texstate.c revision ac997013
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.5 4 * 5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25/** 26 * \file texstate.c 27 * 28 * Texture state handling. 29 */ 30 31#include "glheader.h" 32#include "mfeatures.h" 33#include "bufferobj.h" 34#include "colormac.h" 35#include "colortab.h" 36#include "context.h" 37#include "enums.h" 38#include "macros.h" 39#include "texobj.h" 40#include "teximage.h" 41#include "texstate.h" 42#include "mtypes.h" 43 44 45 46/** 47 * Default texture combine environment state. This is used to initialize 48 * a context's texture units and as the basis for converting "classic" 49 * texture environmnets to ARB_texture_env_combine style values. 50 */ 51static const struct gl_tex_env_combine_state default_combine_state = { 52 GL_MODULATE, GL_MODULATE, 53 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT }, 54 { GL_TEXTURE, GL_PREVIOUS, GL_CONSTANT, GL_CONSTANT }, 55 { GL_SRC_COLOR, GL_SRC_COLOR, GL_SRC_ALPHA, GL_SRC_ALPHA }, 56 { GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA, GL_SRC_ALPHA }, 57 0, 0, 58 2, 2 59}; 60 61 62 63/** 64 * Used by glXCopyContext to copy texture state from one context to another. 65 */ 66void 67_mesa_copy_texture_state( const struct gl_context *src, struct gl_context *dst ) 68{ 69 GLuint u, tex; 70 71 ASSERT(src); 72 ASSERT(dst); 73 74 dst->Texture.CurrentUnit = src->Texture.CurrentUnit; 75 dst->Texture._GenFlags = src->Texture._GenFlags; 76 dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled; 77 dst->Texture._TexMatEnabled = src->Texture._TexMatEnabled; 78 dst->Texture.SharedPalette = src->Texture.SharedPalette; 79 80 /* per-unit state */ 81 for (u = 0; u < src->Const.MaxCombinedTextureImageUnits; u++) { 82 dst->Texture.Unit[u].Enabled = src->Texture.Unit[u].Enabled; 83 dst->Texture.Unit[u].EnvMode = src->Texture.Unit[u].EnvMode; 84 COPY_4V(dst->Texture.Unit[u].EnvColor, src->Texture.Unit[u].EnvColor); 85 dst->Texture.Unit[u].TexGenEnabled = src->Texture.Unit[u].TexGenEnabled; 86 dst->Texture.Unit[u].GenS = src->Texture.Unit[u].GenS; 87 dst->Texture.Unit[u].GenT = src->Texture.Unit[u].GenT; 88 dst->Texture.Unit[u].GenR = src->Texture.Unit[u].GenR; 89 dst->Texture.Unit[u].GenQ = src->Texture.Unit[u].GenQ; 90 dst->Texture.Unit[u].LodBias = src->Texture.Unit[u].LodBias; 91 92 /* GL_EXT_texture_env_combine */ 93 dst->Texture.Unit[u].Combine = src->Texture.Unit[u].Combine; 94 95 /* GL_ATI_envmap_bumpmap - need this? */ 96 dst->Texture.Unit[u].BumpTarget = src->Texture.Unit[u].BumpTarget; 97 COPY_4V(dst->Texture.Unit[u].RotMatrix, src->Texture.Unit[u].RotMatrix); 98 99 /* 100 * XXX strictly speaking, we should compare texture names/ids and 101 * bind textures in the dest context according to id. For now, only 102 * copy bindings if the contexts share the same pool of textures to 103 * avoid refcounting bugs. 104 */ 105 if (dst->Shared == src->Shared) { 106 /* copy texture object bindings, not contents of texture objects */ 107 _mesa_lock_context_textures(dst); 108 109 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 110 _mesa_reference_texobj(&dst->Texture.Unit[u].CurrentTex[tex], 111 src->Texture.Unit[u].CurrentTex[tex]); 112 } 113 _mesa_unlock_context_textures(dst); 114 } 115 } 116} 117 118 119/* 120 * For debugging 121 */ 122void 123_mesa_print_texunit_state( struct gl_context *ctx, GLuint unit ) 124{ 125 const struct gl_texture_unit *texUnit = ctx->Texture.Unit + unit; 126 printf("Texture Unit %d\n", unit); 127 printf(" GL_TEXTURE_ENV_MODE = %s\n", _mesa_lookup_enum_by_nr(texUnit->EnvMode)); 128 printf(" GL_COMBINE_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeRGB)); 129 printf(" GL_COMBINE_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.ModeA)); 130 printf(" GL_SOURCE0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[0])); 131 printf(" GL_SOURCE1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[1])); 132 printf(" GL_SOURCE2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceRGB[2])); 133 printf(" GL_SOURCE0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[0])); 134 printf(" GL_SOURCE1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[1])); 135 printf(" GL_SOURCE2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.SourceA[2])); 136 printf(" GL_OPERAND0_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[0])); 137 printf(" GL_OPERAND1_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[1])); 138 printf(" GL_OPERAND2_RGB = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandRGB[2])); 139 printf(" GL_OPERAND0_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[0])); 140 printf(" GL_OPERAND1_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[1])); 141 printf(" GL_OPERAND2_ALPHA = %s\n", _mesa_lookup_enum_by_nr(texUnit->Combine.OperandA[2])); 142 printf(" GL_RGB_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftRGB); 143 printf(" GL_ALPHA_SCALE = %d\n", 1 << texUnit->Combine.ScaleShiftA); 144 printf(" GL_TEXTURE_ENV_COLOR = (%f, %f, %f, %f)\n", texUnit->EnvColor[0], texUnit->EnvColor[1], texUnit->EnvColor[2], texUnit->EnvColor[3]); 145} 146 147 148 149/**********************************************************************/ 150/* Texture Environment */ 151/**********************************************************************/ 152 153/** 154 * Convert "classic" texture environment to ARB_texture_env_combine style 155 * environments. 156 * 157 * \param state texture_env_combine state vector to be filled-in. 158 * \param mode Classic texture environment mode (i.e., \c GL_REPLACE, 159 * \c GL_BLEND, \c GL_DECAL, etc.). 160 * \param texBaseFormat Base format of the texture associated with the 161 * texture unit. 162 */ 163static void 164calculate_derived_texenv( struct gl_tex_env_combine_state *state, 165 GLenum mode, GLenum texBaseFormat ) 166{ 167 GLenum mode_rgb; 168 GLenum mode_a; 169 170 *state = default_combine_state; 171 172 switch (texBaseFormat) { 173 case GL_ALPHA: 174 state->SourceRGB[0] = GL_PREVIOUS; 175 break; 176 177 case GL_LUMINANCE_ALPHA: 178 case GL_INTENSITY: 179 case GL_RGBA: 180 break; 181 182 case GL_LUMINANCE: 183 case GL_RED: 184 case GL_RG: 185 case GL_RGB: 186 case GL_YCBCR_MESA: 187 case GL_DUDV_ATI: 188 state->SourceA[0] = GL_PREVIOUS; 189 break; 190 191 default: 192 _mesa_problem(NULL, 193 "Invalid texBaseFormat 0x%x in calculate_derived_texenv", 194 texBaseFormat); 195 return; 196 } 197 198 if (mode == GL_REPLACE_EXT) 199 mode = GL_REPLACE; 200 201 switch (mode) { 202 case GL_REPLACE: 203 case GL_MODULATE: 204 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : mode; 205 mode_a = mode; 206 break; 207 208 case GL_DECAL: 209 mode_rgb = GL_INTERPOLATE; 210 mode_a = GL_REPLACE; 211 212 state->SourceA[0] = GL_PREVIOUS; 213 214 /* Having alpha / luminance / intensity textures replace using the 215 * incoming fragment color matches the definition in NV_texture_shader. 216 * The 1.5 spec simply marks these as "undefined". 217 */ 218 switch (texBaseFormat) { 219 case GL_ALPHA: 220 case GL_LUMINANCE: 221 case GL_LUMINANCE_ALPHA: 222 case GL_INTENSITY: 223 state->SourceRGB[0] = GL_PREVIOUS; 224 break; 225 case GL_RED: 226 case GL_RG: 227 case GL_RGB: 228 case GL_YCBCR_MESA: 229 case GL_DUDV_ATI: 230 mode_rgb = GL_REPLACE; 231 break; 232 case GL_RGBA: 233 state->SourceRGB[2] = GL_TEXTURE; 234 break; 235 } 236 break; 237 238 case GL_BLEND: 239 mode_rgb = GL_INTERPOLATE; 240 mode_a = GL_MODULATE; 241 242 switch (texBaseFormat) { 243 case GL_ALPHA: 244 mode_rgb = GL_REPLACE; 245 break; 246 case GL_INTENSITY: 247 mode_a = GL_INTERPOLATE; 248 state->SourceA[0] = GL_CONSTANT; 249 state->OperandA[2] = GL_SRC_ALPHA; 250 /* FALLTHROUGH */ 251 case GL_LUMINANCE: 252 case GL_RED: 253 case GL_RG: 254 case GL_RGB: 255 case GL_LUMINANCE_ALPHA: 256 case GL_RGBA: 257 case GL_YCBCR_MESA: 258 case GL_DUDV_ATI: 259 state->SourceRGB[2] = GL_TEXTURE; 260 state->SourceA[2] = GL_TEXTURE; 261 state->SourceRGB[0] = GL_CONSTANT; 262 state->OperandRGB[2] = GL_SRC_COLOR; 263 break; 264 } 265 break; 266 267 case GL_ADD: 268 mode_rgb = (texBaseFormat == GL_ALPHA) ? GL_REPLACE : GL_ADD; 269 mode_a = (texBaseFormat == GL_INTENSITY) ? GL_ADD : GL_MODULATE; 270 break; 271 272 default: 273 _mesa_problem(NULL, 274 "Invalid texture env mode 0x%x in calculate_derived_texenv", 275 mode); 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 const GLuint texUnit = texture - GL_TEXTURE0; 293 GLuint k; 294 GET_CURRENT_CONTEXT(ctx); 295 296 /* See OpenGL spec for glActiveTexture: */ 297 k = MAX2(ctx->Const.MaxCombinedTextureImageUnits, 298 ctx->Const.MaxTextureCoordUnits); 299 300 ASSERT(k <= Elements(ctx->Texture.Unit)); 301 302 ASSERT_OUTSIDE_BEGIN_END(ctx); 303 304 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) 305 _mesa_debug(ctx, "glActiveTexture %s\n", 306 _mesa_lookup_enum_by_nr(texture)); 307 308 if (texUnit >= k) { 309 _mesa_error(ctx, GL_INVALID_ENUM, "glActiveTexture(texture=%s)", 310 _mesa_lookup_enum_by_nr(texture)); 311 return; 312 } 313 314 if (ctx->Texture.CurrentUnit == texUnit) 315 return; 316 317 FLUSH_VERTICES(ctx, _NEW_TEXTURE); 318 319 ctx->Texture.CurrentUnit = texUnit; 320 if (ctx->Transform.MatrixMode == GL_TEXTURE) { 321 /* update current stack pointer */ 322 ctx->CurrentStack = &ctx->TextureMatrixStack[texUnit]; 323 } 324} 325 326 327/* GL_ARB_multitexture */ 328void GLAPIENTRY 329_mesa_ClientActiveTextureARB(GLenum texture) 330{ 331 GET_CURRENT_CONTEXT(ctx); 332 GLuint texUnit = texture - GL_TEXTURE0; 333 ASSERT_OUTSIDE_BEGIN_END(ctx); 334 335 if (MESA_VERBOSE & (VERBOSE_API | VERBOSE_TEXTURE)) 336 _mesa_debug(ctx, "glClientActiveTexture %s\n", 337 _mesa_lookup_enum_by_nr(texture)); 338 339 if (texUnit >= ctx->Const.MaxTextureCoordUnits) { 340 _mesa_error(ctx, GL_INVALID_ENUM, "glClientActiveTexture(texture)"); 341 return; 342 } 343 344 if (ctx->Array.ActiveTexture == texUnit) 345 return; 346 347 FLUSH_VERTICES(ctx, _NEW_ARRAY); 348 ctx->Array.ActiveTexture = texUnit; 349} 350 351 352 353/**********************************************************************/ 354/***** State management *****/ 355/**********************************************************************/ 356 357 358/** 359 * \note This routine refers to derived texture attribute values to 360 * compute the ENABLE_TEXMAT flags, but is only called on 361 * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT 362 * flags are updated by _mesa_update_textures(), below. 363 * 364 * \param ctx GL context. 365 */ 366static void 367update_texture_matrices( struct gl_context *ctx ) 368{ 369 GLuint u; 370 371 ctx->Texture._TexMatEnabled = 0x0; 372 373 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { 374 ASSERT(u < Elements(ctx->TextureMatrixStack)); 375 if (_math_matrix_is_dirty(ctx->TextureMatrixStack[u].Top)) { 376 _math_matrix_analyse( ctx->TextureMatrixStack[u].Top ); 377 378 if (ctx->Texture.Unit[u]._ReallyEnabled && 379 ctx->TextureMatrixStack[u].Top->type != MATRIX_IDENTITY) 380 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(u); 381 } 382 } 383} 384 385 386/** 387 * Examine texture unit's combine/env state to update derived state. 388 */ 389static void 390update_tex_combine(struct gl_context *ctx, struct gl_texture_unit *texUnit) 391{ 392 struct gl_tex_env_combine_state *combine; 393 394 /* Set the texUnit->_CurrentCombine field to point to the user's combiner 395 * state, or the combiner state which is derived from traditional texenv 396 * mode. 397 */ 398 if (texUnit->EnvMode == GL_COMBINE || 399 texUnit->EnvMode == GL_COMBINE4_NV) { 400 texUnit->_CurrentCombine = & texUnit->Combine; 401 } 402 else { 403 const struct gl_texture_object *texObj = texUnit->_Current; 404 GLenum format = texObj->Image[0][texObj->BaseLevel]->_BaseFormat; 405 if (format == GL_COLOR_INDEX) { 406 format = GL_RGBA; /* a bit of a hack */ 407 } 408 else if (format == GL_DEPTH_COMPONENT || 409 format == GL_DEPTH_STENCIL_EXT) { 410 format = texObj->Sampler.DepthMode; 411 } 412 calculate_derived_texenv(&texUnit->_EnvMode, texUnit->EnvMode, format); 413 texUnit->_CurrentCombine = & texUnit->_EnvMode; 414 } 415 416 combine = texUnit->_CurrentCombine; 417 418 /* Determine number of source RGB terms in the combiner function */ 419 switch (combine->ModeRGB) { 420 case GL_REPLACE: 421 combine->_NumArgsRGB = 1; 422 break; 423 case GL_ADD: 424 case GL_ADD_SIGNED: 425 if (texUnit->EnvMode == GL_COMBINE4_NV) 426 combine->_NumArgsRGB = 4; 427 else 428 combine->_NumArgsRGB = 2; 429 break; 430 case GL_MODULATE: 431 case GL_SUBTRACT: 432 case GL_DOT3_RGB: 433 case GL_DOT3_RGBA: 434 case GL_DOT3_RGB_EXT: 435 case GL_DOT3_RGBA_EXT: 436 combine->_NumArgsRGB = 2; 437 break; 438 case GL_INTERPOLATE: 439 case GL_MODULATE_ADD_ATI: 440 case GL_MODULATE_SIGNED_ADD_ATI: 441 case GL_MODULATE_SUBTRACT_ATI: 442 combine->_NumArgsRGB = 3; 443 break; 444 case GL_BUMP_ENVMAP_ATI: 445 /* no real arguments for this case */ 446 combine->_NumArgsRGB = 0; 447 break; 448 default: 449 combine->_NumArgsRGB = 0; 450 _mesa_problem(ctx, "invalid RGB combine mode in update_texture_state"); 451 return; 452 } 453 454 /* Determine number of source Alpha terms in the combiner function */ 455 switch (combine->ModeA) { 456 case GL_REPLACE: 457 combine->_NumArgsA = 1; 458 break; 459 case GL_ADD: 460 case GL_ADD_SIGNED: 461 if (texUnit->EnvMode == GL_COMBINE4_NV) 462 combine->_NumArgsA = 4; 463 else 464 combine->_NumArgsA = 2; 465 break; 466 case GL_MODULATE: 467 case GL_SUBTRACT: 468 combine->_NumArgsA = 2; 469 break; 470 case GL_INTERPOLATE: 471 case GL_MODULATE_ADD_ATI: 472 case GL_MODULATE_SIGNED_ADD_ATI: 473 case GL_MODULATE_SUBTRACT_ATI: 474 combine->_NumArgsA = 3; 475 break; 476 default: 477 combine->_NumArgsA = 0; 478 _mesa_problem(ctx, "invalid Alpha combine mode in update_texture_state"); 479 break; 480 } 481} 482 483 484/** 485 * \note This routine refers to derived texture matrix values to 486 * compute the ENABLE_TEXMAT flags, but is only called on 487 * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT 488 * flags are updated by _mesa_update_texture_matrices, above. 489 * 490 * \param ctx GL context. 491 */ 492static void 493update_texture_state( struct gl_context *ctx ) 494{ 495 GLuint unit; 496 struct gl_fragment_program *fprog = NULL; 497 struct gl_vertex_program *vprog = NULL; 498 GLbitfield enabledFragUnits = 0x0; 499 500 if (ctx->Shader.CurrentVertexProgram && 501 ctx->Shader.CurrentVertexProgram->LinkStatus) { 502 vprog = ctx->Shader.CurrentVertexProgram->VertexProgram; 503 } else if (ctx->VertexProgram._Enabled) { 504 /* XXX enable this if/when non-shader vertex programs get 505 * texture fetches: 506 vprog = ctx->VertexProgram.Current; 507 */ 508 } 509 510 if (ctx->Shader.CurrentFragmentProgram && 511 ctx->Shader.CurrentFragmentProgram->LinkStatus) { 512 fprog = ctx->Shader.CurrentFragmentProgram->FragmentProgram; 513 } 514 else if (ctx->FragmentProgram._Enabled) { 515 fprog = ctx->FragmentProgram.Current; 516 } 517 518 /* FINISHME: Geometry shader texture accesses should also be considered 519 * FINISHME: here. 520 */ 521 522 /* TODO: only set this if there are actual changes */ 523 ctx->NewState |= _NEW_TEXTURE; 524 525 ctx->Texture._EnabledUnits = 0x0; 526 ctx->Texture._GenFlags = 0x0; 527 ctx->Texture._TexMatEnabled = 0x0; 528 ctx->Texture._TexGenEnabled = 0x0; 529 530 /* 531 * Update texture unit state. 532 */ 533 for (unit = 0; unit < ctx->Const.MaxCombinedTextureImageUnits; unit++) { 534 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 535 GLbitfield enabledVertTargets = 0x0; 536 GLbitfield enabledFragTargets = 0x0; 537 GLbitfield enabledTargets = 0x0; 538 GLuint texIndex; 539 540 /* Get the bitmask of texture target enables. 541 * enableBits will be a mask of the TEXTURE_*_BIT flags indicating 542 * which texture targets are enabled (fixed function) or referenced 543 * by a fragment program/program. When multiple flags are set, we'll 544 * settle on the one with highest priority (see below). 545 */ 546 if (vprog) { 547 enabledVertTargets |= vprog->Base.TexturesUsed[unit]; 548 } 549 550 if (fprog) { 551 enabledFragTargets |= fprog->Base.TexturesUsed[unit]; 552 } 553 else { 554 /* fixed-function fragment program */ 555 enabledFragTargets |= texUnit->Enabled; 556 } 557 558 enabledTargets = enabledVertTargets | enabledFragTargets; 559 560 texUnit->_ReallyEnabled = 0x0; 561 562 if (enabledTargets == 0x0) { 563 /* neither vertex nor fragment processing uses this unit */ 564 continue; 565 } 566 567 /* Look for the highest priority texture target that's enabled (or used 568 * by the vert/frag shaders) and "complete". That's the one we'll use 569 * for texturing. If we're using vert/frag program we're guaranteed 570 * that bitcount(enabledBits) <= 1. 571 * Note that the TEXTURE_x_INDEX values are in high to low priority. 572 */ 573 for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) { 574 if (enabledTargets & (1 << texIndex)) { 575 struct gl_texture_object *texObj = texUnit->CurrentTex[texIndex]; 576 if (!texObj->_Complete) { 577 _mesa_test_texobj_completeness(ctx, texObj); 578 } 579 if (texObj->_Complete) { 580 texUnit->_ReallyEnabled = 1 << texIndex; 581 _mesa_reference_texobj(&texUnit->_Current, texObj); 582 break; 583 } 584 } 585 } 586 587 if (!texUnit->_ReallyEnabled) { 588 if (fprog) { 589 /* If we get here it means the shader is expecting a texture 590 * object, but there isn't one (or it's incomplete). Use the 591 * fallback texture. 592 */ 593 struct gl_texture_object *texObj = _mesa_get_fallback_texture(ctx); 594 texUnit->_ReallyEnabled = 1 << TEXTURE_2D_INDEX; 595 _mesa_reference_texobj(&texUnit->_Current, texObj); 596 } 597 else { 598 /* fixed-function: texture unit is really disabled */ 599 continue; 600 } 601 } 602 603 /* if we get here, we know this texture unit is enabled */ 604 605 ctx->Texture._EnabledUnits |= (1 << unit); 606 607 if (enabledFragTargets) 608 enabledFragUnits |= (1 << unit); 609 610 update_tex_combine(ctx, texUnit); 611 } 612 613 614 /* Determine which texture coordinate sets are actually needed */ 615 if (fprog) { 616 const GLuint coordMask = (1 << MAX_TEXTURE_COORD_UNITS) - 1; 617 ctx->Texture._EnabledCoordUnits 618 = (fprog->Base.InputsRead >> FRAG_ATTRIB_TEX0) & coordMask; 619 } 620 else { 621 ctx->Texture._EnabledCoordUnits = enabledFragUnits; 622 } 623 624 /* Setup texgen for those texture coordinate sets that are in use */ 625 for (unit = 0; unit < ctx->Const.MaxTextureCoordUnits; unit++) { 626 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 627 628 texUnit->_GenFlags = 0x0; 629 630 if (!(ctx->Texture._EnabledCoordUnits & (1 << unit))) 631 continue; 632 633 if (texUnit->TexGenEnabled) { 634 if (texUnit->TexGenEnabled & S_BIT) { 635 texUnit->_GenFlags |= texUnit->GenS._ModeBit; 636 } 637 if (texUnit->TexGenEnabled & T_BIT) { 638 texUnit->_GenFlags |= texUnit->GenT._ModeBit; 639 } 640 if (texUnit->TexGenEnabled & R_BIT) { 641 texUnit->_GenFlags |= texUnit->GenR._ModeBit; 642 } 643 if (texUnit->TexGenEnabled & Q_BIT) { 644 texUnit->_GenFlags |= texUnit->GenQ._ModeBit; 645 } 646 647 ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(unit); 648 ctx->Texture._GenFlags |= texUnit->_GenFlags; 649 } 650 651 ASSERT(unit < Elements(ctx->TextureMatrixStack)); 652 if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) 653 ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(unit); 654 } 655} 656 657 658/** 659 * Update texture-related derived state. 660 */ 661void 662_mesa_update_texture( struct gl_context *ctx, GLuint new_state ) 663{ 664 if (new_state & _NEW_TEXTURE_MATRIX) 665 update_texture_matrices( ctx ); 666 667 if (new_state & (_NEW_TEXTURE | _NEW_PROGRAM)) 668 update_texture_state( ctx ); 669} 670 671 672/**********************************************************************/ 673/***** Initialization *****/ 674/**********************************************************************/ 675 676/** 677 * Allocate the proxy textures for the given context. 678 * 679 * \param ctx the context to allocate proxies for. 680 * 681 * \return GL_TRUE on success, or GL_FALSE on failure 682 * 683 * If run out of memory part way through the allocations, clean up and return 684 * GL_FALSE. 685 */ 686static GLboolean 687alloc_proxy_textures( struct gl_context *ctx ) 688{ 689 static const GLenum targets[] = { 690 GL_TEXTURE_1D, 691 GL_TEXTURE_2D, 692 GL_TEXTURE_3D, 693 GL_TEXTURE_CUBE_MAP_ARB, 694 GL_TEXTURE_RECTANGLE_NV, 695 GL_TEXTURE_1D_ARRAY_EXT, 696 GL_TEXTURE_2D_ARRAY_EXT, 697 GL_TEXTURE_BUFFER 698 }; 699 GLint tgt; 700 701 ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS); 702 703 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 704 if (!(ctx->Texture.ProxyTex[tgt] 705 = ctx->Driver.NewTextureObject(ctx, 0, targets[tgt]))) { 706 /* out of memory, free what we did allocate */ 707 while (--tgt >= 0) { 708 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 709 } 710 return GL_FALSE; 711 } 712 } 713 714 assert(ctx->Texture.ProxyTex[0]->RefCount == 1); /* sanity check */ 715 return GL_TRUE; 716} 717 718 719/** 720 * Initialize a texture unit. 721 * 722 * \param ctx GL context. 723 * \param unit texture unit number to be initialized. 724 */ 725static void 726init_texture_unit( struct gl_context *ctx, GLuint unit ) 727{ 728 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 729 GLuint tex; 730 731 texUnit->EnvMode = GL_MODULATE; 732 ASSIGN_4V( texUnit->EnvColor, 0.0, 0.0, 0.0, 0.0 ); 733 734 texUnit->Combine = default_combine_state; 735 texUnit->_EnvMode = default_combine_state; 736 texUnit->_CurrentCombine = & texUnit->_EnvMode; 737 texUnit->BumpTarget = GL_TEXTURE0; 738 739 texUnit->TexGenEnabled = 0x0; 740 texUnit->GenS.Mode = GL_EYE_LINEAR; 741 texUnit->GenT.Mode = GL_EYE_LINEAR; 742 texUnit->GenR.Mode = GL_EYE_LINEAR; 743 texUnit->GenQ.Mode = GL_EYE_LINEAR; 744 texUnit->GenS._ModeBit = TEXGEN_EYE_LINEAR; 745 texUnit->GenT._ModeBit = TEXGEN_EYE_LINEAR; 746 texUnit->GenR._ModeBit = TEXGEN_EYE_LINEAR; 747 texUnit->GenQ._ModeBit = TEXGEN_EYE_LINEAR; 748 749 /* Yes, these plane coefficients are correct! */ 750 ASSIGN_4V( texUnit->GenS.ObjectPlane, 1.0, 0.0, 0.0, 0.0 ); 751 ASSIGN_4V( texUnit->GenT.ObjectPlane, 0.0, 1.0, 0.0, 0.0 ); 752 ASSIGN_4V( texUnit->GenR.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 753 ASSIGN_4V( texUnit->GenQ.ObjectPlane, 0.0, 0.0, 0.0, 0.0 ); 754 ASSIGN_4V( texUnit->GenS.EyePlane, 1.0, 0.0, 0.0, 0.0 ); 755 ASSIGN_4V( texUnit->GenT.EyePlane, 0.0, 1.0, 0.0, 0.0 ); 756 ASSIGN_4V( texUnit->GenR.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 757 ASSIGN_4V( texUnit->GenQ.EyePlane, 0.0, 0.0, 0.0, 0.0 ); 758 759 /* no mention of this in spec, but maybe id matrix expected? */ 760 ASSIGN_4V( texUnit->RotMatrix, 1.0, 0.0, 0.0, 1.0 ); 761 762 /* initialize current texture object ptrs to the shared default objects */ 763 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 764 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 765 ctx->Shared->DefaultTex[tex]); 766 } 767} 768 769 770/** 771 * Initialize texture state for the given context. 772 */ 773GLboolean 774_mesa_init_texture(struct gl_context *ctx) 775{ 776 GLuint u; 777 778 /* Texture group */ 779 ctx->Texture.CurrentUnit = 0; /* multitexture */ 780 ctx->Texture._EnabledUnits = 0x0; 781 ctx->Texture.SharedPalette = GL_FALSE; 782 _mesa_init_colortable(&ctx->Texture.Palette); 783 784 for (u = 0; u < Elements(ctx->Texture.Unit); u++) 785 init_texture_unit(ctx, u); 786 787 /* After we're done initializing the context's texture state the default 788 * texture objects' refcounts should be at least 789 * MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1. 790 */ 791 assert(ctx->Shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount 792 >= MAX_COMBINED_TEXTURE_IMAGE_UNITS + 1); 793 794 /* Allocate proxy textures */ 795 if (!alloc_proxy_textures( ctx )) 796 return GL_FALSE; 797 798 /* GL_ARB_texture_buffer_object */ 799 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, 800 ctx->Shared->NullBufferObj); 801 802 return GL_TRUE; 803} 804 805 806/** 807 * Free dynamically-allocted texture data attached to the given context. 808 */ 809void 810_mesa_free_texture_data(struct gl_context *ctx) 811{ 812 GLuint u, tgt; 813 814 /* unreference current textures */ 815 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 816 /* The _Current texture could account for another reference */ 817 _mesa_reference_texobj(&ctx->Texture.Unit[u]._Current, NULL); 818 819 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) { 820 _mesa_reference_texobj(&ctx->Texture.Unit[u].CurrentTex[tgt], NULL); 821 } 822 } 823 824 /* Free proxy texture objects */ 825 for (tgt = 0; tgt < NUM_TEXTURE_TARGETS; tgt++) 826 ctx->Driver.DeleteTexture(ctx, ctx->Texture.ProxyTex[tgt]); 827 828 /* GL_ARB_texture_buffer_object */ 829 _mesa_reference_buffer_object(ctx, &ctx->Texture.BufferObject, NULL); 830 831#if FEATURE_sampler_objects 832 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 833 _mesa_reference_sampler_object(ctx, &ctx->Texture.Unit[u].Sampler, NULL); 834 } 835#endif 836} 837 838 839/** 840 * Update the default texture objects in the given context to reference those 841 * specified in the shared state and release those referencing the old 842 * shared state. 843 */ 844void 845_mesa_update_default_objects_texture(struct gl_context *ctx) 846{ 847 GLuint u, tex; 848 849 for (u = 0; u < Elements(ctx->Texture.Unit); u++) { 850 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; 851 for (tex = 0; tex < NUM_TEXTURE_TARGETS; tex++) { 852 _mesa_reference_texobj(&texUnit->CurrentTex[tex], 853 ctx->Shared->DefaultTex[tex]); 854 } 855 } 856} 857