Merge branch 'llvm-cliptest-viewport'
[mesa.git] / src / mesa / main / texstate.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.5
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file texstate.c
27 *
28 * Texture state handling.
29 */
30
31 #include "glheader.h"
32 #include "mfeatures.h"
33 #include "colormac.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "enums.h"
37 #include "macros.h"
38 #include "texobj.h"
39 #include "teximage.h"
40 #include "texstate.h"
41 #include "mtypes.h"
42
43
44
45 /**
46 * Default texture combine environment state. This is used to initialize
47 * a context's texture units and as the basis for converting "classic"
48 * texture environmnets to ARB_texture_env_combine style values.
49 */
50 static const struct gl_tex_env_combine_state default_combine_state = {
51 GL_MODULATE, GL_MODULATE,
52 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
53 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT },
54 { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA },
55 { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA },
56 0, 0,
57 2, 2
58 };
59
60
61
62 /**
63 * Used by glXCopyContext to copy texture state from one context to another.
64 */
65 void
66 _mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
67 {
68 GLuint u, tex;
69
70 ASSERT(src);
71 ASSERT(dst);
72
73 dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
74 dst->Texture._GenFlags = src->Texture._GenFlags;
75 dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled;
76 dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled;
77 dst->Texture.SharedPalette = src->Texture.SharedPalette;
78
79 /* per-unit state */
80 for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
81 dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
82 dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
83 COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
84 dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
85 dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
86 dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
87 dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
88 dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
89 dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
90
91 /* GL_EXT_texture_env_combine */
92 dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
93
94 /* GL_ATI_envmap_bumpmap - need this? */
95 dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
96 COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
97
98 /*
99 * XXX strictly speaking, we should compare texture names/ids and
100 * bind textures in the dest context according to id. For now, only
101 * copy bindings if the contexts share the same pool of textures to
102 * avoid refcounting bugs.
103 */
104 if (dst->Shared == src->Shared) {
105 /* copy texture object bindings, not contents of texture objects */
106 _mesa_lock_context_textures(dst);
107
108 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
109 _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
110 src->Texture.Unit[u].CurrentTex[tex]);
111 }
112 _mesa_unlock_context_textures(dst);
113 }
114 }
115 }
116
117
118 /*
119 * For debugging
120 */
121 void
122 _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
123 {
124 const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
125 printf("Texture Unit %d\n", unit);
126 printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
127 printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
128 printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
129 printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
130 printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
131 printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
132 printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
133 printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
134 printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
135 printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
136 printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
137 printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
138 printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
139 printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
140 printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
141 printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
142 printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
143 printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
144 }
145
146
147
148 /**********************************************************************/
149 /* Texture Environment */
150 /**********************************************************************/
151
152 /**
153 * Convert "classic" texture environment to ARB_texture_env_combine style
154 * environments.
155 *
156 * \param state texture_env_combine state vector to be filled-in.
157 * \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
158 * \c GL_BLEND, \c GL_DECAL, etc.).
159 * \param texBaseFormat Base format of the texture associated with the
160 * texture unit.
161 */
162 static void
163 calculate_derived_texenv( struct gl_tex_env_combine_state *state,
164 GLenum mode, GLenum texBaseFormat )
165 {
166 GLenum mode_rgb;
167 GLenum mode_a;
168
169 *state = default_combine_state;
170
171 switch (texBaseFormat) {
172 case GL_ALPHA:
173 state->SourceRGB[0] = GL_PREVIOUS;
174 break;
175
176 case GL_LUMINANCE_ALPHA:
177 case GL_INTENSITY:
178 case GL_RGBA:
179 break;
180
181 case GL_LUMINANCE:
182 case GL_RED:
183 case GL_RG:
184 case GL_RGB:
185 case GL_YCBCR_MESA:
186 case GL_DUDV_ATI:
187 state->SourceA[0] = GL_PREVIOUS;
188 break;
189
190 default:
191 _mesa_problem(NULL,
192 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
193 texBaseFormat);
194 return;
195 }
196
197 if (mode == GL_REPLACE_EXT)
198 mode = GL_REPLACE;
199
200 switch (mode) {
201 case GL_REPLACE:
202 case GL_MODULATE:
203 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
204 mode_a = mode;
205 break;
206
207 case GL_DECAL:
208 mode_rgb = GL_INTERPOLATE;
209 mode_a = GL_REPLACE;
210
211 state->SourceA[0] = GL_PREVIOUS;
212
213 /* Having alpha / luminance / intensity textures replace using the
214 * incoming fragment color matches the definition in NV_texture_shader.
215 * The 1.5 spec simply marks these as "undefined".
216 */
217 switch (texBaseFormat) {
218 case GL_ALPHA:
219 case GL_LUMINANCE:
220 case GL_LUMINANCE_ALPHA:
221 case GL_INTENSITY:
222 state->SourceRGB[0] = GL_PREVIOUS;
223 break;
224 case GL_RED:
225 case GL_RG:
226 case GL_RGB:
227 case GL_YCBCR_MESA:
228 case GL_DUDV_ATI:
229 mode_rgb = GL_REPLACE;
230 break;
231 case GL_RGBA:
232 state->SourceRGB[2] = GL_TEXTURE;
233 break;
234 }
235 break;
236
237 case GL_BLEND:
238 mode_rgb = GL_INTERPOLATE;
239 mode_a = GL_MODULATE;
240
241 switch (texBaseFormat) {
242 case GL_ALPHA:
243 mode_rgb = GL_REPLACE;
244 break;
245 case GL_INTENSITY:
246 mode_a = GL_INTERPOLATE;
247 state->SourceA[0] = GL_CONSTANT;
248 state->OperandA[2] = GL_SRC_ALPHA;
249 /* FALLTHROUGH */
250 case GL_LUMINANCE:
251 case GL_RED:
252 case GL_RG:
253 case GL_RGB:
254 case GL_LUMINANCE_ALPHA:
255 case GL_RGBA:
256 case GL_YCBCR_MESA:
257 case GL_DUDV_ATI:
258 state->SourceRGB[2] = GL_TEXTURE;
259 state->SourceA[2] = GL_TEXTURE;
260 state->SourceRGB[0] = GL_CONSTANT;
261 state->OperandRGB[2] = GL_SRC_COLOR;
262 break;
263 }
264 break;
265
266 case GL_ADD:
267 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
268 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
269 break;
270
271 default:
272 _mesa_problem(NULL,
273 "Invalid texture env mode 0x%x in calculate_derived_texenv",
274 mode);
275 return;
276 }
277
278 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
279 ? mode_rgb : GL_REPLACE;
280 state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
281 ? mode_a : GL_REPLACE;
282 }
283
284
285
286
287 /* GL_ARB_multitexture */
288 void GLAPIENTRY
289 _mesa_ActiveTextureARB(GLenum texture)
290 {
291 const GLuint texUnit = texture - GL_TEXTURE0;
292 GLuint k;
293 GET_CURRENT_CONTEXT(ctx);
294
295 /* See OpenGL spec for glActiveTexture: */
296 k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
297 ctx->Const.MaxTextureCoordUnits);
298
299 ASSERT(k <= Elements(ctx->Texture.Unit));
300
301 ASSERT_OUTSIDE_BEGIN_END(ctx);
302
303 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
304 _mesa_debug(ctx, "glActiveTexture %s\n",
305 _mesa_lookup_enum_by_nr(texture));
306
307 if (texUnit >= k) {
308 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
309 _mesa_lookup_enum_by_nr(texture));
310 return;
311 }
312
313 if (ctx->Texture.CurrentUnit == texUnit)
314 return;
315
316 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
317
318 ctx->Texture.CurrentUnit = texUnit;
319 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
320 /* update current stack pointer */
321 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
322 }
323 }
324
325
326 /* GL_ARB_multitexture */
327 void GLAPIENTRY
328 _mesa_ClientActiveTextureARB(GLenum texture)
329 {
330 GET_CURRENT_CONTEXT(ctx);
331 GLuint texUnit = texture - GL_TEXTURE0;
332 ASSERT_OUTSIDE_BEGIN_END(ctx);
333
334 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
335 _mesa_debug(ctx, "glClientActiveTexture %s\n",
336 _mesa_lookup_enum_by_nr(texture));
337
338 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
339 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
340 return;
341 }
342
343 if (ctx->Array.ActiveTexture == texUnit)
344 return;
345
346 FLUSH_VERTICES(ctx, _NEW_ARRAY);
347 ctx->Array.ActiveTexture = texUnit;
348 }
349
350
351
352 /**********************************************************************/
353 /***** State management *****/
354 /**********************************************************************/
355
356
357 /**
358 * \note This routine refers to derived texture attribute values to
359 * compute the ENABLE_TEXMAT flags, but is only called on
360 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
361 * flags are updated by _mesa_update_textures(), below.
362 *
363 * \param ctx GL context.
364 */
365 static void
366 update_texture_matrices( struct gl_context *ctx )
367 {
368 GLuint u;
369
370 ctx->Texture._TexMatEnabled = 0x0;
371
372 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
373 ASSERT(u < Elements(ctx->TextureMatrixStack));
374 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
375 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
376
377 if (ctx->Texture.Unit[u]._ReallyEnabled &&
378 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
379 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
380 }
381 }
382 }
383
384
385 /**
386 * Examine texture unit's combine/env state to update derived state.
387 */
388 static void
389 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
390 {
391 struct gl_tex_env_combine_state *combine;
392
393 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
394 * state, or the combiner state which is derived from traditional texenv
395 * mode.
396 */
397 if (texUnit->EnvMode == GL_COMBINE ||
398 texUnit->EnvMode == GL_COMBINE4_NV) {
399 texUnit->_CurrentCombine = & texUnit->Combine;
400 }
401 else {
402 const struct gl_texture_object *texObj = texUnit->_Current;
403 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
404 if (format == GL_COLOR_INDEX) {
405 format = GL_RGBA; /* a bit of a hack */
406 }
407 else if (format == GL_DEPTH_COMPONENT ||
408 format == GL_DEPTH_STENCIL_EXT) {
409 format = texObj->DepthMode;
410 }
411 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
412 texUnit->_CurrentCombine = & texUnit->_EnvMode;
413 }
414
415 combine = texUnit->_CurrentCombine;
416
417 /* Determine number of source RGB terms in the combiner function */
418 switch (combine->ModeRGB) {
419 case GL_REPLACE:
420 combine->_NumArgsRGB = 1;
421 break;
422 case GL_ADD:
423 case GL_ADD_SIGNED:
424 if (texUnit->EnvMode == GL_COMBINE4_NV)
425 combine->_NumArgsRGB = 4;
426 else
427 combine->_NumArgsRGB = 2;
428 break;
429 case GL_MODULATE:
430 case GL_SUBTRACT:
431 case GL_DOT3_RGB:
432 case GL_DOT3_RGBA:
433 case GL_DOT3_RGB_EXT:
434 case GL_DOT3_RGBA_EXT:
435 combine->_NumArgsRGB = 2;
436 break;
437 case GL_INTERPOLATE:
438 case GL_MODULATE_ADD_ATI:
439 case GL_MODULATE_SIGNED_ADD_ATI:
440 case GL_MODULATE_SUBTRACT_ATI:
441 combine->_NumArgsRGB = 3;
442 break;
443 case GL_BUMP_ENVMAP_ATI:
444 /* no real arguments for this case */
445 combine->_NumArgsRGB = 0;
446 break;
447 default:
448 combine->_NumArgsRGB = 0;
449 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
450 return;
451 }
452
453 /* Determine number of source Alpha terms in the combiner function */
454 switch (combine->ModeA) {
455 case GL_REPLACE:
456 combine->_NumArgsA = 1;
457 break;
458 case GL_ADD:
459 case GL_ADD_SIGNED:
460 if (texUnit->EnvMode == GL_COMBINE4_NV)
461 combine->_NumArgsA = 4;
462 else
463 combine->_NumArgsA = 2;
464 break;
465 case GL_MODULATE:
466 case GL_SUBTRACT:
467 combine->_NumArgsA = 2;
468 break;
469 case GL_INTERPOLATE:
470 case GL_MODULATE_ADD_ATI:
471 case GL_MODULATE_SIGNED_ADD_ATI:
472 case GL_MODULATE_SUBTRACT_ATI:
473 combine->_NumArgsA = 3;
474 break;
475 default:
476 combine->_NumArgsA = 0;
477 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
478 break;
479 }
480 }
481
482
483 /**
484 * \note This routine refers to derived texture matrix values to
485 * compute the ENABLE_TEXMAT flags, but is only called on
486 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
487 * flags are updated by _mesa_update_texture_matrices, above.
488 *
489 * \param ctx GL context.
490 */
491 static void
492 update_texture_state( struct gl_context *ctx )
493 {
494 GLuint unit;
495 struct gl_fragment_program *fprog = NULL;
496 struct gl_vertex_program *vprog = NULL;
497 GLbitfield enabledFragUnits = 0x0;
498
499 if (ctx->Shader.CurrentProgram &&
500 ctx->Shader.CurrentProgram->LinkStatus) {
501 fprog = ctx->Shader.CurrentProgram->FragmentProgram;
502 vprog = ctx->Shader.CurrentProgram->VertexProgram;
503 }
504 else {
505 if (ctx->FragmentProgram._Enabled) {
506 fprog = ctx->FragmentProgram.Current;
507 }
508 if (ctx->VertexProgram._Enabled) {
509 /* XXX enable this if/when non-shader vertex programs get
510 * texture fetches:
511 vprog = ctx->VertexProgram.Current;
512 */
513 }
514 }
515
516 /* TODO: only set this if there are actual changes */
517 ctx->NewState |= _NEW_TEXTURE;
518
519 ctx->Texture._EnabledUnits = 0x0;
520 ctx->Texture._GenFlags = 0x0;
521 ctx->Texture._TexMatEnabled = 0x0;
522 ctx->Texture._TexGenEnabled = 0x0;
523
524 /*
525 * Update texture unit state.
526 */
527 for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
528 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
529 GLbitfield enabledVertTargets = 0x0;
530 GLbitfield enabledFragTargets = 0x0;
531 GLbitfield enabledTargets = 0x0;
532 GLuint texIndex;
533
534 /* Get the bitmask of texture target enables.
535 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
536 * which texture targets are enabled (fixed function) or referenced
537 * by a fragment program/program. When multiple flags are set, we'll
538 * settle on the one with highest priority (see below).
539 */
540 if (vprog) {
541 enabledVertTargets |= vprog->Base.TexturesUsed[unit];
542 }
543
544 if (fprog) {
545 enabledFragTargets |= fprog->Base.TexturesUsed[unit];
546 }
547 else {
548 /* fixed-function fragment program */
549 enabledFragTargets |= texUnit->Enabled;
550 }
551
552 enabledTargets = enabledVertTargets | enabledFragTargets;
553
554 texUnit->_ReallyEnabled = 0x0;
555
556 if (enabledTargets == 0x0) {
557 /* neither vertex nor fragment processing uses this unit */
558 continue;
559 }
560
561 /* Look for the highest priority texture target that's enabled (or used
562 * by the vert/frag shaders) and "complete". That's the one we'll use
563 * for texturing. If we're using vert/frag program we're guaranteed
564 * that bitcount(enabledBits) <= 1.
565 * Note that the TEXTURE_x_INDEX values are in high to low priority.
566 */
567 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
568 if (enabledTargets & (1 << texIndex)) {
569 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
570 if (!texObj->_Complete) {
571 _mesa_test_texobj_completeness(ctx, texObj);
572 }
573 if (texObj->_Complete) {
574 texUnit->_ReallyEnabled = 1 << texIndex;
575 _mesa_reference_texobj(&texUnit->_Current, texObj);
576 break;
577 }
578 }
579 }
580
581 if (!texUnit->_ReallyEnabled) {
582 if (fprog) {
583 /* If we get here it means the shader is expecting a texture
584 * object, but there isn't one (or it's incomplete). Use the
585 * fallback texture.
586 */
587 struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
588 texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;
589 _mesa_reference_texobj(&texUnit->_Current, texObj);
590 }
591 else {
592 /* fixed-function: texture unit is really disabled */
593 continue;
594 }
595 }
596
597 /* if we get here, we know this texture unit is enabled */
598
599 ctx->Texture._EnabledUnits |= (1 << unit);
600
601 if (enabledFragTargets)
602 enabledFragUnits |= (1 << unit);
603
604 update_tex_combine(ctx, texUnit);
605 }
606
607
608 /* Determine which texture coordinate sets are actually needed */
609 if (fprog) {
610 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
611 ctx->Texture._EnabledCoordUnits
612 = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
613 }
614 else {
615 ctx->Texture._EnabledCoordUnits = enabledFragUnits;
616 }
617
618 /* Setup texgen for those texture coordinate sets that are in use */
619 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
620 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
621
622 texUnit->_GenFlags = 0x0;
623
624 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
625 continue;
626
627 if (texUnit->TexGenEnabled) {
628 if (texUnit->TexGenEnabled & S_BIT) {
629 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
630 }
631 if (texUnit->TexGenEnabled & T_BIT) {
632 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
633 }
634 if (texUnit->TexGenEnabled & R_BIT) {
635 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
636 }
637 if (texUnit->TexGenEnabled & Q_BIT) {
638 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
639 }
640
641 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
642 ctx->Texture._GenFlags |= texUnit->_GenFlags;
643 }
644
645 ASSERT(unit < Elements(ctx->TextureMatrixStack));
646 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
647 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
648 }
649 }
650
651
652 /**
653 * Update texture-related derived state.
654 */
655 void
656 _mesa_update_texture( struct gl_context *ctx, GLuint new_state )
657 {
658 if (new_state & _NEW_TEXTURE_MATRIX)
659 update_texture_matrices( ctx );
660
661 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
662 update_texture_state( ctx );
663 }
664
665
666 /**********************************************************************/
667 /***** Initialization *****/
668 /**********************************************************************/
669
670 /**
671 * Allocate the proxy textures for the given context.
672 *
673 * \param ctx the context to allocate proxies for.
674 *
675 * \return GL_TRUE on success, or GL_FALSE on failure
676 *
677 * If run out of memory part way through the allocations, clean up and return
678 * GL_FALSE.
679 */
680 static GLboolean
681 alloc_proxy_textures( struct gl_context *ctx )
682 {
683 static const GLenum targets[] = {
684 GL_TEXTURE_1D,
685 GL_TEXTURE_2D,
686 GL_TEXTURE_3D,
687 GL_TEXTURE_CUBE_MAP_ARB,
688 GL_TEXTURE_RECTANGLE_NV,
689 GL_TEXTURE_1D_ARRAY_EXT,
690 GL_TEXTURE_2D_ARRAY_EXT
691 };
692 GLint tgt;
693
694 ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
695
696 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
697 if (!(ctx->Texture.ProxyTex[tgt]
698 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
699 /* out of memory, free what we did allocate */
700 while (--tgt >= 0) {
701 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
702 }
703 return GL_FALSE;
704 }
705 }
706
707 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
708 return GL_TRUE;
709 }
710
711
712 /**
713 * Initialize a texture unit.
714 *
715 * \param ctx GL context.
716 * \param unit texture unit number to be initialized.
717 */
718 static void
719 init_texture_unit( struct gl_context *ctx, GLuint unit )
720 {
721 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
722 GLuint tex;
723
724 texUnit->EnvMode = GL_MODULATE;
725 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
726
727 texUnit->Combine = default_combine_state;
728 texUnit->_EnvMode = default_combine_state;
729 texUnit->_CurrentCombine = & texUnit->_EnvMode;
730 texUnit->BumpTarget = GL_TEXTURE0;
731
732 texUnit->TexGenEnabled = 0x0;
733 texUnit->GenS.Mode = GL_EYE_LINEAR;
734 texUnit->GenT.Mode = GL_EYE_LINEAR;
735 texUnit->GenR.Mode = GL_EYE_LINEAR;
736 texUnit->GenQ.Mode = GL_EYE_LINEAR;
737 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
738 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
739 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
740 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
741
742 /* Yes, these plane coefficients are correct! */
743 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
744 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
745 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
746 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
747 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
748 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
749 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
750 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
751
752 /* no mention of this in spec, but maybe id matrix expected? */
753 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
754
755 /* initialize current texture object ptrs to the shared default objects */
756 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
757 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
758 ctx->Shared->DefaultTex[tex]);
759 }
760 }
761
762
763 /**
764 * Initialize texture state for the given context.
765 */
766 GLboolean
767 _mesa_init_texture(struct gl_context *ctx)
768 {
769 GLuint u;
770
771 /* Texture group */
772 ctx->Texture.CurrentUnit = 0; /* multitexture */
773 ctx->Texture._EnabledUnits = 0x0;
774 ctx->Texture.SharedPalette = GL_FALSE;
775 _mesa_init_colortable(&ctx->Texture.Palette);
776
777 for (u = 0; u < Elements(ctx->Texture.Unit); u++)
778 init_texture_unit(ctx, u);
779
780 /* After we're done initializing the context's texture state the default
781 * texture objects' refcounts should be at least
782 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
783 */
784 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
785 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
786
787 /* Allocate proxy textures */
788 if (!alloc_proxy_textures( ctx ))
789 return GL_FALSE;
790
791 return GL_TRUE;
792 }
793
794
795 /**
796 * Free dynamically-allocted texture data attached to the given context.
797 */
798 void
799 _mesa_free_texture_data(struct gl_context *ctx)
800 {
801 GLuint u, tgt;
802
803 /* unreference current textures */
804 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
805 /* The _Current texture could account for another reference */
806 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
807
808 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
809 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
810 }
811 }
812
813 /* Free proxy texture objects */
814 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
815 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
816
817 for (u = 0; u < Elements(ctx->Texture.Unit); u++)
818 _mesa_free_colortable_data(&ctx->Texture.Unit[u].ColorTable);
819 }
820
821
822 /**
823 * Update the default texture objects in the given context to reference those
824 * specified in the shared state and release those referencing the old
825 * shared state.
826 */
827 void
828 _mesa_update_default_objects_texture(struct gl_context *ctx)
829 {
830 GLuint u, tex;
831
832 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
833 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
834 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
835 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
836 ctx->Shared->DefaultTex[tex]);
837 }
838 }
839 }