derived_texenv",
279 mode);
280 return;
281 }
282
283 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
284 ? mode_rgb : GL_REPLACE;
285 state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
286 ? mode_a : GL_REPLACE;
287 }
288
289
290
291
292 /* GL_ARB_multitexture */
293 void GLAPIENTRY
294 _mesa_ActiveTexture(GLenum texture)
295 {
296 const GLuint texUnit = texture - GL_TEXTURE0;
297 GLuint k;
298 GET_CURRENT_CONTEXT(ctx);
299
300 /* See OpenGL spec for glActiveTexture: */
301 k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
302 ctx->Const.MaxTextureCoordUnits);
303
304 ASSERT(k <= Elements(ctx->Texture.Unit));
305
306 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
307 _mesa_debug(ctx, "glActiveTexture %s\n",
308 _mesa_lookup_enum_by_nr(texture));
309
310 if (texUnit >= k) {
311 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
312 _mesa_lookup_enum_by_nr(texture));
313 return;
314 }
315
316 if (ctx->Texture.CurrentUnit == texUnit)
317 return;
318
319 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
320
321 ctx->Texture.CurrentUnit = texUnit;
322 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
323 /* update current stack pointer */
324 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
325 }
326 }
327
328
329 /* GL_ARB_multitexture */
330 void GLAPIENTRY
331 _mesa_ClientActiveTexture(GLenum texture)
332 {
333 GET_CURRENT_CONTEXT(ctx);
334 GLuint texUnit = texture - GL_TEXTURE0;
335
336 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
337 _mesa_debug(ctx, "glClientActiveTexture %s\n",
338 _mesa_lookup_enum_by_nr(texture));
339
340 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
341 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
342 return;
343 }
344
345 if (ctx->Array.ActiveTexture == texUnit)
346 return;
347
348 FLUSH_VERTICES(ctx, _NEW_ARRAY);
349 ctx->Array.ActiveTexture = texUnit;
350 }
351
352
353
354 /**********************************************************************/
355 /***** State management *****/
356 /**********************************************************************/
357
358
359 /**
360 * \note This routine refers to derived texture attribute values to
361 * compute the ENABLE_TEXMAT flags, but is only called on
362 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
363 * flags are updated by _mesa_update_textures(), below.
364 *
365 * \param ctx GL context.
366 */
367 static void
368 update_texture_matrices( struct gl_context *ctx )
369 {
370 GLuint u;
371
372 ctx->Texture._TexMatEnabled = 0x0;
373
374 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
375 ASSERT(u < Elements(ctx->TextureMatrixStack));
376 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
377 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
378
379 if (ctx->Texture.Unit[u]._Current &&
380 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
381 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
382 }
383 }
384 }
385
386
387 /**
388 * Examine texture unit's combine/env state to update derived state.
389 */
390 static void
391 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
392 {
393 struct gl_tex_env_combine_state *combine;
394
395 /* No combiners will apply to this. */
396 if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
397 return;
398
399 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
400 * state, or the combiner state which is derived from traditional texenv
401 * mode.
402 */
403 if (texUnit->EnvMode == GL_COMBINE ||
404 texUnit->EnvMode == GL_COMBINE4_NV) {
405 texUnit->_CurrentCombine = & texUnit->Combine;
406 }
407 else {
408 const struct gl_texture_object *texObj = texUnit->_Current;
409 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
410
411 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
412 format = texObj->DepthMode;
413 }
414 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
415 texUnit->_CurrentCombine = & texUnit->_EnvMode;
416 }
417
418 combine = texUnit->_CurrentCombine;
419
420 /* Determine number of source RGB terms in the combiner function */
421 switch (combine->ModeRGB) {
422 case GL_REPLACE:
423 combine->_NumArgsRGB = 1;
424 break;
425 case GL_ADD:
426 case GL_ADD_SIGNED:
427 if (texUnit->EnvMode == GL_COMBINE4_NV)
428 combine->_NumArgsRGB = 4;
429 else
430 combine->_NumArgsRGB = 2;
431 break;
432 case GL_MODULATE:
433 case GL_SUBTRACT:
434 case GL_DOT3_RGB:
435 case GL_DOT3_RGBA:
436 case GL_DOT3_RGB_EXT:
437 case GL_DOT3_RGBA_EXT:
438 combine->_NumArgsRGB = 2;
439 break;
440 case GL_INTERPOLATE:
441 case GL_MODULATE_ADD_ATI:
442 case GL_MODULATE_SIGNED_ADD_ATI:
443 case GL_MODULATE_SUBTRACT_ATI:
444 combine->_NumArgsRGB = 3;
445 break;
446 case GL_BUMP_ENVMAP_ATI:
447 /* no real arguments for this case */
448 combine->_NumArgsRGB = 0;
449 break;
450 default:
451 combine->_NumArgsRGB = 0;
452 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
453 return;
454 }
455
456 /* Determine number of source Alpha terms in the combiner function */
457 switch (combine->ModeA) {
458 case GL_REPLACE:
459 combine->_NumArgsA = 1;
460 break;
461 case GL_ADD:
462 case GL_ADD_SIGNED:
463 if (texUnit->EnvMode == GL_COMBINE4_NV)
464 combine->_NumArgsA = 4;
465 else
466 combine->_NumArgsA = 2;
467 break;
468 case GL_MODULATE:
469 case GL_SUBTRACT:
470 combine->_NumArgsA = 2;
471 break;
472 case GL_INTERPOLATE:
473 case GL_MODULATE_ADD_ATI:
474 case GL_MODULATE_SIGNED_ADD_ATI:
475 case GL_MODULATE_SUBTRACT_ATI:
476 combine->_NumArgsA = 3;
477 break;
478 default:
479 combine->_NumArgsA = 0;
480 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
481 break;
482 }
483 }
484
485 static void
486 update_texgen(struct gl_context *ctx)
487 {
488 GLuint unit;
489
490 /* Setup texgen for those texture coordinate sets that are in use */
491 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
492 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
493
494 texUnit->_GenFlags = 0x0;
495
496 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
497 continue;
498
499 if (texUnit->TexGenEnabled) {
500 if (texUnit->TexGenEnabled & S_BIT) {
501 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
502 }
503 if (texUnit->TexGenEnabled & T_BIT) {
504 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
505 }
506 if (texUnit->TexGenEnabled & R_BIT) {
507 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
508 }
509 if (texUnit->TexGenEnabled & Q_BIT) {
510 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
511 }
512
513 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
514 ctx->Texture._GenFlags |= texUnit->_GenFlags;
515 }
516
517 ASSERT(unit < Elements(ctx->TextureMatrixStack));
518 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
519 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
520 }
521 }
522
523 static struct gl_texture_object *
524 update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
525 int s)
526 {
527 gl_texture_index target_index;
528 struct gl_texture_unit *texUnit;
529 struct gl_texture_object *texObj;
530 struct gl_sampler_object *sampler;
531 int unit;
532
533 if (!(prog->SamplersUsed & (1 << s)))
534 return NULL;
535
536 unit = prog->SamplerUnits[s];
537 texUnit = &ctx->Texture.Unit[unit];
538
539 /* Note: If more than one bit was set in TexturesUsed[unit], then we should
540 * have had the draw call rejected already. From the GL 4.4 specification,
541 * section 7.10 ("Samplers"):
542 *
543 * "It is not allowed to have variables of different sampler types
544 * pointing to the same texture image unit within a program
545 * object. This situation can only be detected at the next rendering
546 * command issued which triggers shader invocations, and an
547 * INVALID_OPERATION error will then be generated."
548 */
549 target_index = ffs(prog->TexturesUsed[unit]) - 1;
550 texObj = texUnit->CurrentTex[target_index];
551
552 sampler = texUnit->Sampler ?
553 texUnit->Sampler : &texObj->Sampler;
554
555 if (likely(texObj)) {
556 if (_mesa_is_texture_complete(texObj, sampler))
557 return texObj;
558
559 _mesa_test_texobj_completeness(ctx, texObj);
560 if (_mesa_is_texture_complete(texObj, sampler))
561 return texObj;
562 }
563
564 /* If we've reached this point, we didn't find a complete texture of the
565 * shader's target. From the GL 4.4 core specification, section 11.1.3.5
566 * ("Texture Access"):
567 *
568 * "If a sampler is used in a shader and the sampler’s associated
569 * texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
570 * will be returned for a non-shadow sampler and 0 for a shadow
571 * sampler."
572 *
573 * Mesa implements this by creating a hidden texture object with a pixel of
574 * that value.
575 */
576 texObj = _mesa_get_fallback_texture(ctx, target_index);
577 assert(texObj);
578
579 return texObj;
580 }
581
582 static void
583 update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
584 BITSET_WORD *enabled_texture_units)
585 {
586 int i;
587
588 for (i = 0; i < MESA_SHADER_STAGES; i++) {
589 int s;
590
591 if (!prog[i])
592 continue;
593
594 /* We can't only do the shifting trick as the loop condition because if
595 * sampler 31 is active, the next iteration tries to shift by 32, which is
596 * undefined.
597 */
598 for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) {
599 struct gl_texture_object *texObj;
600
601 texObj = update_single_program_texture(ctx, prog[i], s);
602 if (texObj) {
603 int unit = prog[i]->SamplerUnits[s];
604 _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
605 BITSET_SET(enabled_texture_units, unit);
606 ctx->Texture._MaxEnabledTexImageUnit =
607 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
608 }
609 }
610 }
611
612 if (prog[MESA_SHADER_FRAGMENT]) {
613 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
614 ctx->Texture._EnabledCoordUnits |=
615 (prog[MESA_SHADER_FRAGMENT]->InputsRead >> VARYING_SLOT_TEX0) &
616 coordMask;
617 }
618 }
619
620 static void
621 update_ff_texture_state(struct gl_context *ctx,
622 BITSET_WORD *enabled_texture_units)
623 {
624 int unit;
625
626 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
627 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
628 GLuint texIndex;
629
630 if (texUnit->Enabled == 0x0)
631 continue;
632
633 /* If a shader already dictated what texture target was used for this
634 * unit, just go along with it.
635 */
636 if (BITSET_TEST(enabled_texture_units, unit))
637 continue;
638
639 /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
640 *
641 * "Texturing is enabled or disabled using the generic Enable and
642 * Disable commands, respectively, with the symbolic constants
643 * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
644 * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
645 * three-dimensional, or cube map texture, respectively. If more
646 * than one of these textures is enabled, the first one enabled
647 * from the following list is used:
648 *
649 * • cube map texture
650 * • three-dimensional texture
651 * • rectangular texture
652 * • two-dimensional texture
653 * • one-dimensional texture"
654 *
655 * Note that the TEXTURE_x_INDEX values are in high to low priority.
656 * Also:
657 *
658 * "If a texture unit is disabled or has an invalid or incomplete
659 * texture (as defined in section 8.17) bound to it, then blending
660 * is disabled for that texture unit. If the texture environment
661 * for a given enabled texture unit references a disabled texture
662 * unit, or an invalid or incomplete texture that is bound to
663 * another unit, then the results of texture blending are
664 * undefined."
665 */
666 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
667 if (texUnit->Enabled & (1 << texIndex)) {
668 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
669 struct gl_sampler_object *sampler = texUnit->Sampler ?
670 texUnit->Sampler : &texObj->Sampler;
671
672 if (!_mesa_is_texture_complete(texObj, sampler)) {
673 _mesa_test_texobj_completeness(ctx, texObj);
674 }
675 if (_mesa_is_texture_complete(texObj, sampler)) {
676 _mesa_reference_texobj(&texUnit->_Current, texObj);
677 break;
678 }
679 }
680 }
681
682 if (texIndex == NUM_TEXTURE_TARGETS)
683 continue;
684
685 /* if we get here, we know this texture unit is enabled */
686 BITSET_SET(enabled_texture_units, unit);
687 ctx->Texture._MaxEnabledTexImageUnit =
688 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
689
690 ctx->Texture._EnabledCoordUnits |= 1 << unit;
691
692 update_tex_combine(ctx, texUnit);
693 }
694 }
695
696 /**
697 * \note This routine refers to derived texture matrix values to
698 * compute the ENABLE_TEXMAT flags, but is only called on
699 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
700 * flags are updated by _mesa_update_texture_matrices, above.
701 *
702 * \param ctx GL context.
703 */
704 static void
705 update_texture_state( struct gl_context *ctx )
706 {
707 struct gl_program *prog[MESA_SHADER_STAGES];
708 int i;
709 int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
710 BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
711
712 for (i = 0; i < MESA_SHADER_STAGES; i++) {
713 if (ctx->_Shader->CurrentProgram[i] &&
714 ctx->_Shader->CurrentProgram[i]->LinkStatus) {
715 prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program;
716 } else {
717 if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled)
718 prog[i] = &ctx->FragmentProgram.Current->Base;
719 else
720 prog[i] = NULL;
721 }
722 }
723
724 /* TODO: only set this if there are actual changes */
725 ctx->NewState |= _NEW_TEXTURE;
726
727 ctx->Texture._GenFlags = 0x0;
728 ctx->Texture._TexMatEnabled = 0x0;
729 ctx->Texture._TexGenEnabled = 0x0;
730 ctx->Texture._MaxEnabledTexImageUnit = -1;
731 ctx->Texture._EnabledCoordUnits = 0x0;
732
733 memset(&enabled_texture_units, 0, sizeof(enabled_texture_units));
734
735 /* First, walk over our programs pulling in all the textures for them.
736 * Programs dictate specific texture targets to be enabled, and for a draw
737 * call to be valid they can't conflict about which texture targets are
738 * used.
739 */
740 update_program_texture_state(ctx, prog, enabled_texture_units);
741
742 /* Also pull in any textures necessary for fixed function fragment shading.
743 */
744 if (!prog[MESA_SHADER_FRAGMENT])
745 update_ff_texture_state(ctx, enabled_texture_units);
746
747 /* Now, clear out the _Current of any disabled texture units. */
748 for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) {
749 if (!BITSET_TEST(enabled_texture_units, i))
750 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
751 }
752 for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) {
753 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
754 }
755
756 if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
757 update_texgen(ctx);
758
759 _mesa_validate_image_units(ctx);
760 }
761
762
763 /**
764 * Update texture-related derived state.
765 */
766 void
767 _mesa_update_texture( struct gl_context *ctx, GLuint new_state )
768 {
769 if (new_state & _NEW_TEXTURE_MATRIX)
770 update_texture_matrices( ctx );
771
772 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
773 update_texture_state( ctx );
774 }
775
776
777 /**********************************************************************/
778 /***** Initialization *****/
779 /**********************************************************************/
780
781 /**
782 * Allocate the proxy textures for the given context.
783 *
784 * \param ctx the context to allocate proxies for.
785 *
786 * \return GL_TRUE on success, or GL_FALSE on failure
787 *
788 * If run out of memory part way through the allocations, clean up and return
789 * GL_FALSE.
790 */
791 static GLboolean
792 alloc_proxy_textures( struct gl_context *ctx )
793 {
794 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
795 * values!
796 */
797 static const GLenum targets[] = {
798 GL_TEXTURE_2D_MULTISAMPLE,
799 GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
800 GL_TEXTURE_CUBE_MAP_ARRAY,
801 GL_TEXTURE_BUFFER,
802 GL_TEXTURE_2D_ARRAY_EXT,
803 GL_TEXTURE_1D_ARRAY_EXT,
804 GL_TEXTURE_EXTERNAL_OES,
805 GL_TEXTURE_CUBE_MAP_ARB,
806 GL_TEXTURE_3D,
807 GL_TEXTURE_RECTANGLE_NV,
808 GL_TEXTURE_2D,
809 GL_TEXTURE_1D,
810 };
811 GLint tgt;
812
813 STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
814 assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D);
815 assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP);
816
817 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
818 if (!(ctx->Texture.ProxyTex[tgt]
819 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
820 /* out of memory, free what we did allocate */
821 while (--tgt >= 0) {
822 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
823 }
824 return GL_FALSE;
825 }
826 }
827
828 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
829 return GL_TRUE;
830 }
831
832
833 /**
834 * Initialize a texture unit.
835 *
836 * \param ctx GL context.
837 * \param unit texture unit number to be initialized.
838 */
839 static void
840 init_texture_unit( struct gl_context *ctx, GLuint unit )
841 {
842 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
843 GLuint tex;
844
845 texUnit->EnvMode = GL_MODULATE;
846 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
847
848 texUnit->Combine = default_combine_state;
849 texUnit->_EnvMode = default_combine_state;
850 texUnit->_CurrentCombine = & texUnit->_EnvMode;
851 texUnit->BumpTarget = GL_TEXTURE0;
852
853 texUnit->TexGenEnabled = 0x0;
854 texUnit->GenS.Mode = GL_EYE_LINEAR;
855 texUnit->GenT.Mode = GL_EYE_LINEAR;
856 texUnit->GenR.Mode = GL_EYE_LINEAR;
857 texUnit->GenQ.Mode = GL_EYE_LINEAR;
858 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
859 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
860 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
861 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
862
863 /* Yes, these plane coefficients are correct! */
864 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
865 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
866 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
867 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
868 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
869 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
870 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
871 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
872
873 /* no mention of this in spec, but maybe id matrix expected? */
874 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
875
876 /* initialize current texture object ptrs to the shared default objects */
877 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
878 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
879 ctx->Shared->DefaultTex[tex]);
880 }
881
882 texUnit->_BoundTextures = 0;
883 }
884
885
886 /**
887 * Initialize texture state for the given context.
888 */
889 GLboolean
890 _mesa_init_texture(struct gl_context *ctx)
891 {
892 GLuint u;
893
894 /* Texture group */
895 ctx->Texture.CurrentUnit = 0; /* multitexture */
896
897 /* Appendix F.2 of the OpenGL ES 3.0 spec says:
898 *
899 * "OpenGL ES 3.0 requires that all cube map filtering be
900 * seamless. OpenGL ES 2.0 specified that a single cube map face be
901 * selected and used for filtering."
902 */
903 ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx);
904
905 for (u = 0; u < Elements(ctx->Texture.Unit); u++)
906 init_texture_unit(ctx, u);
907
908 /* After we're done initializing the context's texture state the default
909 * texture objects' refcounts should be at least
910 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
911 */
912 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
913 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
914
915 /* Allocate proxy textures */
916 if (!alloc_proxy_textures( ctx ))
917 return GL_FALSE;
918
919 /* GL_ARB_texture_buffer_object */
920 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
921 ctx->Shared->NullBufferObj);
922
923 ctx->Texture.NumCurrentTexUsed = 0;
924
925 return GL_TRUE;
926 }
927
928
929 /**
930 * Free dynamically-allocted texture data attached to the given context.
931 */
932 void
933 _mesa_free_texture_data(struct gl_context *ctx)
934 {
935 GLuint u, tgt;
936
937 /* unreference current textures */
938 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
939 /* The _Current texture could account for another reference */
940 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
941
942 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
943 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
944 }
945 }
946
947 /* Free proxy texture objects */
948 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
949 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
950
951 /* GL_ARB_texture_buffer_object */
952 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
953
954 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
955 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
956 }
957 }
958
959
960 /**
961 * Update the default texture objects in the given context to reference those
962 * specified in the shared state and release those referencing the old
963 * shared state.
964 */
965 void
966 _mesa_update_default_objects_texture(struct gl_context *ctx)
967 {
968 GLuint u, tex;
969
970 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
971 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
972 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
973 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
974 ctx->Shared->DefaultTex[tex]);
975 }
976 }
977 }