texstate.c revision 56e89960
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.MaxTextureImageUnits; 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 _mesa_printf("Texture Unit %d\n", unit); 126 _mesa_printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode)); 127 _mesa_printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB)); 128 _mesa_printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA)); 129 _mesa_printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0])); 130 _mesa_printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1])); 131 _mesa_printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2])); 132 _mesa_printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0])); 133 _mesa_printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1])); 134 _mesa_printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2])); 135 _mesa_printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0])); 136 _mesa_printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1])); 137 _mesa_printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2])); 138 _mesa_printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0])); 139 _mesa_printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1])); 140 _mesa_printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2])); 141 _mesa_printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB); 142 _mesa_printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA); 143 _mesa_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 GET_CURRENT_CONTEXT(ctx); 286 const GLuint texUnit = texture - GL_TEXTURE0; 287 ASSERT_OUTSIDE_BEGIN_END(ctx); 288 289 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) 290 _mesa_debug(ctx, "glActiveTexture %s\n", 291 _mesa_lookup_enum_by_nr(texture)); 292 293 if (texUnit >= ctx->Const.MaxTextureImageUnits) { 294 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture)"); 295 return; 296 } 297 298 if (ctx->Texture.CurrentUnit == texUnit) 299 return; 300 301 FLUSH_VERTICES(ctx, _NEW_TEXTURE); 302 303 ctx->Texture.CurrentUnit = texUnit; 304 if (ctx->Transform.MatrixMode == GL_TEXTURE) { 305 /* update current stack pointer */ 306 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit]; 307 } 308} 309 310 311/* GL_ARB_multitexture */ 312void GLAPIENTRY 313_mesa_ClientActiveTextureARB(GLenum texture) 314{ 315 GET_CURRENT_CONTEXT(ctx); 316 GLuint texUnit = texture - GL_TEXTURE0; 317 ASSERT_OUTSIDE_BEGIN_END(ctx); 318 319 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE)) 320 _mesa_debug(ctx, "glClientActiveTexture %s\n", 321 _mesa_lookup_enum_by_nr(texture)); 322 323 if (texUnit >= ctx->Const.MaxTextureCoordUnits) { 324 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)"); 325 return; 326 } 327 328 if (ctx->Array.ActiveTexture == texUnit) 329 return; 330 331 FLUSH_VERTICES(ctx, _NEW_ARRAY); 332 ctx->Array.ActiveTexture = texUnit; 333} 334 335 336 337/**********************************************************************/ 338/***** State management *****/ 339/**********************************************************************/ 340 341 342/** 343 * \note This routine refers to derived texture attribute values to 344 * compute the ENABLE_TEXMAT flags, but is only called on 345 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT 346 * flags are updated by _mesa_update_textures(), below. 347 * 348 * \param ctx GL context. 349 */ 350static void 351update_texture_matrices( GLcontext *ctx ) 352{ 353 GLuint u; 354 355 ctx->Texture._TexMatEnabled = 0x0; 356 357 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { 358 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) { 359 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top ); 360 361 if (ctx->Texture.Unit[u]._ReallyEnabled && 362 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY) 363 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u); 364 } 365 } 366} 367 368 369/** 370 * Examine texture unit's combine/env state to update derived state. 371 */ 372static void 373update_tex_combine(GLcontext *ctx, struct gl_texture_unit *texUnit) 374{ 375 struct gl_tex_env_combine_state *combine; 376 377 /* Set the texUnit->_CurrentCombine field to point to the user's combiner 378 * state, or the combiner state which is derived from traditional texenv 379 * mode. 380 */ 381 if (texUnit->EnvMode == GL_COMBINE || 382 texUnit->EnvMode == GL_COMBINE4_NV) { 383 texUnit->_CurrentCombine = & texUnit->Combine; 384 } 385 else { 386 const struct gl_texture_object *texObj = texUnit->_Current; 387 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat; 388 if (format == GL_COLOR_INDEX) { 389 format = GL_RGBA; /* a bit of a hack */ 390 } 391 else if (format == GL_DEPTH_COMPONENT || 392 format == GL_DEPTH_STENCIL_EXT) { 393 format = texObj->DepthMode; 394 } 395 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format); 396 texUnit->_CurrentCombine = & texUnit->_EnvMode; 397 } 398 399 combine = texUnit->_CurrentCombine; 400 401 /* Determine number of source RGB terms in the combiner function */ 402 switch (combine->ModeRGB) { 403 case GL_REPLACE: 404 combine->_NumArgsRGB = 1; 405 break; 406 case GL_ADD: 407 case GL_ADD_SIGNED: 408 if (texUnit->EnvMode == GL_COMBINE4_NV) 409 combine->_NumArgsRGB = 4; 410 else 411 combine->_NumArgsRGB = 2; 412 break; 413 case GL_MODULATE: 414 case GL_SUBTRACT: 415 case GL_DOT3_RGB: 416 case GL_DOT3_RGBA: 417 case GL_DOT3_RGB_EXT: 418 case GL_DOT3_RGBA_EXT: 419 combine->_NumArgsRGB = 2; 420 break; 421 case GL_INTERPOLATE: 422 case GL_MODULATE_ADD_ATI: 423 case GL_MODULATE_SIGNED_ADD_ATI: 424 case GL_MODULATE_SUBTRACT_ATI: 425 combine->_NumArgsRGB = 3; 426 break; 427 case GL_BUMP_ENVMAP_ATI: 428 /* no real arguments for this case */ 429 combine->_NumArgsRGB = 0; 430 break; 431 default: 432 combine->_NumArgsRGB = 0; 433 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state"); 434 return; 435 } 436 437 /* Determine number of source Alpha terms in the combiner function */ 438 switch (combine->ModeA) { 439 case GL_REPLACE: 440 combine->_NumArgsA = 1; 441 break; 442 case GL_ADD: 443 case GL_ADD_SIGNED: 444 if (texUnit->EnvMode == GL_COMBINE4_NV) 445 combine->_NumArgsA = 4; 446 else 447 combine->_NumArgsA = 2; 448 break; 449 case GL_MODULATE: 450 case GL_SUBTRACT: 451 combine->_NumArgsA = 2; 452 break; 453 case GL_INTERPOLATE: 454 case GL_MODULATE_ADD_ATI: 455 case GL_MODULATE_SIGNED_ADD_ATI: 456 case GL_MODULATE_SUBTRACT_ATI: 457 combine->_NumArgsA = 3; 458 break; 459 default: 460 combine->_NumArgsA = 0; 461 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state"); 462 break; 463 } 464} 465 466 467/** 468 * \note This routine refers to derived texture matrix values to 469 * compute the ENABLE_TEXMAT flags, but is only called on 470 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT 471 * flags are updated by _mesa_update_texture_matrices, above. 472 * 473 * \param ctx GL context. 474 */ 475static void 476update_texture_state( GLcontext *ctx ) 477{ 478 GLuint unit; 479 struct gl_fragment_program *fprog = NULL; 480 struct gl_vertex_program *vprog = NULL; 481 GLbitfield enabledFragUnits = 0x0; 482 483 if (ctx->Shader.CurrentProgram && 484 ctx->Shader.CurrentProgram->LinkStatus) { 485 fprog = ctx->Shader.CurrentProgram->FragmentProgram; 486 vprog = ctx->Shader.CurrentProgram->VertexProgram; 487 } 488 else { 489 if (ctx->FragmentProgram._Enabled) { 490 fprog = ctx->FragmentProgram.Current; 491 } 492 if (ctx->VertexProgram._Enabled) { 493 /* XXX enable this if/when non-shader vertex programs get 494 * texture fetches: 495 vprog = ctx->VertexProgram.Current; 496 */ 497 } 498 } 499 500 /* TODO: only set this if there are actual changes */ 501 ctx->NewState |= _NEW_TEXTURE; 502 503 ctx->Texture._EnabledUnits = 0x0; 504 ctx->Texture._GenFlags = 0x0; 505 ctx->Texture._TexMatEnabled = 0x0; 506 ctx->Texture._TexGenEnabled = 0x0; 507 508 /* 509 * Update texture unit state. 510 */ 511 for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) { 512 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 513 GLbitfield enabledVertTargets = 0x0; 514 GLbitfield enabledFragTargets = 0x0; 515 GLbitfield enabledTargets = 0x0; 516 GLuint texIndex; 517 518 /* Get the bitmask of texture target enables. 519 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating 520 * which texture targets are enabled (fixed function) or referenced 521 * by a fragment shader/program. When multiple flags are set, we'll 522 * settle on the one with highest priority (see below). 523 */ 524 if (vprog) { 525 enabledVertTargets |= vprog->Base.TexturesUsed[unit]; 526 } 527 528 if (fprog) { 529 enabledFragTargets |= fprog->Base.TexturesUsed[unit]; 530 } 531 else { 532 /* fixed-function fragment program */ 533 enabledFragTargets |= texUnit->Enabled; 534 } 535 536 enabledTargets = enabledVertTargets | enabledFragTargets; 537 538 texUnit->_ReallyEnabled = 0x0; 539 540 if (enabledTargets == 0x0) { 541 /* neither vertex nor fragment processing uses this unit */ 542 continue; 543 } 544 545 /* Look for the highest priority texture target that's enabled (or used 546 * by the vert/frag shaders) and "complete". That's the one we'll use 547 * for texturing. If we're using vert/frag program we're guaranteed 548 * that bitcount(enabledBits) <= 1. 549 * Note that the TEXTURE_x_INDEX values are in high to low priority. 550 */ 551 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) { 552 if (enabledTargets & (1 << texIndex)) { 553 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex]; 554 if (!texObj->_Complete) { 555 _mesa_test_texobj_completeness(ctx, texObj); 556 } 557 if (texObj->_Complete) { 558 texUnit->_ReallyEnabled = 1 << texIndex; 559 _mesa_reference_texobj(&texUnit->_Current, texObj); 560 break; 561 } 562 } 563 } 564 565 if (!texUnit->_ReallyEnabled) { 566 if (fprog) { 567 /* If we get here it means the shader is expecting a texture 568 * object, but there isn't one (or it's incomplete). Use the 569 * fallback texture. 570 */ 571 struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx); 572 texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX; 573 _mesa_reference_texobj(&texUnit->_Current, texObj); 574 } 575 else { 576 /* fixed-function: texture unit is really disabled */ 577 continue; 578 } 579 } 580 581 /* if we get here, we know this texture unit is enabled */ 582 583 ctx->Texture._EnabledUnits |= (1 << unit); 584 585 if (enabledFragTargets) 586 enabledFragUnits |= (1 << unit); 587 588 update_tex_combine(ctx, texUnit); 589 } 590 591 592 /* Determine which texture coordinate sets are actually needed */ 593 if (fprog) { 594 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; 595 ctx->Texture._EnabledCoordUnits 596 = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask; 597 } 598 else { 599 ctx->Texture._EnabledCoordUnits = enabledFragUnits; 600 } 601 602 /* Setup texgen for those texture coordinate sets that are in use */ 603 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) { 604 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 605 606 texUnit->_GenFlags = 0x0; 607 608 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit))) 609 continue; 610 611 if (texUnit->TexGenEnabled) { 612 if (texUnit->TexGenEnabled & S_BIT) { 613 texUnit->_GenFlags |= texUnit->GenS._ModeBit; 614 } 615 if (texUnit->TexGenEnabled & T_BIT) { 616 texUnit->_GenFlags |= texUnit->GenT._ModeBit; 617 } 618 if (texUnit->TexGenEnabled & R_BIT) { 619 texUnit->_GenFlags |= texUnit->GenR._ModeBit; 620 } 621 if (texUnit->TexGenEnabled & Q_BIT) { 622 texUnit->_GenFlags |= texUnit->GenQ._ModeBit; 623 } 624 625 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit); 626 ctx->Texture._GenFlags |= texUnit->_GenFlags; 627 } 628 629 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) 630 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit); 631 } 632} 633 634 635/** 636 * Update texture-related derived state. 637 */ 638void 639_mesa_update_texture( GLcontext *ctx, GLuint new_state ) 640{ 641 if (new_state & _NEW_TEXTURE_MATRIX) 642 update_texture_matrices( ctx ); 643 644 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM)) 645 update_texture_state( ctx ); 646} 647 648 649/**********************************************************************/ 650/***** Initialization *****/ 651/**********************************************************************/ 652 653/** 654 * Allocate the proxy textures for the given context. 655 * 656 * \param ctx the context to allocate proxies for. 657 * 658 * \return GL_TRUE on success, or GL_FALSE on failure 659 * 660 * If run out of memory part way through the allocations, clean up and return 661 * GL_FALSE. 662 */ 663static GLboolean 664alloc_proxy_textures( GLcontext *ctx ) 665{ 666 static const GLenum targets[] = { 667 GL_TEXTURE_1D, 668 GL_TEXTURE_2D, 669 GL_TEXTURE_3D, 670 GL_TEXTURE_CUBE_MAP_ARB, 671 GL_TEXTURE_RECTANGLE_NV, 672 GL_TEXTURE_1D_ARRAY_EXT, 673 GL_TEXTURE_2D_ARRAY_EXT 674 }; 675 GLint tgt; 676 677 ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS); 678 679 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 680 if (!(ctx->Texture.ProxyTex[tgt] 681 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) { 682 /* out of memory, free what we did allocate */ 683 while (--tgt >= 0) { 684 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 685 } 686 return GL_FALSE; 687 } 688 } 689 690 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */ 691 return GL_TRUE; 692} 693 694 695/** 696 * Initialize a texture unit. 697 * 698 * \param ctx GL context. 699 * \param unit texture unit number to be initialized. 700 */ 701static void 702init_texture_unit( GLcontext *ctx, GLuint unit ) 703{ 704 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 705 GLuint tex; 706 707 texUnit->EnvMode = GL_MODULATE; 708 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 ); 709 710 texUnit->Combine = default_combine_state; 711 texUnit->_EnvMode = default_combine_state; 712 texUnit->_CurrentCombine = & texUnit->_EnvMode; 713 texUnit->BumpTarget = GL_TEXTURE0; 714 715 texUnit->TexGenEnabled = 0x0; 716 texUnit->GenS.Mode = GL_EYE_LINEAR; 717 texUnit->GenT.Mode = GL_EYE_LINEAR; 718 texUnit->GenR.Mode = GL_EYE_LINEAR; 719 texUnit->GenQ.Mode = GL_EYE_LINEAR; 720 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR; 721 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR; 722 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR; 723 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR; 724 725 /* Yes, these plane coefficients are correct! */ 726 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 ); 727 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 ); 728 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 729 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 730 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 ); 731 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 ); 732 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 733 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 734 735 /* no mention of this in spec, but maybe id matrix expected? */ 736 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 ); 737 738 /* initialize current texture object ptrs to the shared default objects */ 739 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 740 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 741 ctx->Shared->DefaultTex[tex]); 742 } 743} 744 745 746/** 747 * Initialize texture state for the given context. 748 */ 749GLboolean 750_mesa_init_texture(GLcontext *ctx) 751{ 752 GLuint u; 753 754 /* Texture group */ 755 ctx->Texture.CurrentUnit = 0; /* multitexture */ 756 ctx->Texture._EnabledUnits = 0x0; 757 ctx->Texture.SharedPalette = GL_FALSE; 758 _mesa_init_colortable(&ctx->Texture.Palette); 759 760 for (u = 0; u < MAX_TEXTURE_UNITS; u++) 761 init_texture_unit(ctx, u); 762 763 /* After we're done initializing the context's texture state the default 764 * texture objects' refcounts should be at least MAX_TEXTURE_UNITS + 1. 765 */ 766 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount 767 >= MAX_TEXTURE_UNITS + 1); 768 769 /* Allocate proxy textures */ 770 if (!alloc_proxy_textures( ctx )) 771 return GL_FALSE; 772 773 return GL_TRUE; 774} 775 776 777/** 778 * Free dynamically-allocted texture data attached to the given context. 779 */ 780void 781_mesa_free_texture_data(GLcontext *ctx) 782{ 783 GLuint u, tgt; 784 785 /* unreference current textures */ 786 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) { 787 /* The _Current texture could account for another reference */ 788 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL); 789 790 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 791 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL); 792 } 793 } 794 795 /* Free proxy texture objects */ 796 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) 797 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 798 799 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) 800 _mesa_free_colortable_data(&ctx->Texture.Unit[u].ColorTable); 801} 802 803 804/** 805 * Update the default texture objects in the given context to reference those 806 * specified in the shared state and release those referencing the old 807 * shared state. 808 */ 809void 810_mesa_update_default_objects_texture(GLcontext *ctx) 811{ 812 GLuint u, tex; 813 814 for (u = 0; u < MAX_TEXTURE_UNITS; u++) { 815 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; 816 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 817 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 818 ctx->Shared->DefaultTex[tex]); 819 } 820 } 821} 822