2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
28 * Texture state handling.
32 #include "bufferobj.h"
38 #include "shaderimage.h"
47 * Default texture combine environment state. This is used to initialize
48 * a context's texture units and as the basis for converting "classic"
49 * texture environmnets to ARB_texture_env_combine style values.
51 static const struct gl_tex_env_combine_state default_combine_state
= {
52 GL_MODULATE
, GL_MODULATE
,
53 { GL_TEXTURE
, GL_PREVIOUS
, GL_CONSTANT
, GL_CONSTANT
},
54 { GL_TEXTURE
, GL_PREVIOUS
, GL_CONSTANT
, GL_CONSTANT
},
55 { GL_SRC_COLOR
, GL_SRC_COLOR
, GL_SRC_ALPHA
, GL_SRC_ALPHA
},
56 { GL_SRC_ALPHA
, GL_SRC_ALPHA
, GL_SRC_ALPHA
, GL_SRC_ALPHA
},
64 * Used by glXCopyContext to copy texture state from one context to another.
67 _mesa_copy_texture_state( const struct gl_context
*src
, struct gl_context
*dst
)
74 dst
->Texture
.CurrentUnit
= src
->Texture
.CurrentUnit
;
75 dst
->Texture
._GenFlags
= src
->Texture
._GenFlags
;
76 dst
->Texture
._TexGenEnabled
= src
->Texture
._TexGenEnabled
;
77 dst
->Texture
._TexMatEnabled
= src
->Texture
._TexMatEnabled
;
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
;
91 /* GL_EXT_texture_env_combine */
92 dst
->Texture
.Unit
[u
].Combine
= src
->Texture
.Unit
[u
].Combine
;
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
);
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.
104 if (dst
->Shared
== src
->Shared
) {
105 /* copy texture object bindings, not contents of texture objects */
106 _mesa_lock_context_textures(dst
);
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
]);
112 _mesa_unlock_context_textures(dst
);
122 _mesa_print_texunit_state( struct gl_context
*ctx
, GLuint unit
)
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]);
148 /**********************************************************************/
149 /* Texture Environment */
150 /**********************************************************************/
153 * Convert "classic" texture environment to ARB_texture_env_combine style
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
163 calculate_derived_texenv( struct gl_tex_env_combine_state
*state
,
164 GLenum mode
, GLenum texBaseFormat
)
169 *state
= default_combine_state
;
171 switch (texBaseFormat
) {
173 state
->SourceRGB
[0] = GL_PREVIOUS
;
176 case GL_LUMINANCE_ALPHA
:
187 state
->SourceA
[0] = GL_PREVIOUS
;
192 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
197 if (mode
== GL_REPLACE_EXT
)
203 mode_rgb
= (texBaseFormat
== GL_ALPHA
) ? GL_REPLACE
: mode
;
208 mode_rgb
= GL_INTERPOLATE
;
211 state
->SourceA
[0] = GL_PREVIOUS
;
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".
217 switch (texBaseFormat
) {
220 case GL_LUMINANCE_ALPHA
:
222 state
->SourceRGB
[0] = GL_PREVIOUS
;
229 mode_rgb
= GL_REPLACE
;
232 state
->SourceRGB
[2] = GL_TEXTURE
;
238 mode_rgb
= GL_INTERPOLATE
;
239 mode_a
= GL_MODULATE
;
241 switch (texBaseFormat
) {
243 mode_rgb
= GL_REPLACE
;
246 mode_a
= GL_INTERPOLATE
;
247 state
->SourceA
[0] = GL_CONSTANT
;
248 state
->OperandA
[2] = GL_SRC_ALPHA
;
254 case GL_LUMINANCE_ALPHA
:
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
;
267 mode_rgb
= (texBaseFormat
== GL_ALPHA
) ? GL_REPLACE
: GL_ADD
;
268 mode_a
= (texBaseFormat
== GL_INTENSITY
) ? GL_ADD
: GL_MODULATE
;
273 "Invalid texture env mode 0x%x in calculate_derived_texenv",
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
;
287 /* GL_ARB_multitexture */
289 _mesa_ActiveTexture(GLenum texture
)
291 const GLuint texUnit
= texture
- GL_TEXTURE0
;
293 GET_CURRENT_CONTEXT(ctx
);
295 /* See OpenGL spec for glActiveTexture: */
296 k
= MAX2(ctx
->Const
.MaxCombinedTextureImageUnits
,
297 ctx
->Const
.MaxTextureCoordUnits
);
299 ASSERT(k
<= Elements(ctx
->Texture
.Unit
));
301 if (MESA_VERBOSE
& (VERBOSE_API
|VERBOSE_TEXTURE
))
302 _mesa_debug(ctx
, "glActiveTexture %s\n",
303 _mesa_lookup_enum_by_nr(texture
));
306 _mesa_error(ctx
, GL_INVALID_ENUM
, "glActiveTexture(texture=%s)",
307 _mesa_lookup_enum_by_nr(texture
));
311 if (ctx
->Texture
.CurrentUnit
== texUnit
)
314 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
316 ctx
->Texture
.CurrentUnit
= texUnit
;
317 if (ctx
->Transform
.MatrixMode
== GL_TEXTURE
) {
318 /* update current stack pointer */
319 ctx
->CurrentStack
= &ctx
->TextureMatrixStack
[texUnit
];
324 /* GL_ARB_multitexture */
326 _mesa_ClientActiveTexture(GLenum texture
)
328 GET_CURRENT_CONTEXT(ctx
);
329 GLuint texUnit
= texture
- GL_TEXTURE0
;
331 if (MESA_VERBOSE
& (VERBOSE_API
| VERBOSE_TEXTURE
))
332 _mesa_debug(ctx
, "glClientActiveTexture %s\n",
333 _mesa_lookup_enum_by_nr(texture
));
335 if (texUnit
>= ctx
->Const
.MaxTextureCoordUnits
) {
336 _mesa_error(ctx
, GL_INVALID_ENUM
, "glClientActiveTexture(texture)");
340 if (ctx
->Array
.ActiveTexture
== texUnit
)
343 FLUSH_VERTICES(ctx
, _NEW_ARRAY
);
344 ctx
->Array
.ActiveTexture
= texUnit
;
349 /**********************************************************************/
350 /***** State management *****/
351 /**********************************************************************/
355 * \note This routine refers to derived texture attribute values to
356 * compute the ENABLE_TEXMAT flags, but is only called on
357 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
358 * flags are updated by _mesa_update_textures(), below.
360 * \param ctx GL context.
363 update_texture_matrices( struct gl_context
*ctx
)
367 ctx
->Texture
._TexMatEnabled
= 0x0;
369 for (u
= 0; u
< ctx
->Const
.MaxTextureCoordUnits
; u
++) {
370 ASSERT(u
< Elements(ctx
->TextureMatrixStack
));
371 if (_math_matrix_is_dirty(ctx
->TextureMatrixStack
[u
].Top
)) {
372 _math_matrix_analyse( ctx
->TextureMatrixStack
[u
].Top
);
374 if (ctx
->Texture
.Unit
[u
]._Current
&&
375 ctx
->TextureMatrixStack
[u
].Top
->type
!= MATRIX_IDENTITY
)
376 ctx
->Texture
._TexMatEnabled
|= ENABLE_TEXMAT(u
);
383 * Examine texture unit's combine/env state to update derived state.
386 update_tex_combine(struct gl_context
*ctx
, struct gl_texture_unit
*texUnit
)
388 struct gl_tex_env_combine_state
*combine
;
390 /* No combiners will apply to this. */
391 if (texUnit
->_Current
->Target
== GL_TEXTURE_BUFFER
)
394 /* Set the texUnit->_CurrentCombine field to point to the user's combiner
395 * state, or the combiner state which is derived from traditional texenv
398 if (texUnit
->EnvMode
== GL_COMBINE
||
399 texUnit
->EnvMode
== GL_COMBINE4_NV
) {
400 texUnit
->_CurrentCombine
= & texUnit
->Combine
;
403 const struct gl_texture_object
*texObj
= texUnit
->_Current
;
404 GLenum format
= texObj
->Image
[0][texObj
->BaseLevel
]->_BaseFormat
;
406 if (format
== GL_DEPTH_COMPONENT
|| format
== GL_DEPTH_STENCIL_EXT
) {
407 format
= texObj
->DepthMode
;
409 calculate_derived_texenv(&texUnit
->_EnvMode
, texUnit
->EnvMode
, format
);
410 texUnit
->_CurrentCombine
= & texUnit
->_EnvMode
;
413 combine
= texUnit
->_CurrentCombine
;
415 /* Determine number of source RGB terms in the combiner function */
416 switch (combine
->ModeRGB
) {
418 combine
->_NumArgsRGB
= 1;
422 if (texUnit
->EnvMode
== GL_COMBINE4_NV
)
423 combine
->_NumArgsRGB
= 4;
425 combine
->_NumArgsRGB
= 2;
431 case GL_DOT3_RGB_EXT
:
432 case GL_DOT3_RGBA_EXT
:
433 combine
->_NumArgsRGB
= 2;
436 case GL_MODULATE_ADD_ATI
:
437 case GL_MODULATE_SIGNED_ADD_ATI
:
438 case GL_MODULATE_SUBTRACT_ATI
:
439 combine
->_NumArgsRGB
= 3;
441 case GL_BUMP_ENVMAP_ATI
:
442 /* no real arguments for this case */
443 combine
->_NumArgsRGB
= 0;
446 combine
->_NumArgsRGB
= 0;
447 _mesa_problem(ctx
, "invalid RGB combine mode in update_texture_state");
451 /* Determine number of source Alpha terms in the combiner function */
452 switch (combine
->ModeA
) {
454 combine
->_NumArgsA
= 1;
458 if (texUnit
->EnvMode
== GL_COMBINE4_NV
)
459 combine
->_NumArgsA
= 4;
461 combine
->_NumArgsA
= 2;
465 combine
->_NumArgsA
= 2;
468 case GL_MODULATE_ADD_ATI
:
469 case GL_MODULATE_SIGNED_ADD_ATI
:
470 case GL_MODULATE_SUBTRACT_ATI
:
471 combine
->_NumArgsA
= 3;
474 combine
->_NumArgsA
= 0;
475 _mesa_problem(ctx
, "invalid Alpha combine mode in update_texture_state");
481 update_texgen(struct gl_context
*ctx
)
485 /* Setup texgen for those texture coordinate sets that are in use */
486 for (unit
= 0; unit
< ctx
->Const
.MaxTextureCoordUnits
; unit
++) {
487 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
489 texUnit
->_GenFlags
= 0x0;
491 if (!(ctx
->Texture
._EnabledCoordUnits
& (1 << unit
)))
494 if (texUnit
->TexGenEnabled
) {
495 if (texUnit
->TexGenEnabled
& S_BIT
) {
496 texUnit
->_GenFlags
|= texUnit
->GenS
._ModeBit
;
498 if (texUnit
->TexGenEnabled
& T_BIT
) {
499 texUnit
->_GenFlags
|= texUnit
->GenT
._ModeBit
;
501 if (texUnit
->TexGenEnabled
& R_BIT
) {
502 texUnit
->_GenFlags
|= texUnit
->GenR
._ModeBit
;
504 if (texUnit
->TexGenEnabled
& Q_BIT
) {
505 texUnit
->_GenFlags
|= texUnit
->GenQ
._ModeBit
;
508 ctx
->Texture
._TexGenEnabled
|= ENABLE_TEXGEN(unit
);
509 ctx
->Texture
._GenFlags
|= texUnit
->_GenFlags
;
512 ASSERT(unit
< Elements(ctx
->TextureMatrixStack
));
513 if (ctx
->TextureMatrixStack
[unit
].Top
->type
!= MATRIX_IDENTITY
)
514 ctx
->Texture
._TexMatEnabled
|= ENABLE_TEXMAT(unit
);
518 static struct gl_texture_object
*
519 update_single_program_texture(struct gl_context
*ctx
, struct gl_program
*prog
,
522 gl_texture_index target_index
;
523 struct gl_texture_unit
*texUnit
;
524 struct gl_texture_object
*texObj
;
527 if (!(prog
->SamplersUsed
& (1 << s
)))
530 unit
= prog
->SamplerUnits
[s
];
531 texUnit
= &ctx
->Texture
.Unit
[unit
];
533 /* Note: If more than one bit was set in TexturesUsed[unit], then we should
534 * have had the draw call rejected already. From the GL 4.4 specification,
535 * section 7.10 ("Samplers"):
537 * "It is not allowed to have variables of different sampler types
538 * pointing to the same texture image unit within a program
539 * object. This situation can only be detected at the next rendering
540 * command issued which triggers shader invocations, and an
541 * INVALID_OPERATION error will then be generated."
543 target_index
= ffs(prog
->TexturesUsed
[unit
]) - 1;
544 texObj
= texUnit
->CurrentTex
[target_index
];
546 struct gl_sampler_object
*sampler
= texUnit
->Sampler
?
547 texUnit
->Sampler
: &texObj
->Sampler
;
549 if (likely(texObj
)) {
550 if (_mesa_is_texture_complete(texObj
, sampler
))
553 _mesa_test_texobj_completeness(ctx
, texObj
);
554 if (_mesa_is_texture_complete(texObj
, sampler
))
558 /* If we've reached this point, we didn't find a complete texture of the
559 * shader's target. From the GL 4.4 core specification, section 11.1.3.5
560 * ("Texture Access"):
562 * "If a sampler is used in a shader and the sampler’s associated
563 * texture is not complete, as defined in section 8.17, (0, 0, 0, 1)
564 * will be returned for a non-shadow sampler and 0 for a shadow
567 * Mesa implements this by creating a hidden texture object with a pixel of
570 texObj
= _mesa_get_fallback_texture(ctx
, target_index
);
577 update_program_texture_state(struct gl_context
*ctx
, struct gl_program
**prog
,
578 BITSET_WORD
*enabled_texture_units
)
582 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
588 /* We can't only do the shifting trick as the loop condition because if
589 * sampler 31 is active, the next iteration tries to shift by 32, which is
592 for (s
= 0; s
< MAX_SAMPLERS
&& (1 << s
) <= prog
[i
]->SamplersUsed
; s
++) {
593 struct gl_texture_object
*texObj
;
595 texObj
= update_single_program_texture(ctx
, prog
[i
], s
);
597 int unit
= prog
[i
]->SamplerUnits
[s
];
598 _mesa_reference_texobj(&ctx
->Texture
.Unit
[unit
]._Current
, texObj
);
599 BITSET_SET(enabled_texture_units
, unit
);
600 ctx
->Texture
._MaxEnabledTexImageUnit
=
601 MAX2(ctx
->Texture
._MaxEnabledTexImageUnit
, (int)unit
);
606 if (prog
[MESA_SHADER_FRAGMENT
]) {
607 const GLuint coordMask
= (1 << MAX_TEXTURE_COORD_UNITS
) - 1;
608 ctx
->Texture
._EnabledCoordUnits
|=
609 (prog
[MESA_SHADER_FRAGMENT
]->InputsRead
>> VARYING_SLOT_TEX0
) &
615 update_ff_texture_state(struct gl_context
*ctx
,
616 BITSET_WORD
*enabled_texture_units
)
620 for (unit
= 0; unit
< ctx
->Const
.MaxTextureUnits
; unit
++) {
621 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
624 if (texUnit
->Enabled
== 0x0)
627 /* If a shader already dictated what texture target was used for this
628 * unit, just go along with it.
630 if (BITSET_TEST(enabled_texture_units
, unit
))
633 /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
635 * "Texturing is enabled or disabled using the generic Enable and
636 * Disable commands, respectively, with the symbolic constants
637 * TEXTURE_1D, TEXTURE_2D, TEXTURE_RECTANGLE, TEXTURE_3D, or
638 * TEXTURE_CUBE_MAP to enable the one-, two-, rectangular,
639 * three-dimensional, or cube map texture, respectively. If more
640 * than one of these textures is enabled, the first one enabled
641 * from the following list is used:
643 * • cube map texture
644 * • three-dimensional texture
645 * • rectangular texture
646 * • two-dimensional texture
647 * • one-dimensional texture"
649 * Note that the TEXTURE_x_INDEX values are in high to low priority.
652 * "If a texture unit is disabled or has an invalid or incomplete
653 * texture (as defined in section 8.17) bound to it, then blending
654 * is disabled for that texture unit. If the texture environment
655 * for a given enabled texture unit references a disabled texture
656 * unit, or an invalid or incomplete texture that is bound to
657 * another unit, then the results of texture blending are
660 for (texIndex
= 0; texIndex
< NUM_TEXTURE_TARGETS
; texIndex
++) {
661 if (texUnit
->Enabled
& (1 << texIndex
)) {
662 struct gl_texture_object
*texObj
= texUnit
->CurrentTex
[texIndex
];
663 struct gl_sampler_object
*sampler
= texUnit
->Sampler
?
664 texUnit
->Sampler
: &texObj
->Sampler
;
666 if (!_mesa_is_texture_complete(texObj
, sampler
)) {
667 _mesa_test_texobj_completeness(ctx
, texObj
);
669 if (_mesa_is_texture_complete(texObj
, sampler
)) {
670 _mesa_reference_texobj(&texUnit
->_Current
, texObj
);
676 if (texIndex
== NUM_TEXTURE_TARGETS
)
679 /* if we get here, we know this texture unit is enabled */
680 BITSET_SET(enabled_texture_units
, unit
);
681 ctx
->Texture
._MaxEnabledTexImageUnit
=
682 MAX2(ctx
->Texture
._MaxEnabledTexImageUnit
, (int)unit
);
684 ctx
->Texture
._EnabledCoordUnits
|= 1 << unit
;
686 update_tex_combine(ctx
, texUnit
);
691 * \note This routine refers to derived texture matrix values to
692 * compute the ENABLE_TEXMAT flags, but is only called on
693 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
694 * flags are updated by _mesa_update_texture_matrices, above.
696 * \param ctx GL context.
699 update_texture_state( struct gl_context
*ctx
)
701 struct gl_program
*prog
[MESA_SHADER_STAGES
];
703 int old_max_unit
= ctx
->Texture
._MaxEnabledTexImageUnit
;
704 BITSET_DECLARE(enabled_texture_units
, MAX_COMBINED_TEXTURE_IMAGE_UNITS
);
706 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
707 if (ctx
->_Shader
->CurrentProgram
[i
] &&
708 ctx
->_Shader
->CurrentProgram
[i
]->LinkStatus
) {
709 prog
[i
] = ctx
->_Shader
->CurrentProgram
[i
]->_LinkedShaders
[i
]->Program
;
711 if (i
== MESA_SHADER_FRAGMENT
&& ctx
->FragmentProgram
._Enabled
)
712 prog
[i
] = &ctx
->FragmentProgram
.Current
->Base
;
718 /* TODO: only set this if there are actual changes */
719 ctx
->NewState
|= _NEW_TEXTURE
;
721 ctx
->Texture
._GenFlags
= 0x0;
722 ctx
->Texture
._TexMatEnabled
= 0x0;
723 ctx
->Texture
._TexGenEnabled
= 0x0;
724 ctx
->Texture
._MaxEnabledTexImageUnit
= -1;
725 ctx
->Texture
._EnabledCoordUnits
= 0x0;
727 memset(&enabled_texture_units
, 0, sizeof(enabled_texture_units
));
729 /* First, walk over our programs pulling in all the textures for them.
730 * Programs dictate specific texture targets to be enabled, and for a draw
731 * call to be valid they can't conflict about which texture targets are
734 update_program_texture_state(ctx
, prog
, enabled_texture_units
);
736 /* Also pull in any textures necessary for fixed function fragment shading.
738 if (!prog
[MESA_SHADER_FRAGMENT
])
739 update_ff_texture_state(ctx
, enabled_texture_units
);
741 /* Now, clear out the _Current of any disabled texture units. */
742 for (i
= 0; i
<= ctx
->Texture
._MaxEnabledTexImageUnit
; i
++) {
743 if (!BITSET_TEST(enabled_texture_units
, i
))
744 _mesa_reference_texobj(&ctx
->Texture
.Unit
[i
]._Current
, NULL
);
746 for (i
= ctx
->Texture
._MaxEnabledTexImageUnit
+ 1; i
<= old_max_unit
; i
++) {
747 _mesa_reference_texobj(&ctx
->Texture
.Unit
[i
]._Current
, NULL
);
750 if (!prog
[MESA_SHADER_FRAGMENT
] || !prog
[MESA_SHADER_VERTEX
])
753 _mesa_validate_image_units(ctx
);
758 * Update texture-related derived state.
761 _mesa_update_texture( struct gl_context
*ctx
, GLuint new_state
)
763 if (new_state
& _NEW_TEXTURE_MATRIX
)
764 update_texture_matrices( ctx
);
766 if (new_state
& (_NEW_TEXTURE
| _NEW_PROGRAM
))
767 update_texture_state( ctx
);
771 /**********************************************************************/
772 /***** Initialization *****/
773 /**********************************************************************/
776 * Allocate the proxy textures for the given context.
778 * \param ctx the context to allocate proxies for.
780 * \return GL_TRUE on success, or GL_FALSE on failure
782 * If run out of memory part way through the allocations, clean up and return
786 alloc_proxy_textures( struct gl_context
*ctx
)
788 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
791 static const GLenum targets
[] = {
792 GL_TEXTURE_2D_MULTISAMPLE
,
793 GL_TEXTURE_2D_MULTISAMPLE_ARRAY
,
794 GL_TEXTURE_CUBE_MAP_ARRAY
,
796 GL_TEXTURE_2D_ARRAY_EXT
,
797 GL_TEXTURE_1D_ARRAY_EXT
,
798 GL_TEXTURE_EXTERNAL_OES
,
799 GL_TEXTURE_CUBE_MAP_ARB
,
801 GL_TEXTURE_RECTANGLE_NV
,
807 STATIC_ASSERT(Elements(targets
) == NUM_TEXTURE_TARGETS
);
808 assert(targets
[TEXTURE_2D_INDEX
] == GL_TEXTURE_2D
);
809 assert(targets
[TEXTURE_CUBE_INDEX
] == GL_TEXTURE_CUBE_MAP
);
811 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
812 if (!(ctx
->Texture
.ProxyTex
[tgt
]
813 = ctx
->Driver
.NewTextureObject(ctx
, 0, targets
[tgt
]))) {
814 /* out of memory, free what we did allocate */
816 ctx
->Driver
.DeleteTexture(ctx
, ctx
->Texture
.ProxyTex
[tgt
]);
822 assert(ctx
->Texture
.ProxyTex
[0]->RefCount
== 1); /* sanity check */
828 * Initialize a texture unit.
830 * \param ctx GL context.
831 * \param unit texture unit number to be initialized.
834 init_texture_unit( struct gl_context
*ctx
, GLuint unit
)
836 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[unit
];
839 texUnit
->EnvMode
= GL_MODULATE
;
840 ASSIGN_4V( texUnit
->EnvColor
, 0.0, 0.0, 0.0, 0.0 );
842 texUnit
->Combine
= default_combine_state
;
843 texUnit
->_EnvMode
= default_combine_state
;
844 texUnit
->_CurrentCombine
= & texUnit
->_EnvMode
;
845 texUnit
->BumpTarget
= GL_TEXTURE0
;
847 texUnit
->TexGenEnabled
= 0x0;
848 texUnit
->GenS
.Mode
= GL_EYE_LINEAR
;
849 texUnit
->GenT
.Mode
= GL_EYE_LINEAR
;
850 texUnit
->GenR
.Mode
= GL_EYE_LINEAR
;
851 texUnit
->GenQ
.Mode
= GL_EYE_LINEAR
;
852 texUnit
->GenS
._ModeBit
= TEXGEN_EYE_LINEAR
;
853 texUnit
->GenT
._ModeBit
= TEXGEN_EYE_LINEAR
;
854 texUnit
->GenR
._ModeBit
= TEXGEN_EYE_LINEAR
;
855 texUnit
->GenQ
._ModeBit
= TEXGEN_EYE_LINEAR
;
857 /* Yes, these plane coefficients are correct! */
858 ASSIGN_4V( texUnit
->GenS
.ObjectPlane
, 1.0, 0.0, 0.0, 0.0 );
859 ASSIGN_4V( texUnit
->GenT
.ObjectPlane
, 0.0, 1.0, 0.0, 0.0 );
860 ASSIGN_4V( texUnit
->GenR
.ObjectPlane
, 0.0, 0.0, 0.0, 0.0 );
861 ASSIGN_4V( texUnit
->GenQ
.ObjectPlane
, 0.0, 0.0, 0.0, 0.0 );
862 ASSIGN_4V( texUnit
->GenS
.EyePlane
, 1.0, 0.0, 0.0, 0.0 );
863 ASSIGN_4V( texUnit
->GenT
.EyePlane
, 0.0, 1.0, 0.0, 0.0 );
864 ASSIGN_4V( texUnit
->GenR
.EyePlane
, 0.0, 0.0, 0.0, 0.0 );
865 ASSIGN_4V( texUnit
->GenQ
.EyePlane
, 0.0, 0.0, 0.0, 0.0 );
867 /* no mention of this in spec, but maybe id matrix expected? */
868 ASSIGN_4V( texUnit
->RotMatrix
, 1.0, 0.0, 0.0, 1.0 );
870 /* initialize current texture object ptrs to the shared default objects */
871 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
872 _mesa_reference_texobj(&texUnit
->CurrentTex
[tex
],
873 ctx
->Shared
->DefaultTex
[tex
]);
879 * Initialize texture state for the given context.
882 _mesa_init_texture(struct gl_context
*ctx
)
887 ctx
->Texture
.CurrentUnit
= 0; /* multitexture */
889 /* Appendix F.2 of the OpenGL ES 3.0 spec says:
891 * "OpenGL ES 3.0 requires that all cube map filtering be
892 * seamless. OpenGL ES 2.0 specified that a single cube map face be
893 * selected and used for filtering."
895 ctx
->Texture
.CubeMapSeamless
= _mesa_is_gles3(ctx
);
897 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++)
898 init_texture_unit(ctx
, u
);
900 /* After we're done initializing the context's texture state the default
901 * texture objects' refcounts should be at least
902 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
904 assert(ctx
->Shared
->DefaultTex
[TEXTURE_1D_INDEX
]->RefCount
905 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS
+ 1);
907 /* Allocate proxy textures */
908 if (!alloc_proxy_textures( ctx
))
911 /* GL_ARB_texture_buffer_object */
912 _mesa_reference_buffer_object(ctx
, &ctx
->Texture
.BufferObject
,
913 ctx
->Shared
->NullBufferObj
);
920 * Free dynamically-allocted texture data attached to the given context.
923 _mesa_free_texture_data(struct gl_context
*ctx
)
927 /* unreference current textures */
928 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
929 /* The _Current texture could account for another reference */
930 _mesa_reference_texobj(&ctx
->Texture
.Unit
[u
]._Current
, NULL
);
932 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++) {
933 _mesa_reference_texobj(&ctx
->Texture
.Unit
[u
].CurrentTex
[tgt
], NULL
);
937 /* Free proxy texture objects */
938 for (tgt
= 0; tgt
< NUM_TEXTURE_TARGETS
; tgt
++)
939 ctx
->Driver
.DeleteTexture(ctx
, ctx
->Texture
.ProxyTex
[tgt
]);
941 /* GL_ARB_texture_buffer_object */
942 _mesa_reference_buffer_object(ctx
, &ctx
->Texture
.BufferObject
, NULL
);
944 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
945 _mesa_reference_sampler_object(ctx
, &ctx
->Texture
.Unit
[u
].Sampler
, NULL
);
951 * Update the default texture objects in the given context to reference those
952 * specified in the shared state and release those referencing the old
956 _mesa_update_default_objects_texture(struct gl_context
*ctx
)
960 for (u
= 0; u
< Elements(ctx
->Texture
.Unit
); u
++) {
961 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[u
];
962 for (tex
= 0; tex
< NUM_TEXTURE_TARGETS
; tex
++) {
963 _mesa_reference_texobj(&texUnit
->CurrentTex
[tex
],
964 ctx
->Shared
->DefaultTex
[tex
]);