+ /* Appendix F.2 of the OpenGL ES 3.0 spec says:
+ *
+ * "OpenGL ES 3.0 requires that all cube map filtering be
+ * seamless. OpenGL ES 2.0 specified that a single cube map face be
+ * selected and used for filtering."
+ *
+ * Unfortunatley, a call to _mesa_is_gles3 below will only work if
+ * the driver has already computed and set ctx->Version, however drivers
+ * seem to call _mesa_initialize_context (which calls this) early
+ * in the CreateContext hook and _mesa_compute_version much later (since
+ * it needs information about available extensions). So, we will
+ * enable seamless cubemaps by default since GLES2. This should work
+ * for most implementations and drivers that don't support seamless
+ * cubemaps for GLES2 can still disable it.
+ */
+ ctx->Texture.CubeMapSeamless = ctx->API == API_OPENGLES2;
+
+ for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
+ GLuint tex;
+
+ /* initialize current texture object ptrs to the shared default objects */
+ for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
+ _mesa_reference_texobj(&texUnit->CurrentTex[tex],
+ ctx->Shared->DefaultTex[tex]);
+ }
+
+ texUnit->_BoundTextures = 0;
+ }
+
+ for (u = 0; u < ARRAY_SIZE(ctx->Texture.FixedFuncUnit); u++) {
+ struct gl_fixedfunc_texture_unit *texUnit =
+ &ctx->Texture.FixedFuncUnit[u];
+
+ texUnit->EnvMode = GL_MODULATE;
+ ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
+
+ texUnit->Combine = default_combine_state;
+ texUnit->_EnvMode = default_combine_state;
+ texUnit->_CurrentCombine = & texUnit->_EnvMode;
+
+ texUnit->TexGenEnabled = 0x0;
+ texUnit->GenS.Mode = GL_EYE_LINEAR;
+ texUnit->GenT.Mode = GL_EYE_LINEAR;
+ texUnit->GenR.Mode = GL_EYE_LINEAR;
+ texUnit->GenQ.Mode = GL_EYE_LINEAR;
+ texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
+ texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
+ texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
+ texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
+
+ /* Yes, these plane coefficients are correct! */
+ ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
+ ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
+ }