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 */ 51static 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 */ 66void 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 */ 121void 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 */ 162static void 163calculate_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 */ 288void 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 */ 327void 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 */ 365static void 366update_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 */ 388static void 389update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit) 390{ 391 struct gl_tex_env_combine_state *combine; 392 393 /* No combiners will apply to this. */ 394 if (texUnit->_Current->Target == GL_TEXTURE_BUFFER) 395 return; 396 397 /* Set the texUnit->_CurrentCombine field to point to the user's combiner 398 * state, or the combiner state which is derived from traditional texenv 399 * mode. 400 */ 401 if (texUnit->EnvMode == GL_COMBINE || 402 texUnit->EnvMode == GL_COMBINE4_NV) { 403 texUnit->_CurrentCombine = & texUnit->Combine; 404 } 405 else { 406 const struct gl_texture_object *texObj = texUnit->_Current; 407 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat; 408 409 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_EXT) { 410 format = texObj->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 */ 492static void 493update_texture_state( struct gl_context *ctx ) 494{ 495 GLuint unit; 496 struct gl_program *fprog = NULL; 497 struct gl_program *vprog = NULL; 498 GLbitfield enabledFragUnits = 0x0; 499 500 if (ctx->Shader.CurrentVertexProgram && 501 ctx->Shader.CurrentVertexProgram->LinkStatus) { 502 vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; 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->Base; 507 */ 508 } 509 510 if (ctx->Shader.CurrentFragmentProgram && 511 ctx->Shader.CurrentFragmentProgram->LinkStatus) { 512 fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; 513 } 514 else if (ctx->FragmentProgram._Enabled) { 515 fprog = &ctx->FragmentProgram.Current->Base; 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->TexturesUsed[unit]; 548 } 549 550 if (fprog) { 551 enabledFragTargets |= fprog->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 struct gl_sampler_object *sampler = texUnit->Sampler ? 577 texUnit->Sampler : &texObj->Sampler; 578 579 if (!_mesa_is_texture_complete(texObj, sampler)) { 580 _mesa_test_texobj_completeness(ctx, texObj); 581 } 582 if (_mesa_is_texture_complete(texObj, sampler)) { 583 texUnit->_ReallyEnabled = 1 << texIndex; 584 _mesa_reference_texobj(&texUnit->_Current, texObj); 585 break; 586 } 587 } 588 } 589 590 if (!texUnit->_ReallyEnabled) { 591 if (fprog) { 592 /* If we get here it means the shader is expecting a texture 593 * object, but there isn't one (or it's incomplete). Use the 594 * fallback texture. 595 */ 596 struct gl_texture_object *texObj; 597 gl_texture_index texTarget; 598 599 assert(_mesa_bitcount(enabledTargets) == 1); 600 601 texTarget = (gl_texture_index) (ffs(enabledTargets) - 1); 602 texObj = _mesa_get_fallback_texture(ctx, texTarget); 603 604 assert(texObj); 605 if (!texObj) { 606 /* invalid fallback texture: don't enable the texture unit */ 607 continue; 608 } 609 610 _mesa_reference_texobj(&texUnit->_Current, texObj); 611 texUnit->_ReallyEnabled = 1 << texTarget; 612 } 613 else { 614 /* fixed-function: texture unit is really disabled */ 615 continue; 616 } 617 } 618 619 /* if we get here, we know this texture unit is enabled */ 620 621 ctx->Texture._EnabledUnits |= (1 << unit); 622 623 if (enabledFragTargets) 624 enabledFragUnits |= (1 << unit); 625 626 update_tex_combine(ctx, texUnit); 627 } 628 629 630 /* Determine which texture coordinate sets are actually needed */ 631 if (fprog) { 632 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; 633 ctx->Texture._EnabledCoordUnits 634 = (fprog->InputsRead >> FRAG_ATTRIB_TEX0) & coordMask; 635 } 636 else { 637 ctx->Texture._EnabledCoordUnits = enabledFragUnits; 638 } 639 640 /* Setup texgen for those texture coordinate sets that are in use */ 641 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) { 642 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 643 644 texUnit->_GenFlags = 0x0; 645 646 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit))) 647 continue; 648 649 if (texUnit->TexGenEnabled) { 650 if (texUnit->TexGenEnabled & S_BIT) { 651 texUnit->_GenFlags |= texUnit->GenS._ModeBit; 652 } 653 if (texUnit->TexGenEnabled & T_BIT) { 654 texUnit->_GenFlags |= texUnit->GenT._ModeBit; 655 } 656 if (texUnit->TexGenEnabled & R_BIT) { 657 texUnit->_GenFlags |= texUnit->GenR._ModeBit; 658 } 659 if (texUnit->TexGenEnabled & Q_BIT) { 660 texUnit->_GenFlags |= texUnit->GenQ._ModeBit; 661 } 662 663 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit); 664 ctx->Texture._GenFlags |= texUnit->_GenFlags; 665 } 666 667 ASSERT(unit < Elements(ctx->TextureMatrixStack)); 668 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) 669 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit); 670 } 671} 672 673 674/** 675 * Update texture-related derived state. 676 */ 677void 678_mesa_update_texture( struct gl_context *ctx, GLuint new_state ) 679{ 680 if (new_state & _NEW_TEXTURE_MATRIX) 681 update_texture_matrices( ctx ); 682 683 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM)) 684 update_texture_state( ctx ); 685} 686 687 688/**********************************************************************/ 689/***** Initialization *****/ 690/**********************************************************************/ 691 692/** 693 * Allocate the proxy textures for the given context. 694 * 695 * \param ctx the context to allocate proxies for. 696 * 697 * \return GL_TRUE on success, or GL_FALSE on failure 698 * 699 * If run out of memory part way through the allocations, clean up and return 700 * GL_FALSE. 701 */ 702static GLboolean 703alloc_proxy_textures( struct gl_context *ctx ) 704{ 705 /* NOTE: these values must be in the same order as the TEXTURE_x_INDEX 706 * values! 707 */ 708 static const GLenum targets[] = { 709 GL_TEXTURE_BUFFER, 710 GL_TEXTURE_2D_ARRAY_EXT, 711 GL_TEXTURE_1D_ARRAY_EXT, 712 GL_TEXTURE_EXTERNAL_OES, 713 GL_TEXTURE_CUBE_MAP_ARB, 714 GL_TEXTURE_3D, 715 GL_TEXTURE_RECTANGLE_NV, 716 GL_TEXTURE_2D, 717 GL_TEXTURE_1D, 718 }; 719 GLint tgt; 720 721 STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS); 722 assert(targets[TEXTURE_2D_INDEX] == GL_TEXTURE_2D); 723 assert(targets[TEXTURE_CUBE_INDEX] == GL_TEXTURE_CUBE_MAP); 724 725 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 726 if (!(ctx->Texture.ProxyTex[tgt] 727 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) { 728 /* out of memory, free what we did allocate */ 729 while (--tgt >= 0) { 730 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 731 } 732 return GL_FALSE; 733 } 734 } 735 736 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */ 737 return GL_TRUE; 738} 739 740 741/** 742 * Initialize a texture unit. 743 * 744 * \param ctx GL context. 745 * \param unit texture unit number to be initialized. 746 */ 747static void 748init_texture_unit( struct gl_context *ctx, GLuint unit ) 749{ 750 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 751 GLuint tex; 752 753 texUnit->EnvMode = GL_MODULATE; 754 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 ); 755 756 texUnit->Combine = default_combine_state; 757 texUnit->_EnvMode = default_combine_state; 758 texUnit->_CurrentCombine = & texUnit->_EnvMode; 759 texUnit->BumpTarget = GL_TEXTURE0; 760 761 texUnit->TexGenEnabled = 0x0; 762 texUnit->GenS.Mode = GL_EYE_LINEAR; 763 texUnit->GenT.Mode = GL_EYE_LINEAR; 764 texUnit->GenR.Mode = GL_EYE_LINEAR; 765 texUnit->GenQ.Mode = GL_EYE_LINEAR; 766 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR; 767 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR; 768 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR; 769 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR; 770 771 /* Yes, these plane coefficients are correct! */ 772 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 ); 773 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 ); 774 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 775 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 776 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 ); 777 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 ); 778 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 779 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 780 781 /* no mention of this in spec, but maybe id matrix expected? */ 782 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 ); 783 784 /* initialize current texture object ptrs to the shared default objects */ 785 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 786 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 787 ctx->Shared->DefaultTex[tex]); 788 } 789} 790 791 792/** 793 * Initialize texture state for the given context. 794 */ 795GLboolean 796_mesa_init_texture(struct gl_context *ctx) 797{ 798 GLuint u; 799 800 /* Texture group */ 801 ctx->Texture.CurrentUnit = 0; /* multitexture */ 802 ctx->Texture._EnabledUnits = 0x0; 803 804 for (u = 0; u < Elements(ctx->Texture.Unit); u++) 805 init_texture_unit(ctx, u); 806 807 /* After we're done initializing the context's texture state the default 808 * texture objects' refcounts should be at least 809 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1. 810 */ 811 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount 812 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1); 813 814 /* Allocate proxy textures */ 815 if (!alloc_proxy_textures( ctx )) 816 return GL_FALSE; 817 818 /* GL_ARB_texture_buffer_object */ 819 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, 820 ctx->Shared->NullBufferObj); 821 822 return GL_TRUE; 823} 824 825 826/** 827 * Free dynamically-allocted texture data attached to the given context. 828 */ 829void 830_mesa_free_texture_data(struct gl_context *ctx) 831{ 832 GLuint u, tgt; 833 834 /* unreference current textures */ 835 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 836 /* The _Current texture could account for another reference */ 837 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL); 838 839 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 840 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL); 841 } 842 } 843 844 /* Free proxy texture objects */ 845 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) 846 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 847 848 /* GL_ARB_texture_buffer_object */ 849 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL); 850 851#if FEATURE_sampler_objects 852 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 853 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL); 854 } 855#endif 856} 857 858 859/** 860 * Update the default texture objects in the given context to reference those 861 * specified in the shared state and release those referencing the old 862 * shared state. 863 */ 864void 865_mesa_update_default_objects_texture(struct gl_context *ctx) 866{ 867 GLuint u, tex; 868 869 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 870 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; 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