mesa: Move declaration to top of block.
[mesa.git] / src / mesa / main / texstate.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file texstate.c
27 *
28 * Texture state handling.
29 */
30
31 #include "glheader.h"
32 #include "bufferobj.h"
33 #include "colormac.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "enums.h"
37 #include "macros.h"
38 #include "shaderimage.h"
39 #include "texobj.h"
40 #include "teximage.h"
41 #include "texstate.h"
42 #include "mtypes.h"
43 #include "bitset.h"
44
45
46 /**
47 * Default texture combine environment state. This is used to initialize
48 * a context's texture units and as the basis for converting "classic"
49 * texture environmnets to ARB_texture_env_combine style values.
50 */
51 static const struct gl_tex_env_combine_state default_combine_state = {
52 GL_MODULATE, GL_MODULATE,
53 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
54 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
55 { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
56 { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
57 0, 0,
58 2, 2
59 };
60
61
62
63 /**
64 * Used by glXCopyContext to copy texture state from one context to another.
65 */
66 void
67 _mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
68 {
69 GLuint u, tex;
70
71 ASSERT(src);
72 ASSERT(dst);
73
74 dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
75 dst->Texture._GenFlags = src->Texture._GenFlags;
76 dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
77 dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
78
79 /* per-unit state */
80 for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
81 dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
82 dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
83 COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
84 dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
85 dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
86 dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
87 dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
88 dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
89 dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
90
91 /* GL_EXT_texture_env_combine */
92 dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
93
94 /* 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 if (src->Texture.Unit[u].CurrentTex[tex]) {
112 dst->Texture.NumCurrentTexUsed =
113 MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
114 }
115 }
116 _mesa_unlock_context_textures(dst);
117 }
118 }
119 }
120
121
122 /*
123 * For debugging
124 */
125 void
126 _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
127 {
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]);
148 }
149
150
151
152 /**********************************************************************/
153 /* Texture Environment */
154 /**********************************************************************/
155
156 /**
157 * Convert "classic" texture environment to ARB_texture_env_combine style
158 * environments.
159 *
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
164 * texture unit.
165 */
166 static void
167 calculate_derived_texenv( struct gl_tex_env_combine_state *state,
168 GLenum mode, GLenum texBaseFormat )
169 {
170 GLenum mode_rgb;
171 GLenum mode_a;
172
173 *state = default_combine_state;
174
175 switch (texBaseFormat) {
176 case GL_ALPHA:
177 state->SourceRGB[0] = GL_PREVIOUS;
178 break;
179
180 case GL_LUMINANCE_ALPHA:
181 case GL_INTENSITY:
182 case GL_RGBA:
183 break;
184
185 case GL_LUMINANCE:
186 case GL_RED:
187 case GL_RG:
188 case GL_RGB:
189 case GL_YCBCR_MESA:
190 case GL_DUDV_ATI:
191 state->SourceA[0] = GL_PREVIOUS;
192 break;
193
194 default:
195 _mesa_problem(NULL,
196 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
197 texBaseFormat);
198 return;
199 }
200
201 if (mode == GL_REPLACE_EXT)
202 mode = GL_REPLACE;
203
204 switch (mode) {
205 case GL_REPLACE:
206 case GL_MODULATE:
207 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
208 mode_a = mode;
209 break;
210
211 case GL_DECAL:
212 mode_rgb = GL_INTERPOLATE;
213 mode_a = GL_REPLACE;
214
215 state->SourceA[0] = GL_PREVIOUS;
216
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".
220 */
221 switch (texBaseFormat) {
222 case GL_ALPHA:
223 case GL_LUMINANCE:
224 case GL_LUMINANCE_ALPHA:
225 case GL_INTENSITY:
226 state->SourceRGB[0] = GL_PREVIOUS;
227 break;
228 case GL_RED:
229 case GL_RG:
230 case GL_RGB:
231 case GL_YCBCR_MESA:
232 case GL_DUDV_ATI:
233 mode_rgb = GL_REPLACE;
234 break;
235 case GL_RGBA:
236 state->SourceRGB[2] = GL_TEXTURE;
237 break;
238 }
239 break;
240
241 case GL_BLEND:
242 mode_rgb = GL_INTERPOLATE;
243 mode_a = GL_MODULATE;
244
245 switch (texBaseFormat) {
246 case GL_ALPHA:
247 mode_rgb = GL_REPLACE;
248 break;
249 case GL_INTENSITY:
250 mode_a = GL_INTERPOLATE;
251 state->SourceA[0] = GL_CONSTANT;
252 state->OperandA[2] = GL_SRC_ALPHA;
253 /* FALLTHROUGH */
254 case GL_LUMINANCE:
255 case GL_RED:
256 case GL_RG:
257 case GL_RGB:
258 case GL_LUMINANCE_ALPHA:
259 case GL_RGBA:
260 case GL_YCBCR_MESA:
261 case GL_DUDV_ATI:
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;
266 break;
267 }
268 break;
269
270 case GL_ADD:
271 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
272 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
273 break;
274
275 default:
276 _mesa_problem(NULL,
277 "Invalid texture env mode 0x%x in calculate_derived_texenv",
278 mode);
279 return;
280 }
281
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;
286 }
287
288
289
290
291 /* GL_ARB_multitexture */
292 void GLAPIENTRY
293 _mesa_ActiveTexture(GLenum texture)
294 {
295 const GLuint texUnit = texture - GL_TEXTURE0;
296 GLuint k;
297 GET_CURRENT_CONTEXT(ctx);
298
299 /* See OpenGL spec for glActiveTexture: */
300 k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
301 ctx->Const.MaxTextureCoordUnits);
302
303 ASSERT(k <= Elements(ctx->Texture.Unit));
304
305 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
306 _mesa_debug(ctx, "glActiveTexture %s\n",
307 _mesa_lookup_enum_by_nr(texture));
308
309 if (texUnit >= k) {
310 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
311 _mesa_lookup_enum_by_nr(texture));
312 return;
313 }
314
315 if (ctx->Texture.CurrentUnit == texUnit)
316 return;
317
318 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
319
320 ctx->Texture.CurrentUnit = texUnit;
321 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
322 /* update current stack pointer */
323 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
324 }
325 }
326
327
328 /* GL_ARB_multitexture */
329 void GLAPIENTRY
330 _mesa_ClientActiveTexture(GLenum texture)
331 {
332 GET_CURRENT_CONTEXT(ctx);
333 GLuint texUnit = texture - GL_TEXTURE0;
334
335 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
336 _mesa_debug(ctx, "glClientActiveTexture %s\n",
337 _mesa_lookup_enum_by_nr(texture));
338
339 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
340 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
341 return;
342 }
343
344 if (ctx->Array.ActiveTexture == texUnit)
345 return;
346
347 FLUSH_VERTICES(ctx, _NEW_ARRAY);
348 ctx->Array.ActiveTexture = texUnit;
349 }
350
351
352
353 /**********************************************************************/
354 /***** State management *****/
355 /**********************************************************************/
356
357
358 /**
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.
363 *
364 * \param ctx GL context.
365 */
366 static void
367 update_texture_matrices( struct gl_context *ctx )
368 {
369 GLuint u;
370
371 ctx->Texture._TexMatEnabled = 0x0;
372
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 );
377
378 if (ctx->Texture.Unit[u]._Current &&
379 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
380 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
381 }
382 }
383 }
384
385
386 /**
387 * Examine texture unit's combine/env state to update derived state.
388 */
389 static void
390 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
391 {
392 struct gl_tex_env_combine_state *combine;
393
394 /* No combiners will apply to this. */
395 if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
396 return;
397
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
400 * mode.
401 */
402 if (texUnit->EnvMode == GL_COMBINE ||
403 texUnit->EnvMode == GL_COMBINE4_NV) {
404 texUnit->_CurrentCombine = & texUnit->Combine;
405 }
406 else {
407 const struct gl_texture_object *texObj = texUnit->_Current;
408 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
409
410 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
411 format = texObj->DepthMode;
412 }
413 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
414 texUnit->_CurrentCombine = & texUnit->_EnvMode;
415 }
416
417 combine = texUnit->_CurrentCombine;
418
419 /* Determine number of source RGB terms in the combiner function */
420 switch (combine->ModeRGB) {
421 case GL_REPLACE:
422 combine->_NumArgsRGB = 1;
423 break;
424 case GL_ADD:
425 case GL_ADD_SIGNED:
426 if (texUnit->EnvMode == GL_COMBINE4_NV)
427 combine->_NumArgsRGB = 4;
428 else
429 combine->_NumArgsRGB = 2;
430 break;
431 case GL_MODULATE:
432 case GL_SUBTRACT:
433 case GL_DOT3_RGB:
434 case GL_DOT3_RGBA:
435 case GL_DOT3_RGB_EXT:
436 case GL_DOT3_RGBA_EXT:
437 combine->_NumArgsRGB = 2;
438 break;
439 case GL_INTERPOLATE:
440 case GL_MODULATE_ADD_ATI:
441 case GL_MODULATE_SIGNED_ADD_ATI:
442 case GL_MODULATE_SUBTRACT_ATI:
443 combine->_NumArgsRGB = 3;
444 break;
445 case GL_BUMP_ENVMAP_ATI:
446 /* no real arguments for this case */
447 combine->_NumArgsRGB = 0;
448 break;
449 default:
450 combine->_NumArgsRGB = 0;
451 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
452 return;
453 }
454
455 /* Determine number of source Alpha terms in the combiner function */
456 switch (combine->ModeA) {
457 case GL_REPLACE:
458 combine->_NumArgsA = 1;
459 break;
460 case GL_ADD:
461 case GL_ADD_SIGNED:
462 if (texUnit->EnvMode == GL_COMBINE4_NV)
463 combine->_NumArgsA = 4;
464 else
465 combine->_NumArgsA = 2;
466 break;
467 case GL_MODULATE:
468 case GL_SUBTRACT:
469 combine->_NumArgsA = 2;
470 break;
471 case GL_INTERPOLATE:
472 case GL_MODULATE_ADD_ATI:
473 case GL_MODULATE_SIGNED_ADD_ATI:
474 case GL_MODULATE_SUBTRACT_ATI:
475 combine->_NumArgsA = 3;
476 break;
477 default:
478 combine->_NumArgsA = 0;
479 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
480 break;
481 }
482 }
483
484 static void
485 update_texgen(struct gl_context *ctx)
486 {
487 GLuint unit;
488
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];
492
493 texUnit->_GenFlags = 0x0;
494
495 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
496 continue;
497
498 if (texUnit->TexGenEnabled) {
499 if (texUnit->TexGenEnabled & S_BIT) {
500 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
501 }
502 if (texUnit->TexGenEnabled & T_BIT) {
503 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
504 }
505 if (texUnit->TexGenEnabled & R_BIT) {
506 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
507 }
508 if (texUnit->TexGenEnabled & Q_BIT) {
509 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
510 }
511
512 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
513 ctx->Texture._GenFlags |= texUnit->_GenFlags;
514 }
515
516 ASSERT(unit < Elements(ctx->TextureMatrixStack));
517 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
518 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
519 }
520 }
521
522 static struct gl_texture_object *
523 update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
524 int s)
525 {
526 gl_texture_index target_index;
527 struct gl_texture_unit *texUnit;
528 struct gl_texture_object *texObj;
529 struct gl_sampler_object *sampler;
530 int unit;
531
532 if (!(prog->SamplersUsed & (1 << s)))
533 return NULL;
534
535 unit = prog->SamplerUnits[s];
536 texUnit = &ctx->Texture.Unit[unit];
537
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"):
541 *
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."
547 */
548 target_index = ffs(prog->TexturesUsed[unit]) - 1;
549 texObj = texUnit->CurrentTex[target_index];
550
551 sampler = texUnit->Sampler ?
552 texUnit->Sampler : &texObj->Sampler;
553
554 if (likely(texObj)) {
555 if (_mesa_is_texture_complete(texObj, sampler))
556 return texObj;
557
558 _mesa_test_texobj_completeness(ctx, texObj);
559 if (_mesa_is_texture_complete(texObj, sampler))
560 return texObj;
561 }
562
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"):
566 *
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
570 * sampler."
571 *
572 * Mesa implements this by creating a hidden texture object with a pixel of
573 * that value.
574 */
575 texObj = _mesa_get_fallback_texture(ctx, target_index);
576 assert(texObj);
577
578 return texObj;
579 }
580
581 static void
582 update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
583 BITSET_WORD *enabled_texture_units)
584 {
585 int i;
586
587 for (i = 0; i < MESA_SHADER_STAGES; i++) {
588 int s;
589
590 if (!prog[i])
591 continue;
592
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
595 * undefined.
596 */
597 for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) {
598 struct gl_texture_object *texObj;
599
600 texObj = update_single_program_texture(ctx, prog[i], s);
601 if (texObj) {
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);
607 }
608 }
609 }
610
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) &
615 coordMask;
616 }
617 }
618
619 static void
620 update_ff_texture_state(struct gl_context *ctx,
621 BITSET_WORD *enabled_texture_units)
622 {
623 int unit;
624
625 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
626 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
627 GLuint texIndex;
628
629 if (texUnit->Enabled == 0x0)
630 continue;
631
632 /* If a shader already dictated what texture target was used for this
633 * unit, just go along with it.
634 */
635 if (BITSET_TEST(enabled_texture_units, unit))
636 continue;
637
638 /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
639 *
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:
647 *
648 * • cube map texture
649 * • three-dimensional texture
650 * • rectangular texture
651 * • two-dimensional texture
652 * • one-dimensional texture"
653 *
654 * Note that the TEXTURE_x_INDEX values are in high to low priority.
655 * Also:
656 *
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
663 * undefined."
664 */
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;
670
671 if (!_mesa_is_texture_complete(texObj, sampler)) {
672 _mesa_test_texobj_completeness(ctx, texObj);
673 }
674 if (_mesa_is_texture_complete(texObj, sampler)) {
675 _mesa_reference_texobj(&texUnit->_Current, texObj);
676 break;
677 }
678 }
679 }
680
681 if (texIndex == NUM_TEXTURE_TARGETS)
682 continue;
683
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);
688
689 ctx->Texture._EnabledCoordUnits |= 1 << unit;
690
691 update_tex_combine(ctx, texUnit);
692 }
693 }
694
695 /**
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.
700 *
701 * \param ctx GL context.
702 */
703 static void
704 update_texture_state( struct gl_context *ctx )
705 {
706 struct gl_program *prog[MESA_SHADER_STAGES];
707 int i;
708 int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
709 BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
710
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;
715 } else {
716 if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled)
717 prog[i] = &ctx->FragmentProgram.Current->Base;
718 else
719 prog[i] = NULL;
720 }
721 }
722
723 /* TODO: only set this if there are actual changes */
724 ctx->NewState |= _NEW_TEXTURE;
725
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;
731
732 memset(&enabled_texture_units, 0, sizeof(enabled_texture_units));
733
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
737 * used.
738 */
739 update_program_texture_state(ctx, prog, enabled_texture_units);
740
741 /* Also pull in any textures necessary for fixed function fragment shading.
742 */
743 if (!prog[MESA_SHADER_FRAGMENT])
744 update_ff_texture_state(ctx, enabled_texture_units);
745
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);
750 }
751 for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) {
752 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
753 }
754
755 if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
756 update_texgen(ctx);
757
758 _mesa_validate_image_units(ctx);
759 }
760
761
762 /**
763 * Update texture-related derived state.
764 */
765 void
766 _mesa_update_texture( struct gl_context *ctx, GLuint new_state )
767 {
768 if (new_state & _NEW_TEXTURE_MATRIX)
769 update_texture_matrices( ctx );
770
771 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
772 update_texture_state( ctx );
773 }
774
775
776 /**********************************************************************/
777 /***** Initialization *****/
778 /**********************************************************************/
779
780 /**
781 * Allocate the proxy textures for the given context.
782 *
783 * \param ctx the context to allocate proxies for.
784 *
785 * \return GL_TRUE on success, or GL_FALSE on failure
786 *
787 * If run out of memory part way through the allocations, clean up and return
788 * GL_FALSE.
789 */
790 static GLboolean
791 alloc_proxy_textures( struct gl_context *ctx )
792 {
793 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
794 * values!
795 */
796 static const GLenum targets[] = {
797 GL_TEXTURE_2D_MULTISAMPLE,
798 GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
799 GL_TEXTURE_CUBE_MAP_ARRAY,
800 GL_TEXTURE_BUFFER,
801 GL_TEXTURE_2D_ARRAY_EXT,
802 GL_TEXTURE_1D_ARRAY_EXT,
803 GL_TEXTURE_EXTERNAL_OES,
804 GL_TEXTURE_CUBE_MAP_ARB,
805 GL_TEXTURE_3D,
806 GL_TEXTURE_RECTANGLE_NV,
807 GL_TEXTURE_2D,
808 GL_TEXTURE_1D,
809 };
810 GLint tgt;
811
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);
815
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 */
820 while (--tgt >= 0) {
821 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
822 }
823 return GL_FALSE;
824 }
825 }
826
827 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
828 return GL_TRUE;
829 }
830
831
832 /**
833 * Initialize a texture unit.
834 *
835 * \param ctx GL context.
836 * \param unit texture unit number to be initialized.
837 */
838 static void
839 init_texture_unit( struct gl_context *ctx, GLuint unit )
840 {
841 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
842 GLuint tex;
843
844 texUnit->EnvMode = GL_MODULATE;
845 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
846
847 texUnit->Combine = default_combine_state;
848 texUnit->_EnvMode = default_combine_state;
849 texUnit->_CurrentCombine = & texUnit->_EnvMode;
850 texUnit->BumpTarget = GL_TEXTURE0;
851
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;
861
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 );
871
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 );
874
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]);
879 }
880 }
881
882
883 /**
884 * Initialize texture state for the given context.
885 */
886 GLboolean
887 _mesa_init_texture(struct gl_context *ctx)
888 {
889 GLuint u;
890
891 /* Texture group */
892 ctx->Texture.CurrentUnit = 0; /* multitexture */
893
894 /* Appendix F.2 of the OpenGL ES 3.0 spec says:
895 *
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."
899 */
900 ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx);
901
902 for (u = 0; u < Elements(ctx->Texture.Unit); u++)
903 init_texture_unit(ctx, u);
904
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.
908 */
909 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
910 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
911
912 /* Allocate proxy textures */
913 if (!alloc_proxy_textures( ctx ))
914 return GL_FALSE;
915
916 /* GL_ARB_texture_buffer_object */
917 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
918 ctx->Shared->NullBufferObj);
919
920 ctx->Texture.NumCurrentTexUsed = 0;
921
922 return GL_TRUE;
923 }
924
925
926 /**
927 * Free dynamically-allocted texture data attached to the given context.
928 */
929 void
930 _mesa_free_texture_data(struct gl_context *ctx)
931 {
932 GLuint u, tgt;
933
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);
938
939 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
940 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
941 }
942 }
943
944 /* Free proxy texture objects */
945 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
946 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
947
948 /* GL_ARB_texture_buffer_object */
949 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
950
951 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
952 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
953 }
954 }
955
956
957 /**
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
960 * shared state.
961 */
962 void
963 _mesa_update_default_objects_texture(struct gl_context *ctx)
964 {
965 GLuint u, tex;
966
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]);
972 }
973 }
974 }