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