mesa: Rewrite shader-based texture image state updates.
[mesa.git] / src / mesa / main / texstate.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 *
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:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
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.
23 */
24
25 /**
26 * \file texstate.c
27 *
28 * Texture state handling.
29 */
30
31 #include "glheader.h"
32 #include "bufferobj.h"
33 #include "colormac.h"
34 #include "colortab.h"
35 #include "context.h"
36 #include "enums.h"
37 #include "macros.h"
38 #include "shaderimage.h"
39 #include "texobj.h"
40 #include "teximage.h"
41 #include "texstate.h"
42 #include "mtypes.h"
43 #include "bitset.h"
44
45
46 /**
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.
50 */
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 },
57 0, 0,
58 2, 2
59 };
60
61
62
63 /**
64 * Used by glXCopyContext to copy texture state from one context to another.
65 */
66 void
67 _mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst )
68 {
69 GLuint u, tex;
70
71 ASSERT(src);
72 ASSERT(dst);
73
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;
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_ActiveTexture(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 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
302 _mesa_debug(ctx, "glActiveTexture %s\n",
303 _mesa_lookup_enum_by_nr(texture));
304
305 if (texUnit >= k) {
306 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
307 _mesa_lookup_enum_by_nr(texture));
308 return;
309 }
310
311 if (ctx->Texture.CurrentUnit == texUnit)
312 return;
313
314 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
315
316 ctx->Texture.CurrentUnit = texUnit;
317 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
318 /* update current stack pointer */
319 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
320 }
321 }
322
323
324 /* GL_ARB_multitexture */
325 void GLAPIENTRY
326 _mesa_ClientActiveTexture(GLenum texture)
327 {
328 GET_CURRENT_CONTEXT(ctx);
329 GLuint texUnit = texture - GL_TEXTURE0;
330
331 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
332 _mesa_debug(ctx, "glClientActiveTexture %s\n",
333 _mesa_lookup_enum_by_nr(texture));
334
335 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
336 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
337 return;
338 }
339
340 if (ctx->Array.ActiveTexture == texUnit)
341 return;
342
343 FLUSH_VERTICES(ctx, _NEW_ARRAY);
344 ctx->Array.ActiveTexture = texUnit;
345 }
346
347
348
349 /**********************************************************************/
350 /***** State management *****/
351 /**********************************************************************/
352
353
354 /**
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.
359 *
360 * \param ctx GL context.
361 */
362 static void
363 update_texture_matrices( struct gl_context *ctx )
364 {
365 GLuint u;
366
367 ctx->Texture._TexMatEnabled = 0x0;
368
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 );
373
374 if (ctx->Texture.Unit[u]._Current &&
375 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
376 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
377 }
378 }
379 }
380
381
382 /**
383 * Examine texture unit's combine/env state to update derived state.
384 */
385 static void
386 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
387 {
388 struct gl_tex_env_combine_state *combine;
389
390 /* No combiners will apply to this. */
391 if (texUnit->_Current->Target == GL_TEXTURE_BUFFER)
392 return;
393
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
396 * mode.
397 */
398 if (texUnit->EnvMode == GL_COMBINE ||
399 texUnit->EnvMode == GL_COMBINE4_NV) {
400 texUnit->_CurrentCombine = & texUnit->Combine;
401 }
402 else {
403 const struct gl_texture_object *texObj = texUnit->_Current;
404 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat;
405
406 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) {
407 format = texObj->DepthMode;
408 }
409 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
410 texUnit->_CurrentCombine = & texUnit->_EnvMode;
411 }
412
413 combine = texUnit->_CurrentCombine;
414
415 /* Determine number of source RGB terms in the combiner function */
416 switch (combine->ModeRGB) {
417 case GL_REPLACE:
418 combine->_NumArgsRGB = 1;
419 break;
420 case GL_ADD:
421 case GL_ADD_SIGNED:
422 if (texUnit->EnvMode == GL_COMBINE4_NV)
423 combine->_NumArgsRGB = 4;
424 else
425 combine->_NumArgsRGB = 2;
426 break;
427 case GL_MODULATE:
428 case GL_SUBTRACT:
429 case GL_DOT3_RGB:
430 case GL_DOT3_RGBA:
431 case GL_DOT3_RGB_EXT:
432 case GL_DOT3_RGBA_EXT:
433 combine->_NumArgsRGB = 2;
434 break;
435 case GL_INTERPOLATE:
436 case GL_MODULATE_ADD_ATI:
437 case GL_MODULATE_SIGNED_ADD_ATI:
438 case GL_MODULATE_SUBTRACT_ATI:
439 combine->_NumArgsRGB = 3;
440 break;
441 case GL_BUMP_ENVMAP_ATI:
442 /* no real arguments for this case */
443 combine->_NumArgsRGB = 0;
444 break;
445 default:
446 combine->_NumArgsRGB = 0;
447 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
448 return;
449 }
450
451 /* Determine number of source Alpha terms in the combiner function */
452 switch (combine->ModeA) {
453 case GL_REPLACE:
454 combine->_NumArgsA = 1;
455 break;
456 case GL_ADD:
457 case GL_ADD_SIGNED:
458 if (texUnit->EnvMode == GL_COMBINE4_NV)
459 combine->_NumArgsA = 4;
460 else
461 combine->_NumArgsA = 2;
462 break;
463 case GL_MODULATE:
464 case GL_SUBTRACT:
465 combine->_NumArgsA = 2;
466 break;
467 case GL_INTERPOLATE:
468 case GL_MODULATE_ADD_ATI:
469 case GL_MODULATE_SIGNED_ADD_ATI:
470 case GL_MODULATE_SUBTRACT_ATI:
471 combine->_NumArgsA = 3;
472 break;
473 default:
474 combine->_NumArgsA = 0;
475 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
476 break;
477 }
478 }
479
480 static void
481 update_texgen(struct gl_context *ctx)
482 {
483 GLuint unit;
484
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];
488
489 texUnit->_GenFlags = 0x0;
490
491 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
492 continue;
493
494 if (texUnit->TexGenEnabled) {
495 if (texUnit->TexGenEnabled & S_BIT) {
496 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
497 }
498 if (texUnit->TexGenEnabled & T_BIT) {
499 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
500 }
501 if (texUnit->TexGenEnabled & R_BIT) {
502 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
503 }
504 if (texUnit->TexGenEnabled & Q_BIT) {
505 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
506 }
507
508 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
509 ctx->Texture._GenFlags |= texUnit->_GenFlags;
510 }
511
512 ASSERT(unit < Elements(ctx->TextureMatrixStack));
513 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
514 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
515 }
516 }
517
518 static struct gl_texture_object *
519 update_single_program_texture(struct gl_context *ctx, struct gl_program *prog,
520 int s)
521 {
522 gl_texture_index target_index;
523 struct gl_texture_unit *texUnit;
524 struct gl_texture_object *texObj;
525 int unit;
526
527 if (!(prog->SamplersUsed & (1 << s)))
528 return NULL;
529
530 unit = prog->SamplerUnits[s];
531 texUnit = &ctx->Texture.Unit[unit];
532
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"):
536 *
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."
542 */
543 target_index = ffs(prog->TexturesUsed[unit]) - 1;
544 texObj = texUnit->CurrentTex[target_index];
545
546 struct gl_sampler_object *sampler = texUnit->Sampler ?
547 texUnit->Sampler : &texObj->Sampler;
548
549 if (likely(texObj)) {
550 if (_mesa_is_texture_complete(texObj, sampler))
551 return texObj;
552
553 _mesa_test_texobj_completeness(ctx, texObj);
554 if (_mesa_is_texture_complete(texObj, sampler))
555 return texObj;
556 }
557
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"):
561 *
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
565 * sampler."
566 *
567 * Mesa implements this by creating a hidden texture object with a pixel of
568 * that value.
569 */
570 texObj = _mesa_get_fallback_texture(ctx, target_index);
571 assert(texObj);
572
573 return texObj;
574 }
575
576 static void
577 update_program_texture_state(struct gl_context *ctx, struct gl_program **prog,
578 BITSET_WORD *enabled_texture_units)
579 {
580 int i;
581
582 for (i = 0; i < MESA_SHADER_STAGES; i++) {
583 int s;
584
585 if (!prog[i])
586 continue;
587
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
590 * undefined.
591 */
592 for (s = 0; s < MAX_SAMPLERS && (1 << s) <= prog[i]->SamplersUsed; s++) {
593 struct gl_texture_object *texObj;
594
595 texObj = update_single_program_texture(ctx, prog[i], s);
596 if (texObj) {
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);
602 }
603 }
604 }
605
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) &
610 coordMask;
611 }
612 }
613
614 static void
615 update_ff_texture_state(struct gl_context *ctx,
616 BITSET_WORD *enabled_texture_units)
617 {
618 int unit;
619
620 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) {
621 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
622 GLuint texIndex;
623
624 if (texUnit->Enabled == 0x0)
625 continue;
626
627 /* If a shader already dictated what texture target was used for this
628 * unit, just go along with it.
629 */
630 if (BITSET_TEST(enabled_texture_units, unit))
631 continue;
632
633 /* From the GL 4.4 compat specification, section 16.2 ("Texture Application"):
634 *
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:
642 *
643 * • cube map texture
644 * • three-dimensional texture
645 * • rectangular texture
646 * • two-dimensional texture
647 * • one-dimensional texture"
648 *
649 * Note that the TEXTURE_x_INDEX values are in high to low priority.
650 * Also:
651 *
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
658 * undefined."
659 */
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;
665
666 if (!_mesa_is_texture_complete(texObj, sampler)) {
667 _mesa_test_texobj_completeness(ctx, texObj);
668 }
669 if (_mesa_is_texture_complete(texObj, sampler)) {
670 _mesa_reference_texobj(&texUnit->_Current, texObj);
671 break;
672 }
673 }
674 }
675
676 if (texIndex == NUM_TEXTURE_TARGETS)
677 continue;
678
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);
683
684 ctx->Texture._EnabledCoordUnits |= 1 << unit;
685
686 update_tex_combine(ctx, texUnit);
687 }
688 }
689
690 /**
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.
695 *
696 * \param ctx GL context.
697 */
698 static void
699 update_texture_state( struct gl_context *ctx )
700 {
701 struct gl_program *prog[MESA_SHADER_STAGES];
702 int i;
703 int old_max_unit = ctx->Texture._MaxEnabledTexImageUnit;
704 BITSET_DECLARE(enabled_texture_units, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
705
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;
710 } else {
711 if (i == MESA_SHADER_FRAGMENT && ctx->FragmentProgram._Enabled)
712 prog[i] = &ctx->FragmentProgram.Current->Base;
713 else
714 prog[i] = NULL;
715 }
716 }
717
718 /* TODO: only set this if there are actual changes */
719 ctx->NewState |= _NEW_TEXTURE;
720
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;
726
727 memset(&enabled_texture_units, 0, sizeof(enabled_texture_units));
728
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
732 * used.
733 */
734 update_program_texture_state(ctx, prog, enabled_texture_units);
735
736 /* Also pull in any textures necessary for fixed function fragment shading.
737 */
738 if (!prog[MESA_SHADER_FRAGMENT])
739 update_ff_texture_state(ctx, enabled_texture_units);
740
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);
745 }
746 for (i = ctx->Texture._MaxEnabledTexImageUnit + 1; i <= old_max_unit; i++) {
747 _mesa_reference_texobj(&ctx->Texture.Unit[i]._Current, NULL);
748 }
749
750 if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
751 update_texgen(ctx);
752
753 _mesa_validate_image_units(ctx);
754 }
755
756
757 /**
758 * Update texture-related derived state.
759 */
760 void
761 _mesa_update_texture( struct gl_context *ctx, GLuint new_state )
762 {
763 if (new_state & _NEW_TEXTURE_MATRIX)
764 update_texture_matrices( ctx );
765
766 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
767 update_texture_state( ctx );
768 }
769
770
771 /**********************************************************************/
772 /***** Initialization *****/
773 /**********************************************************************/
774
775 /**
776 * Allocate the proxy textures for the given context.
777 *
778 * \param ctx the context to allocate proxies for.
779 *
780 * \return GL_TRUE on success, or GL_FALSE on failure
781 *
782 * If run out of memory part way through the allocations, clean up and return
783 * GL_FALSE.
784 */
785 static GLboolean
786 alloc_proxy_textures( struct gl_context *ctx )
787 {
788 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX
789 * values!
790 */
791 static const GLenum targets[] = {
792 GL_TEXTURE_2D_MULTISAMPLE,
793 GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
794 GL_TEXTURE_CUBE_MAP_ARRAY,
795 GL_TEXTURE_BUFFER,
796 GL_TEXTURE_2D_ARRAY_EXT,
797 GL_TEXTURE_1D_ARRAY_EXT,
798 GL_TEXTURE_EXTERNAL_OES,
799 GL_TEXTURE_CUBE_MAP_ARB,
800 GL_TEXTURE_3D,
801 GL_TEXTURE_RECTANGLE_NV,
802 GL_TEXTURE_2D,
803 GL_TEXTURE_1D,
804 };
805 GLint tgt;
806
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);
810
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 */
815 while (--tgt >= 0) {
816 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
817 }
818 return GL_FALSE;
819 }
820 }
821
822 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
823 return GL_TRUE;
824 }
825
826
827 /**
828 * Initialize a texture unit.
829 *
830 * \param ctx GL context.
831 * \param unit texture unit number to be initialized.
832 */
833 static void
834 init_texture_unit( struct gl_context *ctx, GLuint unit )
835 {
836 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
837 GLuint tex;
838
839 texUnit->EnvMode = GL_MODULATE;
840 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
841
842 texUnit->Combine = default_combine_state;
843 texUnit->_EnvMode = default_combine_state;
844 texUnit->_CurrentCombine = & texUnit->_EnvMode;
845 texUnit->BumpTarget = GL_TEXTURE0;
846
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;
856
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 );
866
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 );
869
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]);
874 }
875 }
876
877
878 /**
879 * Initialize texture state for the given context.
880 */
881 GLboolean
882 _mesa_init_texture(struct gl_context *ctx)
883 {
884 GLuint u;
885
886 /* Texture group */
887 ctx->Texture.CurrentUnit = 0; /* multitexture */
888
889 /* Appendix F.2 of the OpenGL ES 3.0 spec says:
890 *
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."
894 */
895 ctx->Texture.CubeMapSeamless = _mesa_is_gles3(ctx);
896
897 for (u = 0; u < Elements(ctx->Texture.Unit); u++)
898 init_texture_unit(ctx, u);
899
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.
903 */
904 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
905 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
906
907 /* Allocate proxy textures */
908 if (!alloc_proxy_textures( ctx ))
909 return GL_FALSE;
910
911 /* GL_ARB_texture_buffer_object */
912 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
913 ctx->Shared->NullBufferObj);
914
915 return GL_TRUE;
916 }
917
918
919 /**
920 * Free dynamically-allocted texture data attached to the given context.
921 */
922 void
923 _mesa_free_texture_data(struct gl_context *ctx)
924 {
925 GLuint u, tgt;
926
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);
931
932 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
933 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
934 }
935 }
936
937 /* Free proxy texture objects */
938 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
939 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
940
941 /* GL_ARB_texture_buffer_object */
942 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
943
944 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
945 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
946 }
947 }
948
949
950 /**
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
953 * shared state.
954 */
955 void
956 _mesa_update_default_objects_texture(struct gl_context *ctx)
957 {
958 GLuint u, tex;
959
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]);
965 }
966 }
967 }