Merge remote branch 'origin/master' into pipe-video
[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.CurrentVertexProgram &&
500 ctx->Shader.CurrentVertexProgram->LinkStatus) {
501 vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
502 } else if (ctx->VertexProgram._Enabled) {
503 /* XXX enable this if/when non-shader vertex programs get
504 * texture fetches:
505 vprog = ctx->VertexProgram.Current;
506 */
507 }
508
509 if (ctx->Shader.CurrentFragmentProgram &&
510 ctx->Shader.CurrentFragmentProgram->LinkStatus) {
511 fprog = ctx->Shader.CurrentFragmentProgram->FragmentProgram;
512 }
513 else if (ctx->FragmentProgram._Enabled) {
514 fprog = ctx->FragmentProgram.Current;
515 }
516
517 /* FINISHME: Geometry shader texture accesses should also be considered
518 * FINISHME: here.
519 */
520
521 /* TODO: only set this if there are actual changes */
522 ctx->NewState |= _NEW_TEXTURE;
523
524 ctx->Texture._EnabledUnits = 0x0;
525 ctx->Texture._GenFlags = 0x0;
526 ctx->Texture._TexMatEnabled = 0x0;
527 ctx->Texture._TexGenEnabled = 0x0;
528
529 /*
530 * Update texture unit state.
531 */
532 for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
533 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
534 GLbitfield enabledVertTargets = 0x0;
535 GLbitfield enabledFragTargets = 0x0;
536 GLbitfield enabledTargets = 0x0;
537 GLuint texIndex;
538
539 /* Get the bitmask of texture target enables.
540 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
541 * which texture targets are enabled (fixed function) or referenced
542 * by a fragment program/program. When multiple flags are set, we'll
543 * settle on the one with highest priority (see below).
544 */
545 if (vprog) {
546 enabledVertTargets |= vprog->Base.TexturesUsed[unit];
547 }
548
549 if (fprog) {
550 enabledFragTargets |= fprog->Base.TexturesUsed[unit];
551 }
552 else {
553 /* fixed-function fragment program */
554 enabledFragTargets |= texUnit->Enabled;
555 }
556
557 enabledTargets = enabledVertTargets | enabledFragTargets;
558
559 texUnit->_ReallyEnabled = 0x0;
560
561 if (enabledTargets == 0x0) {
562 /* neither vertex nor fragment processing uses this unit */
563 continue;
564 }
565
566 /* Look for the highest priority texture target that's enabled (or used
567 * by the vert/frag shaders) and "complete". That's the one we'll use
568 * for texturing. If we're using vert/frag program we're guaranteed
569 * that bitcount(enabledBits) <= 1.
570 * Note that the TEXTURE_x_INDEX values are in high to low priority.
571 */
572 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
573 if (enabledTargets & (1 << texIndex)) {
574 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
575 if (!texObj->_Complete) {
576 _mesa_test_texobj_completeness(ctx, texObj);
577 }
578 if (texObj->_Complete) {
579 texUnit->_ReallyEnabled = 1 << texIndex;
580 _mesa_reference_texobj(&texUnit->_Current, texObj);
581 break;
582 }
583 }
584 }
585
586 if (!texUnit->_ReallyEnabled) {
587 if (fprog) {
588 /* If we get here it means the shader is expecting a texture
589 * object, but there isn't one (or it's incomplete). Use the
590 * fallback texture.
591 */
592 struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
593 texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;
594 _mesa_reference_texobj(&texUnit->_Current, texObj);
595 }
596 else {
597 /* fixed-function: texture unit is really disabled */
598 continue;
599 }
600 }
601
602 /* if we get here, we know this texture unit is enabled */
603
604 ctx->Texture._EnabledUnits |= (1 << unit);
605
606 if (enabledFragTargets)
607 enabledFragUnits |= (1 << unit);
608
609 update_tex_combine(ctx, texUnit);
610 }
611
612
613 /* Determine which texture coordinate sets are actually needed */
614 if (fprog) {
615 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
616 ctx->Texture._EnabledCoordUnits
617 = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
618 }
619 else {
620 ctx->Texture._EnabledCoordUnits = enabledFragUnits;
621 }
622
623 /* Setup texgen for those texture coordinate sets that are in use */
624 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
625 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
626
627 texUnit->_GenFlags = 0x0;
628
629 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
630 continue;
631
632 if (texUnit->TexGenEnabled) {
633 if (texUnit->TexGenEnabled & S_BIT) {
634 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
635 }
636 if (texUnit->TexGenEnabled & T_BIT) {
637 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
638 }
639 if (texUnit->TexGenEnabled & R_BIT) {
640 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
641 }
642 if (texUnit->TexGenEnabled & Q_BIT) {
643 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
644 }
645
646 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
647 ctx->Texture._GenFlags |= texUnit->_GenFlags;
648 }
649
650 ASSERT(unit < Elements(ctx->TextureMatrixStack));
651 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
652 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
653 }
654 }
655
656
657 /**
658 * Update texture-related derived state.
659 */
660 void
661 _mesa_update_texture( struct gl_context *ctx, GLuint new_state )
662 {
663 if (new_state & _NEW_TEXTURE_MATRIX)
664 update_texture_matrices( ctx );
665
666 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
667 update_texture_state( ctx );
668 }
669
670
671 /**********************************************************************/
672 /***** Initialization *****/
673 /**********************************************************************/
674
675 /**
676 * Allocate the proxy textures for the given context.
677 *
678 * \param ctx the context to allocate proxies for.
679 *
680 * \return GL_TRUE on success, or GL_FALSE on failure
681 *
682 * If run out of memory part way through the allocations, clean up and return
683 * GL_FALSE.
684 */
685 static GLboolean
686 alloc_proxy_textures( struct gl_context *ctx )
687 {
688 static const GLenum targets[] = {
689 GL_TEXTURE_1D,
690 GL_TEXTURE_2D,
691 GL_TEXTURE_3D,
692 GL_TEXTURE_CUBE_MAP_ARB,
693 GL_TEXTURE_RECTANGLE_NV,
694 GL_TEXTURE_1D_ARRAY_EXT,
695 GL_TEXTURE_2D_ARRAY_EXT
696 };
697 GLint tgt;
698
699 ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
700
701 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
702 if (!(ctx->Texture.ProxyTex[tgt]
703 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
704 /* out of memory, free what we did allocate */
705 while (--tgt >= 0) {
706 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
707 }
708 return GL_FALSE;
709 }
710 }
711
712 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
713 return GL_TRUE;
714 }
715
716
717 /**
718 * Initialize a texture unit.
719 *
720 * \param ctx GL context.
721 * \param unit texture unit number to be initialized.
722 */
723 static void
724 init_texture_unit( struct gl_context *ctx, GLuint unit )
725 {
726 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
727 GLuint tex;
728
729 texUnit->EnvMode = GL_MODULATE;
730 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
731
732 texUnit->Combine = default_combine_state;
733 texUnit->_EnvMode = default_combine_state;
734 texUnit->_CurrentCombine = & texUnit->_EnvMode;
735 texUnit->BumpTarget = GL_TEXTURE0;
736
737 texUnit->TexGenEnabled = 0x0;
738 texUnit->GenS.Mode = GL_EYE_LINEAR;
739 texUnit->GenT.Mode = GL_EYE_LINEAR;
740 texUnit->GenR.Mode = GL_EYE_LINEAR;
741 texUnit->GenQ.Mode = GL_EYE_LINEAR;
742 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
743 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
744 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
745 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
746
747 /* Yes, these plane coefficients are correct! */
748 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
749 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
750 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
751 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
752 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
753 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
754 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
755 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
756
757 /* no mention of this in spec, but maybe id matrix expected? */
758 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
759
760 /* initialize current texture object ptrs to the shared default objects */
761 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
762 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
763 ctx->Shared->DefaultTex[tex]);
764 }
765 }
766
767
768 /**
769 * Initialize texture state for the given context.
770 */
771 GLboolean
772 _mesa_init_texture(struct gl_context *ctx)
773 {
774 GLuint u;
775
776 /* Texture group */
777 ctx->Texture.CurrentUnit = 0; /* multitexture */
778 ctx->Texture._EnabledUnits = 0x0;
779 ctx->Texture.SharedPalette = GL_FALSE;
780 _mesa_init_colortable(&ctx->Texture.Palette);
781
782 for (u = 0; u < Elements(ctx->Texture.Unit); u++)
783 init_texture_unit(ctx, u);
784
785 /* After we're done initializing the context's texture state the default
786 * texture objects' refcounts should be at least
787 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
788 */
789 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
790 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
791
792 /* Allocate proxy textures */
793 if (!alloc_proxy_textures( ctx ))
794 return GL_FALSE;
795
796 return GL_TRUE;
797 }
798
799
800 /**
801 * Free dynamically-allocted texture data attached to the given context.
802 */
803 void
804 _mesa_free_texture_data(struct gl_context *ctx)
805 {
806 GLuint u, tgt;
807
808 /* unreference current textures */
809 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
810 /* The _Current texture could account for another reference */
811 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
812
813 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
814 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
815 }
816 }
817
818 /* Free proxy texture objects */
819 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
820 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
821 }
822
823
824 /**
825 * Update the default texture objects in the given context to reference those
826 * specified in the shared state and release those referencing the old
827 * shared state.
828 */
829 void
830 _mesa_update_default_objects_texture(struct gl_context *ctx)
831 {
832 GLuint u, tex;
833
834 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
835 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
836 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
837 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
838 ctx->Shared->DefaultTex[tex]);
839 }
840 }
841 }