mesa: work-around glXCopyContext() bug in _mesa_copy_texture_state()
[mesa.git] / src / mesa / main / texstate.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.5
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
25 /**
26 * \file texstate.c
27 *
28 * Texture state handling.
29 */
30
31 #include "glheader.h"
32 #include "mfeatures.h"
33 #include "colormac.h"
34 #if FEATURE_colortable
35 #include "colortab.h"
36 #endif
37 #include "context.h"
38 #include "enums.h"
39 #include "macros.h"
40 #include "texcompress.h"
41 #include "texobj.h"
42 #include "teximage.h"
43 #include "texstate.h"
44 #include "texenvprogram.h"
45 #include "mtypes.h"
46
47
48
49 /**
50 * Default texture combine environment state. This is used to initialize
51 * a context's texture units and as the basis for converting "classic"
52 * texture environmnets to ARB_texture_env_combine style values.
53 */
54 static const struct gl_tex_env_combine_state default_combine_state = {
55 GL_MODULATE, GL_MODULATE,
56 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
57 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
58 { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
59 { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
60 0, 0,
61 2, 2
62 };
63
64
65
66 /**
67 * Used by glXCopyContext to copy texture state from one context to another.
68 */
69 void
70 _mesa_copy_texture_state( const GLcontext *src, GLcontext *dst )
71 {
72 GLuint u, tex;
73
74 ASSERT(src);
75 ASSERT(dst);
76
77 dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
78 dst->Texture._GenFlags = src->Texture._GenFlags;
79 dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
80 dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
81 dst->Texture.SharedPalette = src->Texture.SharedPalette;
82
83 /* per-unit state */
84 for (u = 0; u < src->Const.MaxTextureImageUnits; u++) {
85 dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
86 dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
87 COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
88 dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
89 dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
90 dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
91 dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
92 dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
93 dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
94
95 /* GL_EXT_texture_env_combine */
96 dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
97
98 /* GL_ATI_envmap_bumpmap - need this? */
99 dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
100 COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
101
102 /*
103 * XXX strictly speaking, we should compare texture names/ids and
104 * bind textures in the dest context according to id. For now, only
105 * copy bindings if the contexts share the same pool of textures to
106 * avoid refcounting bugs.
107 */
108 if (dst->Shared == src->Shared) {
109 /* copy texture object bindings, not contents of texture objects */
110 _mesa_lock_context_textures(dst);
111
112 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
113 _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
114 src->Texture.Unit[u].CurrentTex[tex]);
115 }
116 _mesa_unlock_context_textures(dst);
117 }
118 }
119 }
120
121
122 /*
123 * For debugging
124 */
125 void
126 _mesa_print_texunit_state( GLcontext *ctx, GLuint unit )
127 {
128 const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
129 _mesa_printf("Texture Unit %d\n", unit);
130 _mesa_printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
131 _mesa_printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
132 _mesa_printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
133 _mesa_printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
134 _mesa_printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
135 _mesa_printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
136 _mesa_printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
137 _mesa_printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
138 _mesa_printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
139 _mesa_printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
140 _mesa_printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
141 _mesa_printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
142 _mesa_printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
143 _mesa_printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
144 _mesa_printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
145 _mesa_printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
146 _mesa_printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
147 _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
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_RGB:
187 case GL_YCBCR_MESA:
188 case GL_DUDV_ATI:
189 state->SourceA[0] = GL_PREVIOUS;
190 break;
191
192 default:
193 _mesa_problem(NULL,
194 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
195 texBaseFormat);
196 return;
197 }
198
199 if (mode == GL_REPLACE_EXT)
200 mode = GL_REPLACE;
201
202 switch (mode) {
203 case GL_REPLACE:
204 case GL_MODULATE:
205 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
206 mode_a = mode;
207 break;
208
209 case GL_DECAL:
210 mode_rgb = GL_INTERPOLATE;
211 mode_a = GL_REPLACE;
212
213 state->SourceA[0] = GL_PREVIOUS;
214
215 /* Having alpha / luminance / intensity textures replace using the
216 * incoming fragment color matches the definition in NV_texture_shader.
217 * The 1.5 spec simply marks these as "undefined".
218 */
219 switch (texBaseFormat) {
220 case GL_ALPHA:
221 case GL_LUMINANCE:
222 case GL_LUMINANCE_ALPHA:
223 case GL_INTENSITY:
224 state->SourceRGB[0] = GL_PREVIOUS;
225 break;
226 case GL_RGB:
227 case GL_YCBCR_MESA:
228 case GL_DUDV_ATI:
229 mode_rgb = GL_REPLACE;
230 break;
231 case GL_RGBA:
232 state->SourceRGB[2] = GL_TEXTURE;
233 break;
234 }
235 break;
236
237 case GL_BLEND:
238 mode_rgb = GL_INTERPOLATE;
239 mode_a = GL_MODULATE;
240
241 switch (texBaseFormat) {
242 case GL_ALPHA:
243 mode_rgb = GL_REPLACE;
244 break;
245 case GL_INTENSITY:
246 mode_a = GL_INTERPOLATE;
247 state->SourceA[0] = GL_CONSTANT;
248 state->OperandA[2] = GL_SRC_ALPHA;
249 /* FALLTHROUGH */
250 case GL_LUMINANCE:
251 case GL_RGB:
252 case GL_LUMINANCE_ALPHA:
253 case GL_RGBA:
254 case GL_YCBCR_MESA:
255 case GL_DUDV_ATI:
256 state->SourceRGB[2] = GL_TEXTURE;
257 state->SourceA[2] = GL_TEXTURE;
258 state->SourceRGB[0] = GL_CONSTANT;
259 state->OperandRGB[2] = GL_SRC_COLOR;
260 break;
261 }
262 break;
263
264 case GL_ADD:
265 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
266 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
267 break;
268
269 default:
270 _mesa_problem(NULL,
271 "Invalid texture env mode 0x%x in calculate_derived_texenv",
272 mode);
273 return;
274 }
275
276 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
277 ? mode_rgb : GL_REPLACE;
278 state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
279 ? mode_a : GL_REPLACE;
280 }
281
282
283
284
285 /* GL_ARB_multitexture */
286 void GLAPIENTRY
287 _mesa_ActiveTextureARB(GLenum texture)
288 {
289 GET_CURRENT_CONTEXT(ctx);
290 const GLuint texUnit = texture - GL_TEXTURE0;
291 ASSERT_OUTSIDE_BEGIN_END(ctx);
292
293 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
294 _mesa_debug(ctx, "glActiveTexture %s\n",
295 _mesa_lookup_enum_by_nr(texture));
296
297 if (texUnit >= ctx->Const.MaxTextureImageUnits) {
298 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture)");
299 return;
300 }
301
302 if (ctx->Texture.CurrentUnit == texUnit)
303 return;
304
305 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
306
307 ctx->Texture.CurrentUnit = texUnit;
308 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
309 /* update current stack pointer */
310 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
311 }
312
313 if (ctx->Driver.ActiveTexture) {
314 (*ctx->Driver.ActiveTexture)( ctx, (GLuint) texUnit );
315 }
316 }
317
318
319 /* GL_ARB_multitexture */
320 void GLAPIENTRY
321 _mesa_ClientActiveTextureARB(GLenum texture)
322 {
323 GET_CURRENT_CONTEXT(ctx);
324 GLuint texUnit = texture - GL_TEXTURE0;
325 ASSERT_OUTSIDE_BEGIN_END(ctx);
326
327 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
328 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
329 return;
330 }
331
332 FLUSH_VERTICES(ctx, _NEW_ARRAY);
333 ctx->Array.ActiveTexture = texUnit;
334 }
335
336
337
338 /**********************************************************************/
339 /***** State management *****/
340 /**********************************************************************/
341
342
343 /**
344 * \note This routine refers to derived texture attribute values to
345 * compute the ENABLE_TEXMAT flags, but is only called on
346 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
347 * flags are updated by _mesa_update_textures(), below.
348 *
349 * \param ctx GL context.
350 */
351 static void
352 update_texture_matrices( GLcontext *ctx )
353 {
354 GLuint u;
355
356 ctx->Texture._TexMatEnabled = 0x0;
357
358 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
359 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
360 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
361
362 if (ctx->Texture.Unit[u]._ReallyEnabled &&
363 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
364 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
365
366 if (ctx->Driver.TextureMatrix)
367 ctx->Driver.TextureMatrix( ctx, u, ctx->TextureMatrixStack[u].Top);
368 }
369 }
370 }
371
372
373 /**
374 * Examine texture unit's combine/env state to update derived state.
375 */
376 static void
377 update_tex_combine(GLcontext *ctx, struct gl_texture_unit *texUnit)
378 {
379 struct gl_tex_env_combine_state *combine;
380
381 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
382 * state, or the combiner state which is derived from traditional texenv
383 * mode.
384 */
385 if (texUnit->EnvMode == GL_COMBINE ||
386 texUnit->EnvMode == GL_COMBINE4_NV) {
387 texUnit->_CurrentCombine = & texUnit->Combine;
388 }
389 else {
390 const struct gl_texture_object *texObj = texUnit->_Current;
391 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
392 if (format == GL_COLOR_INDEX) {
393 format = GL_RGBA; /* a bit of a hack */
394 }
395 else if (format == GL_DEPTH_COMPONENT ||
396 format == GL_DEPTH_STENCIL_EXT) {
397 format = texObj->DepthMode;
398 }
399 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
400 texUnit->_CurrentCombine = & texUnit->_EnvMode;
401 }
402
403 combine = texUnit->_CurrentCombine;
404
405 /* Determine number of source RGB terms in the combiner function */
406 switch (combine->ModeRGB) {
407 case GL_REPLACE:
408 combine->_NumArgsRGB = 1;
409 break;
410 case GL_ADD:
411 case GL_ADD_SIGNED:
412 if (texUnit->EnvMode == GL_COMBINE4_NV)
413 combine->_NumArgsRGB = 4;
414 else
415 combine->_NumArgsRGB = 2;
416 break;
417 case GL_MODULATE:
418 case GL_SUBTRACT:
419 case GL_DOT3_RGB:
420 case GL_DOT3_RGBA:
421 case GL_DOT3_RGB_EXT:
422 case GL_DOT3_RGBA_EXT:
423 combine->_NumArgsRGB = 2;
424 break;
425 case GL_INTERPOLATE:
426 case GL_MODULATE_ADD_ATI:
427 case GL_MODULATE_SIGNED_ADD_ATI:
428 case GL_MODULATE_SUBTRACT_ATI:
429 combine->_NumArgsRGB = 3;
430 break;
431 case GL_BUMP_ENVMAP_ATI:
432 /* no real arguments for this case */
433 combine->_NumArgsRGB = 0;
434 break;
435 default:
436 combine->_NumArgsRGB = 0;
437 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
438 return;
439 }
440
441 /* Determine number of source Alpha terms in the combiner function */
442 switch (combine->ModeA) {
443 case GL_REPLACE:
444 combine->_NumArgsA = 1;
445 break;
446 case GL_ADD:
447 case GL_ADD_SIGNED:
448 if (texUnit->EnvMode == GL_COMBINE4_NV)
449 combine->_NumArgsA = 4;
450 else
451 combine->_NumArgsA = 2;
452 break;
453 case GL_MODULATE:
454 case GL_SUBTRACT:
455 combine->_NumArgsA = 2;
456 break;
457 case GL_INTERPOLATE:
458 case GL_MODULATE_ADD_ATI:
459 case GL_MODULATE_SIGNED_ADD_ATI:
460 case GL_MODULATE_SUBTRACT_ATI:
461 combine->_NumArgsA = 3;
462 break;
463 default:
464 combine->_NumArgsA = 0;
465 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
466 break;
467 }
468 }
469
470
471 /**
472 * \note This routine refers to derived texture matrix values to
473 * compute the ENABLE_TEXMAT flags, but is only called on
474 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
475 * flags are updated by _mesa_update_texture_matrices, above.
476 *
477 * \param ctx GL context.
478 */
479 static void
480 update_texture_state( GLcontext *ctx )
481 {
482 GLuint unit;
483 struct gl_fragment_program *fprog = NULL;
484 struct gl_vertex_program *vprog = NULL;
485 GLbitfield enabledFragUnits = 0x0;
486
487 if (ctx->Shader.CurrentProgram &&
488 ctx->Shader.CurrentProgram->LinkStatus) {
489 fprog = ctx->Shader.CurrentProgram->FragmentProgram;
490 vprog = ctx->Shader.CurrentProgram->VertexProgram;
491 }
492 else {
493 if (ctx->FragmentProgram._Enabled) {
494 fprog = ctx->FragmentProgram.Current;
495 }
496 if (ctx->VertexProgram._Enabled) {
497 /* XXX enable this if/when non-shader vertex programs get
498 * texture fetches:
499 vprog = ctx->VertexProgram.Current;
500 */
501 }
502 }
503
504 /* TODO: only set this if there are actual changes */
505 ctx->NewState |= _NEW_TEXTURE;
506
507 ctx->Texture._EnabledUnits = 0x0;
508 ctx->Texture._GenFlags = 0x0;
509 ctx->Texture._TexMatEnabled = 0x0;
510 ctx->Texture._TexGenEnabled = 0x0;
511
512 /*
513 * Update texture unit state.
514 */
515 for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) {
516 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
517 GLbitfield enabledVertTargets = 0x0;
518 GLbitfield enabledFragTargets = 0x0;
519 GLbitfield enabledTargets = 0x0;
520 GLuint texIndex;
521
522 /* Get the bitmask of texture target enables.
523 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
524 * which texture targets are enabled (fixed function) or referenced
525 * by a fragment shader/program. When multiple flags are set, we'll
526 * settle on the one with highest priority (see below).
527 */
528 if (vprog) {
529 enabledVertTargets |= vprog->Base.TexturesUsed[unit];
530 }
531
532 if (fprog) {
533 enabledFragTargets |= fprog->Base.TexturesUsed[unit];
534 }
535 else {
536 /* fixed-function fragment program */
537 enabledFragTargets |= texUnit->Enabled;
538 }
539
540 enabledTargets = enabledVertTargets | enabledFragTargets;
541
542 texUnit->_ReallyEnabled = 0x0;
543
544 if (enabledTargets == 0x0) {
545 /* neither vertex nor fragment processing uses this unit */
546 continue;
547 }
548
549 /* Look for the highest priority texture target that's enabled (or used
550 * by the vert/frag shaders) and "complete". That's the one we'll use
551 * for texturing. If we're using vert/frag program we're guaranteed
552 * that bitcount(enabledBits) <= 1.
553 * Note that the TEXTURE_x_INDEX values are in high to low priority.
554 */
555 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
556 if (enabledTargets & (1 << texIndex)) {
557 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
558 if (!texObj->_Complete) {
559 _mesa_test_texobj_completeness(ctx, texObj);
560 }
561 if (texObj->_Complete) {
562 texUnit->_ReallyEnabled = 1 << texIndex;
563 _mesa_reference_texobj(&texUnit->_Current, texObj);
564 break;
565 }
566 }
567 }
568
569 if (!texUnit->_ReallyEnabled) {
570 if (fprog) {
571 /* If we get here it means the shader is expecting a texture
572 * object, but there isn't one (or it's incomplete). Use the
573 * fallback texture.
574 */
575 struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
576 texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;
577 _mesa_reference_texobj(&texUnit->_Current, texObj);
578 }
579 else {
580 /* fixed-function: texture unit is really disabled */
581 continue;
582 }
583 }
584
585 /* if we get here, we know this texture unit is enabled */
586
587 ctx->Texture._EnabledUnits |= (1 << unit);
588
589 if (enabledFragTargets)
590 enabledFragUnits |= (1 << unit);
591
592 update_tex_combine(ctx, texUnit);
593 }
594
595
596 /* Determine which texture coordinate sets are actually needed */
597 if (fprog) {
598 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
599 ctx->Texture._EnabledCoordUnits
600 = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
601 }
602 else {
603 ctx->Texture._EnabledCoordUnits = enabledFragUnits;
604 }
605
606 /* Setup texgen for those texture coordinate sets that are in use */
607 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
608 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
609
610 texUnit->_GenFlags = 0x0;
611
612 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
613 continue;
614
615 if (texUnit->TexGenEnabled) {
616 if (texUnit->TexGenEnabled & S_BIT) {
617 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
618 }
619 if (texUnit->TexGenEnabled & T_BIT) {
620 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
621 }
622 if (texUnit->TexGenEnabled & R_BIT) {
623 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
624 }
625 if (texUnit->TexGenEnabled & Q_BIT) {
626 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
627 }
628
629 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
630 ctx->Texture._GenFlags |= texUnit->_GenFlags;
631 }
632
633 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
634 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
635 }
636 }
637
638
639 /**
640 * Update texture-related derived state.
641 */
642 void
643 _mesa_update_texture( GLcontext *ctx, GLuint new_state )
644 {
645 if (new_state & _NEW_TEXTURE_MATRIX)
646 update_texture_matrices( ctx );
647
648 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
649 update_texture_state( ctx );
650 }
651
652
653 /**********************************************************************/
654 /***** Initialization *****/
655 /**********************************************************************/
656
657 /**
658 * Allocate the proxy textures for the given context.
659 *
660 * \param ctx the context to allocate proxies for.
661 *
662 * \return GL_TRUE on success, or GL_FALSE on failure
663 *
664 * If run out of memory part way through the allocations, clean up and return
665 * GL_FALSE.
666 */
667 static GLboolean
668 alloc_proxy_textures( GLcontext *ctx )
669 {
670 static const GLenum targets[] = {
671 GL_TEXTURE_1D,
672 GL_TEXTURE_2D,
673 GL_TEXTURE_3D,
674 GL_TEXTURE_CUBE_MAP_ARB,
675 GL_TEXTURE_RECTANGLE_NV,
676 GL_TEXTURE_1D_ARRAY_EXT,
677 GL_TEXTURE_2D_ARRAY_EXT
678 };
679 GLint tgt;
680
681 ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
682
683 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
684 if (!(ctx->Texture.ProxyTex[tgt]
685 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
686 /* out of memory, free what we did allocate */
687 while (--tgt >= 0) {
688 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
689 }
690 return GL_FALSE;
691 }
692 }
693
694 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
695 return GL_TRUE;
696 }
697
698
699 /**
700 * Initialize a texture unit.
701 *
702 * \param ctx GL context.
703 * \param unit texture unit number to be initialized.
704 */
705 static void
706 init_texture_unit( GLcontext *ctx, GLuint unit )
707 {
708 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
709 GLuint tex;
710
711 texUnit->EnvMode = GL_MODULATE;
712 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
713
714 texUnit->Combine = default_combine_state;
715 texUnit->_EnvMode = default_combine_state;
716 texUnit->_CurrentCombine = & texUnit->_EnvMode;
717 texUnit->BumpTarget = GL_TEXTURE0;
718
719 texUnit->TexGenEnabled = 0x0;
720 texUnit->GenS.Mode = GL_EYE_LINEAR;
721 texUnit->GenT.Mode = GL_EYE_LINEAR;
722 texUnit->GenR.Mode = GL_EYE_LINEAR;
723 texUnit->GenQ.Mode = GL_EYE_LINEAR;
724 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
725 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
726 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
727 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
728
729 /* Yes, these plane coefficients are correct! */
730 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
731 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
732 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
733 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
734 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
735 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
736 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
737 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
738
739 /* no mention of this in spec, but maybe id matrix expected? */
740 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
741
742 /* initialize current texture object ptrs to the shared default objects */
743 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
744 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
745 ctx->Shared->DefaultTex[tex]);
746 }
747 }
748
749
750 /**
751 * Initialize texture state for the given context.
752 */
753 GLboolean
754 _mesa_init_texture(GLcontext *ctx)
755 {
756 GLuint u;
757
758 /* Texture group */
759 ctx->Texture.CurrentUnit = 0; /* multitexture */
760 ctx->Texture._EnabledUnits = 0x0;
761 ctx->Texture.SharedPalette = GL_FALSE;
762 #if FEATURE_colortable
763 _mesa_init_colortable(&ctx->Texture.Palette);
764 #endif
765
766 for (u = 0; u < MAX_TEXTURE_UNITS; u++)
767 init_texture_unit(ctx, u);
768
769 /* After we're done initializing the context's texture state the default
770 * texture objects' refcounts should be at least MAX_TEXTURE_UNITS + 1.
771 */
772 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
773 >= MAX_TEXTURE_UNITS + 1);
774
775 /* Allocate proxy textures */
776 if (!alloc_proxy_textures( ctx ))
777 return GL_FALSE;
778
779 return GL_TRUE;
780 }
781
782
783 /**
784 * Free dynamically-allocted texture data attached to the given context.
785 */
786 void
787 _mesa_free_texture_data(GLcontext *ctx)
788 {
789 GLuint u, tgt;
790
791 /* unreference current textures */
792 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) {
793 /* The _Current texture could account for another reference */
794 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
795
796 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
797 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
798 }
799 }
800
801 /* Free proxy texture objects */
802 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
803 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
804
805 #if FEATURE_colortable
806 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++)
807 _mesa_free_colortable_data(&ctx->Texture.Unit[u].ColorTable);
808 #endif
809 }
810
811
812 /**
813 * Update the default texture objects in the given context to reference those
814 * specified in the shared state and release those referencing the old
815 * shared state.
816 */
817 void
818 _mesa_update_default_objects_texture(GLcontext *ctx)
819 {
820 GLuint u, tex;
821
822 for (u = 0; u < MAX_TEXTURE_UNITS; u++) {
823 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
824 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
825 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
826 ctx->Shared->DefaultTex[tex]);
827 }
828 }
829 }