mesa: inline _mesa_update_texture
[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 "util/bitscan.h"
42 #include "util/bitset.h"
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 struct gl_context *src, struct gl_context *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
78 /* per-unit state */
79 for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
80 dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
81 dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
82 COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
83 dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
84 dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
85 dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
86 dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
87 dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
88 dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
89
90 /* GL_EXT_texture_env_combine */
91 dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
92
93 /*
94 * XXX strictly speaking, we should compare texture names/ids and
95 * bind textures in the dest context according to id. For now, only
96 * copy bindings if the contexts share the same pool of textures to
97 * avoid refcounting bugs.
98 */
99 if (dst->Shared == src->Shared) {
100 /* copy texture object bindings, not contents of texture objects */
101 _mesa_lock_context_textures(dst);
102
103 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
104 _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
105 src->Texture.Unit[u].CurrentTex[tex]);
106 if (src->Texture.Unit[u].CurrentTex[tex]) {
107 dst->Texture.NumCurrentTexUsed =
108 MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
109 }
110 }
111 dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures;
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_enum_to_string(texUnit->EnvMode));
127 printf(" GL_COMBINE_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeRGB));
128 printf(" GL_COMBINE_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeA));
129 printf(" GL_SOURCE0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[0]));
130 printf(" GL_SOURCE1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[1]));
131 printf(" GL_SOURCE2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[2]));
132 printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[0]));
133 printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[1]));
134 printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[2]));
135 printf(" GL_OPERAND0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[0]));
136 printf(" GL_OPERAND1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[1]));
137 printf(" GL_OPERAND2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[2]));
138 printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[0]));
139 printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[1]));
140 printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_enum_to_string(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 state->SourceA[0] = GL_PREVIOUS;
187 break;
188
189 default:
190 _mesa_problem(NULL,
191 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
192 texBaseFormat);
193 return;
194 }
195
196 if (mode == GL_REPLACE_EXT)
197 mode = GL_REPLACE;
198
199 switch (mode) {
200 case GL_REPLACE:
201 case GL_MODULATE:
202 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
203 mode_a = mode;
204 break;
205
206 case GL_DECAL:
207 mode_rgb = GL_INTERPOLATE;
208 mode_a = GL_REPLACE;
209
210 state->SourceA[0] = GL_PREVIOUS;
211
212 /* Having alpha / luminance / intensity textures replace using the
213 * incoming fragment color matches the definition in NV_texture_shader.
214 * The 1.5 spec simply marks these as "undefined".
215 */
216 switch (texBaseFormat) {
217 case GL_ALPHA:
218 case GL_LUMINANCE:
219 case GL_LUMINANCE_ALPHA:
220 case GL_INTENSITY:
221 state->SourceRGB[0] = GL_PREVIOUS;
222 break;
223 case GL_RED:
224 case GL_RG:
225 case GL_RGB:
226 case GL_YCBCR_MESA:
227 mode_rgb = GL_REPLACE;
228 break;
229 case GL_RGBA:
230 state->SourceRGB[2] = GL_TEXTURE;
231 break;
232 }
233 break;
234
235 case GL_BLEND:
236 mode_rgb = GL_INTERPOLATE;
237 mode_a = GL_MODULATE;
238
239 switch (texBaseFormat) {
240 case GL_ALPHA:
241 mode_rgb = GL_REPLACE;
242 break;
243 case GL_INTENSITY:
244 mode_a = GL_INTERPOLATE;
245 state->SourceA[0] = GL_CONSTANT;
246 state->OperandA[2] = GL_SRC_ALPHA;
247 /* FALLTHROUGH */
248 case GL_LUMINANCE:
249 case GL_RED:
250 case GL_RG:
251 case GL_RGB:
252 case GL_LUMINANCE_ALPHA:
253 case GL_RGBA:
254 case GL_YCBCR_MESA:
255 state->SourceRGB[2] = GL_TEXTURE;
256 state->SourceA[2] = GL_TEXTURE;
257 state->SourceRGB[0] = GL_CONSTANT;
258 state->OperandRGB[2] = GL_SRC_COLOR;
259 break;
260 }
261 break;
262
263 case GL_ADD:
264 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
265 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
266 break;
267
268 default:
269 _mesa_problem(NULL,
270 "Invalid texture env mode 0x%x in calculate_derived_texenv",
271 mode);
272 return;
273 }
274
275 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
276 ? mode_rgb : GL_REPLACE;
277 state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
278 ? mode_a : GL_REPLACE;
279 }
280
281
282
283
284 /* GL_ARB_multitexture */
285 void GLAPIENTRY
286 _mesa_ActiveTexture(GLenum texture)
287 {
288 const GLuint texUnit = texture - GL_TEXTURE0;
289 GLuint k;
290 GET_CURRENT_CONTEXT(ctx);
291
292 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
293 _mesa_debug(ctx, "glActiveTexture %s\n",
294 _mesa_enum_to_string(texture));
295
296 if (ctx->Texture.CurrentUnit == texUnit)
297 return;
298
299 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 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
310
311 ctx->Texture.CurrentUnit = texUnit;
312 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
313 /* update current stack pointer */
314 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
315 }
316 }
317
318
319 /* GL_ARB_multitexture */
320 void GLAPIENTRY
321 _mesa_ClientActiveTexture(GLenum texture)
322 {
323 GET_CURRENT_CONTEXT(ctx);
324 GLuint texUnit = texture - GL_TEXTURE0;
325
326 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
327 _mesa_debug(ctx, "glClientActiveTexture %s\n",
328 _mesa_enum_to_string(texture));
329
330 if (ctx->Array.ActiveTexture == texUnit)
331 return;
332
333 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
334 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture=%s)",
335 _mesa_enum_to_string(texture));
336 return;
337 }
338
339 FLUSH_VERTICES(ctx, _NEW_ARRAY);
340 ctx->Array.ActiveTexture = texUnit;
341 }
342
343
344
345 /**********************************************************************/
346 /***** State management *****/
347 /**********************************************************************/
348
349
350 /**
351 * \note This routine refers to derived texture attribute values to
352 * compute the ENABLE_TEXMAT flags, but is only called on
353 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
354 * flags are updated by _mesa_update_textures(), below.
355 *
356 * \param ctx GL context.
357 */
358 void
359 _mesa_update_texture_matrices(struct gl_context *ctx)
360 {
361 GLuint u;
362
363 ctx->Texture._TexMatEnabled = 0x0;
364
365 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
366 assert(u < ARRAY_SIZE(ctx->TextureMatrixStack));
367 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
368 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
369
370 if (ctx->Texture.Unit[u]._Current &&
371 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
372 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
373 }
374 }
375 }
376
377
378 /**
379 * Examine texture unit's combine/env state to update derived state.
380 */
381 static void
382 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
383 {
384 struct gl_tex_env_combine_state *combine;
385
386 /* No combiners will apply to this. */
387 if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
388 return;
389
390 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
391 * state, or the combiner state which is derived from traditional texenv
392 * mode.
393 */
394 if (texUnit->EnvMode == GL_COMBINE ||
395 texUnit->EnvMode == GL_COMBINE4_NV) {
396 texUnit->_CurrentCombine = & texUnit->Combine;
397 }
398 else {
399 const struct gl_texture_object *texObj = texUnit->_Current;
400 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
401
402 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
403 format = texObj->DepthMode;
404 }
405 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
406 texUnit->_CurrentCombine = & texUnit->_EnvMode;
407 }
408
409 combine = texUnit->_CurrentCombine;
410
411 /* Determine number of source RGB terms in the combiner function */
412 switch (combine->ModeRGB) {
413 case GL_REPLACE:
414 combine->_NumArgsRGB = 1;
415 break;
416 case GL_ADD:
417 case GL_ADD_SIGNED:
418 if (texUnit->EnvMode == GL_COMBINE4_NV)
419 combine->_NumArgsRGB = 4;
420 else
421 combine->_NumArgsRGB = 2;
422 break;
423 case GL_MODULATE:
424 case GL_SUBTRACT:
425 case GL_DOT3_RGB:
426 case GL_DOT3_RGBA:
427 case GL_DOT3_RGB_EXT:
428 case GL_DOT3_RGBA_EXT:
429 combine->_NumArgsRGB = 2;
430 break;
431 case GL_INTERPOLATE:
432 case GL_MODULATE_ADD_ATI:
433 case GL_MODULATE_SIGNED_ADD_ATI:
434 case GL_MODULATE_SUBTRACT_ATI:
435 combine->_NumArgsRGB = 3;
436 break;
437 default:
438 combine->_NumArgsRGB = 0;
439 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
440 return;
441 }
442
443 /* Determine number of source Alpha terms in the combiner function */
444 switch (combine->ModeA) {
445 case GL_REPLACE:
446 combine->_NumArgsA = 1;
447 break;
448 case GL_ADD:
449 case GL_ADD_SIGNED:
450 if (texUnit->EnvMode == GL_COMBINE4_NV)
451 combine->_NumArgsA = 4;
452 else
453 combine->_NumArgsA = 2;
454 break;
455 case GL_MODULATE:
456 case GL_SUBTRACT:
457 combine->_NumArgsA = 2;
458 break;
459 case GL_INTERPOLATE:
460 case GL_MODULATE_ADD_ATI:
461 case GL_MODULATE_SIGNED_ADD_ATI:
462 case GL_MODULATE_SUBTRACT_ATI:
463 combine->_NumArgsA = 3;
464 break;
465 default:
466 combine->_NumArgsA = 0;
467 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
468 break;
469 }
470 }
471
472 static void
473 update_texgen(struct gl_context *ctx)
474 {
475 GLuint unit;
476
477 /* Setup texgen for those texture coordinate sets that are in use */
478 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
479 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
480
481 texUnit->_GenFlags = 0x0;
482
483 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
484 continue;
485
486 if (texUnit->TexGenEnabled) {
487 if (texUnit->TexGenEnabled & S_BIT) {
488 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
489 }
490 if (texUnit->TexGenEnabled & T_BIT) {
491 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
492 }
493 if (texUnit->TexGenEnabled & R_BIT) {
494 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
495 }
496 if (texUnit->TexGenEnabled & Q_BIT) {
497 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
498 }
499
500 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
501 ctx->Texture._GenFlags |= texUnit->_GenFlags;
502 }
503
504 assert(unit < ARRAY_SIZE(ctx->TextureMatrixStack));
505 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
506 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
507 }
508 }
509
510 static struct gl_texture_object *
511 update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
512 int s)
513 {
514 gl_texture_index target_index;
515 struct gl_texture_unit *texUnit;
516 struct gl_texture_object *texObj;
517 struct gl_sampler_object *sampler;
518 int unit;
519
520 if (!(prog->SamplersUsed & (1 << s)))
521 return NULL;
522
523 unit = prog->SamplerUnits[s];
524 texUnit = &ctx->Texture.Unit[unit];
525
526 /* Note: If more than one bit was set in TexturesUsed[unit], then we should
527 * have had the draw call rejected already. From the GL 4.4 specification,
528 * section 7.10 ("Samplers"):
529 *
530 * "It is not allowed to have variables of different sampler types
531 * pointing to the same texture image unit within a program
532 * object. This situation can only be detected at the next rendering
533 * command issued which triggers shader invocations, and an
534 * INVALID_OPERATION error will then be generated."
535 */
536 target_index = ffs(prog->TexturesUsed[unit]) - 1;
537 texObj = texUnit->CurrentTex[target_index];
538
539 sampler = texUnit->Sampler ?
540 texUnit->Sampler : &texObj->Sampler;
541
542 if (likely(texObj)) {
543 if (_mesa_is_texture_complete(texObj, sampler))
544 return texObj;
545
546 _mesa_test_texobj_completeness(ctx, texObj);
547 if (_mesa_is_texture_complete(texObj, sampler))
548 return texObj;
549 }
550
551 /* If we've reached this point, we didn't find a complete texture of the
552 * shader's target. From the GL 4.4 core specification, section 11.1.3.5
553 * ("Texture Access"):
554 *
555 * "If a sampler is used in a shader and the sampler’s associated
556 * texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
557 * will be returned for a non-shadow sampler and 0 for a shadow
558 * sampler."
559 *
560 * Mesa implements this by creating a hidden texture object with a pixel of
561 * that value.
562 */
563 texObj = _mesa_get_fallback_texture(ctx, target_index);
564 assert(texObj);
565
566 return texObj;
567 }
568
569 static void
570 update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
571 BITSET_WORD *enabled_texture_units)
572 {
573 int i;
574
575 for (i = 0; i < MESA_SHADER_STAGES; i++) {
576 int s;
577
578 if (!prog[i])
579 continue;
580
581 /* We can't only do the shifting trick as the loop condition because if
582 * sampler 31 is active, the next iteration tries to shift by 32, which is
583 * undefined.
584 */
585 for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) {
586 struct gl_texture_object *texObj;
587
588 texObj = update_single_program_texture(ctx, prog[i], s);
589 if (texObj) {
590 int unit = prog[i]->SamplerUnits[s];
591 _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
592 BITSET_SET(enabled_texture_units, unit);
593 ctx->Texture._MaxEnabledTexImageUnit =
594 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
595 }
596 }
597 }
598
599 if (prog[MESA_SHADER_FRAGMENT]) {
600 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
601 ctx->Texture._EnabledCoordUnits |=
602 (prog[MESA_SHADER_FRAGMENT]->info.inputs_read >> VARYING_SLOT_TEX0) &
603 coordMask;
604 }
605 }
606
607 static void
608 update_ff_texture_state(struct gl_context *ctx,
609 BITSET_WORD *enabled_texture_units)
610 {
611 int unit;
612
613 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
614 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
615 GLbitfield mask;
616 bool complete;
617
618 if (texUnit->Enabled == 0x0)
619 continue;
620
621 /* If a shader already dictated what texture target was used for this
622 * unit, just go along with it.
623 */
624 if (BITSET_TEST(enabled_texture_units, unit))
625 continue;
626
627 /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
628 *
629 * "Texturing is enabled or disabled using the generic Enable and
630 * Disable commands, respectively, with the symbolic constants
631 * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
632 * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
633 * three-dimensional, or cube map texture, respectively. If more
634 * than one of these textures is enabled, the first one enabled
635 * from the following list is used:
636 *
637 * • cube map texture
638 * • three-dimensional texture
639 * • rectangular texture
640 * • two-dimensional texture
641 * • one-dimensional texture"
642 *
643 * Note that the TEXTURE_x_INDEX values are in high to low priority.
644 * Also:
645 *
646 * "If a texture unit is disabled or has an invalid or incomplete
647 * texture (as defined in section 8.17) bound to it, then blending
648 * is disabled for that texture unit. If the texture environment
649 * for a given enabled texture unit references a disabled texture
650 * unit, or an invalid or incomplete texture that is bound to
651 * another unit, then the results of texture blending are
652 * undefined."
653 */
654 complete = false;
655 mask = texUnit->Enabled;
656 while (mask) {
657 const int texIndex = u_bit_scan(&mask);
658 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
659 struct gl_sampler_object *sampler = texUnit->Sampler ?
660 texUnit->Sampler : &texObj->Sampler;
661
662 if (!_mesa_is_texture_complete(texObj, sampler)) {
663 _mesa_test_texobj_completeness(ctx, texObj);
664 }
665 if (_mesa_is_texture_complete(texObj, sampler)) {
666 _mesa_reference_texobj(&texUnit->_Current, texObj);
667 complete = true;
668 break;
669 }
670 }
671
672 if (!complete)
673 continue;
674
675 /* if we get here, we know this texture unit is enabled */
676 BITSET_SET(enabled_texture_units, unit);
677 ctx->Texture._MaxEnabledTexImageUnit =
678 MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
679
680 ctx->Texture._EnabledCoordUnits |= 1 << unit;
681
682 update_tex_combine(ctx, texUnit);
683 }
684 }
685
686 /**
687 * \note This routine refers to derived texture matrix values to
688 * compute the ENABLE_TEXMAT flags, but is only called on
689 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
690 * flags are updated by _mesa_update_texture_matrices, above.
691 *
692 * \param ctx GL context.
693 */
694 void
695 _mesa_update_texture_state(struct gl_context *ctx)
696 {
697 struct gl_program *prog[MESA_SHADER_STAGES];
698 int i;
699 int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
700 BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
701
702 for (i = 0; i < MESA_SHADER_STAGES; i++) {
703 if (ctx->_Shader->CurrentProgram[i]) {
704 prog[i] = ctx->_Shader->CurrentProgram[i];
705 } else {
706 if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled)
707 prog[i] = ctx->FragmentProgram.Current;
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
749
750 /**********************************************************************/
751 /***** Initialization *****/
752 /**********************************************************************/
753
754 /**
755 * Allocate the proxy textures for the given context.
756 *
757 * \param ctx the context to allocate proxies for.
758 *
759 * \return GL_TRUE on success, or GL_FALSE on failure
760 *
761 * If run out of memory part way through the allocations, clean up and return
762 * GL_FALSE.
763 */
764 static GLboolean
765 alloc_proxy_textures( struct gl_context *ctx )
766 {
767 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
768 * values!
769 */
770 static const GLenum targets[] = {
771 GL_TEXTURE_2D_MULTISAMPLE,
772 GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
773 GL_TEXTURE_CUBE_MAP_ARRAY,
774 GL_TEXTURE_BUFFER,
775 GL_TEXTURE_2D_ARRAY_EXT,
776 GL_TEXTURE_1D_ARRAY_EXT,
777 GL_TEXTURE_EXTERNAL_OES,
778 GL_TEXTURE_CUBE_MAP,
779 GL_TEXTURE_3D,
780 GL_TEXTURE_RECTANGLE_NV,
781 GL_TEXTURE_2D,
782 GL_TEXTURE_1D,
783 };
784 GLint tgt;
785
786 STATIC_ASSERT(ARRAY_SIZE(targets) == NUM_TEXTURE_TARGETS);
787 assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D);
788 assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP);
789
790 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
791 if (!(ctx->Texture.ProxyTex[tgt]
792 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
793 /* out of memory, free what we did allocate */
794 while (--tgt >= 0) {
795 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
796 }
797 return GL_FALSE;
798 }
799 }
800
801 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
802 return GL_TRUE;
803 }
804
805
806 /**
807 * Initialize a texture unit.
808 *
809 * \param ctx GL context.
810 * \param unit texture unit number to be initialized.
811 */
812 static void
813 init_texture_unit( struct gl_context *ctx, GLuint unit )
814 {
815 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
816 GLuint tex;
817
818 texUnit->EnvMode = GL_MODULATE;
819 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
820
821 texUnit->Combine = default_combine_state;
822 texUnit->_EnvMode = default_combine_state;
823 texUnit->_CurrentCombine = & texUnit->_EnvMode;
824
825 texUnit->TexGenEnabled = 0x0;
826 texUnit->GenS.Mode = GL_EYE_LINEAR;
827 texUnit->GenT.Mode = GL_EYE_LINEAR;
828 texUnit->GenR.Mode = GL_EYE_LINEAR;
829 texUnit->GenQ.Mode = GL_EYE_LINEAR;
830 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
831 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
832 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
833 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
834
835 /* Yes, these plane coefficients are correct! */
836 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
837 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
838 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
839 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
840 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
841 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
842 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
843 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
844
845 /* initialize current texture object ptrs to the shared default objects */
846 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
847 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
848 ctx->Shared->DefaultTex[tex]);
849 }
850
851 texUnit->_BoundTextures = 0;
852 }
853
854
855 /**
856 * Initialize texture state for the given context.
857 */
858 GLboolean
859 _mesa_init_texture(struct gl_context *ctx)
860 {
861 GLuint u;
862
863 /* Texture group */
864 ctx->Texture.CurrentUnit = 0; /* multitexture */
865
866 /* Appendix F.2 of the OpenGL ES 3.0 spec says:
867 *
868 * "OpenGL ES 3.0 requires that all cube map filtering be
869 * seamless. OpenGL ES 2.0 specified that a single cube map face be
870 * selected and used for filtering."
871 *
872 * Unfortunatley, a call to _mesa_is_gles3 below will only work if
873 * the driver has already computed and set ctx->Version, however drivers
874 * seem to call _mesa_initialize_context (which calls this) early
875 * in the CreateContext hook and _mesa_compute_version much later (since
876 * it needs information about available extensions). So, we will
877 * enable seamless cubemaps by default since GLES2. This should work
878 * for most implementations and drivers that don't support seamless
879 * cubemaps for GLES2 can still disable it.
880 */
881 ctx->Texture.CubeMapSeamless = ctx->API == API_OPENGLES2;
882
883 for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++)
884 init_texture_unit(ctx, u);
885
886 /* After we're done initializing the context's texture state the default
887 * texture objects' refcounts should be at least
888 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
889 */
890 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
891 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
892
893 /* Allocate proxy textures */
894 if (!alloc_proxy_textures( ctx ))
895 return GL_FALSE;
896
897 /* GL_ARB_texture_buffer_object */
898 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
899 ctx->Shared->NullBufferObj);
900
901 ctx->Texture.NumCurrentTexUsed = 0;
902
903 return GL_TRUE;
904 }
905
906
907 /**
908 * Free dynamically-allocted texture data attached to the given context.
909 */
910 void
911 _mesa_free_texture_data(struct gl_context *ctx)
912 {
913 GLuint u, tgt;
914
915 /* unreference current textures */
916 for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
917 /* The _Current texture could account for another reference */
918 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
919
920 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
921 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
922 }
923 }
924
925 /* Free proxy texture objects */
926 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
927 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
928
929 /* GL_ARB_texture_buffer_object */
930 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
931
932 for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
933 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
934 }
935 }
936
937
938 /**
939 * Update the default texture objects in the given context to reference those
940 * specified in the shared state and release those referencing the old
941 * shared state.
942 */
943 void
944 _mesa_update_default_objects_texture(struct gl_context *ctx)
945 {
946 GLuint u, tex;
947
948 for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
949 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
950 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
951 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
952 ctx->Shared->DefaultTex[tex]);
953 }
954 }
955 }