#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 "util/bitscan.h"
#include "util/bitset.h"
{
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]);
GLuint k;
GET_CURRENT_CONTEXT(ctx);
+ if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
+ _mesa_debug(ctx, "glActiveTexture %s\n",
+ _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 (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
- _mesa_debug(ctx, "glActiveTexture %s\n",
- _mesa_lookup_enum_by_nr(texture));
-
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;
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);
}
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,