texstate.c revision 1f16d945
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.5 4 * 5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25/** 26 * \file texstate.c 27 * 28 * Texture state handling. 29 */ 30 31#include "glheader.h" 32#include "mfeatures.h" 33#include "colormac.h" 34#include "colortab.h" 35#include "context.h" 36#include "enums.h" 37#include "macros.h" 38#include "texobj.h" 39#include "teximage.h" 40#include "texstate.h" 41#include "mtypes.h" 42 43 44 45/** 46 * Default texture combine environment state. This is used to initialize 47 * a context's texture units and as the basis for converting "classic" 48 * texture environmnets to ARB_texture_env_combine style values. 49 */ 50static const struct gl_tex_env_combine_state default_combine_state = { 51 GL_MODULATE, GL_MODULATE, 52 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT }, 53 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT }, 54 { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA }, 55 { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA }, 56 0, 0, 57 2, 2 58}; 59 60 61 62/** 63 * Used by glXCopyContext to copy texture state from one context to another. 64 */ 65void 66_mesa_copy_texture_state( const GLcontext *src, GLcontext *dst ) 67{ 68 GLuint u, tex; 69 70 ASSERT(src); 71 ASSERT(dst); 72 73 dst->Texture.CurrentUnit = src->Texture.CurrentUnit; 74 dst->Texture._GenFlags = src->Texture._GenFlags; 75 dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled; 76 dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled; 77 dst->Texture.SharedPalette = src->Texture.SharedPalette; 78 79 /* per-unit state */ 80 for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) { 81 dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled; 82 dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode; 83 COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor); 84 dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled; 85 dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS; 86 dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT; 87 dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR; 88 dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ; 89 dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias; 90 91 /* GL_EXT_texture_env_combine */ 92 dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine; 93 94 /* GL_ATI_envmap_bumpmap - need this? */ 95 dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget; 96 COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix); 97 98 /* 99 * XXX strictly speaking, we should compare texture names/ids and 100 * bind textures in the dest context according to id. For now, only 101 * copy bindings if the contexts share the same pool of textures to 102 * avoid refcounting bugs. 103 */ 104 if (dst->Shared == src->Shared) { 105 /* copy texture object bindings, not contents of texture objects */ 106 _mesa_lock_context_textures(dst); 107 108 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 109 _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex], 110 src->Texture.Unit[u].CurrentTex[tex]); 111 } 112 _mesa_unlock_context_textures(dst); 113 } 114 } 115} 116 117 118/* 119 * For debugging 120 */ 121void 122_mesa_print_texunit_state( GLcontext *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_RGB: 183 case GL_YCBCR_MESA: 184 case GL_DUDV_ATI: 185 state->SourceA[0] = GL_PREVIOUS; 186 break; 187 188 default: 189 _mesa_problem(NULL, 190 "Invalid texBaseFormat 0x%x in calculate_derived_texenv", 191 texBaseFormat); 192 return; 193 } 194 195 if (mode == GL_REPLACE_EXT) 196 mode = GL_REPLACE; 197 198 switch (mode) { 199 case GL_REPLACE: 200 case GL_MODULATE: 201 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode; 202 mode_a = mode; 203 break; 204 205 case GL_DECAL: 206 mode_rgb = GL_INTERPOLATE; 207 mode_a = GL_REPLACE; 208 209 state->SourceA[0] = GL_PREVIOUS; 210 211 /* Having alpha / luminance / intensity textures replace using the 212 * incoming fragment color matches the definition in NV_texture_shader. 213 * The 1.5 spec simply marks these as "undefined". 214 */ 215 switch (texBaseFormat) { 216 case GL_ALPHA: 217 case GL_LUMINANCE: 218 case GL_LUMINANCE_ALPHA: 219 case GL_INTENSITY: 220 state->SourceRGB[0] = GL_PREVIOUS; 221 break; 222 case GL_RGB: 223 case GL_YCBCR_MESA: 224 case GL_DUDV_ATI: 225 mode_rgb = GL_REPLACE; 226 break; 227 case GL_RGBA: 228 state->SourceRGB[2] = GL_TEXTURE; 229 break; 230 } 231 break; 232 233 case GL_BLEND: 234 mode_rgb = GL_INTERPOLATE; 235 mode_a = GL_MODULATE; 236 237 switch (texBaseFormat) { 238 case GL_ALPHA: 239 mode_rgb = GL_REPLACE; 240 break; 241 case GL_INTENSITY: 242 mode_a = GL_INTERPOLATE; 243 state->SourceA[0] = GL_CONSTANT; 244 state->OperandA[2] = GL_SRC_ALPHA; 245 /* FALLTHROUGH */ 246 case GL_LUMINANCE: 247 case GL_RGB: 248 case GL_LUMINANCE_ALPHA: 249 case GL_RGBA: 250 case GL_YCBCR_MESA: 251 case GL_DUDV_ATI: 252 state->SourceRGB[2] = GL_TEXTURE; 253 state->SourceA[2] = GL_TEXTURE; 254 state->SourceRGB[0] = GL_CONSTANT; 255 state->OperandRGB[2] = GL_SRC_COLOR; 256 break; 257 } 258 break; 259 260 case GL_ADD: 261 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD; 262 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE; 263 break; 264 265 default: 266 _mesa_problem(NULL, 267 "Invalid texture env mode 0x%x in calculate_derived_texenv", 268 mode); 269 return; 270 } 271 272 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS) 273 ? mode_rgb : GL_REPLACE; 274 state->ModeA = (state->SourceA[0] != GL_PREVIOUS) 275 ? mode_a : GL_REPLACE; 276} 277 278 279 280 281/* GL_ARB_multitexture */ 282void GLAPIENTRY 283_mesa_ActiveTextureARB(GLenum texture) 284{ 285 const GLuint texUnit = texture - GL_TEXTURE0; 286 GLuint k; 287 GET_CURRENT_CONTEXT(ctx); 288 289 /* See OpenGL spec for glActiveTexture: */ 290 k = MAX2(ctx->Const.MaxCombinedTextureImageUnits, 291 ctx->Const.MaxTextureCoordUnits); 292 293 ASSERT(k <= Elements(ctx->Texture.Unit)); 294 295 ASSERT_OUTSIDE_BEGIN_END(ctx); 296 297 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) 298 _mesa_debug(ctx, "glActiveTexture %s\n", 299 _mesa_lookup_enum_by_nr(texture)); 300 301 if (texUnit >= k) { 302 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)", 303 _mesa_lookup_enum_by_nr(texture)); 304 return; 305 } 306 307 if (ctx->Texture.CurrentUnit == texUnit) 308 return; 309 310 FLUSH_VERTICES(ctx, _NEW_TEXTURE); 311 312 ctx->Texture.CurrentUnit = texUnit; 313 if (ctx->Transform.MatrixMode == GL_TEXTURE) { 314 /* update current stack pointer */ 315 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit]; 316 } 317} 318 319 320/* GL_ARB_multitexture */ 321void GLAPIENTRY 322_mesa_ClientActiveTextureARB(GLenum texture) 323{ 324 GET_CURRENT_CONTEXT(ctx); 325 GLuint texUnit = texture - GL_TEXTURE0; 326 ASSERT_OUTSIDE_BEGIN_END(ctx); 327 328 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE)) 329 _mesa_debug(ctx, "glClientActiveTexture %s\n", 330 _mesa_lookup_enum_by_nr(texture)); 331 332 if (texUnit >= ctx->Const.MaxTextureCoordUnits) { 333 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)"); 334 return; 335 } 336 337 if (ctx->Array.ActiveTexture == texUnit) 338 return; 339 340 FLUSH_VERTICES(ctx, _NEW_ARRAY); 341 ctx->Array.ActiveTexture = texUnit; 342} 343 344 345 346/**********************************************************************/ 347/***** State management *****/ 348/**********************************************************************/ 349 350 351/** 352 * \note This routine refers to derived texture attribute values to 353 * compute the ENABLE_TEXMAT flags, but is only called on 354 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT 355 * flags are updated by _mesa_update_textures(), below. 356 * 357 * \param ctx GL context. 358 */ 359static void 360update_texture_matrices( GLcontext *ctx ) 361{ 362 GLuint u; 363 364 ctx->Texture._TexMatEnabled = 0x0; 365 366 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { 367 ASSERT(u < Elements(ctx->TextureMatrixStack)); 368 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) { 369 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top ); 370 371 if (ctx->Texture.Unit[u]._ReallyEnabled && 372 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY) 373 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u); 374 } 375 } 376} 377 378 379/** 380 * Examine texture unit's combine/env state to update derived state. 381 */ 382static void 383update_tex_combine(GLcontext *ctx, struct gl_texture_unit *texUnit) 384{ 385 struct gl_tex_env_combine_state *combine; 386 387 /* Set the texUnit->_CurrentCombine field to point to the user's combiner 388 * state, or the combiner state which is derived from traditional texenv 389 * mode. 390 */ 391 if (texUnit->EnvMode == GL_COMBINE || 392 texUnit->EnvMode == GL_COMBINE4_NV) { 393 texUnit->_CurrentCombine = & texUnit->Combine; 394 } 395 else { 396 const struct gl_texture_object *texObj = texUnit->_Current; 397 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat; 398 if (format == GL_COLOR_INDEX) { 399 format = GL_RGBA; /* a bit of a hack */ 400 } 401 else if (format == GL_DEPTH_COMPONENT || 402 format == GL_DEPTH_STENCIL_EXT) { 403 format = texObj->DepthMode; 404 } 405 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format); 406 texUnit->_CurrentCombine = & texUnit->_EnvMode; 407 } 408 409 combine = texUnit->_CurrentCombine; 410 411 /* Determine number of source RGB terms in the combiner function */ 412 switch (combine->ModeRGB) { 413 case GL_REPLACE: 414 combine->_NumArgsRGB = 1; 415 break; 416 case GL_ADD: 417 case GL_ADD_SIGNED: 418 if (texUnit->EnvMode == GL_COMBINE4_NV) 419 combine->_NumArgsRGB = 4; 420 else 421 combine->_NumArgsRGB = 2; 422 break; 423 case GL_MODULATE: 424 case GL_SUBTRACT: 425 case GL_DOT3_RGB: 426 case GL_DOT3_RGBA: 427 case GL_DOT3_RGB_EXT: 428 case GL_DOT3_RGBA_EXT: 429 combine->_NumArgsRGB = 2; 430 break; 431 case GL_INTERPOLATE: 432 case GL_MODULATE_ADD_ATI: 433 case GL_MODULATE_SIGNED_ADD_ATI: 434 case GL_MODULATE_SUBTRACT_ATI: 435 combine->_NumArgsRGB = 3; 436 break; 437 case GL_BUMP_ENVMAP_ATI: 438 /* no real arguments for this case */ 439 combine->_NumArgsRGB = 0; 440 break; 441 default: 442 combine->_NumArgsRGB = 0; 443 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state"); 444 return; 445 } 446 447 /* Determine number of source Alpha terms in the combiner function */ 448 switch (combine->ModeA) { 449 case GL_REPLACE: 450 combine->_NumArgsA = 1; 451 break; 452 case GL_ADD: 453 case GL_ADD_SIGNED: 454 if (texUnit->EnvMode == GL_COMBINE4_NV) 455 combine->_NumArgsA = 4; 456 else 457 combine->_NumArgsA = 2; 458 break; 459 case GL_MODULATE: 460 case GL_SUBTRACT: 461 combine->_NumArgsA = 2; 462 break; 463 case GL_INTERPOLATE: 464 case GL_MODULATE_ADD_ATI: 465 case GL_MODULATE_SIGNED_ADD_ATI: 466 case GL_MODULATE_SUBTRACT_ATI: 467 combine->_NumArgsA = 3; 468 break; 469 default: 470 combine->_NumArgsA = 0; 471 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state"); 472 break; 473 } 474} 475 476 477/** 478 * \note This routine refers to derived texture matrix values to 479 * compute the ENABLE_TEXMAT flags, but is only called on 480 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT 481 * flags are updated by _mesa_update_texture_matrices, above. 482 * 483 * \param ctx GL context. 484 */ 485static void 486update_texture_state( GLcontext *ctx ) 487{ 488 GLuint unit; 489 struct gl_fragment_program *fprog = NULL; 490 struct gl_vertex_program *vprog = NULL; 491 GLbitfield enabledFragUnits = 0x0; 492 493 if (ctx->Shader.CurrentProgram && 494 ctx->Shader.CurrentProgram->LinkStatus) { 495 fprog = ctx->Shader.CurrentProgram->FragmentProgram; 496 vprog = ctx->Shader.CurrentProgram->VertexProgram; 497 } 498 else { 499 if (ctx->FragmentProgram._Enabled) { 500 fprog = ctx->FragmentProgram.Current; 501 } 502 if (ctx->VertexProgram._Enabled) { 503 /* XXX enable this if/when non-shader vertex programs get 504 * texture fetches: 505 vprog = ctx->VertexProgram.Current; 506 */ 507 } 508 } 509 510 /* TODO: only set this if there are actual changes */ 511 ctx->NewState |= _NEW_TEXTURE; 512 513 ctx->Texture._EnabledUnits = 0x0; 514 ctx->Texture._GenFlags = 0x0; 515 ctx->Texture._TexMatEnabled = 0x0; 516 ctx->Texture._TexGenEnabled = 0x0; 517 518 /* 519 * Update texture unit state. 520 */ 521 for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) { 522 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 523 GLbitfield enabledVertTargets = 0x0; 524 GLbitfield enabledFragTargets = 0x0; 525 GLbitfield enabledTargets = 0x0; 526 GLuint texIndex; 527 528 /* Get the bitmask of texture target enables. 529 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating 530 * which texture targets are enabled (fixed function) or referenced 531 * by a fragment shader/program. When multiple flags are set, we'll 532 * settle on the one with highest priority (see below). 533 */ 534 if (vprog) { 535 enabledVertTargets |= vprog->Base.TexturesUsed[unit]; 536 } 537 538 if (fprog) { 539 enabledFragTargets |= fprog->Base.TexturesUsed[unit]; 540 } 541 else { 542 /* fixed-function fragment program */ 543 enabledFragTargets |= texUnit->Enabled; 544 } 545 546 enabledTargets = enabledVertTargets | enabledFragTargets; 547 548 texUnit->_ReallyEnabled = 0x0; 549 550 if (enabledTargets == 0x0) { 551 /* neither vertex nor fragment processing uses this unit */ 552 continue; 553 } 554 555 /* Look for the highest priority texture target that's enabled (or used 556 * by the vert/frag shaders) and "complete". That's the one we'll use 557 * for texturing. If we're using vert/frag program we're guaranteed 558 * that bitcount(enabledBits) <= 1. 559 * Note that the TEXTURE_x_INDEX values are in high to low priority. 560 */ 561 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) { 562 if (enabledTargets & (1 << texIndex)) { 563 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex]; 564 if (!texObj->_Complete) { 565 _mesa_test_texobj_completeness(ctx, texObj); 566 } 567 if (texObj->_Complete) { 568 texUnit->_ReallyEnabled = 1 << texIndex; 569 _mesa_reference_texobj(&texUnit->_Current, texObj); 570 break; 571 } 572 } 573 } 574 575 if (!texUnit->_ReallyEnabled) { 576 if (fprog) { 577 /* If we get here it means the shader is expecting a texture 578 * object, but there isn't one (or it's incomplete). Use the 579 * fallback texture. 580 */ 581 struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx); 582 texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX; 583 _mesa_reference_texobj(&texUnit->_Current, texObj); 584 } 585 else { 586 /* fixed-function: texture unit is really disabled */ 587 continue; 588 } 589 } 590 591 /* if we get here, we know this texture unit is enabled */ 592 593 ctx->Texture._EnabledUnits |= (1 << unit); 594 595 if (enabledFragTargets) 596 enabledFragUnits |= (1 << unit); 597 598 update_tex_combine(ctx, texUnit); 599 } 600 601 602 /* Determine which texture coordinate sets are actually needed */ 603 if (fprog) { 604 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; 605 ctx->Texture._EnabledCoordUnits 606 = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask; 607 } 608 else { 609 ctx->Texture._EnabledCoordUnits = enabledFragUnits; 610 } 611 612 /* Setup texgen for those texture coordinate sets that are in use */ 613 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) { 614 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 615 616 texUnit->_GenFlags = 0x0; 617 618 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit))) 619 continue; 620 621 if (texUnit->TexGenEnabled) { 622 if (texUnit->TexGenEnabled & S_BIT) { 623 texUnit->_GenFlags |= texUnit->GenS._ModeBit; 624 } 625 if (texUnit->TexGenEnabled & T_BIT) { 626 texUnit->_GenFlags |= texUnit->GenT._ModeBit; 627 } 628 if (texUnit->TexGenEnabled & R_BIT) { 629 texUnit->_GenFlags |= texUnit->GenR._ModeBit; 630 } 631 if (texUnit->TexGenEnabled & Q_BIT) { 632 texUnit->_GenFlags |= texUnit->GenQ._ModeBit; 633 } 634 635 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit); 636 ctx->Texture._GenFlags |= texUnit->_GenFlags; 637 } 638 639 ASSERT(unit < Elements(ctx->TextureMatrixStack)); 640 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) 641 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit); 642 } 643} 644 645 646/** 647 * Update texture-related derived state. 648 */ 649void 650_mesa_update_texture( GLcontext *ctx, GLuint new_state ) 651{ 652 if (new_state & _NEW_TEXTURE_MATRIX) 653 update_texture_matrices( ctx ); 654 655 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM)) 656 update_texture_state( ctx ); 657} 658 659 660/**********************************************************************/ 661/***** Initialization *****/ 662/**********************************************************************/ 663 664/** 665 * Allocate the proxy textures for the given context. 666 * 667 * \param ctx the context to allocate proxies for. 668 * 669 * \return GL_TRUE on success, or GL_FALSE on failure 670 * 671 * If run out of memory part way through the allocations, clean up and return 672 * GL_FALSE. 673 */ 674static GLboolean 675alloc_proxy_textures( GLcontext *ctx ) 676{ 677 static const GLenum targets[] = { 678 GL_TEXTURE_1D, 679 GL_TEXTURE_2D, 680 GL_TEXTURE_3D, 681 GL_TEXTURE_CUBE_MAP_ARB, 682 GL_TEXTURE_RECTANGLE_NV, 683 GL_TEXTURE_1D_ARRAY_EXT, 684 GL_TEXTURE_2D_ARRAY_EXT 685 }; 686 GLint tgt; 687 688 ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS); 689 690 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 691 if (!(ctx->Texture.ProxyTex[tgt] 692 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) { 693 /* out of memory, free what we did allocate */ 694 while (--tgt >= 0) { 695 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 696 } 697 return GL_FALSE; 698 } 699 } 700 701 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */ 702 return GL_TRUE; 703} 704 705 706/** 707 * Initialize a texture unit. 708 * 709 * \param ctx GL context. 710 * \param unit texture unit number to be initialized. 711 */ 712static void 713init_texture_unit( GLcontext *ctx, GLuint unit ) 714{ 715 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 716 GLuint tex; 717 718 texUnit->EnvMode = GL_MODULATE; 719 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 ); 720 721 texUnit->Combine = default_combine_state; 722 texUnit->_EnvMode = default_combine_state; 723 texUnit->_CurrentCombine = & texUnit->_EnvMode; 724 texUnit->BumpTarget = GL_TEXTURE0; 725 726 texUnit->TexGenEnabled = 0x0; 727 texUnit->GenS.Mode = GL_EYE_LINEAR; 728 texUnit->GenT.Mode = GL_EYE_LINEAR; 729 texUnit->GenR.Mode = GL_EYE_LINEAR; 730 texUnit->GenQ.Mode = GL_EYE_LINEAR; 731 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR; 732 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR; 733 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR; 734 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR; 735 736 /* Yes, these plane coefficients are correct! */ 737 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 ); 738 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 ); 739 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 740 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 741 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 ); 742 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 ); 743 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 744 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 745 746 /* no mention of this in spec, but maybe id matrix expected? */ 747 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 ); 748 749 /* initialize current texture object ptrs to the shared default objects */ 750 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 751 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 752 ctx->Shared->DefaultTex[tex]); 753 } 754} 755 756 757/** 758 * Initialize texture state for the given context. 759 */ 760GLboolean 761_mesa_init_texture(GLcontext *ctx) 762{ 763 GLuint u; 764 765 /* Texture group */ 766 ctx->Texture.CurrentUnit = 0; /* multitexture */ 767 ctx->Texture._EnabledUnits = 0x0; 768 ctx->Texture.SharedPalette = GL_FALSE; 769 _mesa_init_colortable(&ctx->Texture.Palette); 770 771 for (u = 0; u < Elements(ctx->Texture.Unit); u++) 772 init_texture_unit(ctx, u); 773 774 /* After we're done initializing the context's texture state the default 775 * texture objects' refcounts should be at least 776 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1. 777 */ 778 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount 779 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1); 780 781 /* Allocate proxy textures */ 782 if (!alloc_proxy_textures( ctx )) 783 return GL_FALSE; 784 785 return GL_TRUE; 786} 787 788 789/** 790 * Free dynamically-allocted texture data attached to the given context. 791 */ 792void 793_mesa_free_texture_data(GLcontext *ctx) 794{ 795 GLuint u, tgt; 796 797 /* unreference current textures */ 798 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 799 /* The _Current texture could account for another reference */ 800 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL); 801 802 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 803 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL); 804 } 805 } 806 807 /* Free proxy texture objects */ 808 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) 809 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 810 811 for (u = 0; u < Elements(ctx->Texture.Unit); u++) 812 _mesa_free_colortable_data(&ctx->Texture.Unit[u].ColorTable); 813} 814 815 816/** 817 * Update the default texture objects in the given context to reference those 818 * specified in the shared state and release those referencing the old 819 * shared state. 820 */ 821void 822_mesa_update_default_objects_texture(GLcontext *ctx) 823{ 824 GLuint u, tex; 825 826 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 827 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; 828 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 829 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 830 ctx->Shared->DefaultTex[tex]); 831 } 832 } 833} 834