mesa/glspirv: Add struct gl_spirv_module
[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 <stdio.h>
32 #include "glheader.h"
33 #include "bufferobj.h"
34 #include "context.h"
35 #include "enums.h"
36 #include "macros.h"
37 #include "texobj.h"
38 #include "teximage.h"
39 #include "texstate.h"
40 #include "mtypes.h"
41 #include "state.h"
42 #include "util/bitscan.h"
43 #include "util/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 /*
95 * XXX strictly speaking, we should compare texture names/ids and
96 * bind textures in the dest context according to id. For now, only
97 * copy bindings if the contexts share the same pool of textures to
98 * avoid refcounting bugs.
99 */
100 if (dst->Shared == src->Shared) {
101 /* copy texture object bindings, not contents of texture objects */
102 _mesa_lock_context_textures(dst);
103
104 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
105 _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
106 src->Texture.Unit[u].CurrentTex[tex]);
107 if (src->Texture.Unit[u].CurrentTex[tex]) {
108 dst->Texture.NumCurrentTexUsed =
109 MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
110 }
111 }
112 dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures;
113 _mesa_unlock_context_textures(dst);
114 }
115 }
116 }
117
118
119 /*
120 * For debugging
121 */
122 void
123 _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
124 {
125 const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
126 printf("Texture Unit %d\n", unit);
127 printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_enum_to_string(texUnit->EnvMode));
128 printf(" GL_COMBINE_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeRGB));
129 printf(" GL_COMBINE_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeA));
130 printf(" GL_SOURCE0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[0]));
131 printf(" GL_SOURCE1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[1]));
132 printf(" GL_SOURCE2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[2]));
133 printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[0]));
134 printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[1]));
135 printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[2]));
136 printf(" GL_OPERAND0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[0]));
137 printf(" GL_OPERAND1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[1]));
138 printf(" GL_OPERAND2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[2]));
139 printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[0]));
140 printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[1]));
141 printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[2]));
142 printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
143 printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
144 printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
145 }
146
147
148
149 /**********************************************************************/
150 /* Texture Environment */
151 /**********************************************************************/
152
153 /**
154 * Convert "classic" texture environment to ARB_texture_env_combine style
155 * environments.
156 *
157 * \param state texture_env_combine state vector to be filled-in.
158 * \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
159 * \c GL_BLEND, \c GL_DECAL, etc.).
160 * \param texBaseFormat Base format of the texture associated with the
161 * texture unit.
162 */
163 static void
164 calculate_derived_texenv( struct gl_tex_env_combine_state *state,
165 GLenum mode, GLenum texBaseFormat )
166 {
167 GLenum mode_rgb;
168 GLenum mode_a;
169
170 *state = default_combine_state;
171
172 switch (texBaseFormat) {
173 case GL_ALPHA:
174 state->SourceRGB[0] = GL_PREVIOUS;
175 break;
176
177 case GL_LUMINANCE_ALPHA:
178 case GL_INTENSITY:
179 case GL_RGBA:
180 break;
181
182 case GL_LUMINANCE:
183 case GL_RED:
184 case GL_RG:
185 case GL_RGB:
186 case GL_YCBCR_MESA:
187 state->SourceA[0] = GL_PREVIOUS;
188 break;
189
190 default:
191 _mesa_problem(NULL,
192 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
193 texBaseFormat);
194 return;
195 }
196
197 if (mode == GL_REPLACE_EXT)
198 mode = GL_REPLACE;
199
200 switch (mode) {
201 case GL_REPLACE:
202 case GL_MODULATE:
203 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
204 mode_a = mode;
205 break;
206
207 case GL_DECAL:
208 mode_rgb = GL_INTERPOLATE;
209 mode_a = GL_REPLACE;
210
211 state->SourceA[0] = GL_PREVIOUS;
212
213 /* Having alpha / luminance / intensity textures replace using the
214 * incoming fragment color matches the definition in NV_texture_shader.
215 * The 1.5 spec simply marks these as "undefined".
216 */
217 switch (texBaseFormat) {
218 case GL_ALPHA:
219 case GL_LUMINANCE:
220 case GL_LUMINANCE_ALPHA:
221 case GL_INTENSITY:
222 state->SourceRGB[0] = GL_PREVIOUS;
223 break;
224 case GL_RED:
225 case GL_RG:
226 case GL_RGB:
227 case GL_YCBCR_MESA:
228 mode_rgb = GL_REPLACE;
229 break;
230 case GL_RGBA:
231 state->SourceRGB[2] = GL_TEXTURE;
232 break;
233 }
234 break;
235
236 case GL_BLEND:
237 mode_rgb = GL_INTERPOLATE;
238 mode_a = GL_MODULATE;
239
240 switch (texBaseFormat) {
241 case GL_ALPHA:
242 mode_rgb = GL_REPLACE;
243 break;
244 case GL_INTENSITY:
245 mode_a = GL_INTERPOLATE;
246 state->SourceA[0] = GL_CONSTANT;
247 state->OperandA[2] = GL_SRC_ALPHA;
248 /* FALLTHROUGH */
249 case GL_LUMINANCE:
250 case GL_RED:
251 case GL_RG:
252 case GL_RGB:
253 case GL_LUMINANCE_ALPHA:
254 case GL_RGBA:
255 case GL_YCBCR_MESA:
256 state->SourceRGB[2] = GL_TEXTURE;
257 state->SourceA[2] = GL_TEXTURE;
258 state->SourceRGB[0] = GL_CONSTANT;
259 state->OperandRGB[2] = GL_SRC_COLOR;
260 break;
261 }
262 break;
263
264 case GL_ADD:
265 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
266 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
267 break;
268
269 default:
270 _mesa_problem(NULL,
271 "Invalid texture env mode 0x%x in calculate_derived_texenv",
272 mode);
273 return;
274 }
275
276 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
277 ? mode_rgb : GL_REPLACE;
278 state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
279 ? mode_a : GL_REPLACE;
280 }
281
282
283 /* GL_ARB_multitexture */
284 static ALWAYS_INLINE void
285 active_texture(GLenum texture, bool no_error)
286 {
287 const GLuint texUnit = texture - GL_TEXTURE0;
288
289 GET_CURRENT_CONTEXT(ctx);
290
291 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
292 _mesa_debug(ctx, "glActiveTexture %s\n",
293 _mesa_enum_to_string(texture));
294
295 if (ctx->Texture.CurrentUnit == texUnit)
296 return;
297
298 if (!no_error) {
299 GLuint k = _mesa_max_tex_unit(ctx);
300
301 assert(k <= ARRAY_SIZE(ctx->Texture.Unit));
302
303 if (texUnit >= k) {
304 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
305 _mesa_enum_to_string(texture));
306 return;
307 }
308 }
309
310 ctx->Texture.CurrentUnit = texUnit;
311 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
312 /* update current stack pointer */
313 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
314 }
315 }
316
317
318 void GLAPIENTRY
319 _mesa_ActiveTexture_no_error(GLenum texture)
320 {
321 active_texture(texture, true);
322 }
323
324
325 void GLAPIENTRY
326 _mesa_ActiveTexture(GLenum texture)
327 {
328 active_texture(texture, false);
329 }
330
331
332 /* GL_ARB_multitexture */
333 void GLAPIENTRY
334 _mesa_ClientActiveTexture(GLenum texture)
335 {
336 GET_CURRENT_CONTEXT(ctx);
337 GLuint texUnit = texture - GL_TEXTURE0;
338
339 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
340 _mesa_debug(ctx, "glClientActiveTexture %s\n",
341 _mesa_enum_to_string(texture));
342
343 if (ctx->Array.ActiveTexture == texUnit)
344 return;
345
346 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
347 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture=%s)",
348 _mesa_enum_to_string(texture));
349 return;
350 }
351
352 /* Don't flush vertices. This is a "latched" state. */
353 ctx->Array.ActiveTexture = texUnit;
354 }
355
356
357
358 /**********************************************************************/
359 /***** State management *****/
360 /**********************************************************************/
361
362
363 /**
364 * \note This routine refers to derived texture attribute values to
365 * compute the ENABLE_TEXMAT flags, but is only called on
366 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE_OBJECT/STATE,
367 * the ENABLE_TEXMAT flags are updated by _mesa_update_textures(), below.
368 *
369 * \param ctx GL context.
370 */
371 void
372 _mesa_update_texture_matrices(struct gl_context *ctx)
373 {
374 GLuint u;
375
376 ctx->Texture._TexMatEnabled = 0x0;
377
378 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
379 assert(u < ARRAY_SIZE(ctx->TextureMatrixStack));
380 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
381 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
382
383 if (ctx->Texture.Unit[u]._Current &&
384 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
385 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
386 }
387 }
388 }
389
390
391 /**
392 * Translate GL combiner state into a MODE_x value
393 */
394 static uint32_t
395 tex_combine_translate_mode(GLenum envMode, GLenum mode)
396 {
397 switch (mode) {
398 case GL_REPLACE: return TEXENV_MODE_REPLACE;
399 case GL_MODULATE: return TEXENV_MODE_MODULATE;
400 case GL_ADD:
401 if (envMode == GL_COMBINE4_NV)
402 return TEXENV_MODE_ADD_PRODUCTS_NV;
403 else
404 return TEXENV_MODE_ADD;
405 case GL_ADD_SIGNED:
406 if (envMode == GL_COMBINE4_NV)
407 return TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV;
408 else
409 return TEXENV_MODE_ADD_SIGNED;
410 case GL_INTERPOLATE: return TEXENV_MODE_INTERPOLATE;
411 case GL_SUBTRACT: return TEXENV_MODE_SUBTRACT;
412 case GL_DOT3_RGB: return TEXENV_MODE_DOT3_RGB;
413 case GL_DOT3_RGB_EXT: return TEXENV_MODE_DOT3_RGB_EXT;
414 case GL_DOT3_RGBA: return TEXENV_MODE_DOT3_RGBA;
415 case GL_DOT3_RGBA_EXT: return TEXENV_MODE_DOT3_RGBA_EXT;
416 case GL_MODULATE_ADD_ATI: return TEXENV_MODE_MODULATE_ADD_ATI;
417 case GL_MODULATE_SIGNED_ADD_ATI: return TEXENV_MODE_MODULATE_SIGNED_ADD_ATI;
418 case GL_MODULATE_SUBTRACT_ATI: return TEXENV_MODE_MODULATE_SUBTRACT_ATI;
419 default:
420 unreachable("Invalid TexEnv Combine mode");
421 }
422 }
423
424
425 static uint8_t
426 tex_combine_translate_source(GLenum src)
427 {
428 switch (src) {
429 case GL_TEXTURE0:
430 case GL_TEXTURE1:
431 case GL_TEXTURE2:
432 case GL_TEXTURE3:
433 case GL_TEXTURE4:
434 case GL_TEXTURE5:
435 case GL_TEXTURE6:
436 case GL_TEXTURE7: return TEXENV_SRC_TEXTURE0 + (src - GL_TEXTURE0);
437 case GL_TEXTURE: return TEXENV_SRC_TEXTURE;
438 case GL_PREVIOUS: return TEXENV_SRC_PREVIOUS;
439 case GL_PRIMARY_COLOR: return TEXENV_SRC_PRIMARY_COLOR;
440 case GL_CONSTANT: return TEXENV_SRC_CONSTANT;
441 case GL_ZERO: return TEXENV_SRC_ZERO;
442 case GL_ONE: return TEXENV_SRC_ONE;
443 default:
444 unreachable("Invalid TexEnv Combine argument source");
445 }
446 }
447
448
449 static uint8_t
450 tex_combine_translate_operand(GLenum operand)
451 {
452 switch (operand) {
453 case GL_SRC_COLOR: return TEXENV_OPR_COLOR;
454 case GL_ONE_MINUS_SRC_COLOR: return TEXENV_OPR_ONE_MINUS_COLOR;
455 case GL_SRC_ALPHA: return TEXENV_OPR_ALPHA;
456 case GL_ONE_MINUS_SRC_ALPHA: return TEXENV_OPR_ONE_MINUS_ALPHA;
457 default:
458 unreachable("Invalid TexEnv Combine argument source");
459 }
460 }
461
462
463 static void
464 pack_tex_combine(struct gl_texture_unit *texUnit)
465 {
466 struct gl_tex_env_combine_state *state = texUnit->_CurrentCombine;
467 struct gl_tex_env_combine_packed *packed = &texUnit->_CurrentCombinePacked;
468
469 memset(packed, 0, sizeof *packed);
470
471 packed->ModeRGB = tex_combine_translate_mode(texUnit->EnvMode, state->ModeRGB);
472 packed->ModeA = tex_combine_translate_mode(texUnit->EnvMode, state->ModeA);
473 packed->ScaleShiftRGB = state->ScaleShiftRGB;
474 packed->ScaleShiftA = state->ScaleShiftA;
475 packed->NumArgsRGB = state->_NumArgsRGB;
476 packed->NumArgsA = state->_NumArgsA;
477
478 for (int i = 0; i < state->_NumArgsRGB; ++i)
479 {
480 packed->ArgsRGB[i].Source = tex_combine_translate_source(state->SourceRGB[i]);
481 packed->ArgsRGB[i].Operand = tex_combine_translate_operand(state->OperandRGB[i]);
482 }
483
484 for (int i = 0; i < state->_NumArgsA; ++i)
485 {
486 packed->ArgsA[i].Source = tex_combine_translate_source(state->SourceA[i]);
487 packed->ArgsA[i].Operand = tex_combine_translate_operand(state->OperandA[i]);
488 }
489 }
490
491
492 /**
493 * Examine texture unit's combine/env state to update derived state.
494 */
495 static void
496 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
497 {
498 struct gl_tex_env_combine_state *combine;
499
500 /* No combiners will apply to this. */
501 if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
502 return;
503
504 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
505 * state, or the combiner state which is derived from traditional texenv
506 * mode.
507 */
508 if (texUnit->EnvMode == GL_COMBINE ||
509 texUnit->EnvMode == GL_COMBINE4_NV) {
510 texUnit->_CurrentCombine = & texUnit->Combine;
511 }
512 else {
513 const struct gl_texture_object *texObj = texUnit->_Current;
514 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
515
516 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
517 format = texObj->DepthMode;
518 }
519 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
520 texUnit->_CurrentCombine = & texUnit->_EnvMode;
521 }
522
523 combine = texUnit->_CurrentCombine;
524
525 /* Determine number of source RGB terms in the combiner function */
526 switch (combine->ModeRGB) {
527 case GL_REPLACE:
528 combine->_NumArgsRGB = 1;
529 break;
530 case GL_ADD:
531 case GL_ADD_SIGNED:
532 if (texUnit->EnvMode == GL_COMBINE4_NV)
533 combine->_NumArgsRGB = 4;
534 else
535 combine->_NumArgsRGB = 2;
536 break;
537 case GL_MODULATE:
538 case GL_SUBTRACT:
539 case GL_DOT3_RGB:
540 case GL_DOT3_RGBA:
541 case GL_DOT3_RGB_EXT:
542 case GL_DOT3_RGBA_EXT:
543 combine->_NumArgsRGB = 2;
544 break;
545 case GL_INTERPOLATE:
546 case GL_MODULATE_ADD_ATI:
547 case GL_MODULATE_SIGNED_ADD_ATI:
548 case GL_MODULATE_SUBTRACT_ATI:
549 combine->_NumArgsRGB = 3;
550 break;
551 default:
552 combine->_NumArgsRGB = 0;
553 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
554 return;
555 }
556
557 /* Determine number of source Alpha terms in the combiner function */
558 switch (combine->ModeA) {
559 case GL_REPLACE:
560 combine->_NumArgsA = 1;
561 break;
562 case GL_ADD:
563 case GL_ADD_SIGNED:
564 if (texUnit->EnvMode == GL_COMBINE4_NV)
565 combine->_NumArgsA = 4;
566 else
567 combine->_NumArgsA = 2;
568 break;
569 case GL_MODULATE:
570 case GL_SUBTRACT:
571 combine->_NumArgsA = 2;
572 break;
573 case GL_INTERPOLATE:
574 case GL_MODULATE_ADD_ATI:
575 case GL_MODULATE_SIGNED_ADD_ATI:
576 case GL_MODULATE_SUBTRACT_ATI:
577 combine->_NumArgsA = 3;
578 break;
579 default:
580 combine->_NumArgsA = 0;
581 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
582 break;
583 }
584
585 pack_tex_combine(texUnit);
586 }
587
588 static void
589 update_texgen(struct gl_context *ctx)
590 {
591 GLuint unit;
592
593 /* Setup texgen for those texture coordinate sets that are in use */
594 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
595 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
596
597 texUnit->_GenFlags = 0x0;
598
599 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
600 continue;
601
602 if (texUnit->TexGenEnabled) {
603 if (texUnit->TexGenEnabled & S_BIT) {
604 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
605 }
606 if (texUnit->TexGenEnabled & T_BIT) {
607 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
608 }
609 if (texUnit->TexGenEnabled & R_BIT) {
610 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
611 }
612 if (texUnit->TexGenEnabled & Q_BIT) {
613 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
614 }
615
616 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
617 ctx->Texture._GenFlags |= texUnit->_GenFlags;
618 }
619
620 assert(unit < ARRAY_SIZE(ctx->TextureMatrixStack));
621 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
622 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
623 }
624 }
625
626 static struct gl_texture_object *
627 update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
628 int unit)
629 {
630 gl_texture_index target_index;
631 struct gl_texture_unit *texUnit;
632 struct gl_texture_object *texObj;
633 struct gl_sampler_object *sampler;
634
635 texUnit = &ctx->Texture.Unit[unit];
636
637 /* Note: If more than one bit was set in TexturesUsed[unit], then we should
638 * have had the draw call rejected already. From the GL 4.4 specification,
639 * section 7.10 ("Samplers"):
640 *
641 * "It is not allowed to have variables of different sampler types
642 * pointing to the same texture image unit within a program
643 * object. This situation can only be detected at the next rendering
644 * command issued which triggers shader invocations, and an
645 * INVALID_OPERATION error will then be generated."
646 */
647 target_index = ffs(prog->TexturesUsed[unit]) - 1;
648 texObj = texUnit->CurrentTex[target_index];
649
650 sampler = texUnit->Sampler ?
651 texUnit->Sampler : &texObj->Sampler;
652
653 if (likely(texObj)) {
654 if (_mesa_is_texture_complete(texObj, sampler))
655 return texObj;
656
657 _mesa_test_texobj_completeness(ctx, texObj);
658 if (_mesa_is_texture_complete(texObj, sampler))
659 return texObj;
660 }
661
662 /* If we've reached this point, we didn't find a complete texture of the
663 * shader's target. From the GL 4.4 core specification, section 11.1.3.5
664 * ("Texture Access"):
665 *
666 * "If a sampler is used in a shader and the sampler’s associated
667 * texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
668 * will be returned for a non-shadow sampler and 0 for a shadow
669 * sampler."
670 *
671 * Mesa implements this by creating a hidden texture object with a pixel of
672 * that value.
673 */
674 texObj = _mesa_get_fallback_texture(ctx, target_index);
675 assert(texObj);
676
677 return texObj;
678 }
679
680 static inline void
681 update_single_program_texture_state(struct gl_context *ctx,
682 struct gl_program *prog,
683 int unit,
684 BITSET_WORD *enabled_texture_units)
685 {
686 struct gl_texture_object *texObj;
687
688 texObj = update_single_program_texture(ctx, prog, unit);
689
690 _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
691 BITSET_SET(enabled_texture_units, unit);
692 ctx->Texture._MaxEnabledTexImageUnit =
693 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
694 }
695
696 static void
697 update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
698 BITSET_WORD *enabled_texture_units)
699 {
700 int i;
701
702 for (i = 0; i < MESA_SHADER_STAGES; i++) {
703 GLbitfield mask;
704 GLuint s;
705
706 if (!prog[i])
707 continue;
708
709 mask = prog[i]->SamplersUsed;
710
711 while (mask) {
712 s = u_bit_scan(&mask);
713
714 update_single_program_texture_state(ctx, prog[i],
715 prog[i]->SamplerUnits[s],
716 enabled_texture_units);
717 }
718
719 if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) {
720 /* Loop over bindless samplers bound to texture units.
721 */
722 for (s = 0; s < prog[i]->sh.NumBindlessSamplers; s++) {
723 struct gl_bindless_sampler *sampler =
724 &prog[i]->sh.BindlessSamplers[s];
725
726 if (!sampler->bound)
727 continue;
728
729 update_single_program_texture_state(ctx, prog[i], sampler->unit,
730 enabled_texture_units);
731 }
732 }
733 }
734
735 if (prog[MESA_SHADER_FRAGMENT]) {
736 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
737 ctx->Texture._EnabledCoordUnits |=
738 (prog[MESA_SHADER_FRAGMENT]->info.inputs_read >> VARYING_SLOT_TEX0) &
739 coordMask;
740 }
741 }
742
743 static void
744 update_ff_texture_state(struct gl_context *ctx,
745 BITSET_WORD *enabled_texture_units)
746 {
747 int unit;
748
749 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
750 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
751 GLbitfield mask;
752 bool complete;
753
754 if (texUnit->Enabled == 0x0)
755 continue;
756
757 /* If a shader already dictated what texture target was used for this
758 * unit, just go along with it.
759 */
760 if (BITSET_TEST(enabled_texture_units, unit))
761 continue;
762
763 /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
764 *
765 * "Texturing is enabled or disabled using the generic Enable and
766 * Disable commands, respectively, with the symbolic constants
767 * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
768 * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
769 * three-dimensional, or cube map texture, respectively. If more
770 * than one of these textures is enabled, the first one enabled
771 * from the following list is used:
772 *
773 * • cube map texture
774 * • three-dimensional texture
775 * • rectangular texture
776 * • two-dimensional texture
777 * • one-dimensional texture"
778 *
779 * Note that the TEXTURE_x_INDEX values are in high to low priority.
780 * Also:
781 *
782 * "If a texture unit is disabled or has an invalid or incomplete
783 * texture (as defined in section 8.17) bound to it, then blending
784 * is disabled for that texture unit. If the texture environment
785 * for a given enabled texture unit references a disabled texture
786 * unit, or an invalid or incomplete texture that is bound to
787 * another unit, then the results of texture blending are
788 * undefined."
789 */
790 complete = false;
791 mask = texUnit->Enabled;
792 while (mask) {
793 const int texIndex = u_bit_scan(&mask);
794 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
795 struct gl_sampler_object *sampler = texUnit->Sampler ?
796 texUnit->Sampler : &texObj->Sampler;
797
798 if (!_mesa_is_texture_complete(texObj, sampler)) {
799 _mesa_test_texobj_completeness(ctx, texObj);
800 }
801 if (_mesa_is_texture_complete(texObj, sampler)) {
802 _mesa_reference_texobj(&texUnit->_Current, texObj);
803 complete = true;
804 break;
805 }
806 }
807
808 if (!complete)
809 continue;
810
811 /* if we get here, we know this texture unit is enabled */
812 BITSET_SET(enabled_texture_units, unit);
813 ctx->Texture._MaxEnabledTexImageUnit =
814 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
815
816 ctx->Texture._EnabledCoordUnits |= 1 << unit;
817
818 update_tex_combine(ctx, texUnit);
819 }
820 }
821
822 /**
823 * \note This routine refers to derived texture matrix values to
824 * compute the ENABLE_TEXMAT flags, but is only called on
825 * _NEW_TEXTURE_OBJECT/STATE. On changes to _NEW_TEXTURE_MATRIX,
826 * the ENABLE_TEXMAT flags are updated by _mesa_update_texture_matrices,
827 * above.
828 *
829 * \param ctx GL context.
830 */
831 void
832 _mesa_update_texture_state(struct gl_context *ctx)
833 {
834 struct gl_program *prog[MESA_SHADER_STAGES];
835 int i;
836 int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
837 BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
838
839 memcpy(prog, ctx->_Shader->CurrentProgram, sizeof(prog));
840
841 if (prog[MESA_SHADER_FRAGMENT] == NULL &&
842 _mesa_arb_fragment_program_enabled(ctx)) {
843 prog[MESA_SHADER_FRAGMENT] = ctx->FragmentProgram.Current;
844 }
845
846 /* TODO: only set this if there are actual changes */
847 ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE;
848
849 ctx->Texture._GenFlags = 0x0;
850 ctx->Texture._TexMatEnabled = 0x0;
851 ctx->Texture._TexGenEnabled = 0x0;
852 ctx->Texture._MaxEnabledTexImageUnit = -1;
853 ctx->Texture._EnabledCoordUnits = 0x0;
854
855 memset(&enabled_texture_units, 0, sizeof(enabled_texture_units));
856
857 /* First, walk over our programs pulling in all the textures for them.
858 * Programs dictate specific texture targets to be enabled, and for a draw
859 * call to be valid they can't conflict about which texture targets are
860 * used.
861 */
862 update_program_texture_state(ctx, prog, enabled_texture_units);
863
864 /* Also pull in any textures necessary for fixed function fragment shading.
865 */
866 if (!prog[MESA_SHADER_FRAGMENT])
867 update_ff_texture_state(ctx, enabled_texture_units);
868
869 /* Now, clear out the _Current of any disabled texture units. */
870 for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) {
871 if (!BITSET_TEST(enabled_texture_units, i))
872 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
873 }
874 for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) {
875 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
876 }
877
878 if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
879 update_texgen(ctx);
880 }
881
882
883 /**********************************************************************/
884 /***** Initialization *****/
885 /**********************************************************************/
886
887 /**
888 * Allocate the proxy textures for the given context.
889 *
890 * \param ctx the context to allocate proxies for.
891 *
892 * \return GL_TRUE on success, or GL_FALSE on failure
893 *
894 * If run out of memory part way through the allocations, clean up and return
895 * GL_FALSE.
896 */
897 static GLboolean
898 alloc_proxy_textures( struct gl_context *ctx )
899 {
900 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
901 * values!
902 */
903 static const GLenum targets[] = {
904 GL_TEXTURE_2D_MULTISAMPLE,
905 GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
906 GL_TEXTURE_CUBE_MAP_ARRAY,
907 GL_TEXTURE_BUFFER,
908 GL_TEXTURE_2D_ARRAY_EXT,
909 GL_TEXTURE_1D_ARRAY_EXT,
910 GL_TEXTURE_EXTERNAL_OES,
911 GL_TEXTURE_CUBE_MAP,
912 GL_TEXTURE_3D,
913 GL_TEXTURE_RECTANGLE_NV,
914 GL_TEXTURE_2D,
915 GL_TEXTURE_1D,
916 };
917 GLint tgt;
918
919 STATIC_ASSERT(ARRAY_SIZE(targets) == NUM_TEXTURE_TARGETS);
920 assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D);
921 assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP);
922
923 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
924 if (!(ctx->Texture.ProxyTex[tgt]
925 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
926 /* out of memory, free what we did allocate */
927 while (--tgt >= 0) {
928 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
929 }
930 return GL_FALSE;
931 }
932 }
933
934 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
935 return GL_TRUE;
936 }
937
938
939 /**
940 * Initialize a texture unit.
941 *
942 * \param ctx GL context.
943 * \param unit texture unit number to be initialized.
944 */
945 static void
946 init_texture_unit( struct gl_context *ctx, GLuint unit )
947 {
948 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
949 GLuint tex;
950
951 texUnit->EnvMode = GL_MODULATE;
952 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
953
954 texUnit->Combine = default_combine_state;
955 texUnit->_EnvMode = default_combine_state;
956 texUnit->_CurrentCombine = & texUnit->_EnvMode;
957
958 texUnit->TexGenEnabled = 0x0;
959 texUnit->GenS.Mode = GL_EYE_LINEAR;
960 texUnit->GenT.Mode = GL_EYE_LINEAR;
961 texUnit->GenR.Mode = GL_EYE_LINEAR;
962 texUnit->GenQ.Mode = GL_EYE_LINEAR;
963 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
964 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
965 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
966 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
967
968 /* Yes, these plane coefficients are correct! */
969 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
970 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
971 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
972 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
973 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
974 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
975 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
976 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
977
978 /* initialize current texture object ptrs to the shared default objects */
979 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
980 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
981 ctx->Shared->DefaultTex[tex]);
982 }
983
984 texUnit->_BoundTextures = 0;
985 }
986
987
988 /**
989 * Initialize texture state for the given context.
990 */
991 GLboolean
992 _mesa_init_texture(struct gl_context *ctx)
993 {
994 GLuint u;
995
996 /* Texture group */
997 ctx->Texture.CurrentUnit = 0; /* multitexture */
998
999 /* Appendix F.2 of the OpenGL ES 3.0 spec says:
1000 *
1001 * "OpenGL ES 3.0 requires that all cube map filtering be
1002 * seamless. OpenGL ES 2.0 specified that a single cube map face be
1003 * selected and used for filtering."
1004 *
1005 * Unfortunatley, a call to _mesa_is_gles3 below will only work if
1006 * the driver has already computed and set ctx->Version, however drivers
1007 * seem to call _mesa_initialize_context (which calls this) early
1008 * in the CreateContext hook and _mesa_compute_version much later (since
1009 * it needs information about available extensions). So, we will
1010 * enable seamless cubemaps by default since GLES2. This should work
1011 * for most implementations and drivers that don't support seamless
1012 * cubemaps for GLES2 can still disable it.
1013 */
1014 ctx->Texture.CubeMapSeamless = ctx->API == API_OPENGLES2;
1015
1016 for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++)
1017 init_texture_unit(ctx, u);
1018
1019 /* After we're done initializing the context's texture state the default
1020 * texture objects' refcounts should be at least
1021 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
1022 */
1023 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
1024 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
1025
1026 /* Allocate proxy textures */
1027 if (!alloc_proxy_textures( ctx ))
1028 return GL_FALSE;
1029
1030 /* GL_ARB_texture_buffer_object */
1031 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
1032 ctx->Shared->NullBufferObj);
1033
1034 ctx->Texture.NumCurrentTexUsed = 0;
1035
1036 return GL_TRUE;
1037 }
1038
1039
1040 /**
1041 * Free dynamically-allocted texture data attached to the given context.
1042 */
1043 void
1044 _mesa_free_texture_data(struct gl_context *ctx)
1045 {
1046 GLuint u, tgt;
1047
1048 /* unreference current textures */
1049 for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1050 /* The _Current texture could account for another reference */
1051 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
1052
1053 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
1054 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
1055 }
1056 }
1057
1058 /* Free proxy texture objects */
1059 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
1060 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
1061
1062 /* GL_ARB_texture_buffer_object */
1063 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
1064
1065 for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1066 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
1067 }
1068 }
1069
1070
1071 /**
1072 * Update the default texture objects in the given context to reference those
1073 * specified in the shared state and release those referencing the old
1074 * shared state.
1075 */
1076 void
1077 _mesa_update_default_objects_texture(struct gl_context *ctx)
1078 {
1079 GLuint u, tex;
1080
1081 for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
1082 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
1083 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
1084 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
1085 ctx->Shared->DefaultTex[tex]);
1086 }
1087 }
1088 }