2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
28 * Texture state handling.
32 #include "mfeatures.h"
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.
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
},
63 * Used by glXCopyContext to copy texture state from one context to another.
66 _mesa_copy_texture_state( const GLcontext
*src
, GLcontext
*dst
)
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
;
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
;
91 /* GL_EXT_texture_env_combine */
92 dst
->Texture
.Unit
[u
].Combine
= src
->Texture
.Unit
[u
].Combine
;
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
);
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.
104 if (dst
->Shared
== src
->Shared
) {
105 /* copy texture object bindings, not contents of texture objects */
106 _mesa_lock_context_textures(dst
);
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
]);
112 _mesa_unlock_context_textures(dst
);
122 _mesa_print_texunit_state( GLcontext
*ctx
, GLuint unit
)
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]);
148 /**********************************************************************/
149 /* Texture Environment */
150 /**********************************************************************/
153 * Convert "classic" texture environment to ARB_texture_env_combine style
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
163 calculate_derived_texenv( struct gl_tex_env_combine_state
*state
,
164 GLenum mode
, GLenum texBaseFormat
)
169 *state
= default_combine_state
;
171 switch (texBaseFormat
) {
173 state
->SourceRGB
[0] = GL_PREVIOUS
;
176 case GL_LUMINANCE_ALPHA
:
185 state
->SourceA
[0] = GL_PREVIOUS
;
190 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
195 if (mode
== GL_REPLACE_EXT
)
201 mode_rgb
= (texBaseFormat
== GL_ALPHA
) ? GL_REPLACE
: mode
;
206 mode_rgb
= GL_INTERPOLATE
;
209 state
->SourceA
[0] = GL_PREVIOUS
;
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".
215 switch (texBaseFormat
) {
218 case GL_LUMINANCE_ALPHA
:
220 state
->SourceRGB
[0] = GL_PREVIOUS
;
225 mode_rgb
= GL_REPLACE
;
228 state
->SourceRGB
[2] = GL_TEXTURE
;
234 mode_rgb
= GL_INTERPOLATE
;
235 mode_a
= GL_MODULATE
;
237 switch (texBaseFormat
) {
239 mode_rgb
= GL_REPLACE
;
242 mode_a
= GL_INTERPOLATE
;
243 state
->SourceA
[0] = GL_CONSTANT
;
244 state
->OperandA
[2] = GL_SRC_ALPHA
;
248 case GL_LUMINANCE_ALPHA
:
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
;
261 mode_rgb
= (texBaseFormat
== GL_ALPHA
) ? GL_REPLACE
: GL_ADD
;
262 mode_a
= (texBaseFormat
== GL_INTENSITY
) ? GL_ADD
: GL_MODULATE
;
267 "Invalid texture env mode 0x%x in calculate_derived_texenv",
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
;
281 /* GL_ARB_multitexture */
283 _mesa_ActiveTextureARB(GLenum texture
)
285 const GLuint texUnit
= texture
- GL_TEXTURE0
;
287 GET_CURRENT_CONTEXT(ctx
);
289 /* See OpenGL spec for glActiveTexture: */
290 k
= MAX2(ctx
->Const
.MaxCombinedTextureImageUnits
,
291 ctx
->Const
.MaxTextureCoordUnits
);
293 ASSERT(k
<= Elements(ctx
->Texture
.Unit
));
295 ASSERT_OUTSIDE_BEGIN_END(ctx
);
297 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
298 _mesa_debug(ctx
, "glActiveTexture %s\n",
299 _mesa_lookup_enum_by_nr(texture
));
302 _mesa_error(ctx
, GL_INVALID_ENUM
, "glActiveTexture(texture=%s)",
303 _mesa_lookup_enum_by_nr(texture
));
307 if (ctx
->Texture
.CurrentUnit
== texUnit
)
310 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
312 ctx
->Texture
.CurrentUnit
= texUnit
;
313 if (ctx
->Transform
.MatrixMode
== GL_TEXTURE
) {
314 /* update current stack pointer */
315 ctx
->CurrentStack
= &ctx
->TextureMatrixStack
[texUnit
];
320 /* GL_ARB_multitexture */
322 _mesa_ClientActiveTextureARB(GLenum texture
)
324 GET_CURRENT_CONTEXT(ctx
);
325 GLuint texUnit
= texture
- GL_TEXTURE0
;
326 ASSERT_OUTSIDE_BEGIN_END(ctx
);
328 if (MESA_VERBOSE
& (VERBOSE_API
| VERBOSE_TEXTURE
))
329 _mesa_debug(ctx
, "glClientActiveTexture %s\n",
330 _mesa_lookup_enum_by_nr(texture
));
332 if (texUnit
>= ctx
->Const
.MaxTextureCoordUnits
) {
333 _mesa_error(ctx
, GL_INVALID_ENUM
, "glClientActiveTexture(texture)");
337 if (ctx
->Array
.ActiveTexture
== texUnit
)
340 FLUSH_VERTICES(ctx
, _NEW_ARRAY
);
341 ctx
->Array
.ActiveTexture
= texUnit
;
346 /**********************************************************************/
347 /***** State management *****/
348 /**********************************************************************/
352 * \note This routine refers to derived texture attribute values to
353 * compute the ENABLE_TEXMAT flags, but is only called on
354 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
355 * flags are updated by _mesa_update_textures(), below.
357 * \param ctx GL context.
360 update_texture_matrices( GLcontext
*ctx
)
364 ctx
->Texture
._TexMatEnabled
= 0x0;
366 for (u
= 0; u
< ctx
->Const
.MaxTextureCoordUnits
; u
++) {
367 ASSERT(u
< Elements(ctx
->TextureMatrixStack
));
368 if (_math_matrix_is_dirty(ctx
->TextureMatrixStack
[u
].Top
)) {
369 _math_matrix_analyse( ctx
->TextureMatrixStack
[u
].Top
);
371 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
&&
372 ctx
->TextureMatrixStack
[u
].Top
->type
!= MATRIX_IDENTITY
)
373 ctx
->Texture
._TexMatEnabled
|= ENABLE_TEXMAT(u
);
380 * Examine texture unit's combine/env state to update derived state.
383 update_tex_combine(GLcontext
*ctx
, struct gl_texture_unit
*texUnit
)
385 struct gl_tex_env_combine_state
*combine
;
387 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
388 * state, or the combiner state which is derived from traditional texenv
391 if (texUnit
->EnvMode
== GL_COMBINE
||
392 texUnit
->EnvMode
== GL_COMBINE4_NV
) {
393 texUnit
->_CurrentCombine
= & texUnit
->Combine
;
396 const struct gl_texture_object
*texObj
= texUnit
->_Current
;
397 GLenum format
= texObj
->Image
[0][texObj
->BaseLevel
]->_BaseFormat
;
398 if (format
== GL_COLOR_INDEX
) {
399 format
= GL_RGBA
; /* a bit of a hack */
401 else if (format
== GL_DEPTH_COMPONENT
||
402 format
== GL_DEPTH_STENCIL_EXT
) {
403 format
= texObj
->DepthMode
;
405 calculate_derived_texenv(&texUnit
->_EnvMode
, texUnit
->EnvMode
, format
);
406 texUnit
->_CurrentCombine
= & texUnit
->_EnvMode
;
409 combine
= texUnit
->_CurrentCombine
;
411 /* Determine number of source RGB terms in the combiner function */
412 switch (combine
->ModeRGB
) {
414 combine
->_NumArgsRGB
= 1;
418 if (texUnit
->EnvMode
== GL_COMBINE4_NV
)
419 combine
->_NumArgsRGB
= 4;
421 combine
->_NumArgsRGB
= 2;
427 case GL_DOT3_RGB_EXT
:
428 case GL_DOT3_RGBA_EXT
:
429 combine
->_NumArgsRGB
= 2;
432 case GL_MODULATE_ADD_ATI
:
433 case GL_MODULATE_SIGNED_ADD_ATI
:
434 case GL_MODULATE_SUBTRACT_ATI
:
435 combine
->_NumArgsRGB
= 3;
437 case GL_BUMP_ENVMAP_ATI
:
438 /* no real arguments for this case */
439 combine
->_NumArgsRGB
= 0;
442 combine
->_NumArgsRGB
= 0;
443 _mesa_problem(ctx
, "invalid RGB combine mode in update_texture_state");
447 /* Determine number of source Alpha terms in the combiner function */
448 switch (combine
->ModeA
) {
450 combine
->_NumArgsA
= 1;
454 if (texUnit
->EnvMode
== GL_COMBINE4_NV
)
455 combine
->_NumArgsA
= 4;
457 combine
->_NumArgsA
= 2;
461 combine
->_NumArgsA
= 2;
464 case GL_MODULATE_ADD_ATI
:
465 case GL_MODULATE_SIGNED_ADD_ATI
:
466 case GL_MODULATE_SUBTRACT_ATI
:
467 combine
->_NumArgsA
= 3;
470 combine
->_NumArgsA
= 0;
471 _mesa_problem(ctx
, "invalid Alpha combine mode in update_texture_state");
478 * \note This routine refers to derived texture matrix values to
479 * compute the ENABLE_TEXMAT flags, but is only called on
480 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
481 * flags are updated by _mesa_update_texture_matrices, above.
483 * \param ctx GL context.
486 update_texture_state( GLcontext
*ctx
)
489 struct gl_fragment_program
*fprog
= NULL
;
490 struct gl_vertex_program
*vprog
= NULL
;
491 GLbitfield enabledFragUnits
= 0x0;
493 if (ctx
->Shader
.CurrentProgram
&&
494 ctx
->Shader
.CurrentProgram
->LinkStatus
) {
495 fprog
= ctx
->Shader
.CurrentProgram
->FragmentProgram
;
496 vprog
= ctx
->Shader
.CurrentProgram
->VertexProgram
;
499 if (ctx
->FragmentProgram
._Enabled
) {
500 fprog
= ctx
->FragmentProgram
.Current
;
502 if (ctx
->VertexProgram
._Enabled
) {
503 /* XXX enable this if/when non-shader vertex programs get
505 vprog = ctx->VertexProgram.Current;
510 /* TODO: only set this if there are actual changes */
511 ctx
->NewState
|= _NEW_TEXTURE
;
513 ctx
->Texture
._EnabledUnits
= 0x0;
514 ctx
->Texture
._GenFlags
= 0x0;
515 ctx
->Texture
._TexMatEnabled
= 0x0;
516 ctx
->Texture
._TexGenEnabled
= 0x0;
519 * Update texture unit state.
521 for (unit
= 0; unit
< ctx
->Const
.MaxCombinedTextureImageUnits
; unit
++) {
522 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
523 GLbitfield enabledVertTargets
= 0x0;
524 GLbitfield enabledFragTargets
= 0x0;
525 GLbitfield enabledTargets
= 0x0;
528 /* Get the bitmask of texture target enables.
529 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
530 * which texture targets are enabled (fixed function) or referenced
531 * by a fragment shader/program. When multiple flags are set, we'll
532 * settle on the one with highest priority (see below).
535 enabledVertTargets
|= vprog
->Base
.TexturesUsed
[unit
];
539 enabledFragTargets
|= fprog
->Base
.TexturesUsed
[unit
];
542 /* fixed-function fragment program */
543 enabledFragTargets
|= texUnit
->Enabled
;
546 enabledTargets
= enabledVertTargets
| enabledFragTargets
;
548 texUnit
->_ReallyEnabled
= 0x0;
550 if (enabledTargets
== 0x0) {
551 /* neither vertex nor fragment processing uses this unit */
555 /* Look for the highest priority texture target that's enabled (or used
556 * by the vert/frag shaders) and "complete". That's the one we'll use
557 * for texturing. If we're using vert/frag program we're guaranteed
558 * that bitcount(enabledBits) <= 1.
559 * Note that the TEXTURE_x_INDEX values are in high to low priority.
561 for (texIndex
= 0; texIndex
< NUM_TEXTURE_TARGETS
; texIndex
++) {
562 if (enabledTargets
& (1 << texIndex
)) {
563 struct gl_texture_object
*texObj
= texUnit
->CurrentTex
[texIndex
];
564 if (!texObj
->_Complete
) {
565 _mesa_test_texobj_completeness(ctx
, texObj
);
567 if (texObj
->_Complete
) {
568 texUnit
->_ReallyEnabled
= 1 << texIndex
;
569 _mesa_reference_texobj(&texUnit
->_Current
, texObj
);
575 if (!texUnit
->_ReallyEnabled
) {
577 /* If we get here it means the shader is expecting a texture
578 * object, but there isn't one (or it's incomplete). Use the
581 struct gl_texture_object
*texObj
= _mesa_get_fallback_texture(ctx
);
582 texUnit
->_ReallyEnabled
= 1 << TEXTURE_2D_INDEX
;
583 _mesa_reference_texobj(&texUnit
->_Current
, texObj
);
586 /* fixed-function: texture unit is really disabled */
591 /* if we get here, we know this texture unit is enabled */
593 ctx
->Texture
._EnabledUnits
|= (1 << unit
);
595 if (enabledFragTargets
)
596 enabledFragUnits
|= (1 << unit
);
598 update_tex_combine(ctx
, texUnit
);
602 /* Determine which texture coordinate sets are actually needed */
604 const GLuint coordMask
= (1 << MAX_TEXTURE_COORD_UNITS
) - 1;
605 ctx
->Texture
._EnabledCoordUnits
606 = (fprog
->Base
.InputsRead
>> FRAG_ATTRIB_TEX0
) & coordMask
;
609 ctx
->Texture
._EnabledCoordUnits
= enabledFragUnits
;
612 /* Setup texgen for those texture coordinate sets that are in use */
613 for (unit
= 0; unit
< ctx
->Const
.MaxTextureCoordUnits
; unit
++) {
614 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
616 texUnit
->_GenFlags
= 0x0;
618 if (!(ctx
->Texture
._EnabledCoordUnits
& (1 << unit
)))
621 if (texUnit
->TexGenEnabled
) {
622 if (texUnit
->TexGenEnabled
& S_BIT
) {
623 texUnit
->_GenFlags
|= texUnit
->GenS
._ModeBit
;
625 if (texUnit
->TexGenEnabled
& T_BIT
) {
626 texUnit
->_GenFlags
|= texUnit
->GenT
._ModeBit
;
628 if (texUnit
->TexGenEnabled
& R_BIT
) {
629 texUnit
->_GenFlags
|= texUnit
->GenR
._ModeBit
;
631 if (texUnit
->TexGenEnabled
& Q_BIT
) {
632 texUnit
->_GenFlags
|= texUnit
->GenQ
._ModeBit
;
635 ctx
->Texture
._TexGenEnabled
|= ENABLE_TEXGEN(unit
);
636 ctx
->Texture
._GenFlags
|= texUnit
->_GenFlags
;
639 ASSERT(unit
< Elements(ctx
->TextureMatrixStack
));
640 if (ctx
->TextureMatrixStack
[unit
].Top
->type
!= MATRIX_IDENTITY
)
641 ctx
->Texture
._TexMatEnabled
|= ENABLE_TEXMAT(unit
);
647 * Update texture-related derived state.
650 _mesa_update_texture( GLcontext
*ctx
, GLuint new_state
)
652 if (new_state
& _NEW_TEXTURE_MATRIX
)
653 update_texture_matrices( ctx
);
655 if (new_state
& (_NEW_TEXTURE
| _NEW_PROGRAM
))
656 update_texture_state( ctx
);
660 /**********************************************************************/
661 /***** Initialization *****/
662 /**********************************************************************/
665 * Allocate the proxy textures for the given context.
667 * \param ctx the context to allocate proxies for.
669 * \return GL_TRUE on success, or GL_FALSE on failure
671 * If run out of memory part way through the allocations, clean up and return
675 alloc_proxy_textures( GLcontext
*ctx
)
677 static const GLenum targets
[] = {
681 GL_TEXTURE_CUBE_MAP_ARB
,
682 GL_TEXTURE_RECTANGLE_NV
,
683 GL_TEXTURE_1D_ARRAY_EXT
,
684 GL_TEXTURE_2D_ARRAY_EXT
688 ASSERT(Elements(targets
) == NUM_TEXTURE_TARGETS
);
690 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
691 if (!(ctx
->Texture
.ProxyTex
[tgt
]
692 = ctx
->Driver
.NewTextureObject(ctx
, 0, targets
[tgt
]))) {
693 /* out of memory, free what we did allocate */
695 ctx
->Driver
.DeleteTexture(ctx
, ctx
->Texture
.ProxyTex
[tgt
]);
701 assert(ctx
->Texture
.ProxyTex
[0]->RefCount
== 1); /* sanity check */
707 * Initialize a texture unit.
709 * \param ctx GL context.
710 * \param unit texture unit number to be initialized.
713 init_texture_unit( GLcontext
*ctx
, GLuint unit
)
715 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
718 texUnit
->EnvMode
= GL_MODULATE
;
719 ASSIGN_4V( texUnit
->EnvColor
, 0.0, 0.0, 0.0, 0.0 );
721 texUnit
->Combine
= default_combine_state
;
722 texUnit
->_EnvMode
= default_combine_state
;
723 texUnit
->_CurrentCombine
= & texUnit
->_EnvMode
;
724 texUnit
->BumpTarget
= GL_TEXTURE0
;
726 texUnit
->TexGenEnabled
= 0x0;
727 texUnit
->GenS
.Mode
= GL_EYE_LINEAR
;
728 texUnit
->GenT
.Mode
= GL_EYE_LINEAR
;
729 texUnit
->GenR
.Mode
= GL_EYE_LINEAR
;
730 texUnit
->GenQ
.Mode
= GL_EYE_LINEAR
;
731 texUnit
->GenS
._ModeBit
= TEXGEN_EYE_LINEAR
;
732 texUnit
->GenT
._ModeBit
= TEXGEN_EYE_LINEAR
;
733 texUnit
->GenR
._ModeBit
= TEXGEN_EYE_LINEAR
;
734 texUnit
->GenQ
._ModeBit
= TEXGEN_EYE_LINEAR
;
736 /* Yes, these plane coefficients are correct! */
737 ASSIGN_4V( texUnit
->GenS
.ObjectPlane
, 1.0, 0.0, 0.0, 0.0 );
738 ASSIGN_4V( texUnit
->GenT
.ObjectPlane
, 0.0, 1.0, 0.0, 0.0 );
739 ASSIGN_4V( texUnit
->GenR
.ObjectPlane
, 0.0, 0.0, 0.0, 0.0 );
740 ASSIGN_4V( texUnit
->GenQ
.ObjectPlane
, 0.0, 0.0, 0.0, 0.0 );
741 ASSIGN_4V( texUnit
->GenS
.EyePlane
, 1.0, 0.0, 0.0, 0.0 );
742 ASSIGN_4V( texUnit
->GenT
.EyePlane
, 0.0, 1.0, 0.0, 0.0 );
743 ASSIGN_4V( texUnit
->GenR
.EyePlane
, 0.0, 0.0, 0.0, 0.0 );
744 ASSIGN_4V( texUnit
->GenQ
.EyePlane
, 0.0, 0.0, 0.0, 0.0 );
746 /* no mention of this in spec, but maybe id matrix expected? */
747 ASSIGN_4V( texUnit
->RotMatrix
, 1.0, 0.0, 0.0, 1.0 );
749 /* initialize current texture object ptrs to the shared default objects */
750 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
751 _mesa_reference_texobj(&texUnit
->CurrentTex
[tex
],
752 ctx
->Shared
->DefaultTex
[tex
]);
758 * Initialize texture state for the given context.
761 _mesa_init_texture(GLcontext
*ctx
)
766 ctx
->Texture
.CurrentUnit
= 0; /* multitexture */
767 ctx
->Texture
._EnabledUnits
= 0x0;
768 ctx
->Texture
.SharedPalette
= GL_FALSE
;
769 _mesa_init_colortable(&ctx
->Texture
.Palette
);
771 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++)
772 init_texture_unit(ctx
, u
);
774 /* After we're done initializing the context's texture state the default
775 * texture objects' refcounts should be at least
776 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
778 assert(ctx
->Shared
->DefaultTex
[TEXTURE_1D_INDEX
]->RefCount
779 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS
+ 1);
781 /* Allocate proxy textures */
782 if (!alloc_proxy_textures( ctx
))
790 * Free dynamically-allocted texture data attached to the given context.
793 _mesa_free_texture_data(GLcontext
*ctx
)
797 /* unreference current textures */
798 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
799 /* The _Current texture could account for another reference */
800 _mesa_reference_texobj(&ctx
->Texture
.Unit
[u
]._Current
, NULL
);
802 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
803 _mesa_reference_texobj(&ctx
->Texture
.Unit
[u
].CurrentTex
[tgt
], NULL
);
807 /* Free proxy texture objects */
808 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++)
809 ctx
->Driver
.DeleteTexture(ctx
, ctx
->Texture
.ProxyTex
[tgt
]);
811 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++)
812 _mesa_free_colortable_data(&ctx
->Texture
.Unit
[u
].ColorTable
);
817 * Update the default texture objects in the given context to reference those
818 * specified in the shared state and release those referencing the old
822 _mesa_update_default_objects_texture(GLcontext
*ctx
)
826 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
827 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[u
];
828 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
829 _mesa_reference_texobj(&texUnit
->CurrentTex
[tex
],
830 ctx
->Shared
->DefaultTex
[tex
]);