#include "teximage.h"
#include "texstate.h"
#include "mtypes.h"
+#include "state.h"
#include "util/bitscan.h"
#include "util/bitset.h"
}
-
-
/* GL_ARB_multitexture */
-void GLAPIENTRY
-_mesa_ActiveTexture(GLenum texture)
+static ALWAYS_INLINE void
+active_texture(GLenum texture, bool no_error)
{
const GLuint texUnit = texture - GL_TEXTURE0;
- GLuint k;
+
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
if (ctx->Texture.CurrentUnit == texUnit)
return;
- k = _mesa_max_tex_unit(ctx);
+ if (!no_error) {
+ GLuint k = _mesa_max_tex_unit(ctx);
- assert(k <= ARRAY_SIZE(ctx->Texture.Unit));
+ assert(k <= ARRAY_SIZE(ctx->Texture.Unit));
- if (texUnit >= k) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
- _mesa_enum_to_string(texture));
- return;
+ if (texUnit >= k) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
+ _mesa_enum_to_string(texture));
+ return;
+ }
}
- FLUSH_VERTICES(ctx, _NEW_TEXTURE_STATE);
-
ctx->Texture.CurrentUnit = texUnit;
if (ctx->Transform.MatrixMode == GL_TEXTURE) {
/* update current stack pointer */
}
+void GLAPIENTRY
+_mesa_ActiveTexture_no_error(GLenum texture)
+{
+ active_texture(texture, true);
+}
+
+
+void GLAPIENTRY
+_mesa_ActiveTexture(GLenum texture)
+{
+ active_texture(texture, false);
+}
+
+
/* GL_ARB_multitexture */
void GLAPIENTRY
_mesa_ClientActiveTexture(GLenum texture)
return;
}
- FLUSH_VERTICES(ctx, _NEW_ARRAY);
+ /* Don't flush vertices. This is a "latched" state. */
ctx->Array.ActiveTexture = texUnit;
}
static struct gl_texture_object *
update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
- int s)
+ int 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)))
- return NULL;
-
- unit = prog->SamplerUnits[s];
texUnit = &ctx->Texture.Unit[unit];
/* Note: If more than one bit was set in TexturesUsed[unit], then we should
return texObj;
}
+static inline void
+update_single_program_texture_state(struct gl_context *ctx,
+ struct gl_program *prog,
+ int unit,
+ BITSET_WORD *enabled_texture_units)
+{
+ struct gl_texture_object *texObj;
+
+ texObj = update_single_program_texture(ctx, prog, unit);
+
+ _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
+ BITSET_SET(enabled_texture_units, unit);
+ ctx->Texture._MaxEnabledTexImageUnit =
+ MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
+}
+
static void
update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
BITSET_WORD *enabled_texture_units)
int i;
for (i = 0; i < MESA_SHADER_STAGES; i++) {
- int s;
+ GLbitfield mask;
+ GLuint s;
if (!prog[i])
continue;
- /* We can't only do the shifting trick as the loop condition because if
- * sampler 31 is active, the next iteration tries to shift by 32, which is
- * undefined.
- */
- for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) {
- struct gl_texture_object *texObj;
-
- texObj = update_single_program_texture(ctx, prog[i], s);
- if (texObj) {
- int unit = prog[i]->SamplerUnits[s];
- _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
- BITSET_SET(enabled_texture_units, unit);
- ctx->Texture._MaxEnabledTexImageUnit =
- MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
+ mask = prog[i]->SamplersUsed;
+
+ while (mask) {
+ s = u_bit_scan(&mask);
+
+ update_single_program_texture_state(ctx, prog[i],
+ prog[i]->SamplerUnits[s],
+ enabled_texture_units);
+ }
+
+ if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) {
+ /* Loop over bindless samplers bound to texture units.
+ */
+ for (s = 0; s < prog[i]->sh.NumBindlessSamplers; s++) {
+ struct gl_bindless_sampler *sampler =
+ &prog[i]->sh.BindlessSamplers[s];
+
+ if (!sampler->bound)
+ continue;
+
+ update_single_program_texture_state(ctx, prog[i], sampler->unit,
+ enabled_texture_units);
}
}
}
}
}
+static void
+fix_missing_textures_for_atifs(struct gl_context *ctx,
+ struct gl_program *prog,
+ BITSET_WORD *enabled_texture_units)
+{
+ GLbitfield mask = prog->SamplersUsed;
+
+ while (mask) {
+ const int s = u_bit_scan(&mask);
+ const int unit = prog->SamplerUnits[s];
+ const gl_texture_index target_index = ffs(prog->TexturesUsed[unit]) - 1;
+
+ if (!ctx->Texture.Unit[unit]._Current) {
+ struct gl_texture_object *texObj =
+ _mesa_get_fallback_texture(ctx, target_index);
+ _mesa_reference_texobj(&ctx->Texture.Unit[unit]._Current, texObj);
+ BITSET_SET(enabled_texture_units, unit);
+ ctx->Texture._MaxEnabledTexImageUnit =
+ MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
+ }
+ }
+}
+
/**
* \note This routine refers to derived texture matrix values to
* compute the ENABLE_TEXMAT flags, but is only called on
int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- for (i = 0; i < MESA_SHADER_STAGES; i++) {
- if (ctx->_Shader->CurrentProgram[i]) {
- prog[i] = ctx->_Shader->CurrentProgram[i];
- } else {
- prog[i] = NULL;
- }
- }
+ memcpy(prog, ctx->_Shader->CurrentProgram, sizeof(prog));
- if (prog[MESA_SHADER_FRAGMENT] == NULL && ctx->FragmentProgram._Enabled) {
+ if (prog[MESA_SHADER_FRAGMENT] == NULL &&
+ _mesa_arb_fragment_program_enabled(ctx)) {
prog[MESA_SHADER_FRAGMENT] = ctx->FragmentProgram.Current;
}
_mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
}
+ /* add fallback texture for SampleMapATI if there is nothing */
+ if (_mesa_ati_fragment_shader_enabled(ctx) &&
+ ctx->ATIFragmentShader.Current->Program)
+ fix_missing_textures_for_atifs(ctx,
+ ctx->ATIFragmentShader.Current->Program,
+ enabled_texture_units);
+
if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
update_texgen(ctx);
}