* 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 "state.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;
/* per-unit state */
for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
- dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
- dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
- COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
- dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
- dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
- dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
- dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
- dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
- /* 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);
}
}
+
+ for (u = 0; u < src->Const.MaxTextureCoordUnits; u++) {
+ dst->Texture.FixedFuncUnit[u].Enabled = src->Texture.FixedFuncUnit[u].Enabled;
+ dst->Texture.FixedFuncUnit[u].EnvMode = src->Texture.FixedFuncUnit[u].EnvMode;
+ COPY_4V(dst->Texture.FixedFuncUnit[u].EnvColor, src->Texture.FixedFuncUnit[u].EnvColor);
+ dst->Texture.FixedFuncUnit[u].TexGenEnabled = src->Texture.FixedFuncUnit[u].TexGenEnabled;
+ dst->Texture.FixedFuncUnit[u].GenS = src->Texture.FixedFuncUnit[u].GenS;
+ dst->Texture.FixedFuncUnit[u].GenT = src->Texture.FixedFuncUnit[u].GenT;
+ dst->Texture.FixedFuncUnit[u].GenR = src->Texture.FixedFuncUnit[u].GenR;
+ dst->Texture.FixedFuncUnit[u].GenQ = src->Texture.FixedFuncUnit[u].GenQ;
+
+ /* GL_EXT_texture_env_combine */
+ dst->Texture.FixedFuncUnit[u].Combine = src->Texture.FixedFuncUnit[u].Combine;
+ }
}
void
_mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
{
- const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
+ const struct gl_fixedfunc_texture_unit *texUnit = ctx->Texture.FixedFuncUnit + 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)
}
-
-
/* 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);
- /* See OpenGL spec for glActiveTexture: */
- k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
- ctx->Const.MaxTextureCoordUnits);
-
- ASSERT(k <= Elements(ctx->Texture.Unit));
+ GET_CURRENT_CONTEXT(ctx);
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 (texUnit >= k) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
- _mesa_lookup_enum_by_nr(texture));
+ if (ctx->Texture.CurrentUnit == texUnit)
return;
+
+ if (!no_error) {
+ GLuint 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_enum_to_string(texture));
+ return;
+ }
}
- if (ctx->Texture.CurrentUnit == texUnit)
- return;
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ /* The below flush call seems useless because
+ * gl_context::Texture::CurrentUnit is not used by
+ * _mesa_update_texture_state() and friends.
+ *
+ * However removing the flush
+ * introduced some blinking textures in UT2004. More investigation is
+ * needed to find the root cause.
+ *
+ * https://bugs.freedesktop.org/show_bug.cgi?id=105436
+ */
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE_STATE);
ctx->Texture.CurrentUnit = texUnit;
if (ctx->Transform.MatrixMode == GL_TEXTURE) {
}
+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)
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);
+ /* Don't flush vertices. This is a "latched" state. */
ctx->Array.ActiveTexture = texUnit;
}
/**
* \note This routine refers to derived texture attribute values to
* compute the ENABLE_TEXMAT flags, but is only called on
- * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
- * flags are updated by _mesa_update_textures(), below.
+ * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE_OBJECT/STATE,
+ * the ENABLE_TEXMAT flags are updated by _mesa_update_textures(), below.
*
* \param ctx GL context.
*/
-static void
-update_texture_matrices( struct gl_context *ctx )
+void
+_mesa_update_texture_matrices(struct gl_context *ctx)
{
GLuint u;
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 );
}
+/**
+ * Translate GL combiner state into a MODE_x value
+ */
+static uint32_t
+tex_combine_translate_mode(GLenum envMode, GLenum mode)
+{
+ switch (mode) {
+ case GL_REPLACE: return TEXENV_MODE_REPLACE;
+ case GL_MODULATE: return TEXENV_MODE_MODULATE;
+ case GL_ADD:
+ if (envMode == GL_COMBINE4_NV)
+ return TEXENV_MODE_ADD_PRODUCTS_NV;
+ else
+ return TEXENV_MODE_ADD;
+ case GL_ADD_SIGNED:
+ if (envMode == GL_COMBINE4_NV)
+ return TEXENV_MODE_ADD_PRODUCTS_SIGNED_NV;
+ else
+ return TEXENV_MODE_ADD_SIGNED;
+ case GL_INTERPOLATE: return TEXENV_MODE_INTERPOLATE;
+ case GL_SUBTRACT: return TEXENV_MODE_SUBTRACT;
+ case GL_DOT3_RGB: return TEXENV_MODE_DOT3_RGB;
+ case GL_DOT3_RGB_EXT: return TEXENV_MODE_DOT3_RGB_EXT;
+ case GL_DOT3_RGBA: return TEXENV_MODE_DOT3_RGBA;
+ case GL_DOT3_RGBA_EXT: return TEXENV_MODE_DOT3_RGBA_EXT;
+ case GL_MODULATE_ADD_ATI: return TEXENV_MODE_MODULATE_ADD_ATI;
+ case GL_MODULATE_SIGNED_ADD_ATI: return TEXENV_MODE_MODULATE_SIGNED_ADD_ATI;
+ case GL_MODULATE_SUBTRACT_ATI: return TEXENV_MODE_MODULATE_SUBTRACT_ATI;
+ default:
+ unreachable("Invalid TexEnv Combine mode");
+ }
+}
+
+
+static uint8_t
+tex_combine_translate_source(GLenum src)
+{
+ switch (src) {
+ case GL_TEXTURE0:
+ case GL_TEXTURE1:
+ case GL_TEXTURE2:
+ case GL_TEXTURE3:
+ case GL_TEXTURE4:
+ case GL_TEXTURE5:
+ case GL_TEXTURE6:
+ case GL_TEXTURE7: return TEXENV_SRC_TEXTURE0 + (src - GL_TEXTURE0);
+ case GL_TEXTURE: return TEXENV_SRC_TEXTURE;
+ case GL_PREVIOUS: return TEXENV_SRC_PREVIOUS;
+ case GL_PRIMARY_COLOR: return TEXENV_SRC_PRIMARY_COLOR;
+ case GL_CONSTANT: return TEXENV_SRC_CONSTANT;
+ case GL_ZERO: return TEXENV_SRC_ZERO;
+ case GL_ONE: return TEXENV_SRC_ONE;
+ default:
+ unreachable("Invalid TexEnv Combine argument source");
+ }
+}
+
+
+static uint8_t
+tex_combine_translate_operand(GLenum operand)
+{
+ switch (operand) {
+ case GL_SRC_COLOR: return TEXENV_OPR_COLOR;
+ case GL_ONE_MINUS_SRC_COLOR: return TEXENV_OPR_ONE_MINUS_COLOR;
+ case GL_SRC_ALPHA: return TEXENV_OPR_ALPHA;
+ case GL_ONE_MINUS_SRC_ALPHA: return TEXENV_OPR_ONE_MINUS_ALPHA;
+ default:
+ unreachable("Invalid TexEnv Combine argument source");
+ }
+}
+
+
+static void
+pack_tex_combine(struct gl_fixedfunc_texture_unit *texUnit)
+{
+ struct gl_tex_env_combine_state *state = texUnit->_CurrentCombine;
+ struct gl_tex_env_combine_packed *packed = &texUnit->_CurrentCombinePacked;
+
+ memset(packed, 0, sizeof *packed);
+
+ packed->ModeRGB = tex_combine_translate_mode(texUnit->EnvMode, state->ModeRGB);
+ packed->ModeA = tex_combine_translate_mode(texUnit->EnvMode, state->ModeA);
+ packed->ScaleShiftRGB = state->ScaleShiftRGB;
+ packed->ScaleShiftA = state->ScaleShiftA;
+ packed->NumArgsRGB = state->_NumArgsRGB;
+ packed->NumArgsA = state->_NumArgsA;
+
+ for (int i = 0; i < state->_NumArgsRGB; ++i)
+ {
+ packed->ArgsRGB[i].Source = tex_combine_translate_source(state->SourceRGB[i]);
+ packed->ArgsRGB[i].Operand = tex_combine_translate_operand(state->OperandRGB[i]);
+ }
+
+ for (int i = 0; i < state->_NumArgsA; ++i)
+ {
+ packed->ArgsA[i].Source = tex_combine_translate_source(state->SourceA[i]);
+ packed->ArgsA[i].Operand = tex_combine_translate_operand(state->OperandA[i]);
+ }
+}
+
+
/**
* Examine texture unit's combine/env state to update derived state.
*/
static void
-update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
+update_tex_combine(struct gl_context *ctx,
+ struct gl_texture_unit *texUnit,
+ struct gl_fixedfunc_texture_unit *fftexUnit)
{
struct gl_tex_env_combine_state *combine;
* state, or the combiner state which is derived from traditional texenv
* mode.
*/
- if (texUnit->EnvMode == GL_COMBINE ||
- texUnit->EnvMode == GL_COMBINE4_NV) {
- texUnit->_CurrentCombine = & texUnit->Combine;
+ if (fftexUnit->EnvMode == GL_COMBINE ||
+ fftexUnit->EnvMode == GL_COMBINE4_NV) {
+ fftexUnit->_CurrentCombine = & fftexUnit->Combine;
}
else {
const struct gl_texture_object *texObj = texUnit->_Current;
if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
format = texObj->DepthMode;
}
- calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
- texUnit->_CurrentCombine = & texUnit->_EnvMode;
+ calculate_derived_texenv(&fftexUnit->_EnvMode, fftexUnit->EnvMode, format);
+ fftexUnit->_CurrentCombine = & fftexUnit->_EnvMode;
}
- combine = texUnit->_CurrentCombine;
+ combine = fftexUnit->_CurrentCombine;
/* Determine number of source RGB terms in the combiner function */
switch (combine->ModeRGB) {
break;
case GL_ADD:
case GL_ADD_SIGNED:
- if (texUnit->EnvMode == GL_COMBINE4_NV)
+ if (fftexUnit->EnvMode == GL_COMBINE4_NV)
combine->_NumArgsRGB = 4;
else
combine->_NumArgsRGB = 2;
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");
break;
case GL_ADD:
case GL_ADD_SIGNED:
- if (texUnit->EnvMode == GL_COMBINE4_NV)
+ if (fftexUnit->EnvMode == GL_COMBINE4_NV)
combine->_NumArgsA = 4;
else
combine->_NumArgsA = 2;
_mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
break;
}
+
+ pack_tex_combine(fftexUnit);
}
static void
/* Setup texgen for those texture coordinate sets that are in use */
for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ struct gl_fixedfunc_texture_unit *texUnit =
+ &ctx->Texture.FixedFuncUnit[unit];
texUnit->_GenFlags = 0x0;
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);
}
}
+static struct gl_texture_object *
+update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
+ int unit)
+{
+ gl_texture_index target_index;
+ struct gl_texture_unit *texUnit;
+ struct gl_texture_object *texObj;
+ struct gl_sampler_object *sampler;
+
+ 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];
+
+ sampler = texUnit->Sampler ?
+ texUnit->Sampler : &texObj->Sampler;
+
+ 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;
+ }
+
+ /* 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);
+
+ 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)
{
- GLuint unit;
int i;
- for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- GLbitfield enabledTargets = 0x0;
- GLuint texIndex;
-
- for (i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog[i])
- enabledTargets |= prog[i]->TexturesUsed[unit];
- }
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ GLbitfield mask;
+ GLuint s;
- if (enabledTargets == 0x0) {
- /* neither vertex nor fragment processing uses this unit */
+ if (!prog[i])
continue;
- }
- 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;
+ mask = prog[i]->SamplersUsed;
- 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;
- }
- }
+ while (mask) {
+ s = u_bit_scan(&mask);
+
+ update_single_program_texture_state(ctx, prog[i],
+ prog[i]->SamplerUnits[s],
+ enabled_texture_units);
}
- if (texIndex == NUM_TEXTURE_TARGETS) {
- /* 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.
+ if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) {
+ /* Loop over bindless samplers bound to texture units.
*/
- struct gl_texture_object *texObj;
- gl_texture_index texTarget;
+ for (s = 0; s < prog[i]->sh.NumBindlessSamplers; s++) {
+ struct gl_bindless_sampler *sampler =
+ &prog[i]->sh.BindlessSamplers[s];
- texTarget = (gl_texture_index) (ffs(enabledTargets) - 1);
- texObj = _mesa_get_fallback_texture(ctx, texTarget);
+ if (!sampler->bound)
+ continue;
- assert(texObj);
- if (!texObj) {
- /* invalid fallback texture: don't enable the texture unit */
- continue;
+ update_single_program_texture_state(ctx, prog[i], sampler->unit,
+ enabled_texture_units);
}
-
- _mesa_reference_texobj(&texUnit->_Current, texObj);
}
-
- /* 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);
}
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;
+ struct gl_fixedfunc_texture_unit *fftexUnit =
+ &ctx->Texture.FixedFuncUnit[unit];
+ GLbitfield mask;
+ bool complete;
- if (texUnit->Enabled == 0x0)
+ if (fftexUnit->Enabled == 0x0)
continue;
/* If a shader already dictated what texture target was used for this
* 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 = fftexUnit->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 */
ctx->Texture._EnabledCoordUnits |= 1 << unit;
- update_tex_combine(ctx, texUnit);
+ update_tex_combine(ctx, texUnit, fftexUnit);
+ }
+}
+
+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
- * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
- * flags are updated by _mesa_update_texture_matrices, above.
+ * _NEW_TEXTURE_OBJECT/STATE. 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 )
+void
+_mesa_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;
- }
+ memcpy(prog, ctx->_Shader->CurrentProgram, sizeof(prog));
+
+ if (prog[MESA_SHADER_FRAGMENT] == NULL &&
+ _mesa_arb_fragment_program_enabled(ctx)) {
+ prog[MESA_SHADER_FRAGMENT] = ctx->FragmentProgram.Current;
}
/* TODO: only set this if there are actual changes */
- ctx->NewState |= _NEW_TEXTURE;
+ ctx->NewState |= _NEW_TEXTURE_OBJECT | _NEW_TEXTURE_STATE;
ctx->Texture._GenFlags = 0x0;
ctx->Texture._TexMatEnabled = 0x0;
_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);
-
- _mesa_validate_image_units(ctx);
-}
-
-
-/**
- * Update texture-related derived state.
- */
-void
-_mesa_update_texture( struct gl_context *ctx, GLuint new_state )
-{
- if (new_state & _NEW_TEXTURE_MATRIX)
- update_texture_matrices( ctx );
-
- if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
- update_texture_state( 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);
}
-/**
- * Initialize a texture unit.
- *
- * \param ctx GL context.
- * \param unit texture unit number to be initialized.
- */
-static void
-init_texture_unit( struct gl_context *ctx, GLuint unit )
-{
- struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
- GLuint tex;
-
- 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->BumpTarget = GL_TEXTURE0;
-
- 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 );
-
- /* 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]);
- }
-}
-
-
/**
* Initialize texture state for the given context.
*/
* "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 < 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];
- for (u = 0; u < Elements(ctx->Texture.Unit); u++)
- init_texture_unit(ctx, 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 );
+ }
/* After we're done initializing the context's texture state the default
* texture objects' refcounts should be at least
return GL_FALSE;
/* GL_ARB_texture_buffer_object */
- _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
- ctx->Shared->NullBufferObj);
+ _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
+
+ 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],