softpipe: Remove unnecessary headers.
[mesa.git] / src / mesa / main / texstate.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.5
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "mfeatures.h"
33 #include "colormac.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "enums.h"
37 #include "macros.h"
38 #include "texobj.h"
39 #include "teximage.h"
40 #include "texstate.h"
41 #include "mtypes.h"
42
43
44
45 /**
46 * Default texture combine environment state. This is used to initialize
47 * a context's texture units and as the basis for converting "classic"
48 * texture environmnets to ARB_texture_env_combine style values.
49 */
50 static const struct gl_tex_env_combine_state default_combine_state = {
51 GL_MODULATE, GL_MODULATE,
52 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
53 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
54 { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
55 { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
56 0, 0,
57 2, 2
58 };
59
60
61
62 /**
63 * Used by glXCopyContext to copy texture state from one context to another.
64 */
65 void
66 _mesa_copy_texture_state( const GLcontext *src, GLcontext *dst )
67 {
68 GLuint u, tex;
69
70 ASSERT(src);
71 ASSERT(dst);
72
73 dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
74 dst->Texture._GenFlags = src->Texture._GenFlags;
75 dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
76 dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
77 dst->Texture.SharedPalette = src->Texture.SharedPalette;
78
79 /* per-unit state */
80 for (u = 0; u < src->Const.MaxTextureImageUnits; 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 }
112 _mesa_unlock_context_textures(dst);
113 }
114 }
115 }
116
117
118 /*
119 * For debugging
120 */
121 void
122 _mesa_print_texunit_state( GLcontext *ctx, GLuint unit )
123 {
124 const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
125 _mesa_printf("Texture Unit %d\n", unit);
126 _mesa_printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
127 _mesa_printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
128 _mesa_printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
129 _mesa_printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
130 _mesa_printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
131 _mesa_printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
132 _mesa_printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
133 _mesa_printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
134 _mesa_printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
135 _mesa_printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
136 _mesa_printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
137 _mesa_printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
138 _mesa_printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
139 _mesa_printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
140 _mesa_printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
141 _mesa_printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
142 _mesa_printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
143 _mesa_printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
144 }
145
146
147
148 /**********************************************************************/
149 /* Texture Environment */
150 /**********************************************************************/
151
152 /**
153 * Convert "classic" texture environment to ARB_texture_env_combine style
154 * environments.
155 *
156 * \param state texture_env_combine state vector to be filled-in.
157 * \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
158 * \c GL_BLEND, \c GL_DECAL, etc.).
159 * \param texBaseFormat Base format of the texture associated with the
160 * texture unit.
161 */
162 static void
163 calculate_derived_texenv( struct gl_tex_env_combine_state *state,
164 GLenum mode, GLenum texBaseFormat )
165 {
166 GLenum mode_rgb;
167 GLenum mode_a;
168
169 *state = default_combine_state;
170
171 switch (texBaseFormat) {
172 case GL_ALPHA:
173 state->SourceRGB[0] = GL_PREVIOUS;
174 break;
175
176 case GL_LUMINANCE_ALPHA:
177 case GL_INTENSITY:
178 case GL_RGBA:
179 break;
180
181 case GL_LUMINANCE:
182 case GL_RGB:
183 case GL_YCBCR_MESA:
184 case GL_DUDV_ATI:
185 state->SourceA[0] = GL_PREVIOUS;
186 break;
187
188 default:
189 _mesa_problem(NULL,
190 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
191 texBaseFormat);
192 return;
193 }
194
195 if (mode == GL_REPLACE_EXT)
196 mode = GL_REPLACE;
197
198 switch (mode) {
199 case GL_REPLACE:
200 case GL_MODULATE:
201 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
202 mode_a = mode;
203 break;
204
205 case GL_DECAL:
206 mode_rgb = GL_INTERPOLATE;
207 mode_a = GL_REPLACE;
208
209 state->SourceA[0] = GL_PREVIOUS;
210
211 /* Having alpha / luminance / intensity textures replace using the
212 * incoming fragment color matches the definition in NV_texture_shader.
213 * The 1.5 spec simply marks these as "undefined".
214 */
215 switch (texBaseFormat) {
216 case GL_ALPHA:
217 case GL_LUMINANCE:
218 case GL_LUMINANCE_ALPHA:
219 case GL_INTENSITY:
220 state->SourceRGB[0] = GL_PREVIOUS;
221 break;
222 case GL_RGB:
223 case GL_YCBCR_MESA:
224 case GL_DUDV_ATI:
225 mode_rgb = GL_REPLACE;
226 break;
227 case GL_RGBA:
228 state->SourceRGB[2] = GL_TEXTURE;
229 break;
230 }
231 break;
232
233 case GL_BLEND:
234 mode_rgb = GL_INTERPOLATE;
235 mode_a = GL_MODULATE;
236
237 switch (texBaseFormat) {
238 case GL_ALPHA:
239 mode_rgb = GL_REPLACE;
240 break;
241 case GL_INTENSITY:
242 mode_a = GL_INTERPOLATE;
243 state->SourceA[0] = GL_CONSTANT;
244 state->OperandA[2] = GL_SRC_ALPHA;
245 /* FALLTHROUGH */
246 case GL_LUMINANCE:
247 case GL_RGB:
248 case GL_LUMINANCE_ALPHA:
249 case GL_RGBA:
250 case GL_YCBCR_MESA:
251 case GL_DUDV_ATI:
252 state->SourceRGB[2] = GL_TEXTURE;
253 state->SourceA[2] = GL_TEXTURE;
254 state->SourceRGB[0] = GL_CONSTANT;
255 state->OperandRGB[2] = GL_SRC_COLOR;
256 break;
257 }
258 break;
259
260 case GL_ADD:
261 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
262 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
263 break;
264
265 default:
266 _mesa_problem(NULL,
267 "Invalid texture env mode 0x%x in calculate_derived_texenv",
268 mode);
269 return;
270 }
271
272 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
273 ? mode_rgb : GL_REPLACE;
274 state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
275 ? mode_a : GL_REPLACE;
276 }
277
278
279
280
281 /* GL_ARB_multitexture */
282 void GLAPIENTRY
283 _mesa_ActiveTextureARB(GLenum texture)
284 {
285 GET_CURRENT_CONTEXT(ctx);
286 const GLuint texUnit = texture - GL_TEXTURE0;
287 ASSERT_OUTSIDE_BEGIN_END(ctx);
288
289 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
290 _mesa_debug(ctx, "glActiveTexture %s\n",
291 _mesa_lookup_enum_by_nr(texture));
292
293 if (texUnit >= ctx->Const.MaxTextureImageUnits) {
294 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture)");
295 return;
296 }
297
298 if (ctx->Texture.CurrentUnit == texUnit)
299 return;
300
301 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
302
303 ctx->Texture.CurrentUnit = texUnit;
304 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
305 /* update current stack pointer */
306 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
307 }
308 }
309
310
311 /* GL_ARB_multitexture */
312 void GLAPIENTRY
313 _mesa_ClientActiveTextureARB(GLenum texture)
314 {
315 GET_CURRENT_CONTEXT(ctx);
316 GLuint texUnit = texture - GL_TEXTURE0;
317 ASSERT_OUTSIDE_BEGIN_END(ctx);
318
319 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
320 _mesa_debug(ctx, "glClientActiveTexture %s\n",
321 _mesa_lookup_enum_by_nr(texture));
322
323 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
324 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
325 return;
326 }
327
328 if (ctx->Array.ActiveTexture == texUnit)
329 return;
330
331 FLUSH_VERTICES(ctx, _NEW_ARRAY);
332 ctx->Array.ActiveTexture = texUnit;
333 }
334
335
336
337 /**********************************************************************/
338 /***** State management *****/
339 /**********************************************************************/
340
341
342 /**
343 * \note This routine refers to derived texture attribute values to
344 * compute the ENABLE_TEXMAT flags, but is only called on
345 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
346 * flags are updated by _mesa_update_textures(), below.
347 *
348 * \param ctx GL context.
349 */
350 static void
351 update_texture_matrices( GLcontext *ctx )
352 {
353 GLuint u;
354
355 ctx->Texture._TexMatEnabled = 0x0;
356
357 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
358 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
359 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
360
361 if (ctx->Texture.Unit[u]._ReallyEnabled &&
362 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
363 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
364 }
365 }
366 }
367
368
369 /**
370 * Examine texture unit's combine/env state to update derived state.
371 */
372 static void
373 update_tex_combine(GLcontext *ctx, struct gl_texture_unit *texUnit)
374 {
375 struct gl_tex_env_combine_state *combine;
376
377 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
378 * state, or the combiner state which is derived from traditional texenv
379 * mode.
380 */
381 if (texUnit->EnvMode == GL_COMBINE ||
382 texUnit->EnvMode == GL_COMBINE4_NV) {
383 texUnit->_CurrentCombine = & texUnit->Combine;
384 }
385 else {
386 const struct gl_texture_object *texObj = texUnit->_Current;
387 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
388 if (format == GL_COLOR_INDEX) {
389 format = GL_RGBA; /* a bit of a hack */
390 }
391 else if (format == GL_DEPTH_COMPONENT ||
392 format == GL_DEPTH_STENCIL_EXT) {
393 format = texObj->DepthMode;
394 }
395 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
396 texUnit->_CurrentCombine = & texUnit->_EnvMode;
397 }
398
399 combine = texUnit->_CurrentCombine;
400
401 /* Determine number of source RGB terms in the combiner function */
402 switch (combine->ModeRGB) {
403 case GL_REPLACE:
404 combine->_NumArgsRGB = 1;
405 break;
406 case GL_ADD:
407 case GL_ADD_SIGNED:
408 if (texUnit->EnvMode == GL_COMBINE4_NV)
409 combine->_NumArgsRGB = 4;
410 else
411 combine->_NumArgsRGB = 2;
412 break;
413 case GL_MODULATE:
414 case GL_SUBTRACT:
415 case GL_DOT3_RGB:
416 case GL_DOT3_RGBA:
417 case GL_DOT3_RGB_EXT:
418 case GL_DOT3_RGBA_EXT:
419 combine->_NumArgsRGB = 2;
420 break;
421 case GL_INTERPOLATE:
422 case GL_MODULATE_ADD_ATI:
423 case GL_MODULATE_SIGNED_ADD_ATI:
424 case GL_MODULATE_SUBTRACT_ATI:
425 combine->_NumArgsRGB = 3;
426 break;
427 case GL_BUMP_ENVMAP_ATI:
428 /* no real arguments for this case */
429 combine->_NumArgsRGB = 0;
430 break;
431 default:
432 combine->_NumArgsRGB = 0;
433 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
434 return;
435 }
436
437 /* Determine number of source Alpha terms in the combiner function */
438 switch (combine->ModeA) {
439 case GL_REPLACE:
440 combine->_NumArgsA = 1;
441 break;
442 case GL_ADD:
443 case GL_ADD_SIGNED:
444 if (texUnit->EnvMode == GL_COMBINE4_NV)
445 combine->_NumArgsA = 4;
446 else
447 combine->_NumArgsA = 2;
448 break;
449 case GL_MODULATE:
450 case GL_SUBTRACT:
451 combine->_NumArgsA = 2;
452 break;
453 case GL_INTERPOLATE:
454 case GL_MODULATE_ADD_ATI:
455 case GL_MODULATE_SIGNED_ADD_ATI:
456 case GL_MODULATE_SUBTRACT_ATI:
457 combine->_NumArgsA = 3;
458 break;
459 default:
460 combine->_NumArgsA = 0;
461 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
462 break;
463 }
464 }
465
466
467 /**
468 * \note This routine refers to derived texture matrix values to
469 * compute the ENABLE_TEXMAT flags, but is only called on
470 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
471 * flags are updated by _mesa_update_texture_matrices, above.
472 *
473 * \param ctx GL context.
474 */
475 static void
476 update_texture_state( GLcontext *ctx )
477 {
478 GLuint unit;
479 struct gl_fragment_program *fprog = NULL;
480 struct gl_vertex_program *vprog = NULL;
481 GLbitfield enabledFragUnits = 0x0;
482
483 if (ctx->Shader.CurrentProgram &&
484 ctx->Shader.CurrentProgram->LinkStatus) {
485 fprog = ctx->Shader.CurrentProgram->FragmentProgram;
486 vprog = ctx->Shader.CurrentProgram->VertexProgram;
487 }
488 else {
489 if (ctx->FragmentProgram._Enabled) {
490 fprog = ctx->FragmentProgram.Current;
491 }
492 if (ctx->VertexProgram._Enabled) {
493 /* XXX enable this if/when non-shader vertex programs get
494 * texture fetches:
495 vprog = ctx->VertexProgram.Current;
496 */
497 }
498 }
499
500 /* TODO: only set this if there are actual changes */
501 ctx->NewState |= _NEW_TEXTURE;
502
503 ctx->Texture._EnabledUnits = 0x0;
504 ctx->Texture._GenFlags = 0x0;
505 ctx->Texture._TexMatEnabled = 0x0;
506 ctx->Texture._TexGenEnabled = 0x0;
507
508 /*
509 * Update texture unit state.
510 */
511 for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
512 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
513 GLbitfield enabledVertTargets = 0x0;
514 GLbitfield enabledFragTargets = 0x0;
515 GLbitfield enabledTargets = 0x0;
516 GLuint texIndex;
517
518 /* Get the bitmask of texture target enables.
519 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
520 * which texture targets are enabled (fixed function) or referenced
521 * by a fragment shader/program. When multiple flags are set, we'll
522 * settle on the one with highest priority (see below).
523 */
524 if (vprog) {
525 enabledVertTargets |= vprog->Base.TexturesUsed[unit];
526 }
527
528 if (fprog) {
529 enabledFragTargets |= fprog->Base.TexturesUsed[unit];
530 }
531 else {
532 /* fixed-function fragment program */
533 enabledFragTargets |= texUnit->Enabled;
534 }
535
536 enabledTargets = enabledVertTargets | enabledFragTargets;
537
538 texUnit->_ReallyEnabled = 0x0;
539
540 if (enabledTargets == 0x0) {
541 /* neither vertex nor fragment processing uses this unit */
542 continue;
543 }
544
545 /* Look for the highest priority texture target that's enabled (or used
546 * by the vert/frag shaders) and "complete". That's the one we'll use
547 * for texturing. If we're using vert/frag program we're guaranteed
548 * that bitcount(enabledBits) <= 1.
549 * Note that the TEXTURE_x_INDEX values are in high to low priority.
550 */
551 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
552 if (enabledTargets & (1 << texIndex)) {
553 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
554 if (!texObj->_Complete) {
555 _mesa_test_texobj_completeness(ctx, texObj);
556 }
557 if (texObj->_Complete) {
558 texUnit->_ReallyEnabled = 1 << texIndex;
559 _mesa_reference_texobj(&texUnit->_Current, texObj);
560 break;
561 }
562 }
563 }
564
565 if (!texUnit->_ReallyEnabled) {
566 if (fprog) {
567 /* If we get here it means the shader is expecting a texture
568 * object, but there isn't one (or it's incomplete). Use the
569 * fallback texture.
570 */
571 struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
572 texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;
573 _mesa_reference_texobj(&texUnit->_Current, texObj);
574 }
575 else {
576 /* fixed-function: texture unit is really disabled */
577 continue;
578 }
579 }
580
581 /* if we get here, we know this texture unit is enabled */
582
583 ctx->Texture._EnabledUnits |= (1 << unit);
584
585 if (enabledFragTargets)
586 enabledFragUnits |= (1 << unit);
587
588 update_tex_combine(ctx, texUnit);
589 }
590
591
592 /* Determine which texture coordinate sets are actually needed */
593 if (fprog) {
594 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
595 ctx->Texture._EnabledCoordUnits
596 = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
597 }
598 else {
599 ctx->Texture._EnabledCoordUnits = enabledFragUnits;
600 }
601
602 /* Setup texgen for those texture coordinate sets that are in use */
603 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
604 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
605
606 texUnit->_GenFlags = 0x0;
607
608 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
609 continue;
610
611 if (texUnit->TexGenEnabled) {
612 if (texUnit->TexGenEnabled & S_BIT) {
613 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
614 }
615 if (texUnit->TexGenEnabled & T_BIT) {
616 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
617 }
618 if (texUnit->TexGenEnabled & R_BIT) {
619 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
620 }
621 if (texUnit->TexGenEnabled & Q_BIT) {
622 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
623 }
624
625 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
626 ctx->Texture._GenFlags |= texUnit->_GenFlags;
627 }
628
629 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
630 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
631 }
632 }
633
634
635 /**
636 * Update texture-related derived state.
637 */
638 void
639 _mesa_update_texture( GLcontext *ctx, GLuint new_state )
640 {
641 if (new_state & _NEW_TEXTURE_MATRIX)
642 update_texture_matrices( ctx );
643
644 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
645 update_texture_state( ctx );
646 }
647
648
649 /**********************************************************************/
650 /***** Initialization *****/
651 /**********************************************************************/
652
653 /**
654 * Allocate the proxy textures for the given context.
655 *
656 * \param ctx the context to allocate proxies for.
657 *
658 * \return GL_TRUE on success, or GL_FALSE on failure
659 *
660 * If run out of memory part way through the allocations, clean up and return
661 * GL_FALSE.
662 */
663 static GLboolean
664 alloc_proxy_textures( GLcontext *ctx )
665 {
666 static const GLenum targets[] = {
667 GL_TEXTURE_1D,
668 GL_TEXTURE_2D,
669 GL_TEXTURE_3D,
670 GL_TEXTURE_CUBE_MAP_ARB,
671 GL_TEXTURE_RECTANGLE_NV,
672 GL_TEXTURE_1D_ARRAY_EXT,
673 GL_TEXTURE_2D_ARRAY_EXT
674 };
675 GLint tgt;
676
677 ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
678
679 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
680 if (!(ctx->Texture.ProxyTex[tgt]
681 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
682 /* out of memory, free what we did allocate */
683 while (--tgt >= 0) {
684 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
685 }
686 return GL_FALSE;
687 }
688 }
689
690 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
691 return GL_TRUE;
692 }
693
694
695 /**
696 * Initialize a texture unit.
697 *
698 * \param ctx GL context.
699 * \param unit texture unit number to be initialized.
700 */
701 static void
702 init_texture_unit( GLcontext *ctx, GLuint unit )
703 {
704 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
705 GLuint tex;
706
707 texUnit->EnvMode = GL_MODULATE;
708 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
709
710 texUnit->Combine = default_combine_state;
711 texUnit->_EnvMode = default_combine_state;
712 texUnit->_CurrentCombine = & texUnit->_EnvMode;
713 texUnit->BumpTarget = GL_TEXTURE0;
714
715 texUnit->TexGenEnabled = 0x0;
716 texUnit->GenS.Mode = GL_EYE_LINEAR;
717 texUnit->GenT.Mode = GL_EYE_LINEAR;
718 texUnit->GenR.Mode = GL_EYE_LINEAR;
719 texUnit->GenQ.Mode = GL_EYE_LINEAR;
720 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
721 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
722 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
723 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
724
725 /* Yes, these plane coefficients are correct! */
726 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
727 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
728 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
729 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
730 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
731 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
732 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
733 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
734
735 /* no mention of this in spec, but maybe id matrix expected? */
736 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
737
738 /* initialize current texture object ptrs to the shared default objects */
739 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
740 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
741 ctx->Shared->DefaultTex[tex]);
742 }
743 }
744
745
746 /**
747 * Initialize texture state for the given context.
748 */
749 GLboolean
750 _mesa_init_texture(GLcontext *ctx)
751 {
752 GLuint u;
753
754 /* Texture group */
755 ctx->Texture.CurrentUnit = 0; /* multitexture */
756 ctx->Texture._EnabledUnits = 0x0;
757 ctx->Texture.SharedPalette = GL_FALSE;
758 _mesa_init_colortable(&ctx->Texture.Palette);
759
760 for (u = 0; u < MAX_TEXTURE_UNITS; u++)
761 init_texture_unit(ctx, u);
762
763 /* After we're done initializing the context's texture state the default
764 * texture objects' refcounts should be at least MAX_TEXTURE_UNITS + 1.
765 */
766 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
767 >= MAX_TEXTURE_UNITS + 1);
768
769 /* Allocate proxy textures */
770 if (!alloc_proxy_textures( ctx ))
771 return GL_FALSE;
772
773 return GL_TRUE;
774 }
775
776
777 /**
778 * Free dynamically-allocted texture data attached to the given context.
779 */
780 void
781 _mesa_free_texture_data(GLcontext *ctx)
782 {
783 GLuint u, tgt;
784
785 /* unreference current textures */
786 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
787 /* The _Current texture could account for another reference */
788 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
789
790 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
791 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
792 }
793 }
794
795 /* Free proxy texture objects */
796 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
797 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
798
799 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++)
800 _mesa_free_colortable_data(&ctx->Texture.Unit[u].ColorTable);
801 }
802
803
804 /**
805 * Update the default texture objects in the given context to reference those
806 * specified in the shared state and release those referencing the old
807 * shared state.
808 */
809 void
810 _mesa_update_default_objects_texture(GLcontext *ctx)
811 {
812 GLuint u, tex;
813
814 for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
815 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
816 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
817 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
818 ctx->Shared->DefaultTex[tex]);
819 }
820 }
821 }