/*
* Mesa 3-D graphics library
- * Version: 7.5
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * 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 "teximage.h"
#include "texstate.h"
#include "mtypes.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
for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
_mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
src->Texture.Unit[u].CurrentTex[tex]);
+ if (src->Texture.Unit[u].CurrentTex[tex]) {
+ dst->Texture.NumCurrentTexUsed =
+ 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 );
- if (ctx->Texture.Unit[u]._ReallyEnabled &&
+ if (ctx->Texture.Unit[u]._Current &&
ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
}
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);
}
}
-/**
- * \note This routine refers to derived texture matrix values to
- * compute the ENABLE_TEXMAT flags, but is only called on
- * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
- * flags are updated by _mesa_update_texture_matrices, above.
- *
- * \param ctx GL context.
- */
-static void
-update_texture_state( struct gl_context *ctx )
+static struct gl_texture_object *
+update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
+ int s)
{
- GLuint unit;
- struct gl_program *fprog = NULL;
- struct gl_program *vprog = NULL;
- GLbitfield enabledFragUnits = 0x0;
+ 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
+ * have had the draw call rejected already. From the GL 4.4 specification,
+ * section 7.10 ("Samplers"):
+ *
+ * "It is not allowed to have variables of different sampler types
+ * pointing to the same texture image unit within a program
+ * object. This situation can only be detected at the next rendering
+ * command issued which triggers shader invocations, and an
+ * INVALID_OPERATION error will then be generated."
+ */
+ target_index = ffs(prog->TexturesUsed[unit]) - 1;
+ texObj = texUnit->CurrentTex[target_index];
- if (ctx->Shader.CurrentVertexProgram &&
- ctx->Shader.CurrentVertexProgram->LinkStatus) {
- vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
- }
+ sampler = texUnit->Sampler ?
+ texUnit->Sampler : &texObj->Sampler;
- if (ctx->Shader.CurrentFragmentProgram &&
- ctx->Shader.CurrentFragmentProgram->LinkStatus) {
- fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
- }
- else if (ctx->FragmentProgram._Enabled) {
- fprog = &ctx->FragmentProgram.Current->Base;
+ if (likely(texObj)) {
+ if (_mesa_is_texture_complete(texObj, sampler))
+ return texObj;
+
+ _mesa_test_texobj_completeness(ctx, texObj);
+ if (_mesa_is_texture_complete(texObj, sampler))
+ return texObj;
}
- /* FINISHME: Geometry shader texture accesses should also be considered
- * FINISHME: here.
+ /* If we've reached this point, we didn't find a complete texture of the
+ * shader's target. From the GL 4.4 core specification, section 11.1.3.5
+ * ("Texture Access"):
+ *
+ * "If a sampler is used in a shader and the sampler’s associated
+ * texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
+ * will be returned for a non-shadow sampler and 0 for a shadow
+ * sampler."
+ *
+ * Mesa implements this by creating a hidden texture object with a pixel of
+ * that value.
*/
+ texObj = _mesa_get_fallback_texture(ctx, target_index);
+ assert(texObj);
- /* TODO: only set this if there are actual changes */
- ctx->NewState |= _NEW_TEXTURE;
+ return texObj;
+}
- ctx->Texture._EnabledUnits = 0x0;
- ctx->Texture._GenFlags = 0x0;
- ctx->Texture._TexMatEnabled = 0x0;
- ctx->Texture._TexGenEnabled = 0x0;
+static void
+update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
+ BITSET_WORD *enabled_texture_units)
+{
+ int i;
- /*
- * Update texture unit state.
- */
- for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- GLbitfield enabledVertTargets = 0x0;
- GLbitfield enabledFragTargets = 0x0;
- GLbitfield enabledTargets = 0x0;
- GLuint texIndex;
-
- /* Get the bitmask of texture target enables.
- * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
- * which texture targets are enabled (fixed function) or referenced
- * by a fragment program/program. When multiple flags are set, we'll
- * settle on the one with highest priority (see below).
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ int 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.
*/
- if (vprog) {
- enabledVertTargets |= vprog->TexturesUsed[unit];
+ 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);
+ }
}
+ }
- if (fprog) {
- enabledFragTargets |= fprog->TexturesUsed[unit];
- }
- else {
- /* fixed-function fragment program */
- enabledFragTargets |= texUnit->Enabled;
- }
+ 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) &
+ coordMask;
+ }
+}
+
+static void
+update_ff_texture_state(struct gl_context *ctx,
+ BITSET_WORD *enabled_texture_units)
+{
+ int unit;
- enabledTargets = enabledVertTargets | enabledFragTargets;
+ for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ GLbitfield mask;
+ bool complete;
- texUnit->_ReallyEnabled = 0x0;
+ if (texUnit->Enabled == 0x0)
+ continue;
- if (enabledTargets == 0x0) {
- /* neither vertex nor fragment processing uses this unit */
+ /* If a shader already dictated what texture target was used for this
+ * unit, just go along with it.
+ */
+ if (BITSET_TEST(enabled_texture_units, unit))
continue;
- }
- /* Look for the highest priority texture target that's enabled (or used
- * by the vert/frag shaders) and "complete". That's the one we'll use
- * for texturing. If we're using vert/frag program we're guaranteed
- * that bitcount(enabledBits) <= 1.
+ /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
+ *
+ * "Texturing is enabled or disabled using the generic Enable and
+ * Disable commands, respectively, with the symbolic constants
+ * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
+ * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
+ * three-dimensional, or cube map texture, respectively. If more
+ * than one of these textures is enabled, the first one enabled
+ * from the following list is used:
+ *
+ * • cube map texture
+ * • three-dimensional texture
+ * • rectangular texture
+ * • two-dimensional texture
+ * • one-dimensional texture"
+ *
* Note that the TEXTURE_x_INDEX values are in high to low priority.
+ * Also:
+ *
+ * "If a texture unit is disabled or has an invalid or incomplete
+ * texture (as defined in section 8.17) bound to it, then blending
+ * is disabled for that texture unit. If the texture environment
+ * for a given enabled texture unit references a disabled texture
+ * unit, or an invalid or incomplete texture that is bound to
+ * another unit, then the results of texture blending are
+ * undefined."
*/
- for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
- if (enabledTargets & (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)) {
- texUnit->_ReallyEnabled = 1 << texIndex;
- _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 (!texUnit->_ReallyEnabled) {
- if (fprog) {
- /* If we get here it means the shader is expecting a texture
- * object, but there isn't one (or it's incomplete). Use the
- * fallback texture.
- */
- struct gl_texture_object *texObj;
- gl_texture_index texTarget;
-
- assert(_mesa_bitcount(enabledTargets) == 1);
-
- texTarget = (gl_texture_index) (ffs(enabledTargets) - 1);
- texObj = _mesa_get_fallback_texture(ctx, texTarget);
-
- assert(texObj);
- if (!texObj) {
- /* invalid fallback texture: don't enable the texture unit */
- continue;
- }
-
+ if (_mesa_is_texture_complete(texObj, sampler)) {
_mesa_reference_texobj(&texUnit->_Current, texObj);
- texUnit->_ReallyEnabled = 1 << texTarget;
- }
- else {
- /* fixed-function: texture unit is really disabled */
- continue;
+ complete = true;
+ break;
}
}
+ if (!complete)
+ continue;
+
/* if we get here, we know this texture unit is enabled */
+ BITSET_SET(enabled_texture_units, unit);
+ ctx->Texture._MaxEnabledTexImageUnit =
+ MAX2(ctx->Texture._MaxEnabledTexImageUnit, (int)unit);
- ctx->Texture._EnabledUnits |= (1 << unit);
+ ctx->Texture._EnabledCoordUnits |= 1 << unit;
- if (enabledFragTargets)
- enabledFragUnits |= (1 << unit);
+ update_tex_combine(ctx, texUnit);
+ }
+}
- if (!fprog)
- update_tex_combine(ctx, texUnit);
+/**
+ * \note This routine refers to derived texture matrix values to
+ * compute the ENABLE_TEXMAT flags, but is only called on
+ * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
+ * flags are updated by _mesa_update_texture_matrices, above.
+ *
+ * \param ctx GL context.
+ */
+static void
+update_texture_state( struct gl_context *ctx )
+{
+ struct gl_program *prog[MESA_SHADER_STAGES];
+ int i;
+ 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] &&
+ ctx->_Shader->CurrentProgram[i]->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;
+ else
+ prog[i] = NULL;
+ }
}
+ /* TODO: only set this if there are actual changes */
+ ctx->NewState |= _NEW_TEXTURE;
- /* Determine which texture coordinate sets are actually needed */
- if (fprog) {
- const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
- ctx->Texture._EnabledCoordUnits
- = (fprog->InputsRead >> VARYING_SLOT_TEX0) & coordMask;
+ ctx->Texture._GenFlags = 0x0;
+ ctx->Texture._TexMatEnabled = 0x0;
+ ctx->Texture._TexGenEnabled = 0x0;
+ ctx->Texture._MaxEnabledTexImageUnit = -1;
+ ctx->Texture._EnabledCoordUnits = 0x0;
+
+ memset(&enabled_texture_units, 0, sizeof(enabled_texture_units));
+
+ /* First, walk over our programs pulling in all the textures for them.
+ * Programs dictate specific texture targets to be enabled, and for a draw
+ * call to be valid they can't conflict about which texture targets are
+ * used.
+ */
+ update_program_texture_state(ctx, prog, enabled_texture_units);
+
+ /* Also pull in any textures necessary for fixed function fragment shading.
+ */
+ if (!prog[MESA_SHADER_FRAGMENT])
+ update_ff_texture_state(ctx, enabled_texture_units);
+
+ /* Now, clear out the _Current of any disabled texture units. */
+ for (i = 0; i <= ctx->Texture._MaxEnabledTexImageUnit; i++) {
+ if (!BITSET_TEST(enabled_texture_units, i))
+ _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
}
- else {
- ctx->Texture._EnabledCoordUnits = enabledFragUnits;
+ for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) {
+ _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
}
- if (!fprog || !vprog)
+ if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
update_texgen(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;
}
/* Texture group */
ctx->Texture.CurrentUnit = 0; /* multitexture */
- ctx->Texture._EnabledUnits = 0x0;
- for (u = 0; u < Elements(ctx->Texture.Unit); u++)
+ /* 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++)
init_texture_unit(ctx, u);
/* After we're done initializing the context's texture state the default
_mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
ctx->Shared->NullBufferObj);
+ ctx->Texture.NumCurrentTexUsed = 0;
+
return GL_TRUE;
}
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],