2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
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.
28 * Texture state handling.
32 #include "bufferobj.h"
38 #include "shaderimage.h"
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.
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
},
64 * Used by glXCopyContext to copy texture state from one context to another.
67 _mesa_copy_texture_state( const struct gl_context
*src
, struct gl_context
*dst
)
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
;
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
]);
111 if (src
->Texture
.Unit
[u
].CurrentTex
[tex
]) {
112 dst
->Texture
.NumCurrentTexUsed
=
113 MAX2(dst
->Texture
.NumCurrentTexUsed
, u
+ 1);
116 _mesa_unlock_context_textures(dst
);
126 _mesa_print_texunit_state( struct gl_context
*ctx
, GLuint unit
)
128 const struct gl_texture_unit
*texUnit
= ctx
->Texture
.Unit
+ unit
;
129 printf("Texture Unit %d\n", unit
);
130 printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit
->EnvMode
));
131 printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.ModeRGB
));
132 printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.ModeA
));
133 printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.SourceRGB
[0]));
134 printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.SourceRGB
[1]));
135 printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.SourceRGB
[2]));
136 printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.SourceA
[0]));
137 printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.SourceA
[1]));
138 printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.SourceA
[2]));
139 printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.OperandRGB
[0]));
140 printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.OperandRGB
[1]));
141 printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.OperandRGB
[2]));
142 printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.OperandA
[0]));
143 printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.OperandA
[1]));
144 printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit
->Combine
.OperandA
[2]));
145 printf(" GL_RGB_SCALE = %d\n", 1 << texUnit
->Combine
.ScaleShiftRGB
);
146 printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit
->Combine
.ScaleShiftA
);
147 printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit
->EnvColor
[0], texUnit
->EnvColor
[1], texUnit
->EnvColor
[2], texUnit
->EnvColor
[3]);
152 /**********************************************************************/
153 /* Texture Environment */
154 /**********************************************************************/
157 * Convert "classic" texture environment to ARB_texture_env_combine style
160 * \param state texture_env_combine state vector to be filled-in.
161 * \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
162 * \c GL_BLEND, \c GL_DECAL, etc.).
163 * \param texBaseFormat Base format of the texture associated with the
167 calculate_derived_texenv( struct gl_tex_env_combine_state
*state
,
168 GLenum mode
, GLenum texBaseFormat
)
173 *state
= default_combine_state
;
175 switch (texBaseFormat
) {
177 state
->SourceRGB
[0] = GL_PREVIOUS
;
180 case GL_LUMINANCE_ALPHA
:
191 state
->SourceA
[0] = GL_PREVIOUS
;
196 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
201 if (mode
== GL_REPLACE_EXT
)
207 mode_rgb
= (texBaseFormat
== GL_ALPHA
) ? GL_REPLACE
: mode
;
212 mode_rgb
= GL_INTERPOLATE
;
215 state
->SourceA
[0] = GL_PREVIOUS
;
217 /* Having alpha / luminance / intensity textures replace using the
218 * incoming fragment color matches the definition in NV_texture_shader.
219 * The 1.5 spec simply marks these as "undefined".
221 switch (texBaseFormat
) {
224 case GL_LUMINANCE_ALPHA
:
226 state
->SourceRGB
[0] = GL_PREVIOUS
;
233 mode_rgb
= GL_REPLACE
;
236 state
->SourceRGB
[2] = GL_TEXTURE
;
242 mode_rgb
= GL_INTERPOLATE
;
243 mode_a
= GL_MODULATE
;
245 switch (texBaseFormat
) {
247 mode_rgb
= GL_REPLACE
;
250 mode_a
= GL_INTERPOLATE
;
251 state
->SourceA
[0] = GL_CONSTANT
;
252 state
->OperandA
[2] = GL_SRC_ALPHA
;
258 case GL_LUMINANCE_ALPHA
:
262 state
->SourceRGB
[2] = GL_TEXTURE
;
263 state
->SourceA
[2] = GL_TEXTURE
;
264 state
->SourceRGB
[0] = GL_CONSTANT
;
265 state
->OperandRGB
[2] = GL_SRC_COLOR
;
271 mode_rgb
= (texBaseFormat
== GL_ALPHA
) ? GL_REPLACE
: GL_ADD
;
272 mode_a
= (texBaseFormat
== GL_INTENSITY
) ? GL_ADD
: GL_MODULATE
;
277 "Invalid texture env mode 0x%x in calculate_derived_texenv",
282 state
->ModeRGB
= (state
->SourceRGB
[0] != GL_PREVIOUS
)
283 ? mode_rgb
: GL_REPLACE
;
284 state
->ModeA
= (state
->SourceA
[0] != GL_PREVIOUS
)
285 ? mode_a
: GL_REPLACE
;
291 /* GL_ARB_multitexture */
293 _mesa_ActiveTexture(GLenum texture
)
295 const GLuint texUnit
= texture
- GL_TEXTURE0
;
297 GET_CURRENT_CONTEXT(ctx
);
299 /* See OpenGL spec for glActiveTexture: */
300 k
= MAX2(ctx
->Const
.MaxCombinedTextureImageUnits
,
301 ctx
->Const
.MaxTextureCoordUnits
);
303 ASSERT(k
<= Elements(ctx
->Texture
.Unit
));
305 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
306 _mesa_debug(ctx
, "glActiveTexture %s\n",
307 _mesa_lookup_enum_by_nr(texture
));
310 _mesa_error(ctx
, GL_INVALID_ENUM
, "glActiveTexture(texture=%s)",
311 _mesa_lookup_enum_by_nr(texture
));
315 if (ctx
->Texture
.CurrentUnit
== texUnit
)
318 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
320 ctx
->Texture
.CurrentUnit
= texUnit
;
321 if (ctx
->Transform
.MatrixMode
== GL_TEXTURE
) {
322 /* update current stack pointer */
323 ctx
->CurrentStack
= &ctx
->TextureMatrixStack
[texUnit
];
328 /* GL_ARB_multitexture */
330 _mesa_ClientActiveTexture(GLenum texture
)
332 GET_CURRENT_CONTEXT(ctx
);
333 GLuint texUnit
= texture
- GL_TEXTURE0
;
335 if (MESA_VERBOSE
& (VERBOSE_API
| VERBOSE_TEXTURE
))
336 _mesa_debug(ctx
, "glClientActiveTexture %s\n",
337 _mesa_lookup_enum_by_nr(texture
));
339 if (texUnit
>= ctx
->Const
.MaxTextureCoordUnits
) {
340 _mesa_error(ctx
, GL_INVALID_ENUM
, "glClientActiveTexture(texture)");
344 if (ctx
->Array
.ActiveTexture
== texUnit
)
347 FLUSH_VERTICES(ctx
, _NEW_ARRAY
);
348 ctx
->Array
.ActiveTexture
= texUnit
;
353 /**********************************************************************/
354 /***** State management *****/
355 /**********************************************************************/
359 * \note This routine refers to derived texture attribute values to
360 * compute the ENABLE_TEXMAT flags, but is only called on
361 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
362 * flags are updated by _mesa_update_textures(), below.
364 * \param ctx GL context.
367 update_texture_matrices( struct gl_context
*ctx
)
371 ctx
->Texture
._TexMatEnabled
= 0x0;
373 for (u
= 0; u
< ctx
->Const
.MaxTextureCoordUnits
; u
++) {
374 ASSERT(u
< Elements(ctx
->TextureMatrixStack
));
375 if (_math_matrix_is_dirty(ctx
->TextureMatrixStack
[u
].Top
)) {
376 _math_matrix_analyse( ctx
->TextureMatrixStack
[u
].Top
);
378 if (ctx
->Texture
.Unit
[u
]._Current
&&
379 ctx
->TextureMatrixStack
[u
].Top
->type
!= MATRIX_IDENTITY
)
380 ctx
->Texture
._TexMatEnabled
|= ENABLE_TEXMAT(u
);
387 * Examine texture unit's combine/env state to update derived state.
390 update_tex_combine(struct gl_context
*ctx
, struct gl_texture_unit
*texUnit
)
392 struct gl_tex_env_combine_state
*combine
;
394 /* No combiners will apply to this. */
395 if (texUnit
->_Current
->Target
== GL_TEXTURE_BUFFER
)
398 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
399 * state, or the combiner state which is derived from traditional texenv
402 if (texUnit
->EnvMode
== GL_COMBINE
||
403 texUnit
->EnvMode
== GL_COMBINE4_NV
) {
404 texUnit
->_CurrentCombine
= & texUnit
->Combine
;
407 const struct gl_texture_object
*texObj
= texUnit
->_Current
;
408 GLenum format
= texObj
->Image
[0][texObj
->BaseLevel
]->_BaseFormat
;
410 if (format
== GL_DEPTH_COMPONENT
|| format
== GL_DEPTH_STENCIL_EXT
) {
411 format
= texObj
->DepthMode
;
413 calculate_derived_texenv(&texUnit
->_EnvMode
, texUnit
->EnvMode
, format
);
414 texUnit
->_CurrentCombine
= & texUnit
->_EnvMode
;
417 combine
= texUnit
->_CurrentCombine
;
419 /* Determine number of source RGB terms in the combiner function */
420 switch (combine
->ModeRGB
) {
422 combine
->_NumArgsRGB
= 1;
426 if (texUnit
->EnvMode
== GL_COMBINE4_NV
)
427 combine
->_NumArgsRGB
= 4;
429 combine
->_NumArgsRGB
= 2;
435 case GL_DOT3_RGB_EXT
:
436 case GL_DOT3_RGBA_EXT
:
437 combine
->_NumArgsRGB
= 2;
440 case GL_MODULATE_ADD_ATI
:
441 case GL_MODULATE_SIGNED_ADD_ATI
:
442 case GL_MODULATE_SUBTRACT_ATI
:
443 combine
->_NumArgsRGB
= 3;
445 case GL_BUMP_ENVMAP_ATI
:
446 /* no real arguments for this case */
447 combine
->_NumArgsRGB
= 0;
450 combine
->_NumArgsRGB
= 0;
451 _mesa_problem(ctx
, "invalid RGB combine mode in update_texture_state");
455 /* Determine number of source Alpha terms in the combiner function */
456 switch (combine
->ModeA
) {
458 combine
->_NumArgsA
= 1;
462 if (texUnit
->EnvMode
== GL_COMBINE4_NV
)
463 combine
->_NumArgsA
= 4;
465 combine
->_NumArgsA
= 2;
469 combine
->_NumArgsA
= 2;
472 case GL_MODULATE_ADD_ATI
:
473 case GL_MODULATE_SIGNED_ADD_ATI
:
474 case GL_MODULATE_SUBTRACT_ATI
:
475 combine
->_NumArgsA
= 3;
478 combine
->_NumArgsA
= 0;
479 _mesa_problem(ctx
, "invalid Alpha combine mode in update_texture_state");
485 update_texgen(struct gl_context
*ctx
)
489 /* Setup texgen for those texture coordinate sets that are in use */
490 for (unit
= 0; unit
< ctx
->Const
.MaxTextureCoordUnits
; unit
++) {
491 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
493 texUnit
->_GenFlags
= 0x0;
495 if (!(ctx
->Texture
._EnabledCoordUnits
& (1 << unit
)))
498 if (texUnit
->TexGenEnabled
) {
499 if (texUnit
->TexGenEnabled
& S_BIT
) {
500 texUnit
->_GenFlags
|= texUnit
->GenS
._ModeBit
;
502 if (texUnit
->TexGenEnabled
& T_BIT
) {
503 texUnit
->_GenFlags
|= texUnit
->GenT
._ModeBit
;
505 if (texUnit
->TexGenEnabled
& R_BIT
) {
506 texUnit
->_GenFlags
|= texUnit
->GenR
._ModeBit
;
508 if (texUnit
->TexGenEnabled
& Q_BIT
) {
509 texUnit
->_GenFlags
|= texUnit
->GenQ
._ModeBit
;
512 ctx
->Texture
._TexGenEnabled
|= ENABLE_TEXGEN(unit
);
513 ctx
->Texture
._GenFlags
|= texUnit
->_GenFlags
;
516 ASSERT(unit
< Elements(ctx
->TextureMatrixStack
));
517 if (ctx
->TextureMatrixStack
[unit
].Top
->type
!= MATRIX_IDENTITY
)
518 ctx
->Texture
._TexMatEnabled
|= ENABLE_TEXMAT(unit
);
522 static struct gl_texture_object
*
523 update_single_program_texture(struct gl_context
*ctx
, struct gl_program
*prog
,
526 gl_texture_index target_index
;
527 struct gl_texture_unit
*texUnit
;
528 struct gl_texture_object
*texObj
;
529 struct gl_sampler_object
*sampler
;
532 if (!(prog
->SamplersUsed
& (1 << s
)))
535 unit
= prog
->SamplerUnits
[s
];
536 texUnit
= &ctx
->Texture
.Unit
[unit
];
538 /* Note: If more than one bit was set in TexturesUsed[unit], then we should
539 * have had the draw call rejected already. From the GL 4.4 specification,
540 * section 7.10 ("Samplers"):
542 * "It is not allowed to have variables of different sampler types
543 * pointing to the same texture image unit within a program
544 * object. This situation can only be detected at the next rendering
545 * command issued which triggers shader invocations, and an
546 * INVALID_OPERATION error will then be generated."
548 target_index
= ffs(prog
->TexturesUsed
[unit
]) - 1;
549 texObj
= texUnit
->CurrentTex
[target_index
];
551 sampler
= texUnit
->Sampler
?
552 texUnit
->Sampler
: &texObj
->Sampler
;
554 if (likely(texObj
)) {
555 if (_mesa_is_texture_complete(texObj
, sampler
))
558 _mesa_test_texobj_completeness(ctx
, texObj
);
559 if (_mesa_is_texture_complete(texObj
, sampler
))
563 /* If we've reached this point, we didn't find a complete texture of the
564 * shader's target. From the GL 4.4 core specification, section 11.1.3.5
565 * ("Texture Access"):
567 * "If a sampler is used in a shader and the sampler’s associated
568 * texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
569 * will be returned for a non-shadow sampler and 0 for a shadow
572 * Mesa implements this by creating a hidden texture object with a pixel of
575 texObj
= _mesa_get_fallback_texture(ctx
, target_index
);
582 update_program_texture_state(struct gl_context
*ctx
, struct gl_program
**prog
,
583 BITSET_WORD
*enabled_texture_units
)
587 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
593 /* We can't only do the shifting trick as the loop condition because if
594 * sampler 31 is active, the next iteration tries to shift by 32, which is
597 for (s
= 0; s
< MAX_SAMPLERS
&& (1 << s
) <= prog
[i
]->SamplersUsed
; s
++) {
598 struct gl_texture_object
*texObj
;
600 texObj
= update_single_program_texture(ctx
, prog
[i
], s
);
602 int unit
= prog
[i
]->SamplerUnits
[s
];
603 _mesa_reference_texobj(&ctx
->Texture
.Unit
[unit
]._Current
, texObj
);
604 BITSET_SET(enabled_texture_units
, unit
);
605 ctx
->Texture
._MaxEnabledTexImageUnit
=
606 MAX2(ctx
->Texture
._MaxEnabledTexImageUnit
, (int)unit
);
611 if (prog
[MESA_SHADER_FRAGMENT
]) {
612 const GLuint coordMask
= (1 << MAX_TEXTURE_COORD_UNITS
) - 1;
613 ctx
->Texture
._EnabledCoordUnits
|=
614 (prog
[MESA_SHADER_FRAGMENT
]->InputsRead
>> VARYING_SLOT_TEX0
) &
620 update_ff_texture_state(struct gl_context
*ctx
,
621 BITSET_WORD
*enabled_texture_units
)
625 for (unit
= 0; unit
< ctx
->Const
.MaxTextureUnits
; unit
++) {
626 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
629 if (texUnit
->Enabled
== 0x0)
632 /* If a shader already dictated what texture target was used for this
633 * unit, just go along with it.
635 if (BITSET_TEST(enabled_texture_units
, unit
))
638 /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
640 * "Texturing is enabled or disabled using the generic Enable and
641 * Disable commands, respectively, with the symbolic constants
642 * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
643 * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
644 * three-dimensional, or cube map texture, respectively. If more
645 * than one of these textures is enabled, the first one enabled
646 * from the following list is used:
648 * • cube map texture
649 * • three-dimensional texture
650 * • rectangular texture
651 * • two-dimensional texture
652 * • one-dimensional texture"
654 * Note that the TEXTURE_x_INDEX values are in high to low priority.
657 * "If a texture unit is disabled or has an invalid or incomplete
658 * texture (as defined in section 8.17) bound to it, then blending
659 * is disabled for that texture unit. If the texture environment
660 * for a given enabled texture unit references a disabled texture
661 * unit, or an invalid or incomplete texture that is bound to
662 * another unit, then the results of texture blending are
665 for (texIndex
= 0; texIndex
< NUM_TEXTURE_TARGETS
; texIndex
++) {
666 if (texUnit
->Enabled
& (1 << texIndex
)) {
667 struct gl_texture_object
*texObj
= texUnit
->CurrentTex
[texIndex
];
668 struct gl_sampler_object
*sampler
= texUnit
->Sampler
?
669 texUnit
->Sampler
: &texObj
->Sampler
;
671 if (!_mesa_is_texture_complete(texObj
, sampler
)) {
672 _mesa_test_texobj_completeness(ctx
, texObj
);
674 if (_mesa_is_texture_complete(texObj
, sampler
)) {
675 _mesa_reference_texobj(&texUnit
->_Current
, texObj
);
681 if (texIndex
== NUM_TEXTURE_TARGETS
)
684 /* if we get here, we know this texture unit is enabled */
685 BITSET_SET(enabled_texture_units
, unit
);
686 ctx
->Texture
._MaxEnabledTexImageUnit
=
687 MAX2(ctx
->Texture
._MaxEnabledTexImageUnit
, (int)unit
);
689 ctx
->Texture
._EnabledCoordUnits
|= 1 << unit
;
691 update_tex_combine(ctx
, texUnit
);
696 * \note This routine refers to derived texture matrix values to
697 * compute the ENABLE_TEXMAT flags, but is only called on
698 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
699 * flags are updated by _mesa_update_texture_matrices, above.
701 * \param ctx GL context.
704 update_texture_state( struct gl_context
*ctx
)
706 struct gl_program
*prog
[MESA_SHADER_STAGES
];
708 int old_max_unit
= ctx
->Texture
._MaxEnabledTexImageUnit
;
709 BITSET_DECLARE(enabled_texture_units
, MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
711 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
712 if (ctx
->_Shader
->CurrentProgram
[i
] &&
713 ctx
->_Shader
->CurrentProgram
[i
]->LinkStatus
) {
714 prog
[i
] = ctx
->_Shader
->CurrentProgram
[i
]->_LinkedShaders
[i
]->Program
;
716 if (i
== MESA_SHADER_FRAGMENT
&& ctx
->FragmentProgram
._Enabled
)
717 prog
[i
] = &ctx
->FragmentProgram
.Current
->Base
;
723 /* TODO: only set this if there are actual changes */
724 ctx
->NewState
|= _NEW_TEXTURE
;
726 ctx
->Texture
._GenFlags
= 0x0;
727 ctx
->Texture
._TexMatEnabled
= 0x0;
728 ctx
->Texture
._TexGenEnabled
= 0x0;
729 ctx
->Texture
._MaxEnabledTexImageUnit
= -1;
730 ctx
->Texture
._EnabledCoordUnits
= 0x0;
732 memset(&enabled_texture_units
, 0, sizeof(enabled_texture_units
));
734 /* First, walk over our programs pulling in all the textures for them.
735 * Programs dictate specific texture targets to be enabled, and for a draw
736 * call to be valid they can't conflict about which texture targets are
739 update_program_texture_state(ctx
, prog
, enabled_texture_units
);
741 /* Also pull in any textures necessary for fixed function fragment shading.
743 if (!prog
[MESA_SHADER_FRAGMENT
])
744 update_ff_texture_state(ctx
, enabled_texture_units
);
746 /* Now, clear out the _Current of any disabled texture units. */
747 for (i
= 0; i
<= ctx
->Texture
._MaxEnabledTexImageUnit
; i
++) {
748 if (!BITSET_TEST(enabled_texture_units
, i
))
749 _mesa_reference_texobj(&ctx
->Texture
.Unit
[i
]._Current
, NULL
);
751 for (i
= ctx
->Texture
._MaxEnabledTexImageUnit
+ 1; i
<= old_max_unit
; i
++) {
752 _mesa_reference_texobj(&ctx
->Texture
.Unit
[i
]._Current
, NULL
);
755 if (!prog
[MESA_SHADER_FRAGMENT
] || !prog
[MESA_SHADER_VERTEX
])
758 _mesa_validate_image_units(ctx
);
763 * Update texture-related derived state.
766 _mesa_update_texture( struct gl_context
*ctx
, GLuint new_state
)
768 if (new_state
& _NEW_TEXTURE_MATRIX
)
769 update_texture_matrices( ctx
);
771 if (new_state
& (_NEW_TEXTURE
| _NEW_PROGRAM
))
772 update_texture_state( ctx
);
776 /**********************************************************************/
777 /***** Initialization *****/
778 /**********************************************************************/
781 * Allocate the proxy textures for the given context.
783 * \param ctx the context to allocate proxies for.
785 * \return GL_TRUE on success, or GL_FALSE on failure
787 * If run out of memory part way through the allocations, clean up and return
791 alloc_proxy_textures( struct gl_context
*ctx
)
793 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
796 static const GLenum targets
[] = {
797 GL_TEXTURE_2D_MULTISAMPLE
,
798 GL_TEXTURE_2D_MULTISAMPLE_ARRAY
,
799 GL_TEXTURE_CUBE_MAP_ARRAY
,
801 GL_TEXTURE_2D_ARRAY_EXT
,
802 GL_TEXTURE_1D_ARRAY_EXT
,
803 GL_TEXTURE_EXTERNAL_OES
,
804 GL_TEXTURE_CUBE_MAP_ARB
,
806 GL_TEXTURE_RECTANGLE_NV
,
812 STATIC_ASSERT(Elements(targets
) == NUM_TEXTURE_TARGETS
);
813 assert(targets
[TEXTURE_2D_INDEX
] == GL_TEXTURE_2D
);
814 assert(targets
[TEXTURE_CUBE_INDEX
] == GL_TEXTURE_CUBE_MAP
);
816 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
817 if (!(ctx
->Texture
.ProxyTex
[tgt
]
818 = ctx
->Driver
.NewTextureObject(ctx
, 0, targets
[tgt
]))) {
819 /* out of memory, free what we did allocate */
821 ctx
->Driver
.DeleteTexture(ctx
, ctx
->Texture
.ProxyTex
[tgt
]);
827 assert(ctx
->Texture
.ProxyTex
[0]->RefCount
== 1); /* sanity check */
833 * Initialize a texture unit.
835 * \param ctx GL context.
836 * \param unit texture unit number to be initialized.
839 init_texture_unit( struct gl_context
*ctx
, GLuint unit
)
841 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
844 texUnit
->EnvMode
= GL_MODULATE
;
845 ASSIGN_4V( texUnit
->EnvColor
, 0.0, 0.0, 0.0, 0.0 );
847 texUnit
->Combine
= default_combine_state
;
848 texUnit
->_EnvMode
= default_combine_state
;
849 texUnit
->_CurrentCombine
= & texUnit
->_EnvMode
;
850 texUnit
->BumpTarget
= GL_TEXTURE0
;
852 texUnit
->TexGenEnabled
= 0x0;
853 texUnit
->GenS
.Mode
= GL_EYE_LINEAR
;
854 texUnit
->GenT
.Mode
= GL_EYE_LINEAR
;
855 texUnit
->GenR
.Mode
= GL_EYE_LINEAR
;
856 texUnit
->GenQ
.Mode
= GL_EYE_LINEAR
;
857 texUnit
->GenS
._ModeBit
= TEXGEN_EYE_LINEAR
;
858 texUnit
->GenT
._ModeBit
= TEXGEN_EYE_LINEAR
;
859 texUnit
->GenR
._ModeBit
= TEXGEN_EYE_LINEAR
;
860 texUnit
->GenQ
._ModeBit
= TEXGEN_EYE_LINEAR
;
862 /* Yes, these plane coefficients are correct! */
863 ASSIGN_4V( texUnit
->GenS
.ObjectPlane
, 1.0, 0.0, 0.0, 0.0 );
864 ASSIGN_4V( texUnit
->GenT
.ObjectPlane
, 0.0, 1.0, 0.0, 0.0 );
865 ASSIGN_4V( texUnit
->GenR
.ObjectPlane
, 0.0, 0.0, 0.0, 0.0 );
866 ASSIGN_4V( texUnit
->GenQ
.ObjectPlane
, 0.0, 0.0, 0.0, 0.0 );
867 ASSIGN_4V( texUnit
->GenS
.EyePlane
, 1.0, 0.0, 0.0, 0.0 );
868 ASSIGN_4V( texUnit
->GenT
.EyePlane
, 0.0, 1.0, 0.0, 0.0 );
869 ASSIGN_4V( texUnit
->GenR
.EyePlane
, 0.0, 0.0, 0.0, 0.0 );
870 ASSIGN_4V( texUnit
->GenQ
.EyePlane
, 0.0, 0.0, 0.0, 0.0 );
872 /* no mention of this in spec, but maybe id matrix expected? */
873 ASSIGN_4V( texUnit
->RotMatrix
, 1.0, 0.0, 0.0, 1.0 );
875 /* initialize current texture object ptrs to the shared default objects */
876 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
877 _mesa_reference_texobj(&texUnit
->CurrentTex
[tex
],
878 ctx
->Shared
->DefaultTex
[tex
]);
884 * Initialize texture state for the given context.
887 _mesa_init_texture(struct gl_context
*ctx
)
892 ctx
->Texture
.CurrentUnit
= 0; /* multitexture */
894 /* Appendix F.2 of the OpenGL ES 3.0 spec says:
896 * "OpenGL ES 3.0 requires that all cube map filtering be
897 * seamless. OpenGL ES 2.0 specified that a single cube map face be
898 * selected and used for filtering."
900 ctx
->Texture
.CubeMapSeamless
= _mesa_is_gles3(ctx
);
902 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++)
903 init_texture_unit(ctx
, u
);
905 /* After we're done initializing the context's texture state the default
906 * texture objects' refcounts should be at least
907 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
909 assert(ctx
->Shared
->DefaultTex
[TEXTURE_1D_INDEX
]->RefCount
910 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS
+ 1);
912 /* Allocate proxy textures */
913 if (!alloc_proxy_textures( ctx
))
916 /* GL_ARB_texture_buffer_object */
917 _mesa_reference_buffer_object(ctx
, &ctx
->Texture
.BufferObject
,
918 ctx
->Shared
->NullBufferObj
);
920 ctx
->Texture
.NumCurrentTexUsed
= 0;
927 * Free dynamically-allocted texture data attached to the given context.
930 _mesa_free_texture_data(struct gl_context
*ctx
)
934 /* unreference current textures */
935 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
936 /* The _Current texture could account for another reference */
937 _mesa_reference_texobj(&ctx
->Texture
.Unit
[u
]._Current
, NULL
);
939 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
940 _mesa_reference_texobj(&ctx
->Texture
.Unit
[u
].CurrentTex
[tgt
], NULL
);
944 /* Free proxy texture objects */
945 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++)
946 ctx
->Driver
.DeleteTexture(ctx
, ctx
->Texture
.ProxyTex
[tgt
]);
948 /* GL_ARB_texture_buffer_object */
949 _mesa_reference_buffer_object(ctx
, &ctx
->Texture
.BufferObject
, NULL
);
951 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
952 _mesa_reference_sampler_object(ctx
, &ctx
->Texture
.Unit
[u
].Sampler
, NULL
);
958 * Update the default texture objects in the given context to reference those
959 * specified in the shared state and release those referencing the old
963 _mesa_update_default_objects_texture(struct gl_context
*ctx
)
967 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
968 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[u
];
969 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
970 _mesa_reference_texobj(&texUnit
->CurrentTex
[tex
],
971 ctx
->Shared
->DefaultTex
[tex
]);