texstate.c revision 584c9ff1
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.1 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 "colormac.h" 33#if FEATURE_colortable 34#include "colortab.h" 35#endif 36#include "context.h" 37#include "enums.h" 38#include "macros.h" 39#include "texcompress.h" 40#include "texobj.h" 41#include "teximage.h" 42#include "texstate.h" 43#include "texenvprogram.h" 44#include "mtypes.h" 45#include "math/m_xform.h" 46 47 48 49/** 50 * Default texture combine environment state. This is used to initialize 51 * a context's texture units and as the basis for converting "classic" 52 * texture environmnets to ARB_texture_env_combine style values. 53 */ 54static const struct gl_tex_env_combine_state default_combine_state = { 55 GL_MODULATE, GL_MODULATE, 56 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT }, 57 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT }, 58 { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA }, 59 { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA }, 60 0, 0, 61 2, 2 62}; 63 64 65 66/** 67 * Used by glXCopyContext to copy texture state from one context to another. 68 */ 69void 70_mesa_copy_texture_state( const GLcontext *src, GLcontext *dst ) 71{ 72 GLuint i, tex; 73 74 ASSERT(src); 75 ASSERT(dst); 76 77 dst->Texture.CurrentUnit = src->Texture.CurrentUnit; 78 dst->Texture._GenFlags = src->Texture._GenFlags; 79 dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled; 80 dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled; 81 dst->Texture.SharedPalette = src->Texture.SharedPalette; 82 83 /* per-unit state */ 84 for (i = 0; i < src->Const.MaxTextureImageUnits; i++) { 85 dst->Texture.Unit[i].Enabled = src->Texture.Unit[i].Enabled; 86 dst->Texture.Unit[i].EnvMode = src->Texture.Unit[i].EnvMode; 87 COPY_4V(dst->Texture.Unit[i].EnvColor, src->Texture.Unit[i].EnvColor); 88 dst->Texture.Unit[i].TexGenEnabled = src->Texture.Unit[i].TexGenEnabled; 89 dst->Texture.Unit[i].GenModeS = src->Texture.Unit[i].GenModeS; 90 dst->Texture.Unit[i].GenModeT = src->Texture.Unit[i].GenModeT; 91 dst->Texture.Unit[i].GenModeR = src->Texture.Unit[i].GenModeR; 92 dst->Texture.Unit[i].GenModeQ = src->Texture.Unit[i].GenModeQ; 93 dst->Texture.Unit[i]._GenBitS = src->Texture.Unit[i]._GenBitS; 94 dst->Texture.Unit[i]._GenBitT = src->Texture.Unit[i]._GenBitT; 95 dst->Texture.Unit[i]._GenBitR = src->Texture.Unit[i]._GenBitR; 96 dst->Texture.Unit[i]._GenBitQ = src->Texture.Unit[i]._GenBitQ; 97 dst->Texture.Unit[i]._GenFlags = src->Texture.Unit[i]._GenFlags; 98 COPY_4V(dst->Texture.Unit[i].ObjectPlaneS, src->Texture.Unit[i].ObjectPlaneS); 99 COPY_4V(dst->Texture.Unit[i].ObjectPlaneT, src->Texture.Unit[i].ObjectPlaneT); 100 COPY_4V(dst->Texture.Unit[i].ObjectPlaneR, src->Texture.Unit[i].ObjectPlaneR); 101 COPY_4V(dst->Texture.Unit[i].ObjectPlaneQ, src->Texture.Unit[i].ObjectPlaneQ); 102 COPY_4V(dst->Texture.Unit[i].EyePlaneS, src->Texture.Unit[i].EyePlaneS); 103 COPY_4V(dst->Texture.Unit[i].EyePlaneT, src->Texture.Unit[i].EyePlaneT); 104 COPY_4V(dst->Texture.Unit[i].EyePlaneR, src->Texture.Unit[i].EyePlaneR); 105 COPY_4V(dst->Texture.Unit[i].EyePlaneQ, src->Texture.Unit[i].EyePlaneQ); 106 dst->Texture.Unit[i].LodBias = src->Texture.Unit[i].LodBias; 107 108 /* GL_EXT_texture_env_combine */ 109 dst->Texture.Unit[i].Combine.ModeRGB = src->Texture.Unit[i].Combine.ModeRGB; 110 dst->Texture.Unit[i].Combine.ModeA = src->Texture.Unit[i].Combine.ModeA; 111 COPY_3V(dst->Texture.Unit[i].Combine.SourceRGB, src->Texture.Unit[i].Combine.SourceRGB); 112 COPY_3V(dst->Texture.Unit[i].Combine.SourceA, src->Texture.Unit[i].Combine.SourceA); 113 COPY_3V(dst->Texture.Unit[i].Combine.OperandRGB, src->Texture.Unit[i].Combine.OperandRGB); 114 COPY_3V(dst->Texture.Unit[i].Combine.OperandA, src->Texture.Unit[i].Combine.OperandA); 115 dst->Texture.Unit[i].Combine.ScaleShiftRGB = src->Texture.Unit[i].Combine.ScaleShiftRGB; 116 dst->Texture.Unit[i].Combine.ScaleShiftA = src->Texture.Unit[i].Combine.ScaleShiftA; 117 118 /* copy texture object bindings, not contents of texture objects */ 119 _mesa_lock_context_textures(dst); 120 121 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 122 _mesa_reference_texobj(&dst->Texture.Unit[i].CurrentTex[tex], 123 src->Texture.Unit[i].CurrentTex[tex]); 124 } 125 126 _mesa_unlock_context_textures(dst); 127 } 128} 129 130 131/* 132 * For debugging 133 */ 134void 135_mesa_print_texunit_state( GLcontext *ctx, GLuint unit ) 136{ 137 const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit; 138 _mesa_printf("Texture Unit %d\n", unit); 139 _mesa_printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode)); 140 _mesa_printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB)); 141 _mesa_printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA)); 142 _mesa_printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0])); 143 _mesa_printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1])); 144 _mesa_printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2])); 145 _mesa_printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0])); 146 _mesa_printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1])); 147 _mesa_printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2])); 148 _mesa_printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0])); 149 _mesa_printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1])); 150 _mesa_printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2])); 151 _mesa_printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0])); 152 _mesa_printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1])); 153 _mesa_printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2])); 154 _mesa_printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB); 155 _mesa_printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA); 156 _mesa_printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]); 157} 158 159 160 161/**********************************************************************/ 162/* Texture Environment */ 163/**********************************************************************/ 164 165/** 166 * Convert "classic" texture environment to ARB_texture_env_combine style 167 * environments. 168 * 169 * \param state texture_env_combine state vector to be filled-in. 170 * \param mode Classic texture environment mode (i.e., \c GL_REPLACE, 171 * \c GL_BLEND, \c GL_DECAL, etc.). 172 * \param texBaseFormat Base format of the texture associated with the 173 * texture unit. 174 */ 175static void 176calculate_derived_texenv( struct gl_tex_env_combine_state *state, 177 GLenum mode, GLenum texBaseFormat ) 178{ 179 GLenum mode_rgb; 180 GLenum mode_a; 181 182 *state = default_combine_state; 183 184 switch (texBaseFormat) { 185 case GL_ALPHA: 186 state->SourceRGB[0] = GL_PREVIOUS; 187 break; 188 189 case GL_LUMINANCE_ALPHA: 190 case GL_INTENSITY: 191 case GL_RGBA: 192 break; 193 194 case GL_LUMINANCE: 195 case GL_RGB: 196 case GL_YCBCR_MESA: 197 state->SourceA[0] = GL_PREVIOUS; 198 break; 199 200 default: 201 _mesa_problem(NULL, "Invalid texBaseFormat in calculate_derived_texenv"); 202 return; 203 } 204 205 if (mode == GL_REPLACE_EXT) 206 mode = GL_REPLACE; 207 208 switch (mode) { 209 case GL_REPLACE: 210 case GL_MODULATE: 211 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode; 212 mode_a = mode; 213 break; 214 215 case GL_DECAL: 216 mode_rgb = GL_INTERPOLATE; 217 mode_a = GL_REPLACE; 218 219 state->SourceA[0] = GL_PREVIOUS; 220 221 /* Having alpha / luminance / intensity textures replace using the 222 * incoming fragment color matches the definition in NV_texture_shader. 223 * The 1.5 spec simply marks these as "undefined". 224 */ 225 switch (texBaseFormat) { 226 case GL_ALPHA: 227 case GL_LUMINANCE: 228 case GL_LUMINANCE_ALPHA: 229 case GL_INTENSITY: 230 state->SourceRGB[0] = GL_PREVIOUS; 231 break; 232 case GL_RGB: 233 case GL_YCBCR_MESA: 234 mode_rgb = GL_REPLACE; 235 break; 236 case GL_RGBA: 237 state->SourceRGB[2] = GL_TEXTURE; 238 break; 239 } 240 break; 241 242 case GL_BLEND: 243 mode_rgb = GL_INTERPOLATE; 244 mode_a = GL_MODULATE; 245 246 switch (texBaseFormat) { 247 case GL_ALPHA: 248 mode_rgb = GL_REPLACE; 249 break; 250 case GL_INTENSITY: 251 mode_a = GL_INTERPOLATE; 252 state->SourceA[0] = GL_CONSTANT; 253 state->OperandA[2] = GL_SRC_ALPHA; 254 /* FALLTHROUGH */ 255 case GL_LUMINANCE: 256 case GL_RGB: 257 case GL_LUMINANCE_ALPHA: 258 case GL_RGBA: 259 case GL_YCBCR_MESA: 260 state->SourceRGB[2] = GL_TEXTURE; 261 state->SourceA[2] = GL_TEXTURE; 262 state->SourceRGB[0] = GL_CONSTANT; 263 state->OperandRGB[2] = GL_SRC_COLOR; 264 break; 265 } 266 break; 267 268 case GL_ADD: 269 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD; 270 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE; 271 break; 272 273 default: 274 _mesa_problem(NULL, 275 "Invalid texture env mode in calculate_derived_texenv"); 276 return; 277 } 278 279 state->ModeRGB = (state->SourceRGB[0] != GL_PREVIOUS) 280 ? mode_rgb : GL_REPLACE; 281 state->ModeA = (state->SourceA[0] != GL_PREVIOUS) 282 ? mode_a : GL_REPLACE; 283} 284 285 286 287 288/* GL_ARB_multitexture */ 289void GLAPIENTRY 290_mesa_ActiveTextureARB(GLenum texture) 291{ 292 GET_CURRENT_CONTEXT(ctx); 293 const GLuint texUnit = texture - GL_TEXTURE0; 294 ASSERT_OUTSIDE_BEGIN_END(ctx); 295 296 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) 297 _mesa_debug(ctx, "glActiveTexture %s\n", 298 _mesa_lookup_enum_by_nr(texture)); 299 300 if (texUnit >= ctx->Const.MaxTextureImageUnits) { 301 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture)"); 302 return; 303 } 304 305 if (ctx->Texture.CurrentUnit == texUnit) 306 return; 307 308 FLUSH_VERTICES(ctx, _NEW_TEXTURE); 309 310 ctx->Texture.CurrentUnit = texUnit; 311 if (ctx->Transform.MatrixMode == GL_TEXTURE) { 312 /* update current stack pointer */ 313 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit]; 314 } 315 316 if (ctx->Driver.ActiveTexture) { 317 (*ctx->Driver.ActiveTexture)( ctx, (GLuint) texUnit ); 318 } 319} 320 321 322/* GL_ARB_multitexture */ 323void GLAPIENTRY 324_mesa_ClientActiveTextureARB(GLenum texture) 325{ 326 GET_CURRENT_CONTEXT(ctx); 327 GLuint texUnit = texture - GL_TEXTURE0; 328 ASSERT_OUTSIDE_BEGIN_END(ctx); 329 330 if (texUnit >= ctx->Const.MaxTextureCoordUnits) { 331 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)"); 332 return; 333 } 334 335 FLUSH_VERTICES(ctx, _NEW_ARRAY); 336 ctx->Array.ActiveTexture = texUnit; 337} 338 339 340 341/**********************************************************************/ 342/***** State management *****/ 343/**********************************************************************/ 344 345 346/** 347 * \note This routine refers to derived texture attribute values to 348 * compute the ENABLE_TEXMAT flags, but is only called on 349 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT 350 * flags are updated by _mesa_update_textures(), below. 351 * 352 * \param ctx GL context. 353 */ 354static void 355update_texture_matrices( GLcontext *ctx ) 356{ 357 GLuint i; 358 359 ctx->Texture._TexMatEnabled = 0; 360 361 for (i=0; i < ctx->Const.MaxTextureCoordUnits; i++) { 362 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[i].Top)) { 363 _math_matrix_analyse( ctx->TextureMatrixStack[i].Top ); 364 365 if (ctx->Texture.Unit[i]._ReallyEnabled && 366 ctx->TextureMatrixStack[i].Top->type != MATRIX_IDENTITY) 367 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(i); 368 369 if (ctx->Driver.TextureMatrix) 370 ctx->Driver.TextureMatrix( ctx, i, ctx->TextureMatrixStack[i].Top); 371 } 372 } 373} 374 375 376/** 377 * Update texture object's _Function field. We need to do this 378 * whenever any of the texture object's shadow-related fields change 379 * or when we start/stop using a fragment program. 380 * 381 * This function could be expanded someday to update additional per-object 382 * fields that depend on assorted state changes. 383 */ 384static void 385update_texture_compare_function(GLcontext *ctx, 386 struct gl_texture_object *tObj) 387{ 388 /* XXX temporarily disable this test since it breaks the GLSL 389 * shadow2D(), etc. functions. 390 */ 391 if (0 /*ctx->FragmentProgram._Current*/) { 392 /* Texel/coordinate comparison is ignored for programs. 393 * See GL_ARB_fragment_program/shader spec for details. 394 */ 395 tObj->_Function = GL_NONE; 396 } 397 else if (tObj->CompareFlag) { 398 /* GL_SGIX_shadow */ 399 if (tObj->CompareOperator == GL_TEXTURE_LEQUAL_R_SGIX) { 400 tObj->_Function = GL_LEQUAL; 401 } 402 else { 403 ASSERT(tObj->CompareOperator == GL_TEXTURE_GEQUAL_R_SGIX); 404 tObj->_Function = GL_GEQUAL; 405 } 406 } 407 else if (tObj->CompareMode == GL_COMPARE_R_TO_TEXTURE_ARB) { 408 /* GL_ARB_shadow */ 409 tObj->_Function = tObj->CompareFunc; 410 } 411 else { 412 tObj->_Function = GL_NONE; /* pass depth through as grayscale */ 413 } 414} 415 416 417/** 418 * Helper function for determining which texture object (1D, 2D, cube, etc) 419 * should actually be used. 420 */ 421static void 422texture_override(GLcontext *ctx, 423 struct gl_texture_unit *texUnit, GLbitfield enableBits, 424 struct gl_texture_object *texObj, GLuint textureBit) 425{ 426 if (!texUnit->_ReallyEnabled && (enableBits & textureBit)) { 427 if (!texObj->_Complete) { 428 _mesa_test_texobj_completeness(ctx, texObj); 429 } 430 if (texObj->_Complete) { 431 texUnit->_ReallyEnabled = textureBit; 432 _mesa_reference_texobj(&texUnit->_Current, texObj); 433 update_texture_compare_function(ctx, texObj); 434 } 435 } 436} 437 438 439/** 440 * \note This routine refers to derived texture matrix values to 441 * compute the ENABLE_TEXMAT flags, but is only called on 442 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT 443 * flags are updated by _mesa_update_texture_matrices, above. 444 * 445 * \param ctx GL context. 446 */ 447static void 448update_texture_state( GLcontext *ctx ) 449{ 450 GLuint unit; 451 struct gl_fragment_program *fprog = NULL; 452 struct gl_vertex_program *vprog = NULL; 453 454 if (ctx->Shader.CurrentProgram && 455 ctx->Shader.CurrentProgram->LinkStatus) { 456 fprog = ctx->Shader.CurrentProgram->FragmentProgram; 457 vprog = ctx->Shader.CurrentProgram->VertexProgram; 458 } 459 else { 460 if (ctx->FragmentProgram._Enabled) { 461 fprog = ctx->FragmentProgram.Current; 462 } 463 if (ctx->VertexProgram._Enabled) { 464 /* XXX enable this if/when non-shader vertex programs get 465 * texture fetches: 466 vprog = ctx->VertexProgram.Current; 467 */ 468 } 469 } 470 471 ctx->NewState |= _NEW_TEXTURE; /* TODO: only set this if there are 472 * actual changes. 473 */ 474 475 ctx->Texture._EnabledUnits = 0; 476 ctx->Texture._GenFlags = 0; 477 ctx->Texture._TexMatEnabled = 0; 478 ctx->Texture._TexGenEnabled = 0; 479 480 /* 481 * Update texture unit state. 482 */ 483 for (unit = 0; unit < ctx->Const.MaxTextureImageUnits; unit++) { 484 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 485 GLbitfield enableBits; 486 GLuint tex; 487 488 texUnit->_ReallyEnabled = 0; 489 texUnit->_GenFlags = 0; 490 491 /* Get the bitmask of texture target enables. 492 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating 493 * which texture targets are enabled (fixed function) or referenced 494 * by a fragment shader/program. When multiple flags are set, we'll 495 * settle on the one with highest priority (see texture_override below). 496 */ 497 enableBits = 0x0; 498 if (vprog) { 499 enableBits |= vprog->Base.TexturesUsed[unit]; 500 } 501 if (fprog) { 502 enableBits |= fprog->Base.TexturesUsed[unit]; 503 } 504 else { 505 /* fixed-function fragment program */ 506 enableBits |= texUnit->Enabled; 507 } 508 509 if (enableBits == 0x0) 510 continue; 511 512 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 513 ASSERT(texUnit->CurrentTex[tex]); 514 } 515 516 /* Look for the highest-priority texture target that's enabled and 517 * complete. That's the one we'll use for texturing. If we're using 518 * a fragment program we're guaranteed that bitcount(enabledBits) <= 1. 519 */ 520 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 521 /* texture indexes from highest to lowest priority */ 522 static const GLuint targets[NUM_TEXTURE_TARGETS] = { 523 TEXTURE_2D_ARRAY_INDEX, 524 TEXTURE_1D_ARRAY_INDEX, 525 TEXTURE_CUBE_INDEX, 526 TEXTURE_3D_INDEX, 527 TEXTURE_RECT_INDEX, 528 TEXTURE_2D_INDEX, 529 TEXTURE_1D_INDEX 530 }; 531 GLuint texIndex = targets[tex]; 532 texture_override(ctx, texUnit, enableBits, 533 texUnit->CurrentTex[texIndex], 1 << texIndex); 534 } 535 536 if (!texUnit->_ReallyEnabled) { 537 continue; 538 } 539 540 if (texUnit->_ReallyEnabled) 541 ctx->Texture._EnabledUnits |= (1 << unit); 542 543 if (texUnit->EnvMode == GL_COMBINE) { 544 texUnit->_CurrentCombine = & texUnit->Combine; 545 } 546 else { 547 const struct gl_texture_object *texObj = texUnit->_Current; 548 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat; 549 if (format == GL_COLOR_INDEX) { 550 format = GL_RGBA; /* a bit of a hack */ 551 } 552 else if (format == GL_DEPTH_COMPONENT 553 || format == GL_DEPTH_STENCIL_EXT) { 554 format = texObj->DepthMode; 555 } 556 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format); 557 texUnit->_CurrentCombine = & texUnit->_EnvMode; 558 } 559 560 switch (texUnit->_CurrentCombine->ModeRGB) { 561 case GL_REPLACE: 562 texUnit->_CurrentCombine->_NumArgsRGB = 1; 563 break; 564 case GL_MODULATE: 565 case GL_ADD: 566 case GL_ADD_SIGNED: 567 case GL_SUBTRACT: 568 case GL_DOT3_RGB: 569 case GL_DOT3_RGBA: 570 case GL_DOT3_RGB_EXT: 571 case GL_DOT3_RGBA_EXT: 572 texUnit->_CurrentCombine->_NumArgsRGB = 2; 573 break; 574 case GL_INTERPOLATE: 575 case GL_MODULATE_ADD_ATI: 576 case GL_MODULATE_SIGNED_ADD_ATI: 577 case GL_MODULATE_SUBTRACT_ATI: 578 texUnit->_CurrentCombine->_NumArgsRGB = 3; 579 break; 580 default: 581 texUnit->_CurrentCombine->_NumArgsRGB = 0; 582 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state"); 583 return; 584 } 585 586 switch (texUnit->_CurrentCombine->ModeA) { 587 case GL_REPLACE: 588 texUnit->_CurrentCombine->_NumArgsA = 1; 589 break; 590 case GL_MODULATE: 591 case GL_ADD: 592 case GL_ADD_SIGNED: 593 case GL_SUBTRACT: 594 texUnit->_CurrentCombine->_NumArgsA = 2; 595 break; 596 case GL_INTERPOLATE: 597 case GL_MODULATE_ADD_ATI: 598 case GL_MODULATE_SIGNED_ADD_ATI: 599 case GL_MODULATE_SUBTRACT_ATI: 600 texUnit->_CurrentCombine->_NumArgsA = 3; 601 break; 602 default: 603 texUnit->_CurrentCombine->_NumArgsA = 0; 604 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state"); 605 break; 606 } 607 } 608 609 /* Determine which texture coordinate sets are actually needed */ 610 if (fprog) { 611 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; 612 ctx->Texture._EnabledCoordUnits 613 = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask; 614 } 615 else { 616 ctx->Texture._EnabledCoordUnits = ctx->Texture._EnabledUnits; 617 } 618 619 /* Setup texgen for those texture coordinate sets that are in use */ 620 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) { 621 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 622 623 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit))) 624 continue; 625 626 if (texUnit->TexGenEnabled) { 627 if (texUnit->TexGenEnabled & S_BIT) { 628 texUnit->_GenFlags |= texUnit->_GenBitS; 629 } 630 if (texUnit->TexGenEnabled & T_BIT) { 631 texUnit->_GenFlags |= texUnit->_GenBitT; 632 } 633 if (texUnit->TexGenEnabled & Q_BIT) { 634 texUnit->_GenFlags |= texUnit->_GenBitQ; 635 } 636 if (texUnit->TexGenEnabled & R_BIT) { 637 texUnit->_GenFlags |= texUnit->_GenBitR; 638 } 639 640 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit); 641 ctx->Texture._GenFlags |= texUnit->_GenFlags; 642 } 643 644 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) 645 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit); 646 } 647} 648 649 650/** 651 * Update texture-related derived state. 652 */ 653void 654_mesa_update_texture( GLcontext *ctx, GLuint new_state ) 655{ 656 if (new_state & _NEW_TEXTURE_MATRIX) 657 update_texture_matrices( ctx ); 658 659 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM)) 660 update_texture_state( ctx ); 661} 662 663 664/**********************************************************************/ 665/***** Initialization *****/ 666/**********************************************************************/ 667 668/** 669 * Allocate the proxy textures for the given context. 670 * 671 * \param ctx the context to allocate proxies for. 672 * 673 * \return GL_TRUE on success, or GL_FALSE on failure 674 * 675 * If run out of memory part way through the allocations, clean up and return 676 * GL_FALSE. 677 */ 678static GLboolean 679alloc_proxy_textures( GLcontext *ctx ) 680{ 681 static const GLenum targets[] = { 682 GL_TEXTURE_1D, 683 GL_TEXTURE_2D, 684 GL_TEXTURE_3D, 685 GL_TEXTURE_CUBE_MAP_ARB, 686 GL_TEXTURE_RECTANGLE_NV, 687 GL_TEXTURE_1D_ARRAY_EXT, 688 GL_TEXTURE_2D_ARRAY_EXT 689 }; 690 GLint tgt; 691 692 ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS); 693 694 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 695 if (!(ctx->Texture.ProxyTex[tgt] 696 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) { 697 /* out of memory, free what we did allocate */ 698 while (--tgt >= 0) { 699 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 700 } 701 return GL_FALSE; 702 } 703 } 704 705 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */ 706 return GL_TRUE; 707} 708 709 710/** 711 * Initialize a texture unit. 712 * 713 * \param ctx GL context. 714 * \param unit texture unit number to be initialized. 715 */ 716static void 717init_texture_unit( GLcontext *ctx, GLuint unit ) 718{ 719 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 720 GLuint tex; 721 722 texUnit->EnvMode = GL_MODULATE; 723 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 ); 724 725 texUnit->Combine = default_combine_state; 726 texUnit->_EnvMode = default_combine_state; 727 texUnit->_CurrentCombine = & texUnit->_EnvMode; 728 729 texUnit->TexGenEnabled = 0; 730 texUnit->GenModeS = GL_EYE_LINEAR; 731 texUnit->GenModeT = GL_EYE_LINEAR; 732 texUnit->GenModeR = GL_EYE_LINEAR; 733 texUnit->GenModeQ = GL_EYE_LINEAR; 734 texUnit->_GenBitS = TEXGEN_EYE_LINEAR; 735 texUnit->_GenBitT = TEXGEN_EYE_LINEAR; 736 texUnit->_GenBitR = TEXGEN_EYE_LINEAR; 737 texUnit->_GenBitQ = TEXGEN_EYE_LINEAR; 738 739 /* Yes, these plane coefficients are correct! */ 740 ASSIGN_4V( texUnit->ObjectPlaneS, 1.0, 0.0, 0.0, 0.0 ); 741 ASSIGN_4V( texUnit->ObjectPlaneT, 0.0, 1.0, 0.0, 0.0 ); 742 ASSIGN_4V( texUnit->ObjectPlaneR, 0.0, 0.0, 0.0, 0.0 ); 743 ASSIGN_4V( texUnit->ObjectPlaneQ, 0.0, 0.0, 0.0, 0.0 ); 744 ASSIGN_4V( texUnit->EyePlaneS, 1.0, 0.0, 0.0, 0.0 ); 745 ASSIGN_4V( texUnit->EyePlaneT, 0.0, 1.0, 0.0, 0.0 ); 746 ASSIGN_4V( texUnit->EyePlaneR, 0.0, 0.0, 0.0, 0.0 ); 747 ASSIGN_4V( texUnit->EyePlaneQ, 0.0, 0.0, 0.0, 0.0 ); 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 i; 764 765 assert(MAX_TEXTURE_LEVELS >= MAX_3D_TEXTURE_LEVELS); 766 assert(MAX_TEXTURE_LEVELS >= MAX_CUBE_TEXTURE_LEVELS); 767 768 /* Texture group */ 769 ctx->Texture.CurrentUnit = 0; /* multitexture */ 770 ctx->Texture._EnabledUnits = 0; 771 ctx->Texture.SharedPalette = GL_FALSE; 772#if FEATURE_colortable 773 _mesa_init_colortable(&ctx->Texture.Palette); 774#endif 775 776 for (i = 0; i < MAX_TEXTURE_UNITS; i++) 777 init_texture_unit( ctx, i ); 778 779 /* After we're done initializing the context's texture state the default 780 * texture objects' refcounts should be at least MAX_TEXTURE_UNITS + 1. 781 */ 782 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount 783 >= MAX_TEXTURE_UNITS + 1); 784 785 /* Allocate proxy textures */ 786 if (!alloc_proxy_textures( ctx )) 787 return GL_FALSE; 788 789 return GL_TRUE; 790} 791 792 793/** 794 * Free dynamically-allocted texture data attached to the given context. 795 */ 796void 797_mesa_free_texture_data(GLcontext *ctx) 798{ 799 GLuint u, tgt; 800 801 /* unreference current textures */ 802 for (u = 0; u < MAX_TEXTURE_IMAGE_UNITS; u++) { 803 struct gl_texture_unit *unit = ctx->Texture.Unit + u; 804 /* The _Current texture could account for another reference */ 805 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL); 806 807 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 808 _mesa_reference_texobj(&unit->CurrentTex[tgt], NULL); 809 } 810 } 811 812 /* Free proxy texture objects */ 813 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) 814 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 815 816#if FEATURE_colortable 817 { 818 GLuint i; 819 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) 820 _mesa_free_colortable_data( &ctx->Texture.Unit[i].ColorTable ); 821 } 822#endif 823} 824 825 826/** 827 * Update the default texture objects in the given context to reference those 828 * specified in the shared state and release those referencing the old 829 * shared state. 830 */ 831void 832_mesa_update_default_objects_texture(GLcontext *ctx) 833{ 834 GLuint i, tex; 835 836 for (i = 0; i < MAX_TEXTURE_UNITS; i++) { 837 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; 838 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 839 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 840 ctx->Shared->DefaultTex[tex]); 841 } 842 } 843} 844