mesa: Change redundant code into loops in texstate.c.
[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
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 }
112 _mesa_unlock_context_textures(dst);
113 }
114 }
115 }
116
117
118 /*
119 * For debugging
120 */
121 void
122 _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
123 {
124 const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
125 printf("Texture Unit %d\n", unit);
126 printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
127 printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
128 printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
129 printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
130 printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
131 printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
132 printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
133 printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
134 printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
135 printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
136 printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
137 printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
138 printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
139 printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
140 printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
141 printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
142 printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
143 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_RED:
183 case GL_RG:
184 case GL_RGB:
185 case GL_YCBCR_MESA:
186 case GL_DUDV_ATI:
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 case GL_DUDV_ATI:
229 mode_rgb = GL_REPLACE;
230 break;
231 case GL_RGBA:
232 state->SourceRGB[2] = GL_TEXTURE;
233 break;
234 }
235 break;
236
237 case GL_BLEND:
238 mode_rgb = GL_INTERPOLATE;
239 mode_a = GL_MODULATE;
240
241 switch (texBaseFormat) {
242 case GL_ALPHA:
243 mode_rgb = GL_REPLACE;
244 break;
245 case GL_INTENSITY:
246 mode_a = GL_INTERPOLATE;
247 state->SourceA[0] = GL_CONSTANT;
248 state->OperandA[2] = GL_SRC_ALPHA;
249 /* FALLTHROUGH */
250 case GL_LUMINANCE:
251 case GL_RED:
252 case GL_RG:
253 case GL_RGB:
254 case GL_LUMINANCE_ALPHA:
255 case GL_RGBA:
256 case GL_YCBCR_MESA:
257 case GL_DUDV_ATI:
258 state->SourceRGB[2] = GL_TEXTURE;
259 state->SourceA[2] = GL_TEXTURE;
260 state->SourceRGB[0] = GL_CONSTANT;
261 state->OperandRGB[2] = GL_SRC_COLOR;
262 break;
263 }
264 break;
265
266 case GL_ADD:
267 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
268 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
269 break;
270
271 default:
272 _mesa_problem(NULL,
273 "Invalid texture env mode 0x%x in calculate_derived_texenv",
274 mode);
275 return;
276 }
277
278 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
279 ? mode_rgb : GL_REPLACE;
280 state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
281 ? mode_a : GL_REPLACE;
282 }
283
284
285
286
287 /* GL_ARB_multitexture */
288 void GLAPIENTRY
289 _mesa_ActiveTexture(GLenum texture)
290 {
291 const GLuint texUnit = texture - GL_TEXTURE0;
292 GLuint k;
293 GET_CURRENT_CONTEXT(ctx);
294
295 /* See OpenGL spec for glActiveTexture: */
296 k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
297 ctx->Const.MaxTextureCoordUnits);
298
299 ASSERT(k <= Elements(ctx->Texture.Unit));
300
301 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
302 _mesa_debug(ctx, "glActiveTexture %s\n",
303 _mesa_lookup_enum_by_nr(texture));
304
305 if (texUnit >= k) {
306 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
307 _mesa_lookup_enum_by_nr(texture));
308 return;
309 }
310
311 if (ctx->Texture.CurrentUnit == texUnit)
312 return;
313
314 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
315
316 ctx->Texture.CurrentUnit = texUnit;
317 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
318 /* update current stack pointer */
319 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
320 }
321 }
322
323
324 /* GL_ARB_multitexture */
325 void GLAPIENTRY
326 _mesa_ClientActiveTexture(GLenum texture)
327 {
328 GET_CURRENT_CONTEXT(ctx);
329 GLuint texUnit = texture - GL_TEXTURE0;
330
331 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
332 _mesa_debug(ctx, "glClientActiveTexture %s\n",
333 _mesa_lookup_enum_by_nr(texture));
334
335 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
336 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
337 return;
338 }
339
340 if (ctx->Array.ActiveTexture == texUnit)
341 return;
342
343 FLUSH_VERTICES(ctx, _NEW_ARRAY);
344 ctx->Array.ActiveTexture = texUnit;
345 }
346
347
348
349 /**********************************************************************/
350 /***** State management *****/
351 /**********************************************************************/
352
353
354 /**
355 * \note This routine refers to derived texture attribute values to
356 * compute the ENABLE_TEXMAT flags, but is only called on
357 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
358 * flags are updated by _mesa_update_textures(), below.
359 *
360 * \param ctx GL context.
361 */
362 static void
363 update_texture_matrices( struct gl_context *ctx )
364 {
365 GLuint u;
366
367 ctx->Texture._TexMatEnabled = 0x0;
368
369 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
370 ASSERT(u < Elements(ctx->TextureMatrixStack));
371 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
372 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
373
374 if (ctx->Texture.Unit[u]._ReallyEnabled &&
375 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
376 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
377 }
378 }
379 }
380
381
382 /**
383 * Examine texture unit's combine/env state to update derived state.
384 */
385 static void
386 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
387 {
388 struct gl_tex_env_combine_state *combine;
389
390 /* No combiners will apply to this. */
391 if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
392 return;
393
394 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
395 * state, or the combiner state which is derived from traditional texenv
396 * mode.
397 */
398 if (texUnit->EnvMode == GL_COMBINE ||
399 texUnit->EnvMode == GL_COMBINE4_NV) {
400 texUnit->_CurrentCombine = & texUnit->Combine;
401 }
402 else {
403 const struct gl_texture_object *texObj = texUnit->_Current;
404 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
405
406 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
407 format = texObj->DepthMode;
408 }
409 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
410 texUnit->_CurrentCombine = & texUnit->_EnvMode;
411 }
412
413 combine = texUnit->_CurrentCombine;
414
415 /* Determine number of source RGB terms in the combiner function */
416 switch (combine->ModeRGB) {
417 case GL_REPLACE:
418 combine->_NumArgsRGB = 1;
419 break;
420 case GL_ADD:
421 case GL_ADD_SIGNED:
422 if (texUnit->EnvMode == GL_COMBINE4_NV)
423 combine->_NumArgsRGB = 4;
424 else
425 combine->_NumArgsRGB = 2;
426 break;
427 case GL_MODULATE:
428 case GL_SUBTRACT:
429 case GL_DOT3_RGB:
430 case GL_DOT3_RGBA:
431 case GL_DOT3_RGB_EXT:
432 case GL_DOT3_RGBA_EXT:
433 combine->_NumArgsRGB = 2;
434 break;
435 case GL_INTERPOLATE:
436 case GL_MODULATE_ADD_ATI:
437 case GL_MODULATE_SIGNED_ADD_ATI:
438 case GL_MODULATE_SUBTRACT_ATI:
439 combine->_NumArgsRGB = 3;
440 break;
441 case GL_BUMP_ENVMAP_ATI:
442 /* no real arguments for this case */
443 combine->_NumArgsRGB = 0;
444 break;
445 default:
446 combine->_NumArgsRGB = 0;
447 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
448 return;
449 }
450
451 /* Determine number of source Alpha terms in the combiner function */
452 switch (combine->ModeA) {
453 case GL_REPLACE:
454 combine->_NumArgsA = 1;
455 break;
456 case GL_ADD:
457 case GL_ADD_SIGNED:
458 if (texUnit->EnvMode == GL_COMBINE4_NV)
459 combine->_NumArgsA = 4;
460 else
461 combine->_NumArgsA = 2;
462 break;
463 case GL_MODULATE:
464 case GL_SUBTRACT:
465 combine->_NumArgsA = 2;
466 break;
467 case GL_INTERPOLATE:
468 case GL_MODULATE_ADD_ATI:
469 case GL_MODULATE_SIGNED_ADD_ATI:
470 case GL_MODULATE_SUBTRACT_ATI:
471 combine->_NumArgsA = 3;
472 break;
473 default:
474 combine->_NumArgsA = 0;
475 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
476 break;
477 }
478 }
479
480 static void
481 update_texgen(struct gl_context *ctx)
482 {
483 GLuint unit;
484
485 /* Setup texgen for those texture coordinate sets that are in use */
486 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
487 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
488
489 texUnit->_GenFlags = 0x0;
490
491 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
492 continue;
493
494 if (texUnit->TexGenEnabled) {
495 if (texUnit->TexGenEnabled & S_BIT) {
496 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
497 }
498 if (texUnit->TexGenEnabled & T_BIT) {
499 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
500 }
501 if (texUnit->TexGenEnabled & R_BIT) {
502 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
503 }
504 if (texUnit->TexGenEnabled & Q_BIT) {
505 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
506 }
507
508 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
509 ctx->Texture._GenFlags |= texUnit->_GenFlags;
510 }
511
512 ASSERT(unit < Elements(ctx->TextureMatrixStack));
513 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
514 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
515 }
516 }
517
518 /**
519 * \note This routine refers to derived texture matrix values to
520 * compute the ENABLE_TEXMAT flags, but is only called on
521 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
522 * flags are updated by _mesa_update_texture_matrices, above.
523 *
524 * \param ctx GL context.
525 */
526 static void
527 update_texture_state( struct gl_context *ctx )
528 {
529 GLuint unit;
530 struct gl_program *prog[MESA_SHADER_STAGES];
531 GLbitfield enabledFragUnits = 0x0;
532 int i;
533
534 for (i = 0; i < MESA_SHADER_STAGES; i++) {
535 if (ctx->Shader.CurrentProgram[i] &&
536 ctx->Shader.CurrentProgram[i]->LinkStatus) {
537 prog[i] = ctx->Shader.CurrentProgram[i]->_LinkedShaders[i]->Program;
538 } else {
539 if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled)
540 prog[i] = &ctx->FragmentProgram.Current->Base;
541 else
542 prog[i] = NULL;
543 }
544 }
545
546 /* TODO: only set this if there are actual changes */
547 ctx->NewState |= _NEW_TEXTURE;
548
549 ctx->Texture._EnabledUnits = 0x0;
550 ctx->Texture._GenFlags = 0x0;
551 ctx->Texture._TexMatEnabled = 0x0;
552 ctx->Texture._TexGenEnabled = 0x0;
553
554 /*
555 * Update texture unit state.
556 */
557 for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
558 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
559 GLbitfield enabledTargetsByStage[MESA_SHADER_STAGES];
560 GLbitfield enabledTargets = 0x0;
561 GLuint texIndex;
562
563 /* Get the bitmask of texture target enables.
564 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
565 * which texture targets are enabled (fixed function) or referenced
566 * by a fragment program/program. When multiple flags are set, we'll
567 * settle on the one with highest priority (see below).
568 */
569 for (i = 0; i < MESA_SHADER_STAGES; i++) {
570 if (prog[i])
571 enabledTargetsByStage[i] = prog[i]->TexturesUsed[unit];
572 else if (i == MESA_SHADER_FRAGMENT)
573 enabledTargetsByStage[i] = texUnit->Enabled;
574 else
575 enabledTargetsByStage[i] = 0;
576 enabledTargets |= enabledTargetsByStage[i];
577 }
578
579 texUnit->_ReallyEnabled = 0x0;
580
581 if (enabledTargets == 0x0) {
582 /* neither vertex nor fragment processing uses this unit */
583 continue;
584 }
585
586 /* Look for the highest priority texture target that's enabled (or used
587 * by the vert/frag shaders) and "complete". That's the one we'll use
588 * for texturing.
589 *
590 * Note that the TEXTURE_x_INDEX values are in high to low priority.
591 */
592 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
593 if (enabledTargets & (1 << texIndex)) {
594 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
595 struct gl_sampler_object *sampler = texUnit->Sampler ?
596 texUnit->Sampler : &texObj->Sampler;
597
598 if (!_mesa_is_texture_complete(texObj, sampler)) {
599 _mesa_test_texobj_completeness(ctx, texObj);
600 }
601 if (_mesa_is_texture_complete(texObj, sampler)) {
602 texUnit->_ReallyEnabled = 1 << texIndex;
603 _mesa_reference_texobj(&texUnit->_Current, texObj);
604 break;
605 }
606 }
607 }
608
609 if (!texUnit->_ReallyEnabled) {
610 if (prog[MESA_SHADER_FRAGMENT]) {
611 /* If we get here it means the shader is expecting a texture
612 * object, but there isn't one (or it's incomplete). Use the
613 * fallback texture.
614 */
615 struct gl_texture_object *texObj;
616 gl_texture_index texTarget;
617
618 texTarget = (gl_texture_index) (ffs(enabledTargets) - 1);
619 texObj = _mesa_get_fallback_texture(ctx, texTarget);
620
621 assert(texObj);
622 if (!texObj) {
623 /* invalid fallback texture: don't enable the texture unit */
624 continue;
625 }
626
627 _mesa_reference_texobj(&texUnit->_Current, texObj);
628 texUnit->_ReallyEnabled = 1 << texTarget;
629 }
630 else {
631 /* fixed-function: texture unit is really disabled */
632 continue;
633 }
634 }
635
636 /* if we get here, we know this texture unit is enabled */
637
638 ctx->Texture._EnabledUnits |= (1 << unit);
639
640 if (enabledTargetsByStage[MESA_SHADER_FRAGMENT])
641 enabledFragUnits |= (1 << unit);
642
643 if (!prog[MESA_SHADER_FRAGMENT])
644 update_tex_combine(ctx, texUnit);
645 }
646
647
648 /* Determine which texture coordinate sets are actually needed */
649 if (prog[MESA_SHADER_FRAGMENT]) {
650 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
651 ctx->Texture._EnabledCoordUnits
652 = (prog[MESA_SHADER_FRAGMENT]->InputsRead >> VARYING_SLOT_TEX0) &
653 coordMask;
654 }
655 else {
656 ctx->Texture._EnabledCoordUnits = enabledFragUnits;
657 }
658
659 if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
660 update_texgen(ctx);
661
662 _mesa_validate_image_units(ctx);
663 }
664
665
666 /**
667 * Update texture-related derived state.
668 */
669 void
670 _mesa_update_texture( struct gl_context *ctx, GLuint new_state )
671 {
672 if (new_state & _NEW_TEXTURE_MATRIX)
673 update_texture_matrices( ctx );
674
675 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
676 update_texture_state( ctx );
677 }
678
679
680 /**********************************************************************/
681 /***** Initialization *****/
682 /**********************************************************************/
683
684 /**
685 * Allocate the proxy textures for the given context.
686 *
687 * \param ctx the context to allocate proxies for.
688 *
689 * \return GL_TRUE on success, or GL_FALSE on failure
690 *
691 * If run out of memory part way through the allocations, clean up and return
692 * GL_FALSE.
693 */
694 static GLboolean
695 alloc_proxy_textures( struct gl_context *ctx )
696 {
697 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
698 * values!
699 */
700 static const GLenum targets[] = {
701 GL_TEXTURE_2D_MULTISAMPLE,
702 GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
703 GL_TEXTURE_CUBE_MAP_ARRAY,
704 GL_TEXTURE_BUFFER,
705 GL_TEXTURE_2D_ARRAY_EXT,
706 GL_TEXTURE_1D_ARRAY_EXT,
707 GL_TEXTURE_EXTERNAL_OES,
708 GL_TEXTURE_CUBE_MAP_ARB,
709 GL_TEXTURE_3D,
710 GL_TEXTURE_RECTANGLE_NV,
711 GL_TEXTURE_2D,
712 GL_TEXTURE_1D,
713 };
714 GLint tgt;
715
716 STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
717 assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D);
718 assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP);
719
720 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
721 if (!(ctx->Texture.ProxyTex[tgt]
722 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
723 /* out of memory, free what we did allocate */
724 while (--tgt >= 0) {
725 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
726 }
727 return GL_FALSE;
728 }
729 }
730
731 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
732 return GL_TRUE;
733 }
734
735
736 /**
737 * Initialize a texture unit.
738 *
739 * \param ctx GL context.
740 * \param unit texture unit number to be initialized.
741 */
742 static void
743 init_texture_unit( struct gl_context *ctx, GLuint unit )
744 {
745 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
746 GLuint tex;
747
748 texUnit->EnvMode = GL_MODULATE;
749 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
750
751 texUnit->Combine = default_combine_state;
752 texUnit->_EnvMode = default_combine_state;
753 texUnit->_CurrentCombine = & texUnit->_EnvMode;
754 texUnit->BumpTarget = GL_TEXTURE0;
755
756 texUnit->TexGenEnabled = 0x0;
757 texUnit->GenS.Mode = GL_EYE_LINEAR;
758 texUnit->GenT.Mode = GL_EYE_LINEAR;
759 texUnit->GenR.Mode = GL_EYE_LINEAR;
760 texUnit->GenQ.Mode = GL_EYE_LINEAR;
761 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
762 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
763 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
764 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
765
766 /* Yes, these plane coefficients are correct! */
767 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
768 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
769 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
770 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
771 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
772 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
773 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
774 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
775
776 /* no mention of this in spec, but maybe id matrix expected? */
777 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
778
779 /* initialize current texture object ptrs to the shared default objects */
780 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
781 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
782 ctx->Shared->DefaultTex[tex]);
783 }
784 }
785
786
787 /**
788 * Initialize texture state for the given context.
789 */
790 GLboolean
791 _mesa_init_texture(struct gl_context *ctx)
792 {
793 GLuint u;
794
795 /* Texture group */
796 ctx->Texture.CurrentUnit = 0; /* multitexture */
797 ctx->Texture._EnabledUnits = 0x0;
798
799 /* Appendix F.2 of the OpenGL ES 3.0 spec says:
800 *
801 * "OpenGL ES 3.0 requires that all cube map filtering be
802 * seamless. OpenGL ES 2.0 specified that a single cube map face be
803 * selected and used for filtering."
804 */
805 ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx);
806
807 for (u = 0; u < Elements(ctx->Texture.Unit); u++)
808 init_texture_unit(ctx, u);
809
810 /* After we're done initializing the context's texture state the default
811 * texture objects' refcounts should be at least
812 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
813 */
814 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
815 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
816
817 /* Allocate proxy textures */
818 if (!alloc_proxy_textures( ctx ))
819 return GL_FALSE;
820
821 /* GL_ARB_texture_buffer_object */
822 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
823 ctx->Shared->NullBufferObj);
824
825 return GL_TRUE;
826 }
827
828
829 /**
830 * Free dynamically-allocted texture data attached to the given context.
831 */
832 void
833 _mesa_free_texture_data(struct gl_context *ctx)
834 {
835 GLuint u, tgt;
836
837 /* unreference current textures */
838 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
839 /* The _Current texture could account for another reference */
840 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
841
842 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
843 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
844 }
845 }
846
847 /* Free proxy texture objects */
848 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
849 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
850
851 /* GL_ARB_texture_buffer_object */
852 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
853
854 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
855 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
856 }
857 }
858
859
860 /**
861 * Update the default texture objects in the given context to reference those
862 * specified in the shared state and release those referencing the old
863 * shared state.
864 */
865 void
866 _mesa_update_default_objects_texture(struct gl_context *ctx)
867 {
868 GLuint u, tex;
869
870 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
871 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
872 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
873 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
874 ctx->Shared->DefaultTex[tex]);
875 }
876 }
877 }