mesa: Allow GL_TEXTURE_CUBE_MAP target with compressed internal formats
[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 /*
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_lookup_enum_by_nr(texUnit->EnvMode));
128 printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
129 printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
130 printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
131 printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
132 printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
133 printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
134 printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
135 printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
136 printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
137 printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
138 printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
139 printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
140 printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
141 printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(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
284
285 /* GL_ARB_multitexture */
286 void GLAPIENTRY
287 _mesa_ActiveTexture(GLenum texture)
288 {
289 const GLuint texUnit = texture - GL_TEXTURE0;
290 GLuint k;
291 GET_CURRENT_CONTEXT(ctx);
292
293 /* See OpenGL spec for glActiveTexture: */
294 k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
295 ctx->Const.MaxTextureCoordUnits);
296
297 ASSERT(k <= Elements(ctx->Texture.Unit));
298
299 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
300 _mesa_debug(ctx, "glActiveTexture %s\n",
301 _mesa_lookup_enum_by_nr(texture));
302
303 if (texUnit >= k) {
304 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
305 _mesa_lookup_enum_by_nr(texture));
306 return;
307 }
308
309 if (ctx->Texture.CurrentUnit == texUnit)
310 return;
311
312 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
313
314 ctx->Texture.CurrentUnit = texUnit;
315 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
316 /* update current stack pointer */
317 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
318 }
319 }
320
321
322 /* GL_ARB_multitexture */
323 void GLAPIENTRY
324 _mesa_ClientActiveTexture(GLenum texture)
325 {
326 GET_CURRENT_CONTEXT(ctx);
327 GLuint texUnit = texture - GL_TEXTURE0;
328
329 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
330 _mesa_debug(ctx, "glClientActiveTexture %s\n",
331 _mesa_lookup_enum_by_nr(texture));
332
333 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
334 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
335 return;
336 }
337
338 if (ctx->Array.ActiveTexture == texUnit)
339 return;
340
341 FLUSH_VERTICES(ctx, _NEW_ARRAY);
342 ctx->Array.ActiveTexture = texUnit;
343 }
344
345
346
347 /**********************************************************************/
348 /***** State management *****/
349 /**********************************************************************/
350
351
352 /**
353 * \note This routine refers to derived texture attribute values to
354 * compute the ENABLE_TEXMAT flags, but is only called on
355 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
356 * flags are updated by _mesa_update_textures(), below.
357 *
358 * \param ctx GL context.
359 */
360 static void
361 update_texture_matrices( struct gl_context *ctx )
362 {
363 GLuint u;
364
365 ctx->Texture._TexMatEnabled = 0x0;
366
367 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
368 ASSERT(u < Elements(ctx->TextureMatrixStack));
369 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
370 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
371
372 if (ctx->Texture.Unit[u]._Current &&
373 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
374 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
375 }
376 }
377 }
378
379
380 /**
381 * Examine texture unit's combine/env state to update derived state.
382 */
383 static void
384 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
385 {
386 struct gl_tex_env_combine_state *combine;
387
388 /* No combiners will apply to this. */
389 if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
390 return;
391
392 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
393 * state, or the combiner state which is derived from traditional texenv
394 * mode.
395 */
396 if (texUnit->EnvMode == GL_COMBINE ||
397 texUnit->EnvMode == GL_COMBINE4_NV) {
398 texUnit->_CurrentCombine = & texUnit->Combine;
399 }
400 else {
401 const struct gl_texture_object *texObj = texUnit->_Current;
402 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
403
404 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
405 format = texObj->DepthMode;
406 }
407 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
408 texUnit->_CurrentCombine = & texUnit->_EnvMode;
409 }
410
411 combine = texUnit->_CurrentCombine;
412
413 /* Determine number of source RGB terms in the combiner function */
414 switch (combine->ModeRGB) {
415 case GL_REPLACE:
416 combine->_NumArgsRGB = 1;
417 break;
418 case GL_ADD:
419 case GL_ADD_SIGNED:
420 if (texUnit->EnvMode == GL_COMBINE4_NV)
421 combine->_NumArgsRGB = 4;
422 else
423 combine->_NumArgsRGB = 2;
424 break;
425 case GL_MODULATE:
426 case GL_SUBTRACT:
427 case GL_DOT3_RGB:
428 case GL_DOT3_RGBA:
429 case GL_DOT3_RGB_EXT:
430 case GL_DOT3_RGBA_EXT:
431 combine->_NumArgsRGB = 2;
432 break;
433 case GL_INTERPOLATE:
434 case GL_MODULATE_ADD_ATI:
435 case GL_MODULATE_SIGNED_ADD_ATI:
436 case GL_MODULATE_SUBTRACT_ATI:
437 combine->_NumArgsRGB = 3;
438 break;
439 default:
440 combine->_NumArgsRGB = 0;
441 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
442 return;
443 }
444
445 /* Determine number of source Alpha terms in the combiner function */
446 switch (combine->ModeA) {
447 case GL_REPLACE:
448 combine->_NumArgsA = 1;
449 break;
450 case GL_ADD:
451 case GL_ADD_SIGNED:
452 if (texUnit->EnvMode == GL_COMBINE4_NV)
453 combine->_NumArgsA = 4;
454 else
455 combine->_NumArgsA = 2;
456 break;
457 case GL_MODULATE:
458 case GL_SUBTRACT:
459 combine->_NumArgsA = 2;
460 break;
461 case GL_INTERPOLATE:
462 case GL_MODULATE_ADD_ATI:
463 case GL_MODULATE_SIGNED_ADD_ATI:
464 case GL_MODULATE_SUBTRACT_ATI:
465 combine->_NumArgsA = 3;
466 break;
467 default:
468 combine->_NumArgsA = 0;
469 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
470 break;
471 }
472 }
473
474 static void
475 update_texgen(struct gl_context *ctx)
476 {
477 GLuint unit;
478
479 /* Setup texgen for those texture coordinate sets that are in use */
480 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
481 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
482
483 texUnit->_GenFlags = 0x0;
484
485 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
486 continue;
487
488 if (texUnit->TexGenEnabled) {
489 if (texUnit->TexGenEnabled & S_BIT) {
490 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
491 }
492 if (texUnit->TexGenEnabled & T_BIT) {
493 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
494 }
495 if (texUnit->TexGenEnabled & R_BIT) {
496 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
497 }
498 if (texUnit->TexGenEnabled & Q_BIT) {
499 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
500 }
501
502 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
503 ctx->Texture._GenFlags |= texUnit->_GenFlags;
504 }
505
506 ASSERT(unit < Elements(ctx->TextureMatrixStack));
507 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
508 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
509 }
510 }
511
512 static struct gl_texture_object *
513 update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
514 int s)
515 {
516 gl_texture_index target_index;
517 struct gl_texture_unit *texUnit;
518 struct gl_texture_object *texObj;
519 struct gl_sampler_object *sampler;
520 int unit;
521
522 if (!(prog->SamplersUsed & (1 << s)))
523 return NULL;
524
525 unit = prog->SamplerUnits[s];
526 texUnit = &ctx->Texture.Unit[unit];
527
528 /* Note: If more than one bit was set in TexturesUsed[unit], then we should
529 * have had the draw call rejected already. From the GL 4.4 specification,
530 * section 7.10 ("Samplers"):
531 *
532 * "It is not allowed to have variables of different sampler types
533 * pointing to the same texture image unit within a program
534 * object. This situation can only be detected at the next rendering
535 * command issued which triggers shader invocations, and an
536 * INVALID_OPERATION error will then be generated."
537 */
538 target_index = ffs(prog->TexturesUsed[unit]) - 1;
539 texObj = texUnit->CurrentTex[target_index];
540
541 sampler = texUnit->Sampler ?
542 texUnit->Sampler : &texObj->Sampler;
543
544 if (likely(texObj)) {
545 if (_mesa_is_texture_complete(texObj, sampler))
546 return texObj;
547
548 _mesa_test_texobj_completeness(ctx, texObj);
549 if (_mesa_is_texture_complete(texObj, sampler))
550 return texObj;
551 }
552
553 /* If we've reached this point, we didn't find a complete texture of the
554 * shader's target. From the GL 4.4 core specification, section 11.1.3.5
555 * ("Texture Access"):
556 *
557 * "If a sampler is used in a shader and the sampler’s associated
558 * texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
559 * will be returned for a non-shadow sampler and 0 for a shadow
560 * sampler."
561 *
562 * Mesa implements this by creating a hidden texture object with a pixel of
563 * that value.
564 */
565 texObj = _mesa_get_fallback_texture(ctx, target_index);
566 assert(texObj);
567
568 return texObj;
569 }
570
571 static void
572 update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
573 BITSET_WORD *enabled_texture_units)
574 {
575 int i;
576
577 for (i = 0; i < MESA_SHADER_STAGES; i++) {
578 int s;
579
580 if (!prog[i])
581 continue;
582
583 /* We can't only do the shifting trick as the loop condition because if
584 * sampler 31 is active, the next iteration tries to shift by 32, which is
585 * undefined.
586 */
587 for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) {
588 struct gl_texture_object *texObj;
589
590 texObj = update_single_program_texture(ctx, prog[i], s);
591 if (texObj) {
592 int unit = prog[i]->SamplerUnits[s];
593 _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
594 BITSET_SET(enabled_texture_units, unit);
595 ctx->Texture._MaxEnabledTexImageUnit =
596 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
597 }
598 }
599 }
600
601 if (prog[MESA_SHADER_FRAGMENT]) {
602 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
603 ctx->Texture._EnabledCoordUnits |=
604 (prog[MESA_SHADER_FRAGMENT]->InputsRead >> VARYING_SLOT_TEX0) &
605 coordMask;
606 }
607 }
608
609 static void
610 update_ff_texture_state(struct gl_context *ctx,
611 BITSET_WORD *enabled_texture_units)
612 {
613 int unit;
614
615 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
616 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
617 GLuint texIndex;
618
619 if (texUnit->Enabled == 0x0)
620 continue;
621
622 /* If a shader already dictated what texture target was used for this
623 * unit, just go along with it.
624 */
625 if (BITSET_TEST(enabled_texture_units, unit))
626 continue;
627
628 /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
629 *
630 * "Texturing is enabled or disabled using the generic Enable and
631 * Disable commands, respectively, with the symbolic constants
632 * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
633 * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
634 * three-dimensional, or cube map texture, respectively. If more
635 * than one of these textures is enabled, the first one enabled
636 * from the following list is used:
637 *
638 * • cube map texture
639 * • three-dimensional texture
640 * • rectangular texture
641 * • two-dimensional texture
642 * • one-dimensional texture"
643 *
644 * Note that the TEXTURE_x_INDEX values are in high to low priority.
645 * Also:
646 *
647 * "If a texture unit is disabled or has an invalid or incomplete
648 * texture (as defined in section 8.17) bound to it, then blending
649 * is disabled for that texture unit. If the texture environment
650 * for a given enabled texture unit references a disabled texture
651 * unit, or an invalid or incomplete texture that is bound to
652 * another unit, then the results of texture blending are
653 * undefined."
654 */
655 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
656 if (texUnit->Enabled & (1 << texIndex)) {
657 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
658 struct gl_sampler_object *sampler = texUnit->Sampler ?
659 texUnit->Sampler : &texObj->Sampler;
660
661 if (!_mesa_is_texture_complete(texObj, sampler)) {
662 _mesa_test_texobj_completeness(ctx, texObj);
663 }
664 if (_mesa_is_texture_complete(texObj, sampler)) {
665 _mesa_reference_texobj(&texUnit->_Current, texObj);
666 break;
667 }
668 }
669 }
670
671 if (texIndex == NUM_TEXTURE_TARGETS)
672 continue;
673
674 /* if we get here, we know this texture unit is enabled */
675 BITSET_SET(enabled_texture_units, unit);
676 ctx->Texture._MaxEnabledTexImageUnit =
677 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
678
679 ctx->Texture._EnabledCoordUnits |= 1 << unit;
680
681 update_tex_combine(ctx, texUnit);
682 }
683 }
684
685 /**
686 * \note This routine refers to derived texture matrix values to
687 * compute the ENABLE_TEXMAT flags, but is only called on
688 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
689 * flags are updated by _mesa_update_texture_matrices, above.
690 *
691 * \param ctx GL context.
692 */
693 static void
694 update_texture_state( struct gl_context *ctx )
695 {
696 struct gl_program *prog[MESA_SHADER_STAGES];
697 int i;
698 int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
699 BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
700
701 for (i = 0; i < MESA_SHADER_STAGES; i++) {
702 if (ctx->_Shader->CurrentProgram[i] &&
703 ctx->_Shader->CurrentProgram[i]->LinkStatus) {
704 prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program;
705 } else {
706 if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled)
707 prog[i] = &ctx->FragmentProgram.Current->Base;
708 else
709 prog[i] = NULL;
710 }
711 }
712
713 /* TODO: only set this if there are actual changes */
714 ctx->NewState |= _NEW_TEXTURE;
715
716 ctx->Texture._GenFlags = 0x0;
717 ctx->Texture._TexMatEnabled = 0x0;
718 ctx->Texture._TexGenEnabled = 0x0;
719 ctx->Texture._MaxEnabledTexImageUnit = -1;
720 ctx->Texture._EnabledCoordUnits = 0x0;
721
722 memset(&enabled_texture_units, 0, sizeof(enabled_texture_units));
723
724 /* First, walk over our programs pulling in all the textures for them.
725 * Programs dictate specific texture targets to be enabled, and for a draw
726 * call to be valid they can't conflict about which texture targets are
727 * used.
728 */
729 update_program_texture_state(ctx, prog, enabled_texture_units);
730
731 /* Also pull in any textures necessary for fixed function fragment shading.
732 */
733 if (!prog[MESA_SHADER_FRAGMENT])
734 update_ff_texture_state(ctx, enabled_texture_units);
735
736 /* Now, clear out the _Current of any disabled texture units. */
737 for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) {
738 if (!BITSET_TEST(enabled_texture_units, i))
739 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
740 }
741 for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) {
742 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
743 }
744
745 if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
746 update_texgen(ctx);
747
748 _mesa_validate_image_units(ctx);
749 }
750
751
752 /**
753 * Update texture-related derived state.
754 */
755 void
756 _mesa_update_texture( struct gl_context *ctx, GLuint new_state )
757 {
758 if (new_state & _NEW_TEXTURE_MATRIX)
759 update_texture_matrices( ctx );
760
761 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
762 update_texture_state( ctx );
763 }
764
765
766 /**********************************************************************/
767 /***** Initialization *****/
768 /**********************************************************************/
769
770 /**
771 * Allocate the proxy textures for the given context.
772 *
773 * \param ctx the context to allocate proxies for.
774 *
775 * \return GL_TRUE on success, or GL_FALSE on failure
776 *
777 * If run out of memory part way through the allocations, clean up and return
778 * GL_FALSE.
779 */
780 static GLboolean
781 alloc_proxy_textures( struct gl_context *ctx )
782 {
783 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
784 * values!
785 */
786 static const GLenum targets[] = {
787 GL_TEXTURE_2D_MULTISAMPLE,
788 GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
789 GL_TEXTURE_CUBE_MAP_ARRAY,
790 GL_TEXTURE_BUFFER,
791 GL_TEXTURE_2D_ARRAY_EXT,
792 GL_TEXTURE_1D_ARRAY_EXT,
793 GL_TEXTURE_EXTERNAL_OES,
794 GL_TEXTURE_CUBE_MAP_ARB,
795 GL_TEXTURE_3D,
796 GL_TEXTURE_RECTANGLE_NV,
797 GL_TEXTURE_2D,
798 GL_TEXTURE_1D,
799 };
800 GLint tgt;
801
802 STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
803 assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D);
804 assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP);
805
806 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
807 if (!(ctx->Texture.ProxyTex[tgt]
808 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
809 /* out of memory, free what we did allocate */
810 while (--tgt >= 0) {
811 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
812 }
813 return GL_FALSE;
814 }
815 }
816
817 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
818 return GL_TRUE;
819 }
820
821
822 /**
823 * Initialize a texture unit.
824 *
825 * \param ctx GL context.
826 * \param unit texture unit number to be initialized.
827 */
828 static void
829 init_texture_unit( struct gl_context *ctx, GLuint unit )
830 {
831 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
832 GLuint tex;
833
834 texUnit->EnvMode = GL_MODULATE;
835 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
836
837 texUnit->Combine = default_combine_state;
838 texUnit->_EnvMode = default_combine_state;
839 texUnit->_CurrentCombine = & texUnit->_EnvMode;
840
841 texUnit->TexGenEnabled = 0x0;
842 texUnit->GenS.Mode = GL_EYE_LINEAR;
843 texUnit->GenT.Mode = GL_EYE_LINEAR;
844 texUnit->GenR.Mode = GL_EYE_LINEAR;
845 texUnit->GenQ.Mode = GL_EYE_LINEAR;
846 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
847 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
848 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
849 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
850
851 /* Yes, these plane coefficients are correct! */
852 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
853 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
854 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
855 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
856 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
857 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
858 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
859 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
860
861 /* initialize current texture object ptrs to the shared default objects */
862 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
863 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
864 ctx->Shared->DefaultTex[tex]);
865 }
866
867 texUnit->_BoundTextures = 0;
868 }
869
870
871 /**
872 * Initialize texture state for the given context.
873 */
874 GLboolean
875 _mesa_init_texture(struct gl_context *ctx)
876 {
877 GLuint u;
878
879 /* Texture group */
880 ctx->Texture.CurrentUnit = 0; /* multitexture */
881
882 /* Appendix F.2 of the OpenGL ES 3.0 spec says:
883 *
884 * "OpenGL ES 3.0 requires that all cube map filtering be
885 * seamless. OpenGL ES 2.0 specified that a single cube map face be
886 * selected and used for filtering."
887 */
888 ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx);
889
890 for (u = 0; u < Elements(ctx->Texture.Unit); u++)
891 init_texture_unit(ctx, u);
892
893 /* After we're done initializing the context's texture state the default
894 * texture objects' refcounts should be at least
895 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
896 */
897 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
898 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
899
900 /* Allocate proxy textures */
901 if (!alloc_proxy_textures( ctx ))
902 return GL_FALSE;
903
904 /* GL_ARB_texture_buffer_object */
905 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
906 ctx->Shared->NullBufferObj);
907
908 ctx->Texture.NumCurrentTexUsed = 0;
909
910 return GL_TRUE;
911 }
912
913
914 /**
915 * Free dynamically-allocted texture data attached to the given context.
916 */
917 void
918 _mesa_free_texture_data(struct gl_context *ctx)
919 {
920 GLuint u, tgt;
921
922 /* unreference current textures */
923 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
924 /* The _Current texture could account for another reference */
925 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
926
927 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
928 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
929 }
930 }
931
932 /* Free proxy texture objects */
933 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
934 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
935
936 /* GL_ARB_texture_buffer_object */
937 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
938
939 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
940 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
941 }
942 }
943
944
945 /**
946 * Update the default texture objects in the given context to reference those
947 * specified in the shared state and release those referencing the old
948 * shared state.
949 */
950 void
951 _mesa_update_default_objects_texture(struct gl_context *ctx)
952 {
953 GLuint u, tex;
954
955 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
956 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
957 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
958 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
959 ctx->Shared->DefaultTex[tex]);
960 }
961 }
962 }