* OTHER DEALINGS IN THE SOFTWARE.
*/
-/**
+/**
* \file texstate.c
*
* Texture state handling.
*/
+#include <stdio.h>
#include "glheader.h"
#include "bufferobj.h"
-#include "colormac.h"
-#include "colortab.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
-#include "shaderimage.h"
#include "texobj.h"
#include "teximage.h"
#include "texstate.h"
#include "mtypes.h"
-#include "bitset.h"
+#include "util/bitscan.h"
+#include "util/bitset.h"
/**
{
GLuint u, tex;
- ASSERT(src);
- ASSERT(dst);
+ assert(src);
+ assert(dst);
dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
dst->Texture._GenFlags = src->Texture._GenFlags;
/* GL_EXT_texture_env_combine */
dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
- /* GL_ATI_envmap_bumpmap - need this? */
- dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
- COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
-
/*
* XXX strictly speaking, we should compare texture names/ids and
* bind textures in the dest context according to id. For now, only
MAX2(dst->Texture.NumCurrentTexUsed, u + 1);
}
}
+ dst->Texture.Unit[u]._BoundTextures = src->Texture.Unit[u]._BoundTextures;
_mesa_unlock_context_textures(dst);
}
}
{
const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
printf("Texture Unit %d\n", unit);
- printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
- printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
- printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
- printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
- printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
- printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
- printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
- printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
- printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
- printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
- printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
- printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
- printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
- printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
- printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
+ printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_enum_to_string(texUnit->EnvMode));
+ printf(" GL_COMBINE_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeRGB));
+ printf(" GL_COMBINE_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.ModeA));
+ printf(" GL_SOURCE0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[0]));
+ printf(" GL_SOURCE1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[1]));
+ printf(" GL_SOURCE2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceRGB[2]));
+ printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[0]));
+ printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[1]));
+ printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.SourceA[2]));
+ printf(" GL_OPERAND0_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[0]));
+ printf(" GL_OPERAND1_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[1]));
+ printf(" GL_OPERAND2_RGB = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandRGB[2]));
+ printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[0]));
+ printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[1]));
+ printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_enum_to_string(texUnit->Combine.OperandA[2]));
printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
/**
* Convert "classic" texture environment to ARB_texture_env_combine style
* environments.
- *
+ *
* \param state texture_env_combine state vector to be filled-in.
* \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
* \c GL_BLEND, \c GL_DECAL, etc.).
case GL_RG:
case GL_RGB:
case GL_YCBCR_MESA:
- case GL_DUDV_ATI:
state->SourceA[0] = GL_PREVIOUS;
break;
-
+
default:
_mesa_problem(NULL,
"Invalid texBaseFormat 0x%x in calculate_derived_texenv",
mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
mode_a = mode;
break;
-
+
case GL_DECAL:
mode_rgb = GL_INTERPOLATE;
mode_a = GL_REPLACE;
case GL_RG:
case GL_RGB:
case GL_YCBCR_MESA:
- case GL_DUDV_ATI:
mode_rgb = GL_REPLACE;
break;
case GL_RGBA:
case GL_LUMINANCE_ALPHA:
case GL_RGBA:
case GL_YCBCR_MESA:
- case GL_DUDV_ATI:
state->SourceRGB[2] = GL_TEXTURE;
state->SourceA[2] = GL_TEXTURE;
state->SourceRGB[0] = GL_CONSTANT;
mode);
return;
}
-
+
state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
? mode_rgb : GL_REPLACE;
state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
GLuint k;
GET_CURRENT_CONTEXT(ctx);
- /* See OpenGL spec for glActiveTexture: */
- k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
- ctx->Const.MaxTextureCoordUnits);
-
- ASSERT(k <= Elements(ctx->Texture.Unit));
-
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
_mesa_debug(ctx, "glActiveTexture %s\n",
- _mesa_lookup_enum_by_nr(texture));
+ _mesa_enum_to_string(texture));
+
+ if (ctx->Texture.CurrentUnit == texUnit)
+ return;
+
+ k = _mesa_max_tex_unit(ctx);
+
+ assert(k <= ARRAY_SIZE(ctx->Texture.Unit));
if (texUnit >= k) {
_mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
- _mesa_lookup_enum_by_nr(texture));
+ _mesa_enum_to_string(texture));
return;
}
- if (ctx->Texture.CurrentUnit == texUnit)
- return;
-
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
ctx->Texture.CurrentUnit = texUnit;
if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
_mesa_debug(ctx, "glClientActiveTexture %s\n",
- _mesa_lookup_enum_by_nr(texture));
+ _mesa_enum_to_string(texture));
- if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
+ if (ctx->Array.ActiveTexture == texUnit)
return;
- }
- if (ctx->Array.ActiveTexture == texUnit)
+ if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture=%s)",
+ _mesa_enum_to_string(texture));
return;
+ }
FLUSH_VERTICES(ctx, _NEW_ARRAY);
ctx->Array.ActiveTexture = texUnit;
ctx->Texture._TexMatEnabled = 0x0;
for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
- ASSERT(u < Elements(ctx->TextureMatrixStack));
+ assert(u < ARRAY_SIZE(ctx->TextureMatrixStack));
if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
_math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
case GL_MODULATE_SUBTRACT_ATI:
combine->_NumArgsRGB = 3;
break;
- case GL_BUMP_ENVMAP_ATI:
- /* no real arguments for this case */
- combine->_NumArgsRGB = 0;
- break;
default:
combine->_NumArgsRGB = 0;
_mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
ctx->Texture._GenFlags |= texUnit->_GenFlags;
}
- ASSERT(unit < Elements(ctx->TextureMatrixStack));
+ assert(unit < ARRAY_SIZE(ctx->TextureMatrixStack));
if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
}
gl_texture_index target_index;
struct gl_texture_unit *texUnit;
struct gl_texture_object *texObj;
+ struct gl_sampler_object *sampler;
int unit;
if (!(prog->SamplersUsed & (1 << s)))
target_index = ffs(prog->TexturesUsed[unit]) - 1;
texObj = texUnit->CurrentTex[target_index];
- struct gl_sampler_object *sampler = texUnit->Sampler ?
+ sampler = texUnit->Sampler ?
texUnit->Sampler : &texObj->Sampler;
if (likely(texObj)) {
if (prog[MESA_SHADER_FRAGMENT]) {
const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
ctx->Texture._EnabledCoordUnits |=
- (prog[MESA_SHADER_FRAGMENT]->InputsRead >> VARYING_SLOT_TEX0) &
+ (prog[MESA_SHADER_FRAGMENT]->info.inputs_read >> VARYING_SLOT_TEX0) &
coordMask;
}
}
for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- GLuint texIndex;
+ GLbitfield mask;
+ bool complete;
if (texUnit->Enabled == 0x0)
continue;
* another unit, then the results of texture blending are
* undefined."
*/
- for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
- if (texUnit->Enabled & (1 << texIndex)) {
- struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
- struct gl_sampler_object *sampler = texUnit->Sampler ?
- texUnit->Sampler : &texObj->Sampler;
-
- if (!_mesa_is_texture_complete(texObj, sampler)) {
- _mesa_test_texobj_completeness(ctx, texObj);
- }
- if (_mesa_is_texture_complete(texObj, sampler)) {
- _mesa_reference_texobj(&texUnit->_Current, texObj);
- break;
- }
+ complete = false;
+ mask = texUnit->Enabled;
+ while (mask) {
+ const int texIndex = u_bit_scan(&mask);
+ struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
+ struct gl_sampler_object *sampler = texUnit->Sampler ?
+ texUnit->Sampler : &texObj->Sampler;
+
+ if (!_mesa_is_texture_complete(texObj, sampler)) {
+ _mesa_test_texobj_completeness(ctx, texObj);
+ }
+ if (_mesa_is_texture_complete(texObj, sampler)) {
+ _mesa_reference_texobj(&texUnit->_Current, texObj);
+ complete = true;
+ break;
}
}
- if (texIndex == NUM_TEXTURE_TARGETS)
+ if (!complete)
continue;
/* if we get here, we know this texture unit is enabled */
for (i = 0; i < MESA_SHADER_STAGES; i++) {
if (ctx->_Shader->CurrentProgram[i] &&
- ctx->_Shader->CurrentProgram[i]->LinkStatus) {
+ ctx->_Shader->CurrentProgram[i]->data->LinkStatus) {
prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program;
} else {
if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled)
- prog[i] = &ctx->FragmentProgram.Current->Base;
+ prog[i] = ctx->FragmentProgram.Current;
else
prog[i] = NULL;
}
if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
update_texgen(ctx);
-
- _mesa_validate_image_units(ctx);
}
/**
* Allocate the proxy textures for the given context.
- *
+ *
* \param ctx the context to allocate proxies for.
- *
+ *
* \return GL_TRUE on success, or GL_FALSE on failure
- *
+ *
* If run out of memory part way through the allocations, clean up and return
* GL_FALSE.
*/
GL_TEXTURE_2D_ARRAY_EXT,
GL_TEXTURE_1D_ARRAY_EXT,
GL_TEXTURE_EXTERNAL_OES,
- GL_TEXTURE_CUBE_MAP_ARB,
+ GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_3D,
GL_TEXTURE_RECTANGLE_NV,
GL_TEXTURE_2D,
};
GLint tgt;
- STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
+ STATIC_ASSERT(ARRAY_SIZE(targets) == NUM_TEXTURE_TARGETS);
assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D);
assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP);
texUnit->Combine = default_combine_state;
texUnit->_EnvMode = default_combine_state;
texUnit->_CurrentCombine = & texUnit->_EnvMode;
- texUnit->BumpTarget = GL_TEXTURE0;
texUnit->TexGenEnabled = 0x0;
texUnit->GenS.Mode = GL_EYE_LINEAR;
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 );
- /* no mention of this in spec, but maybe id matrix expected? */
- ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
-
/* 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;
}
* "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 = _mesa_is_gles3(ctx);
+ ctx->Texture.CubeMapSeamless = ctx->API == API_OPENGLES2;
- for (u = 0; u < Elements(ctx->Texture.Unit); u++)
+ for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++)
init_texture_unit(ctx, u);
/* After we're done initializing the context's texture state the default
GLuint u, tgt;
/* unreference current textures */
- for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
+ for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
/* The _Current texture could account for another reference */
_mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
/* GL_ARB_texture_buffer_object */
_mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
- for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
+ for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
_mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
}
}
/**
* Update the default texture objects in the given context to reference those
- * specified in the shared state and release those referencing the old
+ * specified in the shared state and release those referencing the old
* shared state.
*/
void
{
GLuint u, tex;
- for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
+ for (u = 0; u < ARRAY_SIZE(ctx->Texture.Unit); u++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&texUnit->CurrentTex[tex],