mesa: move sampler state into new gl_sampler_object type
[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 "bufferobj.h"
34 #include "colormac.h"
35 #include "colortab.h"
36 #include "context.h"
37 #include "enums.h"
38 #include "macros.h"
39 #include "texobj.h"
40 #include "teximage.h"
41 #include "texstate.h"
42 #include "mtypes.h"
43
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 dst->Texture.SharedPalette = src->Texture.SharedPalette;
79
80 /* per-unit state */
81 for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) {
82 dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled;
83 dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode;
84 COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor);
85 dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled;
86 dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS;
87 dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT;
88 dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR;
89 dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ;
90 dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias;
91
92 /* GL_EXT_texture_env_combine */
93 dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine;
94
95 /* GL_ATI_envmap_bumpmap - need this? */
96 dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget;
97 COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix);
98
99 /*
100 * XXX strictly speaking, we should compare texture names/ids and
101 * bind textures in the dest context according to id. For now, only
102 * copy bindings if the contexts share the same pool of textures to
103 * avoid refcounting bugs.
104 */
105 if (dst->Shared == src->Shared) {
106 /* copy texture object bindings, not contents of texture objects */
107 _mesa_lock_context_textures(dst);
108
109 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
110 _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex],
111 src->Texture.Unit[u].CurrentTex[tex]);
112 }
113 _mesa_unlock_context_textures(dst);
114 }
115 }
116 }
117
118
119 /*
120 * For debugging
121 */
122 void
123 _mesa_print_texunit_state( struct gl_context *ctx, GLuint unit )
124 {
125 const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit;
126 printf("Texture Unit %d\n", unit);
127 printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode));
128 printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB));
129 printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA));
130 printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0]));
131 printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1]));
132 printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2]));
133 printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0]));
134 printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1]));
135 printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2]));
136 printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0]));
137 printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1]));
138 printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2]));
139 printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0]));
140 printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1]));
141 printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2]));
142 printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB);
143 printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA);
144 printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]);
145 }
146
147
148
149 /**********************************************************************/
150 /* Texture Environment */
151 /**********************************************************************/
152
153 /**
154 * Convert "classic" texture environment to ARB_texture_env_combine style
155 * environments.
156 *
157 * \param state texture_env_combine state vector to be filled-in.
158 * \param mode Classic texture environment mode (i.e., \c GL_REPLACE,
159 * \c GL_BLEND, \c GL_DECAL, etc.).
160 * \param texBaseFormat Base format of the texture associated with the
161 * texture unit.
162 */
163 static void
164 calculate_derived_texenv( struct gl_tex_env_combine_state *state,
165 GLenum mode, GLenum texBaseFormat )
166 {
167 GLenum mode_rgb;
168 GLenum mode_a;
169
170 *state = default_combine_state;
171
172 switch (texBaseFormat) {
173 case GL_ALPHA:
174 state->SourceRGB[0] = GL_PREVIOUS;
175 break;
176
177 case GL_LUMINANCE_ALPHA:
178 case GL_INTENSITY:
179 case GL_RGBA:
180 break;
181
182 case GL_LUMINANCE:
183 case GL_RED:
184 case GL_RG:
185 case GL_RGB:
186 case GL_YCBCR_MESA:
187 case GL_DUDV_ATI:
188 state->SourceA[0] = GL_PREVIOUS;
189 break;
190
191 default:
192 _mesa_problem(NULL,
193 "Invalid texBaseFormat 0x%x in calculate_derived_texenv",
194 texBaseFormat);
195 return;
196 }
197
198 if (mode == GL_REPLACE_EXT)
199 mode = GL_REPLACE;
200
201 switch (mode) {
202 case GL_REPLACE:
203 case GL_MODULATE:
204 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode;
205 mode_a = mode;
206 break;
207
208 case GL_DECAL:
209 mode_rgb = GL_INTERPOLATE;
210 mode_a = GL_REPLACE;
211
212 state->SourceA[0] = GL_PREVIOUS;
213
214 /* Having alpha / luminance / intensity textures replace using the
215 * incoming fragment color matches the definition in NV_texture_shader.
216 * The 1.5 spec simply marks these as "undefined".
217 */
218 switch (texBaseFormat) {
219 case GL_ALPHA:
220 case GL_LUMINANCE:
221 case GL_LUMINANCE_ALPHA:
222 case GL_INTENSITY:
223 state->SourceRGB[0] = GL_PREVIOUS;
224 break;
225 case GL_RED:
226 case GL_RG:
227 case GL_RGB:
228 case GL_YCBCR_MESA:
229 case GL_DUDV_ATI:
230 mode_rgb = GL_REPLACE;
231 break;
232 case GL_RGBA:
233 state->SourceRGB[2] = GL_TEXTURE;
234 break;
235 }
236 break;
237
238 case GL_BLEND:
239 mode_rgb = GL_INTERPOLATE;
240 mode_a = GL_MODULATE;
241
242 switch (texBaseFormat) {
243 case GL_ALPHA:
244 mode_rgb = GL_REPLACE;
245 break;
246 case GL_INTENSITY:
247 mode_a = GL_INTERPOLATE;
248 state->SourceA[0] = GL_CONSTANT;
249 state->OperandA[2] = GL_SRC_ALPHA;
250 /* FALLTHROUGH */
251 case GL_LUMINANCE:
252 case GL_RED:
253 case GL_RG:
254 case GL_RGB:
255 case GL_LUMINANCE_ALPHA:
256 case GL_RGBA:
257 case GL_YCBCR_MESA:
258 case GL_DUDV_ATI:
259 state->SourceRGB[2] = GL_TEXTURE;
260 state->SourceA[2] = GL_TEXTURE;
261 state->SourceRGB[0] = GL_CONSTANT;
262 state->OperandRGB[2] = GL_SRC_COLOR;
263 break;
264 }
265 break;
266
267 case GL_ADD:
268 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD;
269 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE;
270 break;
271
272 default:
273 _mesa_problem(NULL,
274 "Invalid texture env mode 0x%x in calculate_derived_texenv",
275 mode);
276 return;
277 }
278
279 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS)
280 ? mode_rgb : GL_REPLACE;
281 state->ModeA = (state->SourceA[0] != GL_PREVIOUS)
282 ? mode_a : GL_REPLACE;
283 }
284
285
286
287
288 /* GL_ARB_multitexture */
289 void GLAPIENTRY
290 _mesa_ActiveTextureARB(GLenum texture)
291 {
292 const GLuint texUnit = texture - GL_TEXTURE0;
293 GLuint k;
294 GET_CURRENT_CONTEXT(ctx);
295
296 /* See OpenGL spec for glActiveTexture: */
297 k = MAX2(ctx->Const.MaxCombinedTextureImageUnits,
298 ctx->Const.MaxTextureCoordUnits);
299
300 ASSERT(k <= Elements(ctx->Texture.Unit));
301
302 ASSERT_OUTSIDE_BEGIN_END(ctx);
303
304 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
305 _mesa_debug(ctx, "glActiveTexture %s\n",
306 _mesa_lookup_enum_by_nr(texture));
307
308 if (texUnit >= k) {
309 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)",
310 _mesa_lookup_enum_by_nr(texture));
311 return;
312 }
313
314 if (ctx->Texture.CurrentUnit == texUnit)
315 return;
316
317 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
318
319 ctx->Texture.CurrentUnit = texUnit;
320 if (ctx->Transform.MatrixMode == GL_TEXTURE) {
321 /* update current stack pointer */
322 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit];
323 }
324 }
325
326
327 /* GL_ARB_multitexture */
328 void GLAPIENTRY
329 _mesa_ClientActiveTextureARB(GLenum texture)
330 {
331 GET_CURRENT_CONTEXT(ctx);
332 GLuint texUnit = texture - GL_TEXTURE0;
333 ASSERT_OUTSIDE_BEGIN_END(ctx);
334
335 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE))
336 _mesa_debug(ctx, "glClientActiveTexture %s\n",
337 _mesa_lookup_enum_by_nr(texture));
338
339 if (texUnit >= ctx->Const.MaxTextureCoordUnits) {
340 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)");
341 return;
342 }
343
344 if (ctx->Array.ActiveTexture == texUnit)
345 return;
346
347 FLUSH_VERTICES(ctx, _NEW_ARRAY);
348 ctx->Array.ActiveTexture = texUnit;
349 }
350
351
352
353 /**********************************************************************/
354 /***** State management *****/
355 /**********************************************************************/
356
357
358 /**
359 * \note This routine refers to derived texture attribute values to
360 * compute the ENABLE_TEXMAT flags, but is only called on
361 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
362 * flags are updated by _mesa_update_textures(), below.
363 *
364 * \param ctx GL context.
365 */
366 static void
367 update_texture_matrices( struct gl_context *ctx )
368 {
369 GLuint u;
370
371 ctx->Texture._TexMatEnabled = 0x0;
372
373 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
374 ASSERT(u < Elements(ctx->TextureMatrixStack));
375 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) {
376 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top );
377
378 if (ctx->Texture.Unit[u]._ReallyEnabled &&
379 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY)
380 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u);
381 }
382 }
383 }
384
385
386 /**
387 * Examine texture unit's combine/env state to update derived state.
388 */
389 static void
390 update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit)
391 {
392 struct gl_tex_env_combine_state *combine;
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 if (format == GL_COLOR_INDEX) {
406 format = GL_RGBA; /* a bit of a hack */
407 }
408 else if (format == GL_DEPTH_COMPONENT ||
409 format == GL_DEPTH_STENCIL_EXT) {
410 format = texObj->Sampler.DepthMode;
411 }
412 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format);
413 texUnit->_CurrentCombine = & texUnit->_EnvMode;
414 }
415
416 combine = texUnit->_CurrentCombine;
417
418 /* Determine number of source RGB terms in the combiner function */
419 switch (combine->ModeRGB) {
420 case GL_REPLACE:
421 combine->_NumArgsRGB = 1;
422 break;
423 case GL_ADD:
424 case GL_ADD_SIGNED:
425 if (texUnit->EnvMode == GL_COMBINE4_NV)
426 combine->_NumArgsRGB = 4;
427 else
428 combine->_NumArgsRGB = 2;
429 break;
430 case GL_MODULATE:
431 case GL_SUBTRACT:
432 case GL_DOT3_RGB:
433 case GL_DOT3_RGBA:
434 case GL_DOT3_RGB_EXT:
435 case GL_DOT3_RGBA_EXT:
436 combine->_NumArgsRGB = 2;
437 break;
438 case GL_INTERPOLATE:
439 case GL_MODULATE_ADD_ATI:
440 case GL_MODULATE_SIGNED_ADD_ATI:
441 case GL_MODULATE_SUBTRACT_ATI:
442 combine->_NumArgsRGB = 3;
443 break;
444 case GL_BUMP_ENVMAP_ATI:
445 /* no real arguments for this case */
446 combine->_NumArgsRGB = 0;
447 break;
448 default:
449 combine->_NumArgsRGB = 0;
450 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state");
451 return;
452 }
453
454 /* Determine number of source Alpha terms in the combiner function */
455 switch (combine->ModeA) {
456 case GL_REPLACE:
457 combine->_NumArgsA = 1;
458 break;
459 case GL_ADD:
460 case GL_ADD_SIGNED:
461 if (texUnit->EnvMode == GL_COMBINE4_NV)
462 combine->_NumArgsA = 4;
463 else
464 combine->_NumArgsA = 2;
465 break;
466 case GL_MODULATE:
467 case GL_SUBTRACT:
468 combine->_NumArgsA = 2;
469 break;
470 case GL_INTERPOLATE:
471 case GL_MODULATE_ADD_ATI:
472 case GL_MODULATE_SIGNED_ADD_ATI:
473 case GL_MODULATE_SUBTRACT_ATI:
474 combine->_NumArgsA = 3;
475 break;
476 default:
477 combine->_NumArgsA = 0;
478 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state");
479 break;
480 }
481 }
482
483
484 /**
485 * \note This routine refers to derived texture matrix values to
486 * compute the ENABLE_TEXMAT flags, but is only called on
487 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
488 * flags are updated by _mesa_update_texture_matrices, above.
489 *
490 * \param ctx GL context.
491 */
492 static void
493 update_texture_state( struct gl_context *ctx )
494 {
495 GLuint unit;
496 struct gl_fragment_program *fprog = NULL;
497 struct gl_vertex_program *vprog = NULL;
498 GLbitfield enabledFragUnits = 0x0;
499
500 if (ctx->Shader.CurrentVertexProgram &&
501 ctx->Shader.CurrentVertexProgram->LinkStatus) {
502 vprog = ctx->Shader.CurrentVertexProgram->VertexProgram;
503 } else if (ctx->VertexProgram._Enabled) {
504 /* XXX enable this if/when non-shader vertex programs get
505 * texture fetches:
506 vprog = ctx->VertexProgram.Current;
507 */
508 }
509
510 if (ctx->Shader.CurrentFragmentProgram &&
511 ctx->Shader.CurrentFragmentProgram->LinkStatus) {
512 fprog = ctx->Shader.CurrentFragmentProgram->FragmentProgram;
513 }
514 else if (ctx->FragmentProgram._Enabled) {
515 fprog = ctx->FragmentProgram.Current;
516 }
517
518 /* FINISHME: Geometry shader texture accesses should also be considered
519 * FINISHME: here.
520 */
521
522 /* TODO: only set this if there are actual changes */
523 ctx->NewState |= _NEW_TEXTURE;
524
525 ctx->Texture._EnabledUnits = 0x0;
526 ctx->Texture._GenFlags = 0x0;
527 ctx->Texture._TexMatEnabled = 0x0;
528 ctx->Texture._TexGenEnabled = 0x0;
529
530 /*
531 * Update texture unit state.
532 */
533 for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) {
534 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
535 GLbitfield enabledVertTargets = 0x0;
536 GLbitfield enabledFragTargets = 0x0;
537 GLbitfield enabledTargets = 0x0;
538 GLuint texIndex;
539
540 /* Get the bitmask of texture target enables.
541 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating
542 * which texture targets are enabled (fixed function) or referenced
543 * by a fragment program/program. When multiple flags are set, we'll
544 * settle on the one with highest priority (see below).
545 */
546 if (vprog) {
547 enabledVertTargets |= vprog->Base.TexturesUsed[unit];
548 }
549
550 if (fprog) {
551 enabledFragTargets |= fprog->Base.TexturesUsed[unit];
552 }
553 else {
554 /* fixed-function fragment program */
555 enabledFragTargets |= texUnit->Enabled;
556 }
557
558 enabledTargets = enabledVertTargets | enabledFragTargets;
559
560 texUnit->_ReallyEnabled = 0x0;
561
562 if (enabledTargets == 0x0) {
563 /* neither vertex nor fragment processing uses this unit */
564 continue;
565 }
566
567 /* Look for the highest priority texture target that's enabled (or used
568 * by the vert/frag shaders) and "complete". That's the one we'll use
569 * for texturing. If we're using vert/frag program we're guaranteed
570 * that bitcount(enabledBits) <= 1.
571 * Note that the TEXTURE_x_INDEX values are in high to low priority.
572 */
573 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
574 if (enabledTargets & (1 << texIndex)) {
575 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex];
576 if (!texObj->_Complete) {
577 _mesa_test_texobj_completeness(ctx, texObj);
578 }
579 if (texObj->_Complete) {
580 texUnit->_ReallyEnabled = 1 << texIndex;
581 _mesa_reference_texobj(&texUnit->_Current, texObj);
582 break;
583 }
584 }
585 }
586
587 if (!texUnit->_ReallyEnabled) {
588 if (fprog) {
589 /* If we get here it means the shader is expecting a texture
590 * object, but there isn't one (or it's incomplete). Use the
591 * fallback texture.
592 */
593 struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx);
594 texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX;
595 _mesa_reference_texobj(&texUnit->_Current, texObj);
596 }
597 else {
598 /* fixed-function: texture unit is really disabled */
599 continue;
600 }
601 }
602
603 /* if we get here, we know this texture unit is enabled */
604
605 ctx->Texture._EnabledUnits |= (1 << unit);
606
607 if (enabledFragTargets)
608 enabledFragUnits |= (1 << unit);
609
610 update_tex_combine(ctx, texUnit);
611 }
612
613
614 /* Determine which texture coordinate sets are actually needed */
615 if (fprog) {
616 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1;
617 ctx->Texture._EnabledCoordUnits
618 = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask;
619 }
620 else {
621 ctx->Texture._EnabledCoordUnits = enabledFragUnits;
622 }
623
624 /* Setup texgen for those texture coordinate sets that are in use */
625 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) {
626 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
627
628 texUnit->_GenFlags = 0x0;
629
630 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit)))
631 continue;
632
633 if (texUnit->TexGenEnabled) {
634 if (texUnit->TexGenEnabled & S_BIT) {
635 texUnit->_GenFlags |= texUnit->GenS._ModeBit;
636 }
637 if (texUnit->TexGenEnabled & T_BIT) {
638 texUnit->_GenFlags |= texUnit->GenT._ModeBit;
639 }
640 if (texUnit->TexGenEnabled & R_BIT) {
641 texUnit->_GenFlags |= texUnit->GenR._ModeBit;
642 }
643 if (texUnit->TexGenEnabled & Q_BIT) {
644 texUnit->_GenFlags |= texUnit->GenQ._ModeBit;
645 }
646
647 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit);
648 ctx->Texture._GenFlags |= texUnit->_GenFlags;
649 }
650
651 ASSERT(unit < Elements(ctx->TextureMatrixStack));
652 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY)
653 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit);
654 }
655 }
656
657
658 /**
659 * Update texture-related derived state.
660 */
661 void
662 _mesa_update_texture( struct gl_context *ctx, GLuint new_state )
663 {
664 if (new_state & _NEW_TEXTURE_MATRIX)
665 update_texture_matrices( ctx );
666
667 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM))
668 update_texture_state( ctx );
669 }
670
671
672 /**********************************************************************/
673 /***** Initialization *****/
674 /**********************************************************************/
675
676 /**
677 * Allocate the proxy textures for the given context.
678 *
679 * \param ctx the context to allocate proxies for.
680 *
681 * \return GL_TRUE on success, or GL_FALSE on failure
682 *
683 * If run out of memory part way through the allocations, clean up and return
684 * GL_FALSE.
685 */
686 static GLboolean
687 alloc_proxy_textures( struct gl_context *ctx )
688 {
689 static const GLenum targets[] = {
690 GL_TEXTURE_1D,
691 GL_TEXTURE_2D,
692 GL_TEXTURE_3D,
693 GL_TEXTURE_CUBE_MAP_ARB,
694 GL_TEXTURE_RECTANGLE_NV,
695 GL_TEXTURE_1D_ARRAY_EXT,
696 GL_TEXTURE_2D_ARRAY_EXT,
697 GL_TEXTURE_BUFFER
698 };
699 GLint tgt;
700
701 ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
702
703 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
704 if (!(ctx->Texture.ProxyTex[tgt]
705 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) {
706 /* out of memory, free what we did allocate */
707 while (--tgt >= 0) {
708 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
709 }
710 return GL_FALSE;
711 }
712 }
713
714 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */
715 return GL_TRUE;
716 }
717
718
719 /**
720 * Initialize a texture unit.
721 *
722 * \param ctx GL context.
723 * \param unit texture unit number to be initialized.
724 */
725 static void
726 init_texture_unit( struct gl_context *ctx, GLuint unit )
727 {
728 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
729 GLuint tex;
730
731 texUnit->EnvMode = GL_MODULATE;
732 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 );
733
734 texUnit->Combine = default_combine_state;
735 texUnit->_EnvMode = default_combine_state;
736 texUnit->_CurrentCombine = & texUnit->_EnvMode;
737 texUnit->BumpTarget = GL_TEXTURE0;
738
739 texUnit->TexGenEnabled = 0x0;
740 texUnit->GenS.Mode = GL_EYE_LINEAR;
741 texUnit->GenT.Mode = GL_EYE_LINEAR;
742 texUnit->GenR.Mode = GL_EYE_LINEAR;
743 texUnit->GenQ.Mode = GL_EYE_LINEAR;
744 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR;
745 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR;
746 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR;
747 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR;
748
749 /* Yes, these plane coefficients are correct! */
750 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 );
751 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 );
752 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
753 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 );
754 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 );
755 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 );
756 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 );
757 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 );
758
759 /* no mention of this in spec, but maybe id matrix expected? */
760 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 );
761
762 /* initialize current texture object ptrs to the shared default objects */
763 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
764 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
765 ctx->Shared->DefaultTex[tex]);
766 }
767 }
768
769
770 /**
771 * Initialize texture state for the given context.
772 */
773 GLboolean
774 _mesa_init_texture(struct gl_context *ctx)
775 {
776 GLuint u;
777
778 /* Texture group */
779 ctx->Texture.CurrentUnit = 0; /* multitexture */
780 ctx->Texture._EnabledUnits = 0x0;
781 ctx->Texture.SharedPalette = GL_FALSE;
782 _mesa_init_colortable(&ctx->Texture.Palette);
783
784 for (u = 0; u < Elements(ctx->Texture.Unit); u++)
785 init_texture_unit(ctx, u);
786
787 /* After we're done initializing the context's texture state the default
788 * texture objects' refcounts should be at least
789 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1.
790 */
791 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount
792 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1);
793
794 /* Allocate proxy textures */
795 if (!alloc_proxy_textures( ctx ))
796 return GL_FALSE;
797
798 /* GL_ARB_texture_buffer_object */
799 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject,
800 ctx->Shared->NullBufferObj);
801
802 return GL_TRUE;
803 }
804
805
806 /**
807 * Free dynamically-allocted texture data attached to the given context.
808 */
809 void
810 _mesa_free_texture_data(struct gl_context *ctx)
811 {
812 GLuint u, tgt;
813
814 /* unreference current textures */
815 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
816 /* The _Current texture could account for another reference */
817 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL);
818
819 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) {
820 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL);
821 }
822 }
823
824 /* Free proxy texture objects */
825 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++)
826 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]);
827
828 /* GL_ARB_texture_buffer_object */
829 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL);
830
831 #if FEATURE_sampler_objects
832 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
833 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL);
834 }
835 #endif
836 }
837
838
839 /**
840 * Update the default texture objects in the given context to reference those
841 * specified in the shared state and release those referencing the old
842 * shared state.
843 */
844 void
845 _mesa_update_default_objects_texture(struct gl_context *ctx)
846 {
847 GLuint u, tex;
848
849 for (u = 0; u < Elements(ctx->Texture.Unit); u++) {
850 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
851 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) {
852 _mesa_reference_texobj(&texUnit->CurrentTex[tex],
853 ctx->Shared->DefaultTex[tex]);
854 }
855 }
856 }